babylon.2.0.d.ts 187 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. public uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. static ALPHA_DISABLE : number;
  55. static ALPHA_ADD : number;
  56. static ALPHA_COMBINE : number;
  57. static DELAYLOADSTATE_NONE : number;
  58. static DELAYLOADSTATE_LOADED : number;
  59. static DELAYLOADSTATE_LOADING : number;
  60. static DELAYLOADSTATE_NOTLOADED : number;
  61. static Version : string;
  62. static Epsilon: number;
  63. static CollisionsEpsilon: number;
  64. static ShadersRepository: string;
  65. public isFullscreen: boolean;
  66. public isPointerLock: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _audioEngine;
  74. private _onBlur;
  75. private _onFocus;
  76. private _onFullscreenChange;
  77. private _onPointerLockChange;
  78. private _hardwareScalingLevel;
  79. private _caps;
  80. private _pointerLockRequested;
  81. private _alphaTest;
  82. private _resizeLoadingUI;
  83. private _loadingDiv;
  84. private _loadingTextDiv;
  85. private _loadingDivBackgroundColor;
  86. private _drawCalls;
  87. private _renderingQueueLaunched;
  88. private _activeRenderLoops;
  89. private fpsRange;
  90. private previousFramesDuration;
  91. private fps;
  92. private deltaTime;
  93. private _depthCullingState;
  94. private _alphaState;
  95. private _alphaMode;
  96. private _loadedTexturesCache;
  97. public _activeTexturesCache: BaseTexture[];
  98. private _currentEffect;
  99. private _compiledEffects;
  100. private _vertexAttribArrays;
  101. private _cachedViewport;
  102. private _cachedVertexBuffers;
  103. private _cachedIndexBuffer;
  104. private _cachedEffectForVertexBuffers;
  105. private _currentRenderTarget;
  106. private _canvasClientRect;
  107. private _uintIndicesCurrentlySet;
  108. private _workingCanvas;
  109. private _workingContext;
  110. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  111. public getAudioEngine(): AudioEngine;
  112. public getAspectRatio(camera: Camera): number;
  113. public getRenderWidth(): number;
  114. public getRenderHeight(): number;
  115. public getRenderingCanvas(): HTMLCanvasElement;
  116. public getRenderingCanvasClientRect(): ClientRect;
  117. public setHardwareScalingLevel(level: number): void;
  118. public getHardwareScalingLevel(): number;
  119. public getLoadedTexturesCache(): WebGLTexture[];
  120. public getCaps(): EngineCapabilities;
  121. public drawCalls : number;
  122. public resetDrawCalls(): void;
  123. public setDepthFunctionToGreater(): void;
  124. public setDepthFunctionToGreaterOrEqual(): void;
  125. public setDepthFunctionToLess(): void;
  126. public setDepthFunctionToLessOrEqual(): void;
  127. public stopRenderLoop(renderFunction?: () => void): void;
  128. public _renderLoop(): void;
  129. public runRenderLoop(renderFunction: () => void): void;
  130. public switchFullscreen(requestPointerLock: boolean): void;
  131. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  132. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  133. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  134. public beginFrame(): void;
  135. public endFrame(): void;
  136. public resize(): void;
  137. public setSize(width: number, height: number): void;
  138. public bindFramebuffer(texture: WebGLTexture): void;
  139. public unBindFramebuffer(texture: WebGLTexture): void;
  140. public flushFramebuffer(): void;
  141. public restoreDefaultFramebuffer(): void;
  142. private _resetVertexBufferBinding();
  143. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  144. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  145. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  146. private _resetIndexBufferBinding();
  147. public createIndexBuffer(indices: number[]): WebGLBuffer;
  148. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  149. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  150. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  151. public createInstancesBuffer(capacity: number): WebGLBuffer;
  152. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  153. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  154. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  155. public applyStates(): void;
  156. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  157. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  158. public _releaseEffect(effect: Effect): void;
  159. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  160. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  161. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  162. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  163. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  164. public enableEffect(effect: Effect): void;
  165. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  166. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  167. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  168. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  169. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  170. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  171. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  172. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  173. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  174. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  175. public setState(culling: boolean, force?: boolean): void;
  176. public setDepthBuffer(enable: boolean): void;
  177. public getDepthWrite(): boolean;
  178. public setDepthWrite(enable: boolean): void;
  179. public setColorWrite(enable: boolean): void;
  180. public setAlphaMode(mode: number): void;
  181. public getAlphaMode(): number;
  182. public setAlphaTesting(enable: boolean): void;
  183. public getAlphaTesting(): boolean;
  184. public wipeCaches(): void;
  185. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  186. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  187. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  188. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  189. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  190. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  191. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  192. public _releaseTexture(texture: WebGLTexture): void;
  193. public bindSamplers(effect: Effect): void;
  194. public _bindTexture(channel: number, texture: WebGLTexture): void;
  195. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  196. public setTexture(channel: number, texture: BaseTexture): void;
  197. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  198. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  199. public dispose(): void;
  200. public displayLoadingUI(): void;
  201. public loadingUIText : string;
  202. public loadingUIBackgroundColor : string;
  203. public hideLoadingUI(): void;
  204. public getFps(): number;
  205. public getDeltaTime(): number;
  206. private _measureFps();
  207. static isSupported(): boolean;
  208. }
  209. }
  210. interface Window {
  211. mozIndexedDB(func: any): any;
  212. webkitIndexedDB(func: any): any;
  213. IDBTransaction(func: any): any;
  214. webkitIDBTransaction(func: any): any;
  215. msIDBTransaction(func: any): any;
  216. IDBKeyRange(func: any): any;
  217. webkitIDBKeyRange(func: any): any;
  218. msIDBKeyRange(func: any): any;
  219. URL: HTMLURL;
  220. webkitURL: HTMLURL;
  221. webkitRequestAnimationFrame(func: any): any;
  222. mozRequestAnimationFrame(func: any): any;
  223. oRequestAnimationFrame(func: any): any;
  224. WebGLRenderingContext: WebGLRenderingContext;
  225. MSGesture: MSGesture;
  226. }
  227. interface HTMLURL {
  228. createObjectURL(param1: any, param2?: any): any;
  229. }
  230. interface Document {
  231. exitFullscreen(): void;
  232. webkitCancelFullScreen(): void;
  233. mozCancelFullScreen(): void;
  234. msCancelFullScreen(): void;
  235. webkitIsFullScreen: boolean;
  236. mozFullScreen: boolean;
  237. msIsFullScreen: boolean;
  238. fullscreen: boolean;
  239. mozPointerLockElement: HTMLElement;
  240. msPointerLockElement: HTMLElement;
  241. webkitPointerLockElement: HTMLElement;
  242. pointerLockElement: HTMLElement;
  243. }
  244. interface HTMLCanvasElement {
  245. requestPointerLock(): void;
  246. msRequestPointerLock(): void;
  247. mozRequestPointerLock(): void;
  248. webkitRequestPointerLock(): void;
  249. }
  250. interface WebGLTexture {
  251. isReady: boolean;
  252. isCube: boolean;
  253. url: string;
  254. noMipmap: boolean;
  255. references: number;
  256. generateMipMaps: boolean;
  257. _size: number;
  258. _baseWidth: number;
  259. _baseHeight: number;
  260. _width: number;
  261. _height: number;
  262. _workingCanvas: HTMLCanvasElement;
  263. _workingContext: CanvasRenderingContext2D;
  264. _framebuffer: WebGLFramebuffer;
  265. _depthBuffer: WebGLRenderbuffer;
  266. _cachedCoordinatesMode: number;
  267. _cachedWrapU: number;
  268. _cachedWrapV: number;
  269. }
  270. interface WebGLBuffer {
  271. references: number;
  272. capacity: number;
  273. is32Bits: boolean;
  274. }
  275. interface MouseEvent {
  276. movementX: number;
  277. movementY: number;
  278. mozMovementX: number;
  279. mozMovementY: number;
  280. webkitMovementX: number;
  281. webkitMovementY: number;
  282. msMovementX: number;
  283. msMovementY: number;
  284. }
  285. interface MSStyleCSSProperties {
  286. webkitTransform: string;
  287. webkitTransition: string;
  288. }
  289. interface Navigator {
  290. getVRDevices: () => any;
  291. mozGetVRDevices: (any: any) => any;
  292. isCocoonJS: boolean;
  293. }
  294. declare module BABYLON {
  295. class Node {
  296. public parent: Node;
  297. public name: string;
  298. public id: string;
  299. public state: string;
  300. public animations: Animation[];
  301. public onReady: (node: Node) => void;
  302. private _childrenFlag;
  303. private _isEnabled;
  304. private _isReady;
  305. public _currentRenderId: number;
  306. public _waitingParentId: string;
  307. private _scene;
  308. public _cache: any;
  309. constructor(name: string, scene: any);
  310. public getScene(): Scene;
  311. public getEngine(): Engine;
  312. public getWorldMatrix(): Matrix;
  313. public _initCache(): void;
  314. public updateCache(force?: boolean): void;
  315. public _updateCache(ignoreParentClass?: boolean): void;
  316. public _isSynchronized(): boolean;
  317. public isSynchronizedWithParent(): boolean;
  318. public isSynchronized(updateCache?: boolean): boolean;
  319. public hasNewParent(update?: boolean): boolean;
  320. public isReady(): boolean;
  321. public isEnabled(): boolean;
  322. public setEnabled(value: boolean): void;
  323. public isDescendantOf(ancestor: Node): boolean;
  324. public _getDescendants(list: Node[], results: Node[]): void;
  325. public getDescendants(): Node[];
  326. public _setReady(state: boolean): void;
  327. }
  328. }
  329. declare module BABYLON {
  330. interface IDisposable {
  331. dispose(): void;
  332. }
  333. class Scene {
  334. static FOGMODE_NONE: number;
  335. static FOGMODE_EXP: number;
  336. static FOGMODE_EXP2: number;
  337. static FOGMODE_LINEAR: number;
  338. static MinDeltaTime: number;
  339. static MaxDeltaTime: number;
  340. public autoClear: boolean;
  341. public clearColor: any;
  342. public ambientColor: Color3;
  343. public beforeRender: () => void;
  344. public afterRender: () => void;
  345. public onDispose: () => void;
  346. public beforeCameraRender: (camera: Camera) => void;
  347. public afterCameraRender: (camera: Camera) => void;
  348. public forceWireframe: boolean;
  349. public forcePointsCloud: boolean;
  350. public forceShowBoundingBoxes: boolean;
  351. public clipPlane: Plane;
  352. public animationsEnabled: boolean;
  353. private _onPointerMove;
  354. private _onPointerDown;
  355. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  356. public cameraToUseForPointers: Camera;
  357. private _pointerX;
  358. private _pointerY;
  359. private _meshUnderPointer;
  360. private _onKeyDown;
  361. private _onKeyUp;
  362. public fogEnabled: boolean;
  363. public fogMode: number;
  364. public fogColor: Color3;
  365. public fogDensity: number;
  366. public fogStart: number;
  367. public fogEnd: number;
  368. public shadowsEnabled: boolean;
  369. public lightsEnabled: boolean;
  370. public lights: Light[];
  371. public cameras: Camera[];
  372. public activeCameras: Camera[];
  373. public activeCamera: Camera;
  374. public meshes: AbstractMesh[];
  375. private _geometries;
  376. public materials: Material[];
  377. public multiMaterials: MultiMaterial[];
  378. public defaultMaterial: StandardMaterial;
  379. public texturesEnabled: boolean;
  380. public textures: BaseTexture[];
  381. public particlesEnabled: boolean;
  382. public particleSystems: ParticleSystem[];
  383. public spriteManagers: SpriteManager[];
  384. public layers: Layer[];
  385. public skeletonsEnabled: boolean;
  386. public skeletons: Skeleton[];
  387. public lensFlaresEnabled: boolean;
  388. public lensFlareSystems: LensFlareSystem[];
  389. public collisionsEnabled: boolean;
  390. public gravity: Vector3;
  391. public postProcessesEnabled: boolean;
  392. public postProcessManager: PostProcessManager;
  393. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  394. public renderTargetsEnabled: boolean;
  395. public customRenderTargets: RenderTargetTexture[];
  396. public useDelayedTextureLoading: boolean;
  397. public importedMeshesFiles: String[];
  398. public database: any;
  399. public actionManager: ActionManager;
  400. public _actionManagers: ActionManager[];
  401. private _meshesForIntersections;
  402. public proceduralTexturesEnabled: boolean;
  403. public _proceduralTextures: ProceduralTexture[];
  404. public mainSoundTrack: SoundTrack;
  405. public soundTracks: SoundTrack[];
  406. private _engine;
  407. private _totalVertices;
  408. public _activeVertices: number;
  409. public _activeParticles: number;
  410. private _lastFrameDuration;
  411. private _evaluateActiveMeshesDuration;
  412. private _renderTargetsDuration;
  413. public _particlesDuration: number;
  414. private _renderDuration;
  415. public _spritesDuration: number;
  416. private _animationRatio;
  417. private _animationStartDate;
  418. public _cachedMaterial: Material;
  419. private _renderId;
  420. private _executeWhenReadyTimeoutId;
  421. public _toBeDisposed: SmartArray<IDisposable>;
  422. private _onReadyCallbacks;
  423. private _pendingData;
  424. private _onBeforeRenderCallbacks;
  425. private _onAfterRenderCallbacks;
  426. private _activeMeshes;
  427. private _processedMaterials;
  428. private _renderTargets;
  429. public _activeParticleSystems: SmartArray<ParticleSystem>;
  430. private _activeSkeletons;
  431. private _activeBones;
  432. private _renderingManager;
  433. private _physicsEngine;
  434. public _activeAnimatables: Animatable[];
  435. private _transformMatrix;
  436. private _pickWithRayInverseMatrix;
  437. private _scaledPosition;
  438. private _scaledVelocity;
  439. private _boundingBoxRenderer;
  440. private _outlineRenderer;
  441. private _viewMatrix;
  442. private _projectionMatrix;
  443. private _frustumPlanes;
  444. private _selectionOctree;
  445. private _pointerOverMesh;
  446. private _debugLayer;
  447. constructor(engine: Engine);
  448. public debugLayer : DebugLayer;
  449. public meshUnderPointer : AbstractMesh;
  450. public pointerX : number;
  451. public pointerY : number;
  452. public getCachedMaterial(): Material;
  453. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  454. public getOutlineRenderer(): OutlineRenderer;
  455. public getEngine(): Engine;
  456. public getTotalVertices(): number;
  457. public getActiveVertices(): number;
  458. public getActiveParticles(): number;
  459. public getActiveBones(): number;
  460. public getLastFrameDuration(): number;
  461. public getEvaluateActiveMeshesDuration(): number;
  462. public getActiveMeshes(): SmartArray<Mesh>;
  463. public getRenderTargetsDuration(): number;
  464. public getRenderDuration(): number;
  465. public getParticlesDuration(): number;
  466. public getSpritesDuration(): number;
  467. public getAnimationRatio(): number;
  468. public getRenderId(): number;
  469. private _updatePointerPosition(evt);
  470. public attachControl(): void;
  471. public detachControl(): void;
  472. public isReady(): boolean;
  473. public resetCachedMaterial(): void;
  474. public registerBeforeRender(func: () => void): void;
  475. public unregisterBeforeRender(func: () => void): void;
  476. public registerAfterRender(func: () => void): void;
  477. public unregisterAfterRender(func: () => void): void;
  478. public _addPendingData(data: any): void;
  479. public _removePendingData(data: any): void;
  480. public getWaitingItemsCount(): number;
  481. public executeWhenReady(func: () => void): void;
  482. public _checkIsReady(): void;
  483. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  484. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  485. public getAnimatableByTarget(target: any): Animatable;
  486. public stopAnimation(target: any): void;
  487. private _animate();
  488. public getViewMatrix(): Matrix;
  489. public getProjectionMatrix(): Matrix;
  490. public getTransformMatrix(): Matrix;
  491. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  492. public setActiveCameraByID(id: string): Camera;
  493. public setActiveCameraByName(name: string): Camera;
  494. public getMaterialByID(id: string): Material;
  495. public getMaterialByName(name: string): Material;
  496. public getCameraByID(id: string): Camera;
  497. public getCameraByName(name: string): Camera;
  498. public getLightByName(name: string): Light;
  499. public getLightByID(id: string): Light;
  500. public getGeometryByID(id: string): Geometry;
  501. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  502. public getGeometries(): Geometry[];
  503. public getMeshByID(id: string): AbstractMesh;
  504. public getLastMeshByID(id: string): AbstractMesh;
  505. public getLastEntryByID(id: string): Node;
  506. public getMeshByName(name: string): AbstractMesh;
  507. public getLastSkeletonByID(id: string): Skeleton;
  508. public getSkeletonById(id: string): Skeleton;
  509. public getSkeletonByName(name: string): Skeleton;
  510. public isActiveMesh(mesh: Mesh): boolean;
  511. private _evaluateSubMesh(subMesh, mesh);
  512. private _evaluateActiveMeshes();
  513. private _activeMesh(mesh);
  514. public updateTransformMatrix(force?: boolean): void;
  515. private _renderForCamera(camera);
  516. private _processSubCameras(camera);
  517. private _checkIntersections();
  518. public render(): void;
  519. private _updateAudioParameters();
  520. public dispose(): void;
  521. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  522. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  523. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  524. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  525. private _internalPick(rayFunction, predicate, fastCheck?);
  526. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  527. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  528. public setPointerOverMesh(mesh: AbstractMesh): void;
  529. public getPointerOverMesh(): AbstractMesh;
  530. public getPhysicsEngine(): PhysicsEngine;
  531. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  532. public disablePhysicsEngine(): void;
  533. public isPhysicsEnabled(): boolean;
  534. public setGravity(gravity: Vector3): void;
  535. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  536. public deleteCompoundImpostor(compound: any): void;
  537. private _getByTags(list, tagsQuery);
  538. public getMeshesByTags(tagsQuery: string): Mesh[];
  539. public getCamerasByTags(tagsQuery: string): Camera[];
  540. public getLightsByTags(tagsQuery: string): Light[];
  541. public getMaterialByTags(tagsQuery: string): Material[];
  542. }
  543. }
  544. declare module BABYLON {
  545. class Action {
  546. public triggerOptions: any;
  547. public trigger: number;
  548. public _actionManager: ActionManager;
  549. private _nextActiveAction;
  550. private _child;
  551. private _condition;
  552. private _triggerParameter;
  553. constructor(triggerOptions: any, condition?: Condition);
  554. public _prepare(): void;
  555. public getTriggerParameter(): any;
  556. public _executeCurrent(evt: ActionEvent): void;
  557. public execute(evt: ActionEvent): void;
  558. public then(action: Action): Action;
  559. public _getProperty(propertyPath: string): string;
  560. public _getEffectiveTarget(target: any, propertyPath: string): any;
  561. }
  562. }
  563. declare module BABYLON {
  564. class ActionEvent {
  565. public source: AbstractMesh;
  566. public pointerX: number;
  567. public pointerY: number;
  568. public meshUnderPointer: AbstractMesh;
  569. public sourceEvent: any;
  570. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  571. static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
  572. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  573. }
  574. class ActionManager {
  575. private static _NothingTrigger;
  576. private static _OnPickTrigger;
  577. private static _OnLeftPickTrigger;
  578. private static _OnRightPickTrigger;
  579. private static _OnCenterPickTrigger;
  580. private static _OnPointerOverTrigger;
  581. private static _OnPointerOutTrigger;
  582. private static _OnEveryFrameTrigger;
  583. private static _OnIntersectionEnterTrigger;
  584. private static _OnIntersectionExitTrigger;
  585. private static _OnKeyDownTrigger;
  586. private static _OnKeyUpTrigger;
  587. static NothingTrigger : number;
  588. static OnPickTrigger : number;
  589. static OnLeftPickTrigger : number;
  590. static OnRightPickTrigger : number;
  591. static OnCenterPickTrigger : number;
  592. static OnPointerOverTrigger : number;
  593. static OnPointerOutTrigger : number;
  594. static OnEveryFrameTrigger : number;
  595. static OnIntersectionEnterTrigger : number;
  596. static OnIntersectionExitTrigger : number;
  597. static OnKeyDownTrigger : number;
  598. static OnKeyUpTrigger : number;
  599. public actions: Action[];
  600. private _scene;
  601. constructor(scene: Scene);
  602. public dispose(): void;
  603. public getScene(): Scene;
  604. public hasSpecificTriggers(triggers: number[]): boolean;
  605. public hasPointerTriggers : boolean;
  606. public hasPickTriggers : boolean;
  607. public registerAction(action: Action): Action;
  608. public processTrigger(trigger: number, evt: ActionEvent): void;
  609. public _getEffectiveTarget(target: any, propertyPath: string): any;
  610. public _getProperty(propertyPath: string): string;
  611. }
  612. }
  613. declare module BABYLON {
  614. class Condition {
  615. public _actionManager: ActionManager;
  616. public _evaluationId: number;
  617. public _currentResult: boolean;
  618. constructor(actionManager: ActionManager);
  619. public isValid(): boolean;
  620. public _getProperty(propertyPath: string): string;
  621. public _getEffectiveTarget(target: any, propertyPath: string): any;
  622. }
  623. class ValueCondition extends Condition {
  624. public propertyPath: string;
  625. public value: any;
  626. public operator: number;
  627. private static _IsEqual;
  628. private static _IsDifferent;
  629. private static _IsGreater;
  630. private static _IsLesser;
  631. static IsEqual : number;
  632. static IsDifferent : number;
  633. static IsGreater : number;
  634. static IsLesser : number;
  635. public _actionManager: ActionManager;
  636. private _target;
  637. private _property;
  638. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  639. public isValid(): boolean;
  640. }
  641. class PredicateCondition extends Condition {
  642. public predicate: () => boolean;
  643. public _actionManager: ActionManager;
  644. constructor(actionManager: ActionManager, predicate: () => boolean);
  645. public isValid(): boolean;
  646. }
  647. class StateCondition extends Condition {
  648. public value: string;
  649. public _actionManager: ActionManager;
  650. private _target;
  651. constructor(actionManager: ActionManager, target: any, value: string);
  652. public isValid(): boolean;
  653. }
  654. }
  655. declare module BABYLON {
  656. class SwitchBooleanAction extends Action {
  657. public propertyPath: string;
  658. private _target;
  659. private _property;
  660. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  661. public _prepare(): void;
  662. public execute(): void;
  663. }
  664. class SetStateAction extends Action {
  665. public value: string;
  666. private _target;
  667. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  668. public execute(): void;
  669. }
  670. class SetValueAction extends Action {
  671. public propertyPath: string;
  672. public value: any;
  673. private _target;
  674. private _property;
  675. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  676. public _prepare(): void;
  677. public execute(): void;
  678. }
  679. class IncrementValueAction extends Action {
  680. public propertyPath: string;
  681. public value: any;
  682. private _target;
  683. private _property;
  684. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  685. public _prepare(): void;
  686. public execute(): void;
  687. }
  688. class PlayAnimationAction extends Action {
  689. public from: number;
  690. public to: number;
  691. public loop: boolean;
  692. private _target;
  693. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  694. public _prepare(): void;
  695. public execute(): void;
  696. }
  697. class StopAnimationAction extends Action {
  698. private _target;
  699. constructor(triggerOptions: any, target: any, condition?: Condition);
  700. public _prepare(): void;
  701. public execute(): void;
  702. }
  703. class DoNothingAction extends Action {
  704. constructor(triggerOptions?: any, condition?: Condition);
  705. public execute(): void;
  706. }
  707. class CombineAction extends Action {
  708. public children: Action[];
  709. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  710. public _prepare(): void;
  711. public execute(evt: ActionEvent): void;
  712. }
  713. class ExecuteCodeAction extends Action {
  714. public func: (evt: ActionEvent) => void;
  715. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  716. public execute(evt: ActionEvent): void;
  717. }
  718. class SetParentAction extends Action {
  719. private _parent;
  720. private _target;
  721. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  722. public _prepare(): void;
  723. public execute(): void;
  724. }
  725. }
  726. declare module BABYLON {
  727. class InterpolateValueAction extends Action {
  728. public propertyPath: string;
  729. public value: any;
  730. public duration: number;
  731. public stopOtherAnimations: boolean;
  732. private _target;
  733. private _property;
  734. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  735. public _prepare(): void;
  736. public execute(): void;
  737. }
  738. }
  739. declare module BABYLON {
  740. class Animatable {
  741. public target: any;
  742. public fromFrame: number;
  743. public toFrame: number;
  744. public loopAnimation: boolean;
  745. public speedRatio: number;
  746. public onAnimationEnd: any;
  747. private _localDelayOffset;
  748. private _pausedDelay;
  749. private _animations;
  750. private _paused;
  751. private _scene;
  752. public animationStarted: boolean;
  753. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  754. public appendAnimations(target: any, animations: Animation[]): void;
  755. public getAnimationByTargetProperty(property: string): Animation;
  756. public pause(): void;
  757. public restart(): void;
  758. public stop(): void;
  759. public _animate(delay: number): boolean;
  760. }
  761. }
  762. declare module BABYLON {
  763. class Animation {
  764. public name: string;
  765. public targetProperty: string;
  766. public framePerSecond: number;
  767. public dataType: number;
  768. public loopMode: number;
  769. private _keys;
  770. private _offsetsCache;
  771. private _highLimitsCache;
  772. private _stopped;
  773. public _target: any;
  774. private _easingFunction;
  775. public targetPropertyPath: string[];
  776. public currentFrame: number;
  777. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  778. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  779. public isStopped(): boolean;
  780. public getKeys(): any[];
  781. public getEasingFunction(): IEasingFunction;
  782. public setEasingFunction(easingFunction: EasingFunction): void;
  783. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  784. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  785. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  786. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  787. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  788. public clone(): Animation;
  789. public setKeys(values: any[]): void;
  790. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  791. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  792. private static _ANIMATIONTYPE_FLOAT;
  793. private static _ANIMATIONTYPE_VECTOR3;
  794. private static _ANIMATIONTYPE_QUATERNION;
  795. private static _ANIMATIONTYPE_MATRIX;
  796. private static _ANIMATIONTYPE_COLOR3;
  797. private static _ANIMATIONTYPE_VECTOR2;
  798. private static _ANIMATIONLOOPMODE_RELATIVE;
  799. private static _ANIMATIONLOOPMODE_CYCLE;
  800. private static _ANIMATIONLOOPMODE_CONSTANT;
  801. static ANIMATIONTYPE_FLOAT : number;
  802. static ANIMATIONTYPE_VECTOR3 : number;
  803. static ANIMATIONTYPE_VECTOR2 : number;
  804. static ANIMATIONTYPE_QUATERNION : number;
  805. static ANIMATIONTYPE_MATRIX : number;
  806. static ANIMATIONTYPE_COLOR3 : number;
  807. static ANIMATIONLOOPMODE_RELATIVE : number;
  808. static ANIMATIONLOOPMODE_CYCLE : number;
  809. static ANIMATIONLOOPMODE_CONSTANT : number;
  810. }
  811. }
  812. declare module BABYLON {
  813. interface IEasingFunction {
  814. ease(gradient: number): number;
  815. }
  816. class EasingFunction implements IEasingFunction {
  817. private static _EASINGMODE_EASEIN;
  818. private static _EASINGMODE_EASEOUT;
  819. private static _EASINGMODE_EASEINOUT;
  820. static EASINGMODE_EASEIN : number;
  821. static EASINGMODE_EASEOUT : number;
  822. static EASINGMODE_EASEINOUT : number;
  823. private _easingMode;
  824. public setEasingMode(easingMode: number): void;
  825. public getEasingMode(): number;
  826. public easeInCore(gradient: number): number;
  827. public ease(gradient: number): number;
  828. }
  829. class CircleEase extends EasingFunction implements IEasingFunction {
  830. public easeInCore(gradient: number): number;
  831. }
  832. class BackEase extends EasingFunction implements IEasingFunction {
  833. public amplitude: number;
  834. constructor(amplitude?: number);
  835. public easeInCore(gradient: number): number;
  836. }
  837. class BounceEase extends EasingFunction implements IEasingFunction {
  838. public bounces: number;
  839. public bounciness: number;
  840. constructor(bounces?: number, bounciness?: number);
  841. public easeInCore(gradient: number): number;
  842. }
  843. class CubicEase extends EasingFunction implements IEasingFunction {
  844. public easeInCore(gradient: number): number;
  845. }
  846. class ElasticEase extends EasingFunction implements IEasingFunction {
  847. public oscillations: number;
  848. public springiness: number;
  849. constructor(oscillations?: number, springiness?: number);
  850. public easeInCore(gradient: number): number;
  851. }
  852. class ExponentialEase extends EasingFunction implements IEasingFunction {
  853. public exponent: number;
  854. constructor(exponent?: number);
  855. public easeInCore(gradient: number): number;
  856. }
  857. class PowerEase extends EasingFunction implements IEasingFunction {
  858. public power: number;
  859. constructor(power?: number);
  860. public easeInCore(gradient: number): number;
  861. }
  862. class QuadraticEase extends EasingFunction implements IEasingFunction {
  863. public easeInCore(gradient: number): number;
  864. }
  865. class QuarticEase extends EasingFunction implements IEasingFunction {
  866. public easeInCore(gradient: number): number;
  867. }
  868. class QuinticEase extends EasingFunction implements IEasingFunction {
  869. public easeInCore(gradient: number): number;
  870. }
  871. class SineEase extends EasingFunction implements IEasingFunction {
  872. public easeInCore(gradient: number): number;
  873. }
  874. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  875. public x1: number;
  876. public y1: number;
  877. public x2: number;
  878. public y2: number;
  879. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  880. public easeInCore(gradient: number): number;
  881. }
  882. }
  883. declare module BABYLON {
  884. class AudioEngine {
  885. public audioContext: AudioContext;
  886. public canUseWebAudio: boolean;
  887. public masterGain: GainNode;
  888. constructor();
  889. public getGlobalVolume(): number;
  890. public setGlobalVolume(newVolume: number): void;
  891. }
  892. }
  893. declare module BABYLON {
  894. class Sound {
  895. public maxDistance: number;
  896. public autoplay: boolean;
  897. public loop: boolean;
  898. public useBabylonJSAttenuation: boolean;
  899. public soundTrackId: number;
  900. private _position;
  901. private _localDirection;
  902. private _volume;
  903. private _isLoaded;
  904. private _isReadyToPlay;
  905. private _isPlaying;
  906. private _isDirectional;
  907. private _audioEngine;
  908. private _readyToPlayCallback;
  909. private _audioBuffer;
  910. private _soundSource;
  911. private _soundPanner;
  912. private _soundGain;
  913. private _coneInnerAngle;
  914. private _coneOuterAngle;
  915. private _coneOuterGain;
  916. private _scene;
  917. private _name;
  918. private _connectedMesh;
  919. /**
  920. * Create a sound and attach it to a scene
  921. * @param name Name of your sound
  922. * @param url Url to the sound to load async
  923. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  924. * @param options Objects to provide with the current available options: autoplay, loop, distanceMax
  925. */
  926. constructor(name: string, url: string, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  927. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  928. /**
  929. * Transform this sound into a directional source
  930. * @param coneInnerAngle Size of the inner cone in degree
  931. * @param coneOuterAngle Size of the outer cone in degree
  932. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  933. */
  934. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  935. public setPosition(newPosition: Vector3): void;
  936. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  937. private _updateDirection();
  938. public updateDistanceFromListener(): void;
  939. /**
  940. * Play the sound
  941. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  942. */
  943. public play(time?: number): void;
  944. /**
  945. * Stop the sound
  946. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  947. */
  948. public stop(time?: number): void;
  949. public pause(): void;
  950. public setVolume(newVolume: number): void;
  951. public getVolume(): number;
  952. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  953. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  954. private _soundLoaded(audioData);
  955. }
  956. }
  957. declare module BABYLON {
  958. class SoundTrack {
  959. private _audioEngine;
  960. private _trackGain;
  961. private _trackConvolver;
  962. private _scene;
  963. public id: number;
  964. public soundCollection: Sound[];
  965. private _isMainTrack;
  966. constructor(scene: Scene, options?: any);
  967. public AddSound(sound: Sound): void;
  968. public RemoveSound(sound: Sound): void;
  969. public setVolume(newVolume: number): void;
  970. }
  971. }
  972. declare module BABYLON {
  973. class Bone {
  974. public name: string;
  975. public children: Bone[];
  976. public animations: Animation[];
  977. private _skeleton;
  978. private _matrix;
  979. private _baseMatrix;
  980. private _worldTransform;
  981. private _absoluteTransform;
  982. private _invertedAbsoluteTransform;
  983. private _parent;
  984. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  985. public getParent(): Bone;
  986. public getLocalMatrix(): Matrix;
  987. public getBaseMatrix(): Matrix;
  988. public getWorldMatrix(): Matrix;
  989. public getInvertedAbsoluteTransform(): Matrix;
  990. public getAbsoluteMatrix(): Matrix;
  991. public updateMatrix(matrix: Matrix): void;
  992. private _updateDifferenceMatrix();
  993. public markAsDirty(): void;
  994. }
  995. }
  996. declare module BABYLON {
  997. class Skeleton {
  998. public name: string;
  999. public id: string;
  1000. public bones: Bone[];
  1001. private _scene;
  1002. private _isDirty;
  1003. private _transformMatrices;
  1004. private _animatables;
  1005. private _identity;
  1006. constructor(name: string, id: string, scene: Scene);
  1007. public getTransformMatrices(): Float32Array;
  1008. public _markAsDirty(): void;
  1009. public prepare(): void;
  1010. public getAnimatables(): IAnimatable[];
  1011. public clone(name: string, id: string): Skeleton;
  1012. }
  1013. }
  1014. declare module BABYLON {
  1015. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1016. private _eyeSpace;
  1017. private _leftCamera;
  1018. private _rightCamera;
  1019. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1020. public _update(): void;
  1021. public _updateCamera(camera: ArcRotateCamera): void;
  1022. }
  1023. class AnaglyphFreeCamera extends FreeCamera {
  1024. private _eyeSpace;
  1025. private _leftCamera;
  1026. private _rightCamera;
  1027. private _transformMatrix;
  1028. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1029. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1030. public _update(): void;
  1031. public _updateCamera(camera: FreeCamera): void;
  1032. }
  1033. }
  1034. declare module BABYLON {
  1035. class ArcRotateCamera extends Camera {
  1036. public alpha: number;
  1037. public beta: number;
  1038. public radius: number;
  1039. public target: any;
  1040. public inertialAlphaOffset: number;
  1041. public inertialBetaOffset: number;
  1042. public inertialRadiusOffset: number;
  1043. public lowerAlphaLimit: any;
  1044. public upperAlphaLimit: any;
  1045. public lowerBetaLimit: number;
  1046. public upperBetaLimit: number;
  1047. public lowerRadiusLimit: any;
  1048. public upperRadiusLimit: any;
  1049. public angularSensibility: number;
  1050. public wheelPrecision: number;
  1051. public keysUp: number[];
  1052. public keysDown: number[];
  1053. public keysLeft: number[];
  1054. public keysRight: number[];
  1055. public zoomOnFactor: number;
  1056. public targetScreenOffset: Vector2;
  1057. private _keys;
  1058. private _viewMatrix;
  1059. private _attachedElement;
  1060. private _onPointerDown;
  1061. private _onPointerUp;
  1062. private _onPointerMove;
  1063. private _wheel;
  1064. private _onMouseMove;
  1065. private _onKeyDown;
  1066. private _onKeyUp;
  1067. private _onLostFocus;
  1068. private _reset;
  1069. private _onGestureStart;
  1070. private _onGesture;
  1071. private _MSGestureHandler;
  1072. public onCollide: (collidedMesh: AbstractMesh) => void;
  1073. public checkCollisions: boolean;
  1074. public collisionRadius: Vector3;
  1075. private _collider;
  1076. private _previousPosition;
  1077. private _collisionVelocity;
  1078. private _newPosition;
  1079. private _previousAlpha;
  1080. private _previousBeta;
  1081. private _previousRadius;
  1082. public pinchPrecision: number;
  1083. private _touchStart;
  1084. private _touchMove;
  1085. private _touchEnd;
  1086. private _pinchStart;
  1087. private _pinchMove;
  1088. private _pinchEnd;
  1089. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1090. public _getTargetPosition(): Vector3;
  1091. public _initCache(): void;
  1092. public _updateCache(ignoreParentClass?: boolean): void;
  1093. public _isSynchronizedViewMatrix(): boolean;
  1094. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1095. public detachControl(element: HTMLElement): void;
  1096. public _update(): void;
  1097. public setPosition(position: Vector3): void;
  1098. public _getViewMatrix(): Matrix;
  1099. public zoomOn(meshes?: AbstractMesh[]): void;
  1100. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1101. }
  1102. }
  1103. declare module BABYLON {
  1104. class Camera extends Node {
  1105. public position: Vector3;
  1106. static PERSPECTIVE_CAMERA: number;
  1107. static ORTHOGRAPHIC_CAMERA: number;
  1108. public upVector: Vector3;
  1109. public orthoLeft: any;
  1110. public orthoRight: any;
  1111. public orthoBottom: any;
  1112. public orthoTop: any;
  1113. public fov: number;
  1114. public minZ: number;
  1115. public maxZ: number;
  1116. public inertia: number;
  1117. public mode: number;
  1118. public isIntermediate: boolean;
  1119. public viewport: Viewport;
  1120. public subCameras: any[];
  1121. public layerMask: number;
  1122. private _computedViewMatrix;
  1123. public _projectionMatrix: Matrix;
  1124. private _worldMatrix;
  1125. public _postProcesses: PostProcess[];
  1126. public _postProcessesTakenIndices: any[];
  1127. constructor(name: string, position: Vector3, scene: Scene);
  1128. public _initCache(): void;
  1129. public _updateCache(ignoreParentClass?: boolean): void;
  1130. public _updateFromScene(): void;
  1131. public _isSynchronized(): boolean;
  1132. public _isSynchronizedViewMatrix(): boolean;
  1133. public _isSynchronizedProjectionMatrix(): boolean;
  1134. public attachControl(element: HTMLElement): void;
  1135. public detachControl(element: HTMLElement): void;
  1136. public _update(): void;
  1137. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1138. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1139. public getWorldMatrix(): Matrix;
  1140. public _getViewMatrix(): Matrix;
  1141. public getViewMatrix(): Matrix;
  1142. public _computeViewMatrix(force?: boolean): Matrix;
  1143. public getProjectionMatrix(force?: boolean): Matrix;
  1144. public dispose(): void;
  1145. }
  1146. }
  1147. declare module BABYLON {
  1148. class DeviceOrientationCamera extends FreeCamera {
  1149. private _offsetX;
  1150. private _offsetY;
  1151. private _orientationGamma;
  1152. private _orientationBeta;
  1153. private _initialOrientationGamma;
  1154. private _initialOrientationBeta;
  1155. private _attachedCanvas;
  1156. private _orientationChanged;
  1157. public angularSensibility: number;
  1158. public moveSensibility: number;
  1159. constructor(name: string, position: Vector3, scene: Scene);
  1160. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1161. public detachControl(canvas: HTMLCanvasElement): void;
  1162. public _checkInputs(): void;
  1163. }
  1164. }
  1165. declare module BABYLON {
  1166. class FollowCamera extends TargetCamera {
  1167. public radius: number;
  1168. public rotationOffset: number;
  1169. public heightOffset: number;
  1170. public cameraAcceleration: number;
  1171. public maxCameraSpeed: number;
  1172. public target: AbstractMesh;
  1173. constructor(name: string, position: Vector3, scene: Scene);
  1174. private getRadians(degrees);
  1175. private follow(cameraTarget);
  1176. public _update(): void;
  1177. }
  1178. }
  1179. declare module BABYLON {
  1180. class FreeCamera extends TargetCamera {
  1181. public ellipsoid: Vector3;
  1182. public keysUp: number[];
  1183. public keysDown: number[];
  1184. public keysLeft: number[];
  1185. public keysRight: number[];
  1186. public checkCollisions: boolean;
  1187. public applyGravity: boolean;
  1188. public angularSensibility: number;
  1189. public onCollide: (collidedMesh: AbstractMesh) => void;
  1190. private _keys;
  1191. private _collider;
  1192. private _needMoveForGravity;
  1193. private _oldPosition;
  1194. private _diffPosition;
  1195. private _newPosition;
  1196. private _attachedElement;
  1197. private _localDirection;
  1198. private _transformedDirection;
  1199. private _onMouseDown;
  1200. private _onMouseUp;
  1201. private _onMouseOut;
  1202. private _onMouseMove;
  1203. private _onKeyDown;
  1204. private _onKeyUp;
  1205. public _onLostFocus: (e: FocusEvent) => any;
  1206. public _waitingLockedTargetId: string;
  1207. constructor(name: string, position: Vector3, scene: Scene);
  1208. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1209. public detachControl(element: HTMLElement): void;
  1210. public _collideWithWorld(velocity: Vector3): void;
  1211. public _checkInputs(): void;
  1212. public _decideIfNeedsToMove(): boolean;
  1213. public _updatePosition(): void;
  1214. public _update(): void;
  1215. }
  1216. }
  1217. declare module BABYLON {
  1218. class GamepadCamera extends FreeCamera {
  1219. private _gamepad;
  1220. private _gamepads;
  1221. public angularSensibility: number;
  1222. public moveSensibility: number;
  1223. constructor(name: string, position: Vector3, scene: Scene);
  1224. private _onNewGameConnected(gamepad);
  1225. public _checkInputs(): void;
  1226. public dispose(): void;
  1227. }
  1228. }
  1229. declare module BABYLON {
  1230. class OculusCamera extends FreeCamera {
  1231. private _leftCamera;
  1232. private _rightCamera;
  1233. private _offsetOrientation;
  1234. private _deviceOrientationHandler;
  1235. constructor(name: string, position: Vector3, scene: Scene);
  1236. public _update(): void;
  1237. public _updateCamera(camera: FreeCamera): void;
  1238. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1239. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1240. public detachControl(element: HTMLElement): void;
  1241. }
  1242. }
  1243. declare module BABYLON {
  1244. class OculusGamepadCamera extends FreeCamera {
  1245. private _leftCamera;
  1246. private _rightCamera;
  1247. private _offsetOrientation;
  1248. private _deviceOrientationHandler;
  1249. private _gamepad;
  1250. private _gamepads;
  1251. public angularSensibility: number;
  1252. public moveSensibility: number;
  1253. constructor(name: string, position: Vector3, scene: Scene);
  1254. private _onNewGameConnected(gamepad);
  1255. public _update(): void;
  1256. public _checkInputs(): void;
  1257. public _updateCamera(camera: FreeCamera): void;
  1258. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1259. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1260. public detachControl(element: HTMLElement): void;
  1261. public dispose(): void;
  1262. }
  1263. }
  1264. declare module BABYLON {
  1265. class TargetCamera extends Camera {
  1266. public cameraDirection: Vector3;
  1267. public cameraRotation: Vector2;
  1268. public rotation: Vector3;
  1269. public speed: number;
  1270. public noRotationConstraint: boolean;
  1271. public lockedTarget: any;
  1272. public _currentTarget: Vector3;
  1273. public _viewMatrix: Matrix;
  1274. public _camMatrix: Matrix;
  1275. public _cameraTransformMatrix: Matrix;
  1276. public _cameraRotationMatrix: Matrix;
  1277. public _referencePoint: Vector3;
  1278. public _transformedReferencePoint: Vector3;
  1279. public _lookAtTemp: Matrix;
  1280. public _tempMatrix: Matrix;
  1281. public _reset: () => void;
  1282. public _waitingLockedTargetId: string;
  1283. constructor(name: string, position: Vector3, scene: Scene);
  1284. public _getLockedTargetPosition(): Vector3;
  1285. public _initCache(): void;
  1286. public _updateCache(ignoreParentClass?: boolean): void;
  1287. public _isSynchronizedViewMatrix(): boolean;
  1288. public _computeLocalCameraSpeed(): number;
  1289. public setTarget(target: Vector3): void;
  1290. public getTarget(): Vector3;
  1291. public _decideIfNeedsToMove(): boolean;
  1292. public _updatePosition(): void;
  1293. public _update(): void;
  1294. public _getViewMatrix(): Matrix;
  1295. }
  1296. }
  1297. declare module BABYLON {
  1298. class TouchCamera extends FreeCamera {
  1299. private _offsetX;
  1300. private _offsetY;
  1301. private _pointerCount;
  1302. private _pointerPressed;
  1303. private _attachedCanvas;
  1304. private _onPointerDown;
  1305. private _onPointerUp;
  1306. private _onPointerMove;
  1307. public angularSensibility: number;
  1308. public moveSensibility: number;
  1309. constructor(name: string, position: Vector3, scene: Scene);
  1310. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1311. public detachControl(canvas: HTMLCanvasElement): void;
  1312. public _checkInputs(): void;
  1313. }
  1314. }
  1315. declare module BABYLON {
  1316. class VirtualJoysticksCamera extends FreeCamera {
  1317. private _leftjoystick;
  1318. private _rightjoystick;
  1319. constructor(name: string, position: Vector3, scene: Scene);
  1320. public _checkInputs(): void;
  1321. public dispose(): void;
  1322. }
  1323. }
  1324. declare module BABYLON {
  1325. class VRDeviceOrientationCamera extends OculusCamera {
  1326. public _alpha: number;
  1327. public _beta: number;
  1328. public _gamma: number;
  1329. constructor(name: string, position: Vector3, scene: Scene);
  1330. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1331. }
  1332. }
  1333. declare var HMDVRDevice: any;
  1334. declare var PositionSensorVRDevice: any;
  1335. declare module BABYLON {
  1336. class WebVRCamera extends OculusCamera {
  1337. public _hmdDevice: any;
  1338. public _sensorDevice: any;
  1339. public _cacheState: any;
  1340. public _cacheQuaternion: Quaternion;
  1341. public _cacheRotation: Vector3;
  1342. public _vrEnabled: boolean;
  1343. constructor(name: string, position: Vector3, scene: Scene);
  1344. private _getWebVRDevices(devices);
  1345. public _update(): void;
  1346. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1347. public detachControl(element: HTMLElement): void;
  1348. }
  1349. }
  1350. declare module BABYLON {
  1351. class Collider {
  1352. public radius: Vector3;
  1353. public retry: number;
  1354. public velocity: Vector3;
  1355. public basePoint: Vector3;
  1356. public epsilon: number;
  1357. public collisionFound: boolean;
  1358. public velocityWorldLength: number;
  1359. public basePointWorld: Vector3;
  1360. public velocityWorld: Vector3;
  1361. public normalizedVelocity: Vector3;
  1362. public initialVelocity: Vector3;
  1363. public initialPosition: Vector3;
  1364. public nearestDistance: number;
  1365. public intersectionPoint: Vector3;
  1366. public collidedMesh: AbstractMesh;
  1367. private _collisionPoint;
  1368. private _planeIntersectionPoint;
  1369. private _tempVector;
  1370. private _tempVector2;
  1371. private _tempVector3;
  1372. private _tempVector4;
  1373. private _edge;
  1374. private _baseToVertex;
  1375. private _destinationPoint;
  1376. private _slidePlaneNormal;
  1377. private _displacementVector;
  1378. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1379. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1380. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1381. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1382. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1383. public _getResponse(pos: Vector3, vel: Vector3): void;
  1384. }
  1385. }
  1386. declare module BABYLON {
  1387. class IntersectionInfo {
  1388. public bu: number;
  1389. public bv: number;
  1390. public distance: number;
  1391. public faceId: number;
  1392. constructor(bu: number, bv: number, distance: number);
  1393. }
  1394. class PickingInfo {
  1395. public hit: boolean;
  1396. public distance: number;
  1397. public pickedPoint: Vector3;
  1398. public pickedMesh: AbstractMesh;
  1399. public bu: number;
  1400. public bv: number;
  1401. public faceId: number;
  1402. public getNormal(): Vector3;
  1403. public getTextureCoordinates(): Vector2;
  1404. }
  1405. }
  1406. declare module BABYLON {
  1407. class BoundingBox {
  1408. public minimum: Vector3;
  1409. public maximum: Vector3;
  1410. public vectors: Vector3[];
  1411. public center: Vector3;
  1412. public extendSize: Vector3;
  1413. public directions: Vector3[];
  1414. public vectorsWorld: Vector3[];
  1415. public minimumWorld: Vector3;
  1416. public maximumWorld: Vector3;
  1417. private _worldMatrix;
  1418. constructor(minimum: Vector3, maximum: Vector3);
  1419. public getWorldMatrix(): Matrix;
  1420. public _update(world: Matrix): void;
  1421. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1422. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1423. public intersectsPoint(point: Vector3): boolean;
  1424. public intersectsSphere(sphere: BoundingSphere): boolean;
  1425. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1426. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1427. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1428. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1429. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1430. }
  1431. }
  1432. declare module BABYLON {
  1433. class BoundingInfo {
  1434. public minimum: Vector3;
  1435. public maximum: Vector3;
  1436. public boundingBox: BoundingBox;
  1437. public boundingSphere: BoundingSphere;
  1438. constructor(minimum: Vector3, maximum: Vector3);
  1439. public _update(world: Matrix): void;
  1440. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1441. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1442. public _checkCollision(collider: Collider): boolean;
  1443. public intersectsPoint(point: Vector3): boolean;
  1444. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1445. }
  1446. }
  1447. declare module BABYLON {
  1448. class BoundingSphere {
  1449. public minimum: Vector3;
  1450. public maximum: Vector3;
  1451. public center: Vector3;
  1452. public radius: number;
  1453. public centerWorld: Vector3;
  1454. public radiusWorld: number;
  1455. private _tempRadiusVector;
  1456. constructor(minimum: Vector3, maximum: Vector3);
  1457. public _update(world: Matrix): void;
  1458. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1459. public intersectsPoint(point: Vector3): boolean;
  1460. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1461. }
  1462. }
  1463. declare module BABYLON {
  1464. interface IOctreeContainer<T> {
  1465. blocks: OctreeBlock<T>[];
  1466. }
  1467. class Octree<T> {
  1468. public maxDepth: number;
  1469. public blocks: OctreeBlock<T>[];
  1470. public dynamicContent: T[];
  1471. private _maxBlockCapacity;
  1472. private _selectionContent;
  1473. private _creationFunc;
  1474. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1475. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1476. public addMesh(entry: T): void;
  1477. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1478. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1479. public intersectsRay(ray: Ray): SmartArray<T>;
  1480. 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;
  1481. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1482. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1483. }
  1484. }
  1485. declare module BABYLON {
  1486. class OctreeBlock<T> {
  1487. public entries: T[];
  1488. public blocks: OctreeBlock<T>[];
  1489. private _depth;
  1490. private _maxDepth;
  1491. private _capacity;
  1492. private _minPoint;
  1493. private _maxPoint;
  1494. private _boundingVectors;
  1495. private _creationFunc;
  1496. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1497. public capacity : number;
  1498. public minPoint : Vector3;
  1499. public maxPoint : Vector3;
  1500. public addEntry(entry: T): void;
  1501. public addEntries(entries: T[]): void;
  1502. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1503. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1504. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1505. public createInnerBlocks(): void;
  1506. }
  1507. }
  1508. declare module BABYLON {
  1509. class DebugLayer {
  1510. private _scene;
  1511. private _enabled;
  1512. private _labelsEnabled;
  1513. private _displayStatistics;
  1514. private _displayTree;
  1515. private _displayLogs;
  1516. private _globalDiv;
  1517. private _statsDiv;
  1518. private _statsSubsetDiv;
  1519. private _optionsDiv;
  1520. private _optionsSubsetDiv;
  1521. private _logDiv;
  1522. private _logSubsetDiv;
  1523. private _treeDiv;
  1524. private _treeSubsetDiv;
  1525. private _drawingCanvas;
  1526. private _drawingContext;
  1527. private _syncPositions;
  1528. private _syncData;
  1529. private _onCanvasClick;
  1530. private _clickPosition;
  1531. private _ratio;
  1532. private _identityMatrix;
  1533. private _showUI;
  1534. private _needToRefreshMeshesTree;
  1535. public shouldDisplayLabel: (node: Node) => boolean;
  1536. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1537. public axisRatio: number;
  1538. constructor(scene: Scene);
  1539. private _refreshMeshesTreeContent();
  1540. private _renderSingleAxis(zero, unit, unitText, label, color);
  1541. private _renderAxis(projectedPosition, mesh, globalViewport);
  1542. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1543. private _isClickInsideRect(x, y, width, height);
  1544. public isVisible(): boolean;
  1545. public hide(): void;
  1546. public show(showUI?: boolean): void;
  1547. private _clearLabels();
  1548. private _generateheader(root, text);
  1549. private _generateTexBox(root, title);
  1550. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1551. private _generateCheckBox(root, title, initialState, task, tag?);
  1552. private _generateRadio(root, title, name, initialState, task, tag?);
  1553. private _generateDOMelements();
  1554. private _displayStats();
  1555. }
  1556. }
  1557. declare module BABYLON {
  1558. class Layer {
  1559. public name: string;
  1560. public texture: Texture;
  1561. public isBackground: boolean;
  1562. public color: Color4;
  1563. public onDispose: () => void;
  1564. private _scene;
  1565. private _vertexDeclaration;
  1566. private _vertexStrideSize;
  1567. private _vertexBuffer;
  1568. private _indexBuffer;
  1569. private _effect;
  1570. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1571. public render(): void;
  1572. public dispose(): void;
  1573. }
  1574. }
  1575. declare module BABYLON {
  1576. class LensFlare {
  1577. public size: number;
  1578. public position: number;
  1579. public color: Color3;
  1580. public texture: Texture;
  1581. private _system;
  1582. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1583. public dispose: () => void;
  1584. }
  1585. }
  1586. declare module BABYLON {
  1587. class LensFlareSystem {
  1588. public name: string;
  1589. public lensFlares: LensFlare[];
  1590. public borderLimit: number;
  1591. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1592. private _scene;
  1593. private _emitter;
  1594. private _vertexDeclaration;
  1595. private _vertexStrideSize;
  1596. private _vertexBuffer;
  1597. private _indexBuffer;
  1598. private _effect;
  1599. private _positionX;
  1600. private _positionY;
  1601. private _isEnabled;
  1602. constructor(name: string, emitter: any, scene: Scene);
  1603. public isEnabled : boolean;
  1604. public getScene(): Scene;
  1605. public getEmitter(): any;
  1606. public getEmitterPosition(): Vector3;
  1607. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1608. public _isVisible(): boolean;
  1609. public render(): boolean;
  1610. public dispose(): void;
  1611. }
  1612. }
  1613. declare module BABYLON {
  1614. class DirectionalLight extends Light {
  1615. public direction: Vector3;
  1616. public position: Vector3;
  1617. private _transformedDirection;
  1618. public _transformedPosition: Vector3;
  1619. private _worldMatrix;
  1620. constructor(name: string, direction: Vector3, scene: Scene);
  1621. public getAbsolutePosition(): Vector3;
  1622. public setDirectionToTarget(target: Vector3): Vector3;
  1623. public _computeTransformedPosition(): boolean;
  1624. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1625. public _getWorldMatrix(): Matrix;
  1626. }
  1627. }
  1628. declare module BABYLON {
  1629. class HemisphericLight extends Light {
  1630. public direction: Vector3;
  1631. public groundColor: Color3;
  1632. private _worldMatrix;
  1633. constructor(name: string, direction: Vector3, scene: Scene);
  1634. public setDirectionToTarget(target: Vector3): Vector3;
  1635. public getShadowGenerator(): ShadowGenerator;
  1636. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1637. public _getWorldMatrix(): Matrix;
  1638. }
  1639. }
  1640. declare module BABYLON {
  1641. class Light extends Node {
  1642. public diffuse: Color3;
  1643. public specular: Color3;
  1644. public intensity: number;
  1645. public range: number;
  1646. public includedOnlyMeshes: AbstractMesh[];
  1647. public excludedMeshes: AbstractMesh[];
  1648. public _shadowGenerator: ShadowGenerator;
  1649. private _parentedWorldMatrix;
  1650. public _excludedMeshesIds: string[];
  1651. public _includedOnlyMeshesIds: string[];
  1652. constructor(name: string, scene: Scene);
  1653. public getShadowGenerator(): ShadowGenerator;
  1654. public getAbsolutePosition(): Vector3;
  1655. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1656. public _getWorldMatrix(): Matrix;
  1657. public canAffectMesh(mesh: AbstractMesh): boolean;
  1658. public getWorldMatrix(): Matrix;
  1659. public dispose(): void;
  1660. }
  1661. }
  1662. declare module BABYLON {
  1663. class PointLight extends Light {
  1664. public position: Vector3;
  1665. private _worldMatrix;
  1666. private _transformedPosition;
  1667. constructor(name: string, position: Vector3, scene: Scene);
  1668. public getAbsolutePosition(): Vector3;
  1669. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1670. public getShadowGenerator(): ShadowGenerator;
  1671. public _getWorldMatrix(): Matrix;
  1672. }
  1673. }
  1674. declare module BABYLON {
  1675. class SpotLight extends Light {
  1676. public position: Vector3;
  1677. public direction: Vector3;
  1678. public angle: number;
  1679. public exponent: number;
  1680. private _transformedDirection;
  1681. private _transformedPosition;
  1682. private _worldMatrix;
  1683. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1684. public getAbsolutePosition(): Vector3;
  1685. public setDirectionToTarget(target: Vector3): Vector3;
  1686. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1687. public _getWorldMatrix(): Matrix;
  1688. }
  1689. }
  1690. declare module BABYLON {
  1691. class ShadowGenerator {
  1692. private static _FILTER_NONE;
  1693. private static _FILTER_VARIANCESHADOWMAP;
  1694. private static _FILTER_POISSONSAMPLING;
  1695. static FILTER_NONE : number;
  1696. static FILTER_VARIANCESHADOWMAP : number;
  1697. static FILTER_POISSONSAMPLING : number;
  1698. public filter: number;
  1699. public useVarianceShadowMap : boolean;
  1700. public usePoissonSampling : boolean;
  1701. private _light;
  1702. private _scene;
  1703. private _shadowMap;
  1704. private _darkness;
  1705. private _transparencyShadow;
  1706. private _effect;
  1707. private _viewMatrix;
  1708. private _projectionMatrix;
  1709. private _transformMatrix;
  1710. private _worldViewProjection;
  1711. private _cachedPosition;
  1712. private _cachedDirection;
  1713. private _cachedDefines;
  1714. constructor(mapSize: number, light: DirectionalLight);
  1715. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1716. public getShadowMap(): RenderTargetTexture;
  1717. public getLight(): DirectionalLight;
  1718. public getTransformMatrix(): Matrix;
  1719. public getDarkness(): number;
  1720. public setDarkness(darkness: number): void;
  1721. public setTransparencyShadow(hasShadow: boolean): void;
  1722. public dispose(): void;
  1723. }
  1724. }
  1725. declare module BABYLON {
  1726. interface ISceneLoaderPlugin {
  1727. extensions: string;
  1728. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1729. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1730. }
  1731. class SceneLoader {
  1732. private static _ForceFullSceneLoadingForIncremental;
  1733. private static _ShowLoadingScreen;
  1734. static ForceFullSceneLoadingForIncremental : boolean;
  1735. static ShowLoadingScreen : boolean;
  1736. private static _registeredPlugins;
  1737. private static _getPluginForFilename(sceneFilename);
  1738. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1739. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
  1740. /**
  1741. * Load a scene
  1742. * @param rootUrl a string that defines the root url for scene and resources
  1743. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1744. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1745. */
  1746. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1747. /**
  1748. * Append a scene
  1749. * @param rootUrl a string that defines the root url for scene and resources
  1750. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1751. * @param scene is the instance of BABYLON.Scene to append to
  1752. */
  1753. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1754. }
  1755. }
  1756. declare module BABYLON.Internals {
  1757. }
  1758. declare module BABYLON {
  1759. class EffectFallbacks {
  1760. private _defines;
  1761. private _currentRank;
  1762. private _maxRank;
  1763. public addFallback(rank: number, define: string): void;
  1764. public isMoreFallbacks : boolean;
  1765. public reduce(currentDefines: string): string;
  1766. }
  1767. class Effect {
  1768. public name: any;
  1769. public defines: string;
  1770. public onCompiled: (effect: Effect) => void;
  1771. public onError: (effect: Effect, errors: string) => void;
  1772. public onBind: (effect: Effect) => void;
  1773. private _engine;
  1774. private _uniformsNames;
  1775. private _samplers;
  1776. private _isReady;
  1777. private _compilationError;
  1778. private _attributesNames;
  1779. private _attributes;
  1780. private _uniforms;
  1781. public _key: string;
  1782. private _program;
  1783. private _valueCache;
  1784. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1785. public isReady(): boolean;
  1786. public getProgram(): WebGLProgram;
  1787. public getAttributesNames(): string[];
  1788. public getAttributeLocation(index: number): number;
  1789. public getAttributeLocationByName(name: string): number;
  1790. public getAttributesCount(): number;
  1791. public getUniformIndex(uniformName: string): number;
  1792. public getUniform(uniformName: string): WebGLUniformLocation;
  1793. public getSamplers(): string[];
  1794. public getCompilationError(): string;
  1795. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1796. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1797. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1798. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1799. public setTexture(channel: string, texture: BaseTexture): void;
  1800. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1801. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1802. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1803. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1804. public setArray(uniformName: string, array: number[]): Effect;
  1805. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1806. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1807. public setFloat(uniformName: string, value: number): Effect;
  1808. public setBool(uniformName: string, bool: boolean): Effect;
  1809. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1810. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1811. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1812. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1813. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1814. public setColor3(uniformName: string, color3: Color3): Effect;
  1815. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1816. static ShadersStore: {};
  1817. }
  1818. }
  1819. declare module BABYLON {
  1820. class Material {
  1821. public name: string;
  1822. private static _TriangleFillMode;
  1823. private static _WireFrameFillMode;
  1824. private static _PointFillMode;
  1825. static TriangleFillMode : number;
  1826. static WireFrameFillMode : number;
  1827. static PointFillMode : number;
  1828. public id: string;
  1829. public checkReadyOnEveryCall: boolean;
  1830. public checkReadyOnlyOnce: boolean;
  1831. public state: string;
  1832. public alpha: number;
  1833. public backFaceCulling: boolean;
  1834. public onCompiled: (effect: Effect) => void;
  1835. public onError: (effect: Effect, errors: string) => void;
  1836. public onDispose: () => void;
  1837. public onBind: (material: Material) => void;
  1838. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1839. public _effect: Effect;
  1840. public _wasPreviouslyReady: boolean;
  1841. private _scene;
  1842. private _fillMode;
  1843. public pointSize: number;
  1844. public wireframe : boolean;
  1845. public pointsCloud : boolean;
  1846. public fillMode : number;
  1847. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1848. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1849. public getEffect(): Effect;
  1850. public getScene(): Scene;
  1851. public needAlphaBlending(): boolean;
  1852. public needAlphaTesting(): boolean;
  1853. public getAlphaTestTexture(): BaseTexture;
  1854. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1855. public _preBind(): void;
  1856. public bind(world: Matrix, mesh: Mesh): void;
  1857. public bindOnlyWorldMatrix(world: Matrix): void;
  1858. public unbind(): void;
  1859. public dispose(forceDisposeEffect?: boolean): void;
  1860. }
  1861. }
  1862. declare module BABYLON {
  1863. class MultiMaterial extends Material {
  1864. public subMaterials: Material[];
  1865. constructor(name: string, scene: Scene);
  1866. public getSubMaterial(index: any): Material;
  1867. public isReady(mesh?: AbstractMesh): boolean;
  1868. }
  1869. }
  1870. declare module BABYLON {
  1871. class ShaderMaterial extends Material {
  1872. private _shaderPath;
  1873. private _options;
  1874. private _textures;
  1875. private _floats;
  1876. private _floatsArrays;
  1877. private _colors3;
  1878. private _colors4;
  1879. private _vectors2;
  1880. private _vectors3;
  1881. private _matrices;
  1882. private _cachedWorldViewMatrix;
  1883. private _renderId;
  1884. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1885. public needAlphaBlending(): boolean;
  1886. public needAlphaTesting(): boolean;
  1887. private _checkUniform(uniformName);
  1888. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1889. public setFloat(name: string, value: number): ShaderMaterial;
  1890. public setFloats(name: string, value: number[]): ShaderMaterial;
  1891. public setColor3(name: string, value: Color3): ShaderMaterial;
  1892. public setColor4(name: string, value: Color4): ShaderMaterial;
  1893. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1894. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1895. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1896. public isReady(): boolean;
  1897. public bindOnlyWorldMatrix(world: Matrix): void;
  1898. public bind(world: Matrix): void;
  1899. public dispose(forceDisposeEffect?: boolean): void;
  1900. }
  1901. }
  1902. declare module BABYLON {
  1903. class FresnelParameters {
  1904. public isEnabled: boolean;
  1905. public leftColor: Color3;
  1906. public rightColor: Color3;
  1907. public bias: number;
  1908. public power: number;
  1909. }
  1910. class StandardMaterial extends Material {
  1911. public diffuseTexture: BaseTexture;
  1912. public ambientTexture: BaseTexture;
  1913. public opacityTexture: BaseTexture;
  1914. public reflectionTexture: BaseTexture;
  1915. public emissiveTexture: BaseTexture;
  1916. public specularTexture: BaseTexture;
  1917. public bumpTexture: BaseTexture;
  1918. public ambientColor: Color3;
  1919. public diffuseColor: Color3;
  1920. public specularColor: Color3;
  1921. public specularPower: number;
  1922. public emissiveColor: Color3;
  1923. public useAlphaFromDiffuseTexture: boolean;
  1924. public useSpecularOverAlpha: boolean;
  1925. public fogEnabled: boolean;
  1926. public diffuseFresnelParameters: FresnelParameters;
  1927. public opacityFresnelParameters: FresnelParameters;
  1928. public reflectionFresnelParameters: FresnelParameters;
  1929. public emissiveFresnelParameters: FresnelParameters;
  1930. private _cachedDefines;
  1931. private _renderTargets;
  1932. private _worldViewProjectionMatrix;
  1933. private _globalAmbientColor;
  1934. private _scaledDiffuse;
  1935. private _scaledSpecular;
  1936. private _renderId;
  1937. constructor(name: string, scene: Scene);
  1938. public needAlphaBlending(): boolean;
  1939. public needAlphaTesting(): boolean;
  1940. private _shouldUseAlphaFromDiffuseTexture();
  1941. public getAlphaTestTexture(): BaseTexture;
  1942. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1943. public unbind(): void;
  1944. public bindOnlyWorldMatrix(world: Matrix): void;
  1945. public bind(world: Matrix, mesh: Mesh): void;
  1946. public getAnimatables(): IAnimatable[];
  1947. public dispose(forceDisposeEffect?: boolean): void;
  1948. public clone(name: string): StandardMaterial;
  1949. static DiffuseTextureEnabled: boolean;
  1950. static AmbientTextureEnabled: boolean;
  1951. static OpacityTextureEnabled: boolean;
  1952. static ReflectionTextureEnabled: boolean;
  1953. static EmissiveTextureEnabled: boolean;
  1954. static SpecularTextureEnabled: boolean;
  1955. static BumpTextureEnabled: boolean;
  1956. static FresnelEnabled: boolean;
  1957. }
  1958. }
  1959. declare module BABYLON {
  1960. class BaseTexture {
  1961. public name: string;
  1962. public delayLoadState: number;
  1963. public hasAlpha: boolean;
  1964. public getAlphaFromRGB: boolean;
  1965. public level: number;
  1966. public isCube: boolean;
  1967. public isRenderTarget: boolean;
  1968. public animations: Animation[];
  1969. public onDispose: () => void;
  1970. public coordinatesIndex: number;
  1971. public coordinatesMode: number;
  1972. public wrapU: number;
  1973. public wrapV: number;
  1974. public anisotropicFilteringLevel: number;
  1975. public _cachedAnisotropicFilteringLevel: number;
  1976. private _scene;
  1977. public _texture: WebGLTexture;
  1978. constructor(scene: Scene);
  1979. public getScene(): Scene;
  1980. public getTextureMatrix(): Matrix;
  1981. public getReflectionTextureMatrix(): Matrix;
  1982. public getInternalTexture(): WebGLTexture;
  1983. public isReady(): boolean;
  1984. public getSize(): ISize;
  1985. public getBaseSize(): ISize;
  1986. public scale(ratio: number): void;
  1987. public canRescale : boolean;
  1988. public _removeFromCache(url: string, noMipmap: boolean): void;
  1989. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1990. public delayLoad(): void;
  1991. public releaseInternalTexture(): void;
  1992. public clone(): BaseTexture;
  1993. public dispose(): void;
  1994. }
  1995. }
  1996. declare module BABYLON {
  1997. class CubeTexture extends BaseTexture {
  1998. public url: string;
  1999. public coordinatesMode: number;
  2000. private _noMipmap;
  2001. private _extensions;
  2002. private _textureMatrix;
  2003. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  2004. public clone(): CubeTexture;
  2005. public delayLoad(): void;
  2006. public getReflectionTextureMatrix(): Matrix;
  2007. }
  2008. }
  2009. declare module BABYLON {
  2010. class DynamicTexture extends Texture {
  2011. private _generateMipMaps;
  2012. private _canvas;
  2013. private _context;
  2014. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2015. public canRescale : boolean;
  2016. public scale(ratio: number): void;
  2017. public getContext(): CanvasRenderingContext2D;
  2018. public update(invertY?: boolean): void;
  2019. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  2020. public clone(): DynamicTexture;
  2021. }
  2022. }
  2023. declare module BABYLON {
  2024. class MirrorTexture extends RenderTargetTexture {
  2025. public mirrorPlane: Plane;
  2026. private _transformMatrix;
  2027. private _mirrorMatrix;
  2028. private _savedViewMatrix;
  2029. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2030. public clone(): MirrorTexture;
  2031. }
  2032. }
  2033. declare module BABYLON {
  2034. class RawTexture extends Texture {
  2035. constructor(scene: Scene, samplingMode?: number);
  2036. }
  2037. }
  2038. declare module BABYLON {
  2039. class RenderTargetTexture extends Texture {
  2040. public renderList: AbstractMesh[];
  2041. public renderParticles: boolean;
  2042. public renderSprites: boolean;
  2043. public coordinatesMode: number;
  2044. public onBeforeRender: () => void;
  2045. public onAfterRender: () => void;
  2046. public activeCamera: Camera;
  2047. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2048. private _size;
  2049. public _generateMipMaps: boolean;
  2050. private _renderingManager;
  2051. public _waitingRenderList: string[];
  2052. private _doNotChangeAspectRatio;
  2053. private _currentRefreshId;
  2054. private _refreshRate;
  2055. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2056. public resetRefreshCounter(): void;
  2057. public refreshRate : number;
  2058. public _shouldRender(): boolean;
  2059. public isReady(): boolean;
  2060. public getRenderSize(): number;
  2061. public canRescale : boolean;
  2062. public scale(ratio: number): void;
  2063. public resize(size: any, generateMipMaps?: boolean): void;
  2064. public render(useCameraPostProcess?: boolean): void;
  2065. public clone(): RenderTargetTexture;
  2066. }
  2067. }
  2068. declare module BABYLON {
  2069. class Texture extends BaseTexture {
  2070. static NEAREST_SAMPLINGMODE: number;
  2071. static BILINEAR_SAMPLINGMODE: number;
  2072. static TRILINEAR_SAMPLINGMODE: number;
  2073. static EXPLICIT_MODE: number;
  2074. static SPHERICAL_MODE: number;
  2075. static PLANAR_MODE: number;
  2076. static CUBIC_MODE: number;
  2077. static PROJECTION_MODE: number;
  2078. static SKYBOX_MODE: number;
  2079. static CLAMP_ADDRESSMODE: number;
  2080. static WRAP_ADDRESSMODE: number;
  2081. static MIRROR_ADDRESSMODE: number;
  2082. public url: string;
  2083. public uOffset: number;
  2084. public vOffset: number;
  2085. public uScale: number;
  2086. public vScale: number;
  2087. public uAng: number;
  2088. public vAng: number;
  2089. public wAng: number;
  2090. private _noMipmap;
  2091. public _invertY: boolean;
  2092. private _rowGenerationMatrix;
  2093. private _cachedTextureMatrix;
  2094. private _projectionModeMatrix;
  2095. private _t0;
  2096. private _t1;
  2097. private _t2;
  2098. private _cachedUOffset;
  2099. private _cachedVOffset;
  2100. private _cachedUScale;
  2101. private _cachedVScale;
  2102. private _cachedUAng;
  2103. private _cachedVAng;
  2104. private _cachedWAng;
  2105. private _cachedCoordinatesMode;
  2106. public _samplingMode: number;
  2107. private _buffer;
  2108. private _deleteBuffer;
  2109. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2110. public delayLoad(): void;
  2111. private _prepareRowForTextureGeneration(x, y, z, t);
  2112. public getTextureMatrix(): Matrix;
  2113. public getReflectionTextureMatrix(): Matrix;
  2114. public clone(): Texture;
  2115. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2116. }
  2117. }
  2118. declare module BABYLON {
  2119. class VideoTexture extends Texture {
  2120. public video: HTMLVideoElement;
  2121. private _autoLaunch;
  2122. private _lastUpdate;
  2123. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2124. public update(): boolean;
  2125. }
  2126. }
  2127. declare module BABYLON {
  2128. class CustomProceduralTexture extends ProceduralTexture {
  2129. private _animate;
  2130. private _time;
  2131. private _config;
  2132. private _texturePath;
  2133. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2134. private loadJson(jsonUrl);
  2135. public isReady(): boolean;
  2136. public render(useCameraPostProcess?: boolean): void;
  2137. public updateTextures(): void;
  2138. public updateShaderUniforms(): void;
  2139. public animate : boolean;
  2140. }
  2141. }
  2142. declare module BABYLON {
  2143. class ProceduralTexture extends Texture {
  2144. private _size;
  2145. public _generateMipMaps: boolean;
  2146. private _doNotChangeAspectRatio;
  2147. private _currentRefreshId;
  2148. private _refreshRate;
  2149. private _vertexBuffer;
  2150. private _indexBuffer;
  2151. private _effect;
  2152. private _vertexDeclaration;
  2153. private _vertexStrideSize;
  2154. private _uniforms;
  2155. private _samplers;
  2156. private _fragment;
  2157. public _textures: Texture[];
  2158. private _floats;
  2159. private _floatsArrays;
  2160. private _colors3;
  2161. private _colors4;
  2162. private _vectors2;
  2163. private _vectors3;
  2164. private _matrices;
  2165. private _fallbackTexture;
  2166. private _fallbackTextureUsed;
  2167. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2168. public reset(): void;
  2169. public isReady(): boolean;
  2170. public resetRefreshCounter(): void;
  2171. public setFragment(fragment: any): void;
  2172. public refreshRate : number;
  2173. public _shouldRender(): boolean;
  2174. public getRenderSize(): number;
  2175. public resize(size: any, generateMipMaps: any): void;
  2176. private _checkUniform(uniformName);
  2177. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2178. public setFloat(name: string, value: number): ProceduralTexture;
  2179. public setFloats(name: string, value: number[]): ProceduralTexture;
  2180. public setColor3(name: string, value: Color3): ProceduralTexture;
  2181. public setColor4(name: string, value: Color4): ProceduralTexture;
  2182. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2183. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2184. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2185. public render(useCameraPostProcess?: boolean): void;
  2186. public clone(): ProceduralTexture;
  2187. public dispose(): void;
  2188. }
  2189. }
  2190. declare module BABYLON {
  2191. class WoodProceduralTexture extends ProceduralTexture {
  2192. private _ampScale;
  2193. private _woodColor;
  2194. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2195. public updateShaderUniforms(): void;
  2196. public ampScale : number;
  2197. public woodColor : Color3;
  2198. }
  2199. class FireProceduralTexture extends ProceduralTexture {
  2200. private _time;
  2201. private _speed;
  2202. private _shift;
  2203. private _autoGenerateTime;
  2204. private _fireColors;
  2205. private _alphaThreshold;
  2206. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2207. public updateShaderUniforms(): void;
  2208. public render(useCameraPostProcess?: boolean): void;
  2209. static PurpleFireColors : Color3[];
  2210. static GreenFireColors : Color3[];
  2211. static RedFireColors : Color3[];
  2212. static BlueFireColors : Color3[];
  2213. public fireColors : Color3[];
  2214. public time : number;
  2215. public speed : Vector2;
  2216. public shift : number;
  2217. public alphaThreshold : number;
  2218. }
  2219. class CloudProceduralTexture extends ProceduralTexture {
  2220. private _skyColor;
  2221. private _cloudColor;
  2222. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2223. public updateShaderUniforms(): void;
  2224. public skyColor : Color3;
  2225. public cloudColor : Color3;
  2226. }
  2227. class GrassProceduralTexture extends ProceduralTexture {
  2228. private _grassColors;
  2229. private _herb1;
  2230. private _herb2;
  2231. private _herb3;
  2232. private _groundColor;
  2233. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2234. public updateShaderUniforms(): void;
  2235. public grassColors : Color3[];
  2236. public groundColor : Color3;
  2237. }
  2238. class RoadProceduralTexture extends ProceduralTexture {
  2239. private _roadColor;
  2240. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2241. public updateShaderUniforms(): void;
  2242. public roadColor : Color3;
  2243. }
  2244. class BrickProceduralTexture extends ProceduralTexture {
  2245. private _numberOfBricksHeight;
  2246. private _numberOfBricksWidth;
  2247. private _jointColor;
  2248. private _brickColor;
  2249. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2250. public updateShaderUniforms(): void;
  2251. public numberOfBricksHeight : number;
  2252. public cloudColor : number;
  2253. public numberOfBricksWidth : number;
  2254. public jointColor : Color3;
  2255. public brickColor : Color3;
  2256. }
  2257. class MarbleProceduralTexture extends ProceduralTexture {
  2258. private _numberOfTilesHeight;
  2259. private _numberOfTilesWidth;
  2260. private _amplitude;
  2261. private _marbleColor;
  2262. private _jointColor;
  2263. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2264. public updateShaderUniforms(): void;
  2265. public numberOfTilesHeight : number;
  2266. public numberOfTilesWidth : number;
  2267. public jointColor : Color3;
  2268. public marbleColor : Color3;
  2269. }
  2270. }
  2271. declare module BABYLON {
  2272. class Color3 {
  2273. public r: number;
  2274. public g: number;
  2275. public b: number;
  2276. constructor(r?: number, g?: number, b?: number);
  2277. public toString(): string;
  2278. public toArray(array: number[], index?: number): void;
  2279. public toColor4(alpha?: number): Color4;
  2280. public asArray(): number[];
  2281. public toLuminance(): number;
  2282. public multiply(otherColor: Color3): Color3;
  2283. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2284. public equals(otherColor: Color3): boolean;
  2285. public scale(scale: number): Color3;
  2286. public scaleToRef(scale: number, result: Color3): void;
  2287. public add(otherColor: Color3): Color3;
  2288. public addToRef(otherColor: Color3, result: Color3): void;
  2289. public subtract(otherColor: Color3): Color3;
  2290. public subtractToRef(otherColor: Color3, result: Color3): void;
  2291. public clone(): Color3;
  2292. public copyFrom(source: Color3): void;
  2293. public copyFromFloats(r: number, g: number, b: number): void;
  2294. static FromArray(array: number[]): Color3;
  2295. static FromInts(r: number, g: number, b: number): Color3;
  2296. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2297. static Red(): Color3;
  2298. static Green(): Color3;
  2299. static Blue(): Color3;
  2300. static Black(): Color3;
  2301. static White(): Color3;
  2302. static Purple(): Color3;
  2303. static Magenta(): Color3;
  2304. static Yellow(): Color3;
  2305. static Gray(): Color3;
  2306. }
  2307. class Color4 {
  2308. public r: number;
  2309. public g: number;
  2310. public b: number;
  2311. public a: number;
  2312. constructor(r: number, g: number, b: number, a: number);
  2313. public addInPlace(right: any): void;
  2314. public asArray(): number[];
  2315. public toArray(array: number[], index?: number): void;
  2316. public add(right: Color4): Color4;
  2317. public subtract(right: Color4): Color4;
  2318. public subtractToRef(right: Color4, result: Color4): void;
  2319. public scale(scale: number): Color4;
  2320. public scaleToRef(scale: number, result: Color4): void;
  2321. public toString(): string;
  2322. public clone(): Color4;
  2323. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2324. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2325. static FromArray(array: number[], offset?: number): Color4;
  2326. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2327. }
  2328. class Vector2 {
  2329. public x: number;
  2330. public y: number;
  2331. constructor(x: number, y: number);
  2332. public toString(): string;
  2333. public toArray(array: number[], index?: number): void;
  2334. public asArray(): number[];
  2335. public copyFrom(source: Vector2): void;
  2336. public copyFromFloats(x: number, y: number): void;
  2337. public add(otherVector: Vector2): Vector2;
  2338. public addVector3(otherVector: Vector3): Vector2;
  2339. public subtract(otherVector: Vector2): Vector2;
  2340. public subtractInPlace(otherVector: Vector2): void;
  2341. public multiplyInPlace(otherVector: Vector2): void;
  2342. public multiply(otherVector: Vector2): Vector2;
  2343. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2344. public multiplyByFloats(x: number, y: number): Vector2;
  2345. public divide(otherVector: Vector2): Vector2;
  2346. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2347. public negate(): Vector2;
  2348. public scaleInPlace(scale: number): Vector2;
  2349. public scale(scale: number): Vector2;
  2350. public equals(otherVector: Vector2): boolean;
  2351. public length(): number;
  2352. public lengthSquared(): number;
  2353. public normalize(): Vector2;
  2354. public clone(): Vector2;
  2355. static Zero(): Vector2;
  2356. static FromArray(array: number[], offset?: number): Vector2;
  2357. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2358. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2359. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2360. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2361. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2362. static Dot(left: Vector2, right: Vector2): number;
  2363. static Normalize(vector: Vector2): Vector2;
  2364. static Minimize(left: Vector2, right: Vector2): Vector2;
  2365. static Maximize(left: Vector2, right: Vector2): Vector2;
  2366. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2367. static Distance(value1: Vector2, value2: Vector2): number;
  2368. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2369. }
  2370. class Vector3 {
  2371. public x: number;
  2372. public y: number;
  2373. public z: number;
  2374. constructor(x: number, y: number, z: number);
  2375. public toString(): string;
  2376. public asArray(): number[];
  2377. public toArray(array: number[], index?: number): void;
  2378. public addInPlace(otherVector: Vector3): void;
  2379. public add(otherVector: Vector3): Vector3;
  2380. public addToRef(otherVector: Vector3, result: Vector3): void;
  2381. public subtractInPlace(otherVector: Vector3): void;
  2382. public subtract(otherVector: Vector3): Vector3;
  2383. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2384. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2385. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2386. public negate(): Vector3;
  2387. public scaleInPlace(scale: number): Vector3;
  2388. public scale(scale: number): Vector3;
  2389. public scaleToRef(scale: number, result: Vector3): void;
  2390. public equals(otherVector: Vector3): boolean;
  2391. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2392. public equalsToFloats(x: number, y: number, z: number): boolean;
  2393. public multiplyInPlace(otherVector: Vector3): void;
  2394. public multiply(otherVector: Vector3): Vector3;
  2395. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2396. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2397. public divide(otherVector: Vector3): Vector3;
  2398. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2399. public MinimizeInPlace(other: Vector3): void;
  2400. public MaximizeInPlace(other: Vector3): void;
  2401. public length(): number;
  2402. public lengthSquared(): number;
  2403. public normalize(): Vector3;
  2404. public clone(): Vector3;
  2405. public copyFrom(source: Vector3): void;
  2406. public copyFromFloats(x: number, y: number, z: number): void;
  2407. static FromArray(array: number[], offset?: number): Vector3;
  2408. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2409. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2410. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2411. static Zero(): Vector3;
  2412. static Up(): Vector3;
  2413. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2414. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2415. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2416. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2417. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2418. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2419. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2420. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2421. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2422. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2423. static Dot(left: Vector3, right: Vector3): number;
  2424. static Cross(left: Vector3, right: Vector3): Vector3;
  2425. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2426. static Normalize(vector: Vector3): Vector3;
  2427. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2428. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2429. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2430. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2431. static Minimize(left: Vector3, right: Vector3): Vector3;
  2432. static Maximize(left: Vector3, right: Vector3): Vector3;
  2433. static Distance(value1: Vector3, value2: Vector3): number;
  2434. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2435. static Center(value1: Vector3, value2: Vector3): Vector3;
  2436. }
  2437. class Vector4 {
  2438. public x: number;
  2439. public y: number;
  2440. public z: number;
  2441. public w: number;
  2442. constructor(x: number, y: number, z: number, w: number);
  2443. public toString(): string;
  2444. public asArray(): number[];
  2445. public toArray(array: number[], index?: number): void;
  2446. public addInPlace(otherVector: Vector4): void;
  2447. public add(otherVector: Vector4): Vector4;
  2448. public addToRef(otherVector: Vector4, result: Vector4): void;
  2449. public subtractInPlace(otherVector: Vector4): void;
  2450. public subtract(otherVector: Vector4): Vector4;
  2451. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2452. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2453. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2454. public negate(): Vector4;
  2455. public scaleInPlace(scale: number): Vector4;
  2456. public scale(scale: number): Vector4;
  2457. public scaleToRef(scale: number, result: Vector4): void;
  2458. public equals(otherVector: Vector4): boolean;
  2459. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2460. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2461. public multiplyInPlace(otherVector: Vector4): void;
  2462. public multiply(otherVector: Vector4): Vector4;
  2463. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2464. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2465. public divide(otherVector: Vector4): Vector4;
  2466. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2467. public MinimizeInPlace(other: Vector4): void;
  2468. public MaximizeInPlace(other: Vector4): void;
  2469. public length(): number;
  2470. public lengthSquared(): number;
  2471. public normalize(): Vector4;
  2472. public clone(): Vector4;
  2473. public copyFrom(source: Vector4): void;
  2474. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2475. static FromArray(array: number[], offset?: number): Vector4;
  2476. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2477. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2478. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2479. static Zero(): Vector4;
  2480. static Normalize(vector: Vector4): Vector4;
  2481. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2482. static Minimize(left: Vector4, right: Vector4): Vector4;
  2483. static Maximize(left: Vector4, right: Vector4): Vector4;
  2484. static Distance(value1: Vector4, value2: Vector4): number;
  2485. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2486. static Center(value1: Vector4, value2: Vector4): Vector4;
  2487. }
  2488. class Quaternion {
  2489. public x: number;
  2490. public y: number;
  2491. public z: number;
  2492. public w: number;
  2493. constructor(x?: number, y?: number, z?: number, w?: number);
  2494. public toString(): string;
  2495. public asArray(): number[];
  2496. public equals(otherQuaternion: Quaternion): boolean;
  2497. public clone(): Quaternion;
  2498. public copyFrom(other: Quaternion): void;
  2499. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2500. public add(other: Quaternion): Quaternion;
  2501. public subtract(other: Quaternion): Quaternion;
  2502. public scale(value: number): Quaternion;
  2503. public multiply(q1: Quaternion): Quaternion;
  2504. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2505. public length(): number;
  2506. public normalize(): void;
  2507. public toEulerAngles(): Vector3;
  2508. public toEulerAnglesToRef(result: Vector3): void;
  2509. public toRotationMatrix(result: Matrix): void;
  2510. public fromRotationMatrix(matrix: Matrix): void;
  2511. static Inverse(q: Quaternion): Quaternion;
  2512. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2513. static FromArray(array: number[], offset?: number): Quaternion;
  2514. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2515. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2516. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2517. }
  2518. class Matrix {
  2519. private static _tempQuaternion;
  2520. private static _xAxis;
  2521. private static _yAxis;
  2522. private static _zAxis;
  2523. public m: Float32Array;
  2524. public isIdentity(): boolean;
  2525. public determinant(): number;
  2526. public toArray(): Float32Array;
  2527. public asArray(): Float32Array;
  2528. public invert(): void;
  2529. public invertToRef(other: Matrix): void;
  2530. public setTranslation(vector3: Vector3): void;
  2531. public multiply(other: Matrix): Matrix;
  2532. public copyFrom(other: Matrix): void;
  2533. public copyToArray(array: Float32Array, offset?: number): void;
  2534. public multiplyToRef(other: Matrix, result: Matrix): void;
  2535. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2536. public equals(value: Matrix): boolean;
  2537. public clone(): Matrix;
  2538. static FromArray(array: number[], offset?: number): Matrix;
  2539. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2540. 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;
  2541. 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;
  2542. static Identity(): Matrix;
  2543. static IdentityToRef(result: Matrix): void;
  2544. static Zero(): Matrix;
  2545. static RotationX(angle: number): Matrix;
  2546. static Invert(source: Matrix): Matrix;
  2547. static RotationXToRef(angle: number, result: Matrix): void;
  2548. static RotationY(angle: number): Matrix;
  2549. static RotationYToRef(angle: number, result: Matrix): void;
  2550. static RotationZ(angle: number): Matrix;
  2551. static RotationZToRef(angle: number, result: Matrix): void;
  2552. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2553. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2554. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2555. static Scaling(x: number, y: number, z: number): Matrix;
  2556. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2557. static Translation(x: number, y: number, z: number): Matrix;
  2558. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2559. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2560. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2561. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2562. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2563. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2564. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2565. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2566. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2567. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2568. static Transpose(matrix: Matrix): Matrix;
  2569. static Reflection(plane: Plane): Matrix;
  2570. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2571. }
  2572. class Plane {
  2573. public normal: Vector3;
  2574. public d: number;
  2575. constructor(a: number, b: number, c: number, d: number);
  2576. public asArray(): number[];
  2577. public clone(): Plane;
  2578. public normalize(): void;
  2579. public transform(transformation: Matrix): Plane;
  2580. public dotCoordinate(point: any): number;
  2581. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2582. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2583. public signedDistanceTo(point: Vector3): number;
  2584. static FromArray(array: number[]): Plane;
  2585. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2586. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2587. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2588. }
  2589. class Viewport {
  2590. public x: number;
  2591. public y: number;
  2592. public width: number;
  2593. public height: number;
  2594. constructor(x: number, y: number, width: number, height: number);
  2595. public toGlobal(engine: any): Viewport;
  2596. }
  2597. class Frustum {
  2598. static GetPlanes(transform: Matrix): Plane[];
  2599. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2600. }
  2601. class Ray {
  2602. public origin: Vector3;
  2603. public direction: Vector3;
  2604. public length: number;
  2605. private _edge1;
  2606. private _edge2;
  2607. private _pvec;
  2608. private _tvec;
  2609. private _qvec;
  2610. constructor(origin: Vector3, direction: Vector3, length?: number);
  2611. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2612. public intersectsBox(box: BoundingBox): boolean;
  2613. public intersectsSphere(sphere: any): boolean;
  2614. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2615. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2616. /**
  2617. * 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
  2618. * transformed to the given world matrix.
  2619. * @param origin The origin point
  2620. * @param end The end point
  2621. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2622. */
  2623. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2624. static Transform(ray: Ray, matrix: Matrix): Ray;
  2625. }
  2626. enum Space {
  2627. LOCAL = 0,
  2628. WORLD = 1,
  2629. }
  2630. class Axis {
  2631. static X: Vector3;
  2632. static Y: Vector3;
  2633. static Z: Vector3;
  2634. }
  2635. class BezierCurve {
  2636. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2637. }
  2638. }
  2639. declare module BABYLON {
  2640. class AbstractMesh extends Node implements IDisposable {
  2641. private static _BILLBOARDMODE_NONE;
  2642. private static _BILLBOARDMODE_X;
  2643. private static _BILLBOARDMODE_Y;
  2644. private static _BILLBOARDMODE_Z;
  2645. private static _BILLBOARDMODE_ALL;
  2646. static BILLBOARDMODE_NONE : number;
  2647. static BILLBOARDMODE_X : number;
  2648. static BILLBOARDMODE_Y : number;
  2649. static BILLBOARDMODE_Z : number;
  2650. static BILLBOARDMODE_ALL : number;
  2651. public position: Vector3;
  2652. public rotation: Vector3;
  2653. public rotationQuaternion: Quaternion;
  2654. public scaling: Vector3;
  2655. public billboardMode: number;
  2656. public visibility: number;
  2657. public alphaIndex: number;
  2658. public infiniteDistance: boolean;
  2659. public isVisible: boolean;
  2660. public isPickable: boolean;
  2661. public showBoundingBox: boolean;
  2662. public showSubMeshesBoundingBox: boolean;
  2663. public onDispose: any;
  2664. public checkCollisions: boolean;
  2665. public isBlocker: boolean;
  2666. public skeleton: Skeleton;
  2667. public renderingGroupId: number;
  2668. public material: Material;
  2669. public receiveShadows: boolean;
  2670. public actionManager: ActionManager;
  2671. public renderOutline: boolean;
  2672. public outlineColor: Color3;
  2673. public outlineWidth: number;
  2674. public renderOverlay: boolean;
  2675. public overlayColor: Color3;
  2676. public overlayAlpha: number;
  2677. public hasVertexAlpha: boolean;
  2678. public useVertexColors: boolean;
  2679. public applyFog: boolean;
  2680. public useOctreeForRenderingSelection: boolean;
  2681. public useOctreeForPicking: boolean;
  2682. public useOctreeForCollisions: boolean;
  2683. public layerMask: number;
  2684. public _physicImpostor: number;
  2685. public _physicsMass: number;
  2686. public _physicsFriction: number;
  2687. public _physicRestitution: number;
  2688. public ellipsoid: Vector3;
  2689. public ellipsoidOffset: Vector3;
  2690. private _collider;
  2691. private _oldPositionForCollisions;
  2692. private _diffPositionForCollisions;
  2693. private _newPositionForCollisions;
  2694. private _localScaling;
  2695. private _localRotation;
  2696. private _localTranslation;
  2697. private _localBillboard;
  2698. private _localPivotScaling;
  2699. private _localPivotScalingRotation;
  2700. private _localWorld;
  2701. public _worldMatrix: Matrix;
  2702. private _rotateYByPI;
  2703. private _absolutePosition;
  2704. private _collisionsTransformMatrix;
  2705. private _collisionsScalingMatrix;
  2706. public _positions: Vector3[];
  2707. private _isDirty;
  2708. public _masterMesh: AbstractMesh;
  2709. public _boundingInfo: BoundingInfo;
  2710. private _pivotMatrix;
  2711. public _isDisposed: boolean;
  2712. public _renderId: number;
  2713. public subMeshes: SubMesh[];
  2714. public _submeshesOctree: Octree<SubMesh>;
  2715. public _intersectionsInProgress: AbstractMesh[];
  2716. private _onAfterWorldMatrixUpdate;
  2717. constructor(name: string, scene: Scene);
  2718. public isBlocked : boolean;
  2719. public getLOD(camera: Camera): AbstractMesh;
  2720. public getTotalVertices(): number;
  2721. public getIndices(): number[];
  2722. public getVerticesData(kind: string): number[];
  2723. public isVerticesDataPresent(kind: string): boolean;
  2724. public getBoundingInfo(): BoundingInfo;
  2725. public _preActivate(): void;
  2726. public _activate(renderId: number): void;
  2727. public getWorldMatrix(): Matrix;
  2728. public worldMatrixFromCache : Matrix;
  2729. public absolutePosition : Vector3;
  2730. public rotate(axis: Vector3, amount: number, space: Space): void;
  2731. public translate(axis: Vector3, distance: number, space: Space): void;
  2732. public getAbsolutePosition(): Vector3;
  2733. public setAbsolutePosition(absolutePosition: Vector3): void;
  2734. public setPivotMatrix(matrix: Matrix): void;
  2735. public getPivotMatrix(): Matrix;
  2736. public _isSynchronized(): boolean;
  2737. public _initCache(): void;
  2738. public markAsDirty(property: string): void;
  2739. public _updateBoundingInfo(): void;
  2740. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2741. public computeWorldMatrix(force?: boolean): Matrix;
  2742. /**
  2743. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2744. * @param func: callback function to add
  2745. */
  2746. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2747. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2748. public setPositionWithLocalVector(vector3: Vector3): void;
  2749. public getPositionExpressedInLocalSpace(): Vector3;
  2750. public locallyTranslate(vector3: Vector3): void;
  2751. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2752. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2753. public isCompletelyInFrustum(camera?: Camera): boolean;
  2754. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2755. public intersectsPoint(point: Vector3): boolean;
  2756. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2757. public getPhysicsImpostor(): number;
  2758. public getPhysicsMass(): number;
  2759. public getPhysicsFriction(): number;
  2760. public getPhysicsRestitution(): number;
  2761. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2762. public getDistanceToCamera(camera?: Camera): number;
  2763. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2764. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2765. public updatePhysicsBodyPosition(): void;
  2766. public moveWithCollisions(velocity: Vector3): void;
  2767. /**
  2768. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2769. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2770. */
  2771. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2772. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2773. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2774. public _checkCollision(collider: Collider): void;
  2775. public _generatePointsArray(): boolean;
  2776. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2777. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2778. public releaseSubMeshes(): void;
  2779. public dispose(doNotRecurse?: boolean): void;
  2780. }
  2781. }
  2782. declare module BABYLON {
  2783. class CSG {
  2784. private polygons;
  2785. public matrix: Matrix;
  2786. public position: Vector3;
  2787. public rotation: Vector3;
  2788. public scaling: Vector3;
  2789. static FromMesh(mesh: Mesh): CSG;
  2790. private static FromPolygons(polygons);
  2791. public clone(): CSG;
  2792. private toPolygons();
  2793. public union(csg: CSG): CSG;
  2794. public unionInPlace(csg: CSG): void;
  2795. public subtract(csg: CSG): CSG;
  2796. public subtractInPlace(csg: CSG): void;
  2797. public intersect(csg: CSG): CSG;
  2798. public intersectInPlace(csg: CSG): void;
  2799. public inverse(): CSG;
  2800. public inverseInPlace(): void;
  2801. public copyTransformAttributes(csg: CSG): CSG;
  2802. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2803. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2804. }
  2805. }
  2806. declare module BABYLON {
  2807. class Geometry implements IGetSetVerticesData {
  2808. public id: string;
  2809. public delayLoadState: number;
  2810. public delayLoadingFile: string;
  2811. private _scene;
  2812. private _engine;
  2813. private _meshes;
  2814. private _totalVertices;
  2815. private _indices;
  2816. private _vertexBuffers;
  2817. public _delayInfo: any;
  2818. private _indexBuffer;
  2819. public _boundingInfo: BoundingInfo;
  2820. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2821. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2822. public getScene(): Scene;
  2823. public getEngine(): Engine;
  2824. public isReady(): boolean;
  2825. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2826. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2827. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2828. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2829. public getTotalVertices(): number;
  2830. public getVerticesData(kind: string): number[];
  2831. public getVertexBuffer(kind: string): VertexBuffer;
  2832. public getVertexBuffers(): VertexBuffer[];
  2833. public isVerticesDataPresent(kind: string): boolean;
  2834. public getVerticesDataKinds(): string[];
  2835. public setIndices(indices: number[], totalVertices?: number): void;
  2836. public getTotalIndices(): number;
  2837. public getIndices(): number[];
  2838. public getIndexBuffer(): any;
  2839. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2840. public applyToMesh(mesh: Mesh): void;
  2841. private _applyToMesh(mesh);
  2842. public load(scene: Scene, onLoaded?: () => void): void;
  2843. public dispose(): void;
  2844. public copy(id: string): Geometry;
  2845. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2846. static RandomId(): string;
  2847. }
  2848. module Geometry.Primitives {
  2849. class _Primitive extends Geometry {
  2850. private _beingRegenerated;
  2851. private _canBeRegenerated;
  2852. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2853. public canBeRegenerated(): boolean;
  2854. public regenerate(): void;
  2855. public asNewGeometry(id: string): Geometry;
  2856. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2857. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2858. public _regenerateVertexData(): VertexData;
  2859. public copy(id: string): Geometry;
  2860. }
  2861. class Box extends _Primitive {
  2862. public size: number;
  2863. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2864. public _regenerateVertexData(): VertexData;
  2865. public copy(id: string): Geometry;
  2866. }
  2867. class Sphere extends _Primitive {
  2868. public segments: number;
  2869. public diameter: number;
  2870. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2871. public _regenerateVertexData(): VertexData;
  2872. public copy(id: string): Geometry;
  2873. }
  2874. class Cylinder extends _Primitive {
  2875. public height: number;
  2876. public diameterTop: number;
  2877. public diameterBottom: number;
  2878. public tessellation: number;
  2879. public subdivisions: number;
  2880. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2881. public _regenerateVertexData(): VertexData;
  2882. public copy(id: string): Geometry;
  2883. }
  2884. class Torus extends _Primitive {
  2885. public diameter: number;
  2886. public thickness: number;
  2887. public tessellation: number;
  2888. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2889. public _regenerateVertexData(): VertexData;
  2890. public copy(id: string): Geometry;
  2891. }
  2892. class Ground extends _Primitive {
  2893. public width: number;
  2894. public height: number;
  2895. public subdivisions: number;
  2896. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2897. public _regenerateVertexData(): VertexData;
  2898. public copy(id: string): Geometry;
  2899. }
  2900. class TiledGround extends _Primitive {
  2901. public xmin: number;
  2902. public zmin: number;
  2903. public xmax: number;
  2904. public zmax: number;
  2905. public subdivisions: {
  2906. w: number;
  2907. h: number;
  2908. };
  2909. public precision: {
  2910. w: number;
  2911. h: number;
  2912. };
  2913. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2914. w: number;
  2915. h: number;
  2916. }, precision: {
  2917. w: number;
  2918. h: number;
  2919. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2920. public _regenerateVertexData(): VertexData;
  2921. public copy(id: string): Geometry;
  2922. }
  2923. class Plane extends _Primitive {
  2924. public size: number;
  2925. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2926. public _regenerateVertexData(): VertexData;
  2927. public copy(id: string): Geometry;
  2928. }
  2929. class TorusKnot extends _Primitive {
  2930. public radius: number;
  2931. public tube: number;
  2932. public radialSegments: number;
  2933. public tubularSegments: number;
  2934. public p: number;
  2935. public q: number;
  2936. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2937. public _regenerateVertexData(): VertexData;
  2938. public copy(id: string): Geometry;
  2939. }
  2940. }
  2941. }
  2942. declare module BABYLON {
  2943. class GroundMesh extends Mesh {
  2944. public generateOctree: boolean;
  2945. private _worldInverse;
  2946. public _subdivisions: number;
  2947. constructor(name: string, scene: Scene);
  2948. public subdivisions : number;
  2949. public optimize(chunksCount: number): void;
  2950. public getHeightAtCoordinates(x: number, z: number): number;
  2951. }
  2952. }
  2953. declare module BABYLON {
  2954. class InstancedMesh extends AbstractMesh {
  2955. private _sourceMesh;
  2956. private _currentLOD;
  2957. constructor(name: string, source: Mesh);
  2958. public receiveShadows : boolean;
  2959. public material : Material;
  2960. public visibility : number;
  2961. public skeleton : Skeleton;
  2962. public getTotalVertices(): number;
  2963. public sourceMesh : Mesh;
  2964. public getVerticesData(kind: string): number[];
  2965. public isVerticesDataPresent(kind: string): boolean;
  2966. public getIndices(): number[];
  2967. public _positions : Vector3[];
  2968. public refreshBoundingInfo(): void;
  2969. public _preActivate(): void;
  2970. public _activate(renderId: number): void;
  2971. public getLOD(camera: Camera): AbstractMesh;
  2972. public _syncSubMeshes(): void;
  2973. public _generatePointsArray(): boolean;
  2974. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2975. public dispose(doNotRecurse?: boolean): void;
  2976. }
  2977. }
  2978. declare module BABYLON {
  2979. class LinesMesh extends Mesh {
  2980. public color: Color3;
  2981. public alpha: number;
  2982. private _colorShader;
  2983. private _ib;
  2984. private _indicesLength;
  2985. private _indices;
  2986. constructor(name: string, scene: Scene, updatable?: boolean);
  2987. public material : Material;
  2988. public isPickable : boolean;
  2989. public checkCollisions : boolean;
  2990. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  2991. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  2992. public intersects(ray: Ray, fastCheck?: boolean): any;
  2993. public dispose(doNotRecurse?: boolean): void;
  2994. }
  2995. }
  2996. declare module BABYLON {
  2997. class _InstancesBatch {
  2998. public mustReturn: boolean;
  2999. public visibleInstances: InstancedMesh[][];
  3000. public renderSelf: boolean[];
  3001. }
  3002. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3003. public delayLoadState: number;
  3004. public instances: InstancedMesh[];
  3005. public delayLoadingFile: string;
  3006. public _binaryInfo: any;
  3007. private _LODLevels;
  3008. public _geometry: Geometry;
  3009. private _onBeforeRenderCallbacks;
  3010. private _onAfterRenderCallbacks;
  3011. public _delayInfo: any;
  3012. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3013. public _visibleInstances: any;
  3014. private _renderIdForInstances;
  3015. private _batchCache;
  3016. private _worldMatricesInstancesBuffer;
  3017. private _worldMatricesInstancesArray;
  3018. private _instancesBufferSize;
  3019. public _shouldGenerateFlatShading: boolean;
  3020. private _preActivateId;
  3021. constructor(name: string, scene: Scene);
  3022. public hasLODLevels : boolean;
  3023. private _sortLODLevels();
  3024. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3025. public removeLODLevel(mesh: Mesh): Mesh;
  3026. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3027. public geometry : Geometry;
  3028. public getTotalVertices(): number;
  3029. public getVerticesData(kind: string): number[];
  3030. public getVertexBuffer(kind: any): VertexBuffer;
  3031. public isVerticesDataPresent(kind: string): boolean;
  3032. public getVerticesDataKinds(): string[];
  3033. public getTotalIndices(): number;
  3034. public getIndices(): number[];
  3035. public isBlocked : boolean;
  3036. public isReady(): boolean;
  3037. public isDisposed(): boolean;
  3038. public _preActivate(): void;
  3039. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3040. public refreshBoundingInfo(): void;
  3041. public _createGlobalSubMesh(): SubMesh;
  3042. public subdivide(count: number): void;
  3043. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3044. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3045. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3046. public makeGeometryUnique(): void;
  3047. public setIndices(indices: number[], totalVertices?: number): void;
  3048. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3049. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3050. public registerBeforeRender(func: () => void): void;
  3051. public unregisterBeforeRender(func: () => void): void;
  3052. public registerAfterRender(func: () => void): void;
  3053. public unregisterAfterRender(func: () => void): void;
  3054. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3055. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3056. public render(subMesh: SubMesh): void;
  3057. public getEmittedParticleSystems(): ParticleSystem[];
  3058. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3059. public getChildren(): Node[];
  3060. public _checkDelayState(): void;
  3061. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3062. public setMaterialByID(id: string): void;
  3063. public getAnimatables(): IAnimatable[];
  3064. public bakeTransformIntoVertices(transform: Matrix): void;
  3065. public _resetPointsArrayCache(): void;
  3066. public _generatePointsArray(): boolean;
  3067. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3068. public dispose(doNotRecurse?: boolean): void;
  3069. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3070. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3071. public convertToFlatShadedMesh(): void;
  3072. public createInstance(name: string): InstancedMesh;
  3073. public synchronizeInstances(): void;
  3074. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3075. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3076. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3077. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3078. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3079. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3080. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3081. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3082. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3083. w: number;
  3084. h: number;
  3085. }, precision: {
  3086. w: number;
  3087. h: number;
  3088. }, scene: Scene, updatable?: boolean): Mesh;
  3089. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3090. static MinMax(meshes: AbstractMesh[]): {
  3091. min: Vector3;
  3092. max: Vector3;
  3093. };
  3094. static Center(meshesOrMinMaxVector: any): Vector3;
  3095. static MergeMeshes(meshes: Mesh[], disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
  3096. }
  3097. }
  3098. declare module BABYLON {
  3099. interface IGetSetVerticesData {
  3100. isVerticesDataPresent(kind: string): boolean;
  3101. getVerticesData(kind: string): number[];
  3102. getIndices(): number[];
  3103. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3104. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3105. setIndices(indices: number[]): void;
  3106. }
  3107. class VertexData {
  3108. public positions: number[];
  3109. public normals: number[];
  3110. public uvs: number[];
  3111. public uv2s: number[];
  3112. public colors: number[];
  3113. public matricesIndices: number[];
  3114. public matricesWeights: number[];
  3115. public indices: number[];
  3116. public set(data: number[], kind: string): void;
  3117. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3118. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3119. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3120. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3121. private _applyTo(meshOrGeometry, updatable?);
  3122. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3123. public transform(matrix: Matrix): void;
  3124. public merge(other: VertexData): void;
  3125. static ExtractFromMesh(mesh: Mesh): VertexData;
  3126. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3127. private static _ExtractFrom(meshOrGeometry);
  3128. static CreateBox(size: number): VertexData;
  3129. static CreateSphere(segments: number, diameter: number): VertexData;
  3130. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3131. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3132. static CreateLines(points: Vector3[]): VertexData;
  3133. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3134. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3135. w: number;
  3136. h: number;
  3137. }, precision?: {
  3138. w: number;
  3139. h: number;
  3140. }): VertexData;
  3141. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3142. static CreatePlane(size: number): VertexData;
  3143. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3144. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3145. }
  3146. }
  3147. declare module BABYLON.Internals {
  3148. class MeshLODLevel {
  3149. public distance: number;
  3150. public mesh: Mesh;
  3151. constructor(distance: number, mesh: Mesh);
  3152. }
  3153. }
  3154. declare module BABYLON {
  3155. class SubMesh {
  3156. public materialIndex: number;
  3157. public verticesStart: number;
  3158. public verticesCount: number;
  3159. public indexStart: any;
  3160. public indexCount: number;
  3161. public linesIndexCount: number;
  3162. private _mesh;
  3163. private _renderingMesh;
  3164. private _boundingInfo;
  3165. private _linesIndexBuffer;
  3166. public _lastColliderWorldVertices: Vector3[];
  3167. public _trianglePlanes: Plane[];
  3168. public _lastColliderTransformMatrix: Matrix;
  3169. public _renderId: number;
  3170. public _alphaIndex: number;
  3171. public _distanceToCamera: number;
  3172. public _id: number;
  3173. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3174. public getBoundingInfo(): BoundingInfo;
  3175. public getMesh(): AbstractMesh;
  3176. public getRenderingMesh(): Mesh;
  3177. public getMaterial(): Material;
  3178. public refreshBoundingInfo(): void;
  3179. public _checkCollision(collider: Collider): boolean;
  3180. public updateBoundingInfo(world: Matrix): void;
  3181. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3182. public render(): void;
  3183. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3184. public canIntersects(ray: Ray): boolean;
  3185. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3186. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3187. public dispose(): void;
  3188. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3189. }
  3190. }
  3191. declare module BABYLON {
  3192. class VertexBuffer {
  3193. private _mesh;
  3194. private _engine;
  3195. private _buffer;
  3196. private _data;
  3197. private _updatable;
  3198. private _kind;
  3199. private _strideSize;
  3200. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3201. public isUpdatable(): boolean;
  3202. public getData(): number[];
  3203. public getBuffer(): WebGLBuffer;
  3204. public getStrideSize(): number;
  3205. public create(data?: number[]): void;
  3206. public update(data: number[]): void;
  3207. public updateDirectly(data: Float32Array, offset: number): void;
  3208. public dispose(): void;
  3209. private static _PositionKind;
  3210. private static _NormalKind;
  3211. private static _UVKind;
  3212. private static _UV2Kind;
  3213. private static _ColorKind;
  3214. private static _MatricesIndicesKind;
  3215. private static _MatricesWeightsKind;
  3216. static PositionKind : string;
  3217. static NormalKind : string;
  3218. static UVKind : string;
  3219. static UV2Kind : string;
  3220. static ColorKind : string;
  3221. static MatricesIndicesKind : string;
  3222. static MatricesWeightsKind : string;
  3223. }
  3224. }
  3225. declare module BABYLON {
  3226. class Particle {
  3227. public position: Vector3;
  3228. public direction: Vector3;
  3229. public color: Color4;
  3230. public colorStep: Color4;
  3231. public lifeTime: number;
  3232. public age: number;
  3233. public size: number;
  3234. public angle: number;
  3235. public angularSpeed: number;
  3236. }
  3237. }
  3238. declare module BABYLON {
  3239. class ParticleSystem implements IDisposable {
  3240. public name: string;
  3241. static BLENDMODE_ONEONE: number;
  3242. static BLENDMODE_STANDARD: number;
  3243. public id: string;
  3244. public renderingGroupId: number;
  3245. public emitter: any;
  3246. public emitRate: number;
  3247. public manualEmitCount: number;
  3248. public updateSpeed: number;
  3249. public targetStopDuration: number;
  3250. public disposeOnStop: boolean;
  3251. public minEmitPower: number;
  3252. public maxEmitPower: number;
  3253. public minLifeTime: number;
  3254. public maxLifeTime: number;
  3255. public minSize: number;
  3256. public maxSize: number;
  3257. public minAngularSpeed: number;
  3258. public maxAngularSpeed: number;
  3259. public particleTexture: Texture;
  3260. public onDispose: () => void;
  3261. public updateFunction: (particles: Particle[]) => void;
  3262. public blendMode: number;
  3263. public forceDepthWrite: boolean;
  3264. public gravity: Vector3;
  3265. public direction1: Vector3;
  3266. public direction2: Vector3;
  3267. public minEmitBox: Vector3;
  3268. public maxEmitBox: Vector3;
  3269. public color1: Color4;
  3270. public color2: Color4;
  3271. public colorDead: Color4;
  3272. public textureMask: Color4;
  3273. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3274. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3275. private particles;
  3276. private _capacity;
  3277. private _scene;
  3278. private _vertexDeclaration;
  3279. private _vertexStrideSize;
  3280. private _stockParticles;
  3281. private _newPartsExcess;
  3282. private _vertexBuffer;
  3283. private _indexBuffer;
  3284. private _vertices;
  3285. private _effect;
  3286. private _customEffect;
  3287. private _cachedDefines;
  3288. private _scaledColorStep;
  3289. private _colorDiff;
  3290. private _scaledDirection;
  3291. private _scaledGravity;
  3292. private _currentRenderId;
  3293. private _alive;
  3294. private _started;
  3295. private _stopped;
  3296. private _actualFrame;
  3297. private _scaledUpdateSpeed;
  3298. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3299. public getCapacity(): number;
  3300. public isAlive(): boolean;
  3301. public isStarted(): boolean;
  3302. public start(): void;
  3303. public stop(): void;
  3304. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3305. private _update(newParticles);
  3306. private _getEffect();
  3307. public animate(): void;
  3308. public render(): number;
  3309. public dispose(): void;
  3310. public clone(name: string, newEmitter: any): ParticleSystem;
  3311. }
  3312. }
  3313. declare module BABYLON {
  3314. interface IPhysicsEnginePlugin {
  3315. initialize(iterations?: number): any;
  3316. setGravity(gravity: Vector3): void;
  3317. runOneStep(delta: number): void;
  3318. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3319. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3320. unregisterMesh(mesh: AbstractMesh): any;
  3321. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3322. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3323. dispose(): void;
  3324. isSupported(): boolean;
  3325. updateBodyPosition(mesh: AbstractMesh): void;
  3326. }
  3327. interface PhysicsBodyCreationOptions {
  3328. mass: number;
  3329. friction: number;
  3330. restitution: number;
  3331. }
  3332. interface PhysicsCompoundBodyPart {
  3333. mesh: Mesh;
  3334. impostor: number;
  3335. }
  3336. class PhysicsEngine {
  3337. public gravity: Vector3;
  3338. private _currentPlugin;
  3339. constructor(plugin?: IPhysicsEnginePlugin);
  3340. public _initialize(gravity?: Vector3): void;
  3341. public _runOneStep(delta: number): void;
  3342. public _setGravity(gravity: Vector3): void;
  3343. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3344. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3345. public _unregisterMesh(mesh: AbstractMesh): void;
  3346. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3347. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3348. public _updateBodyPosition(mesh: AbstractMesh): void;
  3349. public dispose(): void;
  3350. public isSupported(): boolean;
  3351. static NoImpostor: number;
  3352. static SphereImpostor: number;
  3353. static BoxImpostor: number;
  3354. static PlaneImpostor: number;
  3355. static MeshImpostor: number;
  3356. static CapsuleImpostor: number;
  3357. static ConeImpostor: number;
  3358. static CylinderImpostor: number;
  3359. static ConvexHullImpostor: number;
  3360. static Epsilon: number;
  3361. }
  3362. }
  3363. declare module BABYLON {
  3364. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3365. public checkWithEpsilon: (value: number) => number;
  3366. private _world;
  3367. private _registeredMeshes;
  3368. private _physicsMaterials;
  3369. public initialize(iterations?: number): void;
  3370. private _checkWithEpsilon(value);
  3371. public runOneStep(delta: number): void;
  3372. public setGravity(gravity: Vector3): void;
  3373. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3374. private _createSphere(radius, mesh, options?);
  3375. private _createBox(x, y, z, mesh, options?);
  3376. private _createPlane(mesh, options?);
  3377. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3378. private _addMaterial(friction, restitution);
  3379. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3380. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3381. private _unbindBody(body);
  3382. public unregisterMesh(mesh: AbstractMesh): void;
  3383. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3384. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3385. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3386. public dispose(): void;
  3387. public isSupported(): boolean;
  3388. }
  3389. }
  3390. declare module BABYLON {
  3391. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3392. private _world;
  3393. private _registeredMeshes;
  3394. private _checkWithEpsilon(value);
  3395. public initialize(iterations?: number): void;
  3396. public setGravity(gravity: Vector3): void;
  3397. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3398. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3399. private _createBodyAsCompound(part, options, initialMesh);
  3400. public unregisterMesh(mesh: AbstractMesh): void;
  3401. private _unbindBody(body);
  3402. /**
  3403. * Update the body position according to the mesh position
  3404. * @param mesh
  3405. */
  3406. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3407. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3408. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3409. public dispose(): void;
  3410. public isSupported(): boolean;
  3411. private _getLastShape(body);
  3412. public runOneStep(time: number): void;
  3413. }
  3414. }
  3415. declare module BABYLON {
  3416. class AnaglyphPostProcess extends PostProcess {
  3417. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3418. }
  3419. }
  3420. declare module BABYLON {
  3421. class BlackAndWhitePostProcess extends PostProcess {
  3422. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3423. }
  3424. }
  3425. declare module BABYLON {
  3426. class BlurPostProcess extends PostProcess {
  3427. public direction: Vector2;
  3428. public blurWidth: number;
  3429. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3430. }
  3431. }
  3432. declare module BABYLON {
  3433. class ConvolutionPostProcess extends PostProcess {
  3434. public kernel: number[];
  3435. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3436. static EdgeDetect0Kernel: number[];
  3437. static EdgeDetect1Kernel: number[];
  3438. static EdgeDetect2Kernel: number[];
  3439. static SharpenKernel: number[];
  3440. static EmbossKernel: number[];
  3441. static GaussianKernel: number[];
  3442. }
  3443. }
  3444. declare module BABYLON {
  3445. class DisplayPassPostProcess extends PostProcess {
  3446. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3447. }
  3448. }
  3449. declare module BABYLON {
  3450. class FilterPostProcess extends PostProcess {
  3451. public kernelMatrix: Matrix;
  3452. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3453. }
  3454. }
  3455. declare module BABYLON {
  3456. class FxaaPostProcess extends PostProcess {
  3457. public texelWidth: number;
  3458. public texelHeight: number;
  3459. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3460. }
  3461. }
  3462. declare module BABYLON {
  3463. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3464. public aspectRatio: number;
  3465. private _isRightEye;
  3466. private _distortionFactors;
  3467. private _postProcessScaleFactor;
  3468. private _lensCenterOffset;
  3469. private _scaleIn;
  3470. private _scaleFactor;
  3471. private _lensCenter;
  3472. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3473. }
  3474. }
  3475. declare module BABYLON {
  3476. class PassPostProcess extends PostProcess {
  3477. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3478. }
  3479. }
  3480. declare module BABYLON {
  3481. class PostProcess {
  3482. public name: string;
  3483. public onApply: (Effect: any) => void;
  3484. public onBeforeRender: (Effect: any) => void;
  3485. public onSizeChanged: () => void;
  3486. public onActivate: (Camera: any) => void;
  3487. public width: number;
  3488. public height: number;
  3489. public renderTargetSamplingMode: number;
  3490. private _camera;
  3491. private _scene;
  3492. private _engine;
  3493. private _renderRatio;
  3494. private _reusable;
  3495. public _textures: SmartArray<WebGLTexture>;
  3496. public _currentRenderTextureInd: number;
  3497. private _effect;
  3498. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3499. public isReusable(): boolean;
  3500. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3501. public apply(): Effect;
  3502. public dispose(camera: Camera): void;
  3503. }
  3504. }
  3505. declare module BABYLON {
  3506. class PostProcessManager {
  3507. private _scene;
  3508. private _indexBuffer;
  3509. private _vertexDeclaration;
  3510. private _vertexStrideSize;
  3511. private _vertexBuffer;
  3512. constructor(scene: Scene);
  3513. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3514. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3515. public dispose(): void;
  3516. }
  3517. }
  3518. declare module BABYLON {
  3519. class RefractionPostProcess extends PostProcess {
  3520. public color: Color3;
  3521. public depth: number;
  3522. public colorLevel: number;
  3523. private _refRexture;
  3524. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3525. public dispose(camera: Camera): void;
  3526. }
  3527. }
  3528. declare module BABYLON {
  3529. class PostProcessRenderEffect {
  3530. private _engine;
  3531. private _postProcesses;
  3532. private _getPostProcess;
  3533. private _singleInstance;
  3534. private _cameras;
  3535. private _indicesForCamera;
  3536. private _renderPasses;
  3537. private _renderEffectAsPasses;
  3538. public _name: string;
  3539. public applyParameters: (postProcess: PostProcess) => void;
  3540. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3541. public _update(): void;
  3542. public addPass(renderPass: PostProcessRenderPass): void;
  3543. public removePass(renderPass: PostProcessRenderPass): void;
  3544. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3545. public getPass(passName: string): void;
  3546. public emptyPasses(): void;
  3547. public _attachCameras(cameras: Camera): any;
  3548. public _attachCameras(cameras: Camera[]): any;
  3549. public _detachCameras(cameras: Camera): any;
  3550. public _detachCameras(cameras: Camera[]): any;
  3551. public _enable(cameras: Camera): any;
  3552. public _enable(cameras: Camera[]): any;
  3553. public _disable(cameras: Camera): any;
  3554. public _disable(cameras: Camera[]): any;
  3555. public getPostProcess(camera?: Camera): PostProcess;
  3556. private _linkParameters();
  3557. private _linkTextures(effect);
  3558. }
  3559. }
  3560. declare module BABYLON {
  3561. class PostProcessRenderPass {
  3562. private _enabled;
  3563. private _renderList;
  3564. private _renderTexture;
  3565. private _scene;
  3566. private _refCount;
  3567. public _name: string;
  3568. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3569. public _incRefCount(): number;
  3570. public _decRefCount(): number;
  3571. public _update(): void;
  3572. public setRenderList(renderList: Mesh[]): void;
  3573. public getRenderTexture(): RenderTargetTexture;
  3574. }
  3575. }
  3576. declare module BABYLON {
  3577. class PostProcessRenderPipeline {
  3578. private _engine;
  3579. private _renderEffects;
  3580. private _renderEffectsForIsolatedPass;
  3581. private _cameras;
  3582. public _name: string;
  3583. private static PASS_EFFECT_NAME;
  3584. private static PASS_SAMPLER_NAME;
  3585. constructor(engine: Engine, name: string);
  3586. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3587. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3588. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3589. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3590. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3591. public _attachCameras(cameras: Camera, unique: boolean): any;
  3592. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3593. public _detachCameras(cameras: Camera): any;
  3594. public _detachCameras(cameras: Camera[]): any;
  3595. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3596. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3597. public _disableDisplayOnlyPass(cameras: Camera): any;
  3598. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3599. public _update(): void;
  3600. }
  3601. }
  3602. declare module BABYLON {
  3603. class PostProcessRenderPipelineManager {
  3604. private _renderPipelines;
  3605. constructor();
  3606. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3607. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3608. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3609. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3610. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3611. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3612. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3613. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3614. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3615. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3616. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3617. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3618. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3619. public update(): void;
  3620. }
  3621. }
  3622. declare module BABYLON {
  3623. class BoundingBoxRenderer {
  3624. public frontColor: Color3;
  3625. public backColor: Color3;
  3626. public showBackLines: boolean;
  3627. public renderList: SmartArray<BoundingBox>;
  3628. private _scene;
  3629. private _colorShader;
  3630. private _vb;
  3631. private _ib;
  3632. constructor(scene: Scene);
  3633. public reset(): void;
  3634. public render(): void;
  3635. public dispose(): void;
  3636. }
  3637. }
  3638. declare module BABYLON {
  3639. class OutlineRenderer {
  3640. private _scene;
  3641. private _effect;
  3642. private _cachedDefines;
  3643. constructor(scene: Scene);
  3644. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3645. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3646. }
  3647. }
  3648. declare module BABYLON {
  3649. class RenderingGroup {
  3650. public index: number;
  3651. private _scene;
  3652. private _opaqueSubMeshes;
  3653. private _transparentSubMeshes;
  3654. private _alphaTestSubMeshes;
  3655. private _activeVertices;
  3656. constructor(index: number, scene: Scene);
  3657. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3658. public prepare(): void;
  3659. public dispatch(subMesh: SubMesh): void;
  3660. }
  3661. }
  3662. declare module BABYLON {
  3663. class RenderingManager {
  3664. static MAX_RENDERINGGROUPS: number;
  3665. private _scene;
  3666. private _renderingGroups;
  3667. private _depthBufferAlreadyCleaned;
  3668. constructor(scene: Scene);
  3669. private _renderParticles(index, activeMeshes);
  3670. private _renderSprites(index);
  3671. private _clearDepthBuffer();
  3672. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3673. public reset(): void;
  3674. public dispatch(subMesh: SubMesh): void;
  3675. }
  3676. }
  3677. declare module BABYLON {
  3678. class Sprite {
  3679. public name: string;
  3680. public position: Vector3;
  3681. public color: Color4;
  3682. public size: number;
  3683. public angle: number;
  3684. public cellIndex: number;
  3685. public invertU: number;
  3686. public invertV: number;
  3687. public disposeWhenFinishedAnimating: boolean;
  3688. public animations: Animation[];
  3689. private _animationStarted;
  3690. private _loopAnimation;
  3691. private _fromIndex;
  3692. private _toIndex;
  3693. private _delay;
  3694. private _direction;
  3695. private _frameCount;
  3696. private _manager;
  3697. private _time;
  3698. constructor(name: string, manager: SpriteManager);
  3699. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3700. public stopAnimation(): void;
  3701. public _animate(deltaTime: number): void;
  3702. public dispose(): void;
  3703. }
  3704. }
  3705. declare module BABYLON {
  3706. class SpriteManager {
  3707. public name: string;
  3708. public cellSize: number;
  3709. public sprites: Sprite[];
  3710. public renderingGroupId: number;
  3711. public onDispose: () => void;
  3712. public fogEnabled: boolean;
  3713. private _capacity;
  3714. private _spriteTexture;
  3715. private _epsilon;
  3716. private _scene;
  3717. private _vertexDeclaration;
  3718. private _vertexStrideSize;
  3719. private _vertexBuffer;
  3720. private _indexBuffer;
  3721. private _vertices;
  3722. private _effectBase;
  3723. private _effectFog;
  3724. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3725. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3726. public render(): void;
  3727. public dispose(): void;
  3728. }
  3729. }
  3730. declare module BABYLON.Internals {
  3731. class AndOrNotEvaluator {
  3732. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3733. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3734. private static _SimplifyNegation(booleanString);
  3735. }
  3736. }
  3737. declare module BABYLON {
  3738. interface IAssetTask {
  3739. onSuccess: (task: IAssetTask) => void;
  3740. onError: (task: IAssetTask) => void;
  3741. isCompleted: boolean;
  3742. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3743. }
  3744. class MeshAssetTask implements IAssetTask {
  3745. public name: string;
  3746. public meshesNames: any;
  3747. public rootUrl: string;
  3748. public sceneFilename: string;
  3749. public loadedMeshes: AbstractMesh[];
  3750. public loadedParticleSystems: ParticleSystem[];
  3751. public loadedSkeletons: Skeleton[];
  3752. public onSuccess: (task: IAssetTask) => void;
  3753. public onError: (task: IAssetTask) => void;
  3754. public isCompleted: boolean;
  3755. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3756. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3757. }
  3758. class TextFileAssetTask implements IAssetTask {
  3759. public name: string;
  3760. public url: string;
  3761. public onSuccess: (task: IAssetTask) => void;
  3762. public onError: (task: IAssetTask) => void;
  3763. public isCompleted: boolean;
  3764. public text: string;
  3765. constructor(name: string, url: string);
  3766. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3767. }
  3768. class BinaryFileAssetTask implements IAssetTask {
  3769. public name: string;
  3770. public url: string;
  3771. public onSuccess: (task: IAssetTask) => void;
  3772. public onError: (task: IAssetTask) => void;
  3773. public isCompleted: boolean;
  3774. public data: ArrayBuffer;
  3775. constructor(name: string, url: string);
  3776. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3777. }
  3778. class ImageAssetTask implements IAssetTask {
  3779. public name: string;
  3780. public url: string;
  3781. public onSuccess: (task: IAssetTask) => void;
  3782. public onError: (task: IAssetTask) => void;
  3783. public isCompleted: boolean;
  3784. public image: HTMLImageElement;
  3785. constructor(name: string, url: string);
  3786. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3787. }
  3788. class TextureAssetTask implements IAssetTask {
  3789. public name: string;
  3790. public url: string;
  3791. public noMipmap: boolean;
  3792. public invertY: boolean;
  3793. public samplingMode: number;
  3794. public onSuccess: (task: IAssetTask) => void;
  3795. public onError: (task: IAssetTask) => void;
  3796. public isCompleted: boolean;
  3797. public texture: Texture;
  3798. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3799. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3800. }
  3801. class AssetsManager {
  3802. private _tasks;
  3803. private _scene;
  3804. private _waitingTasksCount;
  3805. public onFinish: (tasks: IAssetTask[]) => void;
  3806. public onTaskSuccess: (task: IAssetTask) => void;
  3807. public onTaskError: (task: IAssetTask) => void;
  3808. public useDefaultLoadingScreen: boolean;
  3809. constructor(scene: Scene);
  3810. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3811. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3812. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3813. public addImageTask(taskName: string, url: string): IAssetTask;
  3814. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3815. private _decreaseWaitingTasksCount();
  3816. private _runTask(task);
  3817. public reset(): AssetsManager;
  3818. public load(): AssetsManager;
  3819. }
  3820. }
  3821. declare module BABYLON {
  3822. class Database {
  3823. private callbackManifestChecked;
  3824. private currentSceneUrl;
  3825. private db;
  3826. private enableSceneOffline;
  3827. private enableTexturesOffline;
  3828. private manifestVersionFound;
  3829. private mustUpdateRessources;
  3830. private hasReachedQuota;
  3831. private isSupported;
  3832. private idbFactory;
  3833. static isUASupportingBlobStorage: boolean;
  3834. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3835. static parseURL: (url: string) => string;
  3836. static ReturnFullUrlLocation: (url: string) => string;
  3837. public checkManifestFile(): void;
  3838. public openAsync(successCallback: any, errorCallback: any): void;
  3839. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3840. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3841. private _saveImageIntoDBAsync(url, image);
  3842. private _checkVersionFromDB(url, versionLoaded);
  3843. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3844. private _saveVersionIntoDBAsync(url, callback);
  3845. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3846. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3847. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3848. }
  3849. }
  3850. declare module BABYLON {
  3851. class FilesInput {
  3852. private engine;
  3853. private currentScene;
  3854. private canvas;
  3855. private sceneLoadedCallback;
  3856. private progressCallback;
  3857. private additionnalRenderLoopLogicCallback;
  3858. private textureLoadingCallback;
  3859. private startingProcessingFilesCallback;
  3860. private elementToMonitor;
  3861. static FilesTextures: any[];
  3862. static FilesToLoad: any[];
  3863. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3864. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3865. private renderFunction();
  3866. private drag(e);
  3867. private drop(eventDrop);
  3868. private loadFiles(event);
  3869. }
  3870. }
  3871. declare module BABYLON {
  3872. class Gamepads {
  3873. private babylonGamepads;
  3874. private oneGamepadConnected;
  3875. private isMonitoring;
  3876. private gamepadEventSupported;
  3877. private gamepadSupportAvailable;
  3878. private _callbackGamepadConnected;
  3879. private buttonADataURL;
  3880. private static gamepadDOMInfo;
  3881. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3882. private _insertGamepadDOMInstructions();
  3883. private _insertGamepadDOMNotSupported();
  3884. public dispose(): void;
  3885. private _onGamepadConnected(evt);
  3886. private _addNewGamepad(gamepad);
  3887. private _onGamepadDisconnected(evt);
  3888. private _startMonitoringGamepads();
  3889. private _stopMonitoringGamepads();
  3890. private _checkGamepadsStatus();
  3891. private _updateGamepadObjects();
  3892. }
  3893. class StickValues {
  3894. public x: any;
  3895. public y: any;
  3896. constructor(x: any, y: any);
  3897. }
  3898. class Gamepad {
  3899. public id: string;
  3900. public index: number;
  3901. public browserGamepad: any;
  3902. private _leftStick;
  3903. private _rightStick;
  3904. private _onleftstickchanged;
  3905. private _onrightstickchanged;
  3906. constructor(id: string, index: number, browserGamepad: any);
  3907. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3908. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3909. public leftStick : StickValues;
  3910. public rightStick : StickValues;
  3911. public update(): void;
  3912. }
  3913. class GenericPad extends Gamepad {
  3914. public id: string;
  3915. public index: number;
  3916. public gamepad: any;
  3917. private _buttons;
  3918. private _onbuttondown;
  3919. private _onbuttonup;
  3920. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3921. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3922. constructor(id: string, index: number, gamepad: any);
  3923. private _setButtonValue(newValue, currentValue, buttonIndex);
  3924. public update(): void;
  3925. }
  3926. enum Xbox360Button {
  3927. A = 0,
  3928. B = 1,
  3929. X = 2,
  3930. Y = 3,
  3931. Start = 4,
  3932. Back = 5,
  3933. LB = 6,
  3934. RB = 7,
  3935. LeftStick = 8,
  3936. RightStick = 9,
  3937. }
  3938. enum Xbox360Dpad {
  3939. Up = 0,
  3940. Down = 1,
  3941. Left = 2,
  3942. Right = 3,
  3943. }
  3944. class Xbox360Pad extends Gamepad {
  3945. private _leftTrigger;
  3946. private _rightTrigger;
  3947. private _onlefttriggerchanged;
  3948. private _onrighttriggerchanged;
  3949. private _onbuttondown;
  3950. private _onbuttonup;
  3951. private _ondpaddown;
  3952. private _ondpadup;
  3953. private _buttonA;
  3954. private _buttonB;
  3955. private _buttonX;
  3956. private _buttonY;
  3957. private _buttonBack;
  3958. private _buttonStart;
  3959. private _buttonLB;
  3960. private _buttonRB;
  3961. private _buttonLeftStick;
  3962. private _buttonRightStick;
  3963. private _dPadUp;
  3964. private _dPadDown;
  3965. private _dPadLeft;
  3966. private _dPadRight;
  3967. public onlefttriggerchanged(callback: (value: number) => void): void;
  3968. public onrighttriggerchanged(callback: (value: number) => void): void;
  3969. public leftTrigger : number;
  3970. public rightTrigger : number;
  3971. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3972. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3973. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3974. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3975. private _setButtonValue(newValue, currentValue, buttonType);
  3976. private _setDPadValue(newValue, currentValue, buttonType);
  3977. public buttonA : number;
  3978. public buttonB : number;
  3979. public buttonX : number;
  3980. public buttonY : number;
  3981. public buttonStart : number;
  3982. public buttonBack : number;
  3983. public buttonLB : number;
  3984. public buttonRB : number;
  3985. public buttonLeftStick : number;
  3986. public buttonRightStick : number;
  3987. public dPadUp : number;
  3988. public dPadDown : number;
  3989. public dPadLeft : number;
  3990. public dPadRight : number;
  3991. public update(): void;
  3992. }
  3993. }
  3994. interface Navigator {
  3995. getGamepads(func?: any): any;
  3996. webkitGetGamepads(func?: any): any;
  3997. msGetGamepads(func?: any): any;
  3998. webkitGamepads(func?: any): any;
  3999. }
  4000. declare module BABYLON {
  4001. class SceneOptimization {
  4002. public priority: number;
  4003. public apply: (scene: Scene) => boolean;
  4004. constructor(priority?: number);
  4005. }
  4006. class TextureOptimization extends SceneOptimization {
  4007. public priority: number;
  4008. public maximumSize: number;
  4009. constructor(priority?: number, maximumSize?: number);
  4010. public apply: (scene: Scene) => boolean;
  4011. }
  4012. class HardwareScalingOptimization extends SceneOptimization {
  4013. public priority: number;
  4014. public maximumScale: number;
  4015. private _currentScale;
  4016. constructor(priority?: number, maximumScale?: number);
  4017. public apply: (scene: Scene) => boolean;
  4018. }
  4019. class ShadowsOptimization extends SceneOptimization {
  4020. public apply: (scene: Scene) => boolean;
  4021. }
  4022. class PostProcessesOptimization extends SceneOptimization {
  4023. public apply: (scene: Scene) => boolean;
  4024. }
  4025. class LensFlaresOptimization extends SceneOptimization {
  4026. public apply: (scene: Scene) => boolean;
  4027. }
  4028. class ParticlesOptimization extends SceneOptimization {
  4029. public apply: (scene: Scene) => boolean;
  4030. }
  4031. class RenderTargetsOptimization extends SceneOptimization {
  4032. public apply: (scene: Scene) => boolean;
  4033. }
  4034. class MergeMeshesOptimization extends SceneOptimization {
  4035. private _canBeMerged;
  4036. public apply: (scene: Scene) => boolean;
  4037. }
  4038. class SceneOptimizerOptions {
  4039. public targetFrameRate: number;
  4040. public trackerDuration: number;
  4041. public optimizations: SceneOptimization[];
  4042. constructor(targetFrameRate?: number, trackerDuration?: number);
  4043. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4044. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4045. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4046. }
  4047. class SceneOptimizer {
  4048. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4049. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4050. }
  4051. }
  4052. declare module BABYLON {
  4053. class SceneSerializer {
  4054. static Serialize(scene: Scene): any;
  4055. }
  4056. }
  4057. declare module BABYLON {
  4058. class SmartArray<T> {
  4059. public data: T[];
  4060. public length: number;
  4061. private _id;
  4062. private _duplicateId;
  4063. constructor(capacity: number);
  4064. public push(value: any): void;
  4065. public pushNoDuplicate(value: any): void;
  4066. public sort(compareFn: any): void;
  4067. public reset(): void;
  4068. public concat(array: any): void;
  4069. public concatWithNoDuplicate(array: any): void;
  4070. public indexOf(value: any): number;
  4071. private static _GlobalId;
  4072. }
  4073. }
  4074. declare module BABYLON {
  4075. class Tags {
  4076. static EnableFor(obj: any): void;
  4077. static DisableFor(obj: any): void;
  4078. static HasTags(obj: any): boolean;
  4079. static GetTags(obj: any): any;
  4080. static AddTagsTo(obj: any, tagsString: string): void;
  4081. static _AddTagTo(obj: any, tag: string): void;
  4082. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4083. static _RemoveTagFrom(obj: any, tag: string): void;
  4084. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4085. }
  4086. }
  4087. declare module BABYLON {
  4088. interface IAnimatable {
  4089. animations: Animation[];
  4090. }
  4091. interface ISize {
  4092. width: number;
  4093. height: number;
  4094. }
  4095. class Tools {
  4096. static BaseUrl: string;
  4097. static GetExponantOfTwo: (value: number, max: number) => number;
  4098. static GetFilename(path: string): string;
  4099. static GetDOMTextContent(element: HTMLElement): string;
  4100. static ToDegrees(angle: number): number;
  4101. static ToRadians(angle: number): number;
  4102. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4103. minimum: Vector3;
  4104. maximum: Vector3;
  4105. };
  4106. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4107. minimum: Vector3;
  4108. maximum: Vector3;
  4109. };
  4110. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4111. static GetPointerPrefix(): string;
  4112. static QueueNewFrame(func: any): void;
  4113. static RequestFullscreen(element: any): void;
  4114. static ExitFullscreen(): void;
  4115. static CleanUrl(url: string): string;
  4116. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4117. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4118. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4119. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4120. static Clamp(value: number, min?: number, max?: number): number;
  4121. static Format(value: number, decimals?: number): string;
  4122. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4123. static WithinEpsilon(a: number, b: number): boolean;
  4124. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4125. static IsEmpty(obj: any): boolean;
  4126. static RegisterTopRootEvents(events: {
  4127. name: string;
  4128. handler: EventListener;
  4129. }[]): void;
  4130. static UnregisterTopRootEvents(events: {
  4131. name: string;
  4132. handler: EventListener;
  4133. }[]): void;
  4134. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4135. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4136. private static _NoneLogLevel;
  4137. private static _MessageLogLevel;
  4138. private static _WarningLogLevel;
  4139. private static _ErrorLogLevel;
  4140. private static _LogCache;
  4141. static OnNewCacheEntry: (entry: string) => void;
  4142. static NoneLogLevel : number;
  4143. static MessageLogLevel : number;
  4144. static WarningLogLevel : number;
  4145. static ErrorLogLevel : number;
  4146. static AllLogLevel : number;
  4147. private static _AddLogEntry(entry);
  4148. private static _FormatMessage(message);
  4149. static Log: (message: string) => void;
  4150. private static _LogDisabled(message);
  4151. private static _LogEnabled(message);
  4152. static Warn: (message: string) => void;
  4153. private static _WarnDisabled(message);
  4154. private static _WarnEnabled(message);
  4155. static Error: (message: string) => void;
  4156. private static _ErrorDisabled(message);
  4157. private static _ErrorEnabled(message);
  4158. static LogCache : string;
  4159. static LogLevels : number;
  4160. private static _PerformanceNoneLogLevel;
  4161. private static _PerformanceUserMarkLogLevel;
  4162. private static _PerformanceConsoleLogLevel;
  4163. private static _performance;
  4164. static PerformanceNoneLogLevel : number;
  4165. static PerformanceUserMarkLogLevel : number;
  4166. static PerformanceConsoleLogLevel : number;
  4167. static PerformanceLogLevel : number;
  4168. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4169. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4170. static _StartUserMark(counterName: string, condition?: boolean): void;
  4171. static _EndUserMark(counterName: string, condition?: boolean): void;
  4172. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4173. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4174. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4175. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4176. static Now : number;
  4177. static GetFps(): number;
  4178. }
  4179. }
  4180. declare module BABYLON.Internals {
  4181. interface DDSInfo {
  4182. width: number;
  4183. height: number;
  4184. mipmapCount: number;
  4185. isFourCC: boolean;
  4186. isRGB: boolean;
  4187. isLuminance: boolean;
  4188. isCube: boolean;
  4189. }
  4190. class DDSTools {
  4191. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4192. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4193. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4194. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4195. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4196. }
  4197. }
  4198. /**
  4199. * Based on jsTGALoader - Javascript loader for TGA file
  4200. * By Vincent Thibault
  4201. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4202. */
  4203. declare module BABYLON.Internals {
  4204. class TGATools {
  4205. private static _TYPE_NO_DATA;
  4206. private static _TYPE_INDEXED;
  4207. private static _TYPE_RGB;
  4208. private static _TYPE_GREY;
  4209. private static _TYPE_RLE_INDEXED;
  4210. private static _TYPE_RLE_RGB;
  4211. private static _TYPE_RLE_GREY;
  4212. private static _ORIGIN_MASK;
  4213. private static _ORIGIN_SHIFT;
  4214. private static _ORIGIN_BL;
  4215. private static _ORIGIN_BR;
  4216. private static _ORIGIN_UL;
  4217. private static _ORIGIN_UR;
  4218. static GetTGAHeader(data: Uint8Array): any;
  4219. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4220. 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;
  4221. 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;
  4222. 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;
  4223. 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;
  4224. 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;
  4225. 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;
  4226. }
  4227. }
  4228. declare module BABYLON {
  4229. enum JoystickAxis {
  4230. X = 0,
  4231. Y = 1,
  4232. Z = 2,
  4233. }
  4234. class VirtualJoystick {
  4235. public reverseLeftRight: boolean;
  4236. public reverseUpDown: boolean;
  4237. public deltaPosition: Vector3;
  4238. public pressed: boolean;
  4239. private static _globalJoystickIndex;
  4240. private static vjCanvas;
  4241. private static vjCanvasContext;
  4242. private static vjCanvasWidth;
  4243. private static vjCanvasHeight;
  4244. private static halfWidth;
  4245. private static halfHeight;
  4246. private _action;
  4247. private _axisTargetedByLeftAndRight;
  4248. private _axisTargetedByUpAndDown;
  4249. private _joystickSensibility;
  4250. private _inversedSensibility;
  4251. private _rotationSpeed;
  4252. private _inverseRotationSpeed;
  4253. private _rotateOnAxisRelativeToMesh;
  4254. private _joystickPointerID;
  4255. private _joystickColor;
  4256. private _joystickPointerPos;
  4257. private _joystickPointerStartPos;
  4258. private _deltaJoystickVector;
  4259. private _leftJoystick;
  4260. private _joystickIndex;
  4261. private _touches;
  4262. constructor(leftJoystick?: boolean);
  4263. public setJoystickSensibility(newJoystickSensibility: number): void;
  4264. private _onPointerDown(e);
  4265. private _onPointerMove(e);
  4266. private _onPointerUp(e);
  4267. /**
  4268. * Change the color of the virtual joystick
  4269. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4270. */
  4271. public setJoystickColor(newColor: string): void;
  4272. public setActionOnTouch(action: () => any): void;
  4273. public setAxisForLeftRight(axis: JoystickAxis): void;
  4274. public setAxisForUpDown(axis: JoystickAxis): void;
  4275. private _clearCanvas();
  4276. private _drawVirtualJoystick();
  4277. public releaseCanvas(): void;
  4278. }
  4279. }
  4280. declare module BABYLON.VirtualJoystick {
  4281. class Collection<T> {
  4282. private _count;
  4283. private _collection;
  4284. constructor();
  4285. public Count(): number;
  4286. public add<T>(key: string, item: T): number;
  4287. public remove(key: string): number;
  4288. public item(key: string): any;
  4289. public forEach<T>(block: (item: T) => void): void;
  4290. }
  4291. }