babylon.module.d.ts 6.1 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. get observers(): Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static get LogCache(): string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static set LogLevels(level: number);
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static get Now(): number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null);
  486. /**
  487. * Returns client's state
  488. */
  489. get readyState(): number;
  490. /**
  491. * Returns client's status
  492. */
  493. get status(): number;
  494. /**
  495. * Returns client's status as a text
  496. */
  497. get statusText(): string;
  498. /**
  499. * Returns client's response
  500. */
  501. get response(): any;
  502. /**
  503. * Returns client's response url
  504. */
  505. get responseURL(): string;
  506. /**
  507. * Returns client's response as text
  508. */
  509. get responseText(): string;
  510. /**
  511. * Gets or sets the expected response type
  512. */
  513. get responseType(): XMLHttpRequestResponseType;
  514. set responseType(value: XMLHttpRequestResponseType);
  515. /** @hidden */
  516. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  517. /** @hidden */
  518. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  519. /**
  520. * Cancels any network activity
  521. */
  522. abort(): void;
  523. /**
  524. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  525. * @param body defines an optional request body
  526. */
  527. send(body?: Document | BodyInit | null): void;
  528. /**
  529. * Sets the request method, request URL
  530. * @param method defines the method to use (GET, POST, etc..)
  531. * @param url defines the url to connect with
  532. */
  533. open(method: string, url: string): void;
  534. /**
  535. * Sets the value of a request header.
  536. * @param name The name of the header whose value is to be set
  537. * @param value The value to set as the body of the header
  538. */
  539. setRequestHeader(name: string, value: string): void;
  540. /**
  541. * Get the string containing the text of a particular header's value.
  542. * @param name The name of the header
  543. * @returns The string containing the text of the given header name
  544. */
  545. getResponseHeader(name: string): Nullable<string>;
  546. }
  547. }
  548. declare module "babylonjs/Misc/fileRequest" {
  549. import { Observable } from "babylonjs/Misc/observable";
  550. /**
  551. * File request interface
  552. */
  553. export interface IFileRequest {
  554. /**
  555. * Raised when the request is complete (success or error).
  556. */
  557. onCompleteObservable: Observable<IFileRequest>;
  558. /**
  559. * Aborts the request for a file.
  560. */
  561. abort: () => void;
  562. }
  563. }
  564. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  565. /**
  566. * Define options used to create a render target texture
  567. */
  568. export class RenderTargetCreationOptions {
  569. /**
  570. * Specifies is mipmaps must be generated
  571. */
  572. generateMipMaps?: boolean;
  573. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  574. generateDepthBuffer?: boolean;
  575. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  576. generateStencilBuffer?: boolean;
  577. /** Defines texture type (int by default) */
  578. type?: number;
  579. /** Defines sampling mode (trilinear by default) */
  580. samplingMode?: number;
  581. /** Defines format (RGBA by default) */
  582. format?: number;
  583. }
  584. }
  585. declare module "babylonjs/Instrumentation/timeToken" {
  586. import { Nullable } from "babylonjs/types";
  587. /**
  588. * @hidden
  589. **/
  590. export class _TimeToken {
  591. _startTimeQuery: Nullable<WebGLQuery>;
  592. _endTimeQuery: Nullable<WebGLQuery>;
  593. _timeElapsedQuery: Nullable<WebGLQuery>;
  594. _timeElapsedQueryEnded: boolean;
  595. }
  596. }
  597. declare module "babylonjs/Engines/constants" {
  598. /** Defines the cross module used constants to avoid circular dependncies */
  599. export class Constants {
  600. /** Defines that alpha blending is disabled */
  601. static readonly ALPHA_DISABLE: number;
  602. /** Defines that alpha blending is SRC ALPHA * SRC + DEST */
  603. static readonly ALPHA_ADD: number;
  604. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  605. static readonly ALPHA_COMBINE: number;
  606. /** Defines that alpha blending is DEST - SRC * DEST */
  607. static readonly ALPHA_SUBTRACT: number;
  608. /** Defines that alpha blending is SRC * DEST */
  609. static readonly ALPHA_MULTIPLY: number;
  610. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */
  611. static readonly ALPHA_MAXIMIZED: number;
  612. /** Defines that alpha blending is SRC + DEST */
  613. static readonly ALPHA_ONEONE: number;
  614. /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */
  615. static readonly ALPHA_PREMULTIPLIED: number;
  616. /**
  617. * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST
  618. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  619. */
  620. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  621. /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */
  622. static readonly ALPHA_INTERPOLATE: number;
  623. /**
  624. * Defines that alpha blending is SRC + (1 - SRC) * DEST
  625. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  626. */
  627. static readonly ALPHA_SCREENMODE: number;
  628. /**
  629. * Defines that alpha blending is SRC + DST
  630. * Alpha will be set to SRC ALPHA + DST ALPHA
  631. */
  632. static readonly ALPHA_ONEONE_ONEONE: number;
  633. /**
  634. * Defines that alpha blending is SRC * DST ALPHA + DST
  635. * Alpha will be set to 0
  636. */
  637. static readonly ALPHA_ALPHATOCOLOR: number;
  638. /**
  639. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  640. */
  641. static readonly ALPHA_REVERSEONEMINUS: number;
  642. /**
  643. * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)
  644. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  645. */
  646. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  647. /**
  648. * Defines that alpha blending is SRC + DST
  649. * Alpha will be set to SRC ALPHA
  650. */
  651. static readonly ALPHA_ONEONE_ONEZERO: number;
  652. /**
  653. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  654. * Alpha will be set to DST ALPHA
  655. */
  656. static readonly ALPHA_EXCLUSION: number;
  657. /** Defines that alpha blending equation a SUM */
  658. static readonly ALPHA_EQUATION_ADD: number;
  659. /** Defines that alpha blending equation a SUBSTRACTION */
  660. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  661. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  662. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  663. /** Defines that alpha blending equation a MAX operation */
  664. static readonly ALPHA_EQUATION_MAX: number;
  665. /** Defines that alpha blending equation a MIN operation */
  666. static readonly ALPHA_EQUATION_MIN: number;
  667. /**
  668. * Defines that alpha blending equation a DARKEN operation:
  669. * It takes the min of the src and sums the alpha channels.
  670. */
  671. static readonly ALPHA_EQUATION_DARKEN: number;
  672. /** Defines that the ressource is not delayed*/
  673. static readonly DELAYLOADSTATE_NONE: number;
  674. /** Defines that the ressource was successfully delay loaded */
  675. static readonly DELAYLOADSTATE_LOADED: number;
  676. /** Defines that the ressource is currently delay loading */
  677. static readonly DELAYLOADSTATE_LOADING: number;
  678. /** Defines that the ressource is delayed and has not started loading */
  679. static readonly DELAYLOADSTATE_NOTLOADED: number;
  680. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  681. static readonly NEVER: number;
  682. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  683. static readonly ALWAYS: number;
  684. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  685. static readonly LESS: number;
  686. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  687. static readonly EQUAL: number;
  688. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  689. static readonly LEQUAL: number;
  690. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  691. static readonly GREATER: number;
  692. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  693. static readonly GEQUAL: number;
  694. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  695. static readonly NOTEQUAL: number;
  696. /** Passed to stencilOperation to specify that stencil value must be kept */
  697. static readonly KEEP: number;
  698. /** Passed to stencilOperation to specify that stencil value must be replaced */
  699. static readonly REPLACE: number;
  700. /** Passed to stencilOperation to specify that stencil value must be incremented */
  701. static readonly INCR: number;
  702. /** Passed to stencilOperation to specify that stencil value must be decremented */
  703. static readonly DECR: number;
  704. /** Passed to stencilOperation to specify that stencil value must be inverted */
  705. static readonly INVERT: number;
  706. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  707. static readonly INCR_WRAP: number;
  708. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  709. static readonly DECR_WRAP: number;
  710. /** Texture is not repeating outside of 0..1 UVs */
  711. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  712. /** Texture is repeating outside of 0..1 UVs */
  713. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  714. /** Texture is repeating and mirrored */
  715. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  716. /** ALPHA */
  717. static readonly TEXTUREFORMAT_ALPHA: number;
  718. /** LUMINANCE */
  719. static readonly TEXTUREFORMAT_LUMINANCE: number;
  720. /** LUMINANCE_ALPHA */
  721. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  722. /** RGB */
  723. static readonly TEXTUREFORMAT_RGB: number;
  724. /** RGBA */
  725. static readonly TEXTUREFORMAT_RGBA: number;
  726. /** RED */
  727. static readonly TEXTUREFORMAT_RED: number;
  728. /** RED (2nd reference) */
  729. static readonly TEXTUREFORMAT_R: number;
  730. /** RG */
  731. static readonly TEXTUREFORMAT_RG: number;
  732. /** RED_INTEGER */
  733. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  734. /** RED_INTEGER (2nd reference) */
  735. static readonly TEXTUREFORMAT_R_INTEGER: number;
  736. /** RG_INTEGER */
  737. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  738. /** RGB_INTEGER */
  739. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  740. /** RGBA_INTEGER */
  741. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  742. /** UNSIGNED_BYTE */
  743. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  744. /** UNSIGNED_BYTE (2nd reference) */
  745. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  746. /** FLOAT */
  747. static readonly TEXTURETYPE_FLOAT: number;
  748. /** HALF_FLOAT */
  749. static readonly TEXTURETYPE_HALF_FLOAT: number;
  750. /** BYTE */
  751. static readonly TEXTURETYPE_BYTE: number;
  752. /** SHORT */
  753. static readonly TEXTURETYPE_SHORT: number;
  754. /** UNSIGNED_SHORT */
  755. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  756. /** INT */
  757. static readonly TEXTURETYPE_INT: number;
  758. /** UNSIGNED_INT */
  759. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  760. /** UNSIGNED_SHORT_4_4_4_4 */
  761. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  762. /** UNSIGNED_SHORT_5_5_5_1 */
  763. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  764. /** UNSIGNED_SHORT_5_6_5 */
  765. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  766. /** UNSIGNED_INT_2_10_10_10_REV */
  767. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  768. /** UNSIGNED_INT_24_8 */
  769. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  770. /** UNSIGNED_INT_10F_11F_11F_REV */
  771. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  772. /** UNSIGNED_INT_5_9_9_9_REV */
  773. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  774. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  775. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  776. /** nearest is mag = nearest and min = nearest and no mip */
  777. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  778. /** mag = nearest and min = nearest and mip = none */
  779. static readonly TEXTURE_NEAREST_NEAREST: number;
  780. /** Bilinear is mag = linear and min = linear and no mip */
  781. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  782. /** mag = linear and min = linear and mip = none */
  783. static readonly TEXTURE_LINEAR_LINEAR: number;
  784. /** Trilinear is mag = linear and min = linear and mip = linear */
  785. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  786. /** Trilinear is mag = linear and min = linear and mip = linear */
  787. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  788. /** mag = nearest and min = nearest and mip = nearest */
  789. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  790. /** mag = nearest and min = linear and mip = nearest */
  791. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  792. /** mag = nearest and min = linear and mip = linear */
  793. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  794. /** mag = nearest and min = linear and mip = none */
  795. static readonly TEXTURE_NEAREST_LINEAR: number;
  796. /** nearest is mag = nearest and min = nearest and mip = linear */
  797. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  798. /** mag = linear and min = nearest and mip = nearest */
  799. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  800. /** mag = linear and min = nearest and mip = linear */
  801. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  802. /** Bilinear is mag = linear and min = linear and mip = nearest */
  803. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  804. /** mag = linear and min = nearest and mip = none */
  805. static readonly TEXTURE_LINEAR_NEAREST: number;
  806. /** Explicit coordinates mode */
  807. static readonly TEXTURE_EXPLICIT_MODE: number;
  808. /** Spherical coordinates mode */
  809. static readonly TEXTURE_SPHERICAL_MODE: number;
  810. /** Planar coordinates mode */
  811. static readonly TEXTURE_PLANAR_MODE: number;
  812. /** Cubic coordinates mode */
  813. static readonly TEXTURE_CUBIC_MODE: number;
  814. /** Projection coordinates mode */
  815. static readonly TEXTURE_PROJECTION_MODE: number;
  816. /** Skybox coordinates mode */
  817. static readonly TEXTURE_SKYBOX_MODE: number;
  818. /** Inverse Cubic coordinates mode */
  819. static readonly TEXTURE_INVCUBIC_MODE: number;
  820. /** Equirectangular coordinates mode */
  821. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  822. /** Equirectangular Fixed coordinates mode */
  823. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  824. /** Equirectangular Fixed Mirrored coordinates mode */
  825. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  826. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  827. static readonly SCALEMODE_FLOOR: number;
  828. /** Defines that texture rescaling will look for the nearest power of 2 size */
  829. static readonly SCALEMODE_NEAREST: number;
  830. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  831. static readonly SCALEMODE_CEILING: number;
  832. /**
  833. * The dirty texture flag value
  834. */
  835. static readonly MATERIAL_TextureDirtyFlag: number;
  836. /**
  837. * The dirty light flag value
  838. */
  839. static readonly MATERIAL_LightDirtyFlag: number;
  840. /**
  841. * The dirty fresnel flag value
  842. */
  843. static readonly MATERIAL_FresnelDirtyFlag: number;
  844. /**
  845. * The dirty attribute flag value
  846. */
  847. static readonly MATERIAL_AttributesDirtyFlag: number;
  848. /**
  849. * The dirty misc flag value
  850. */
  851. static readonly MATERIAL_MiscDirtyFlag: number;
  852. /**
  853. * The all dirty flag value
  854. */
  855. static readonly MATERIAL_AllDirtyFlag: number;
  856. /**
  857. * Returns the triangle fill mode
  858. */
  859. static readonly MATERIAL_TriangleFillMode: number;
  860. /**
  861. * Returns the wireframe mode
  862. */
  863. static readonly MATERIAL_WireFrameFillMode: number;
  864. /**
  865. * Returns the point fill mode
  866. */
  867. static readonly MATERIAL_PointFillMode: number;
  868. /**
  869. * Returns the point list draw mode
  870. */
  871. static readonly MATERIAL_PointListDrawMode: number;
  872. /**
  873. * Returns the line list draw mode
  874. */
  875. static readonly MATERIAL_LineListDrawMode: number;
  876. /**
  877. * Returns the line loop draw mode
  878. */
  879. static readonly MATERIAL_LineLoopDrawMode: number;
  880. /**
  881. * Returns the line strip draw mode
  882. */
  883. static readonly MATERIAL_LineStripDrawMode: number;
  884. /**
  885. * Returns the triangle strip draw mode
  886. */
  887. static readonly MATERIAL_TriangleStripDrawMode: number;
  888. /**
  889. * Returns the triangle fan draw mode
  890. */
  891. static readonly MATERIAL_TriangleFanDrawMode: number;
  892. /**
  893. * Stores the clock-wise side orientation
  894. */
  895. static readonly MATERIAL_ClockWiseSideOrientation: number;
  896. /**
  897. * Stores the counter clock-wise side orientation
  898. */
  899. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  900. /**
  901. * Nothing
  902. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  903. */
  904. static readonly ACTION_NothingTrigger: number;
  905. /**
  906. * On pick
  907. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  908. */
  909. static readonly ACTION_OnPickTrigger: number;
  910. /**
  911. * On left pick
  912. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  913. */
  914. static readonly ACTION_OnLeftPickTrigger: number;
  915. /**
  916. * On right pick
  917. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  918. */
  919. static readonly ACTION_OnRightPickTrigger: number;
  920. /**
  921. * On center pick
  922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  923. */
  924. static readonly ACTION_OnCenterPickTrigger: number;
  925. /**
  926. * On pick down
  927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  928. */
  929. static readonly ACTION_OnPickDownTrigger: number;
  930. /**
  931. * On double pick
  932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  933. */
  934. static readonly ACTION_OnDoublePickTrigger: number;
  935. /**
  936. * On pick up
  937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  938. */
  939. static readonly ACTION_OnPickUpTrigger: number;
  940. /**
  941. * On pick out.
  942. * This trigger will only be raised if you also declared a OnPickDown
  943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  944. */
  945. static readonly ACTION_OnPickOutTrigger: number;
  946. /**
  947. * On long press
  948. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  949. */
  950. static readonly ACTION_OnLongPressTrigger: number;
  951. /**
  952. * On pointer over
  953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  954. */
  955. static readonly ACTION_OnPointerOverTrigger: number;
  956. /**
  957. * On pointer out
  958. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  959. */
  960. static readonly ACTION_OnPointerOutTrigger: number;
  961. /**
  962. * On every frame
  963. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  964. */
  965. static readonly ACTION_OnEveryFrameTrigger: number;
  966. /**
  967. * On intersection enter
  968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  969. */
  970. static readonly ACTION_OnIntersectionEnterTrigger: number;
  971. /**
  972. * On intersection exit
  973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  974. */
  975. static readonly ACTION_OnIntersectionExitTrigger: number;
  976. /**
  977. * On key down
  978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  979. */
  980. static readonly ACTION_OnKeyDownTrigger: number;
  981. /**
  982. * On key up
  983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  984. */
  985. static readonly ACTION_OnKeyUpTrigger: number;
  986. /**
  987. * Billboard mode will only apply to Y axis
  988. */
  989. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  990. /**
  991. * Billboard mode will apply to all axes
  992. */
  993. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  994. /**
  995. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  996. */
  997. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  998. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  999. * Test order :
  1000. * Is the bounding sphere outside the frustum ?
  1001. * If not, are the bounding box vertices outside the frustum ?
  1002. * It not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  1005. /** Culling strategy : Bounding Sphere Only.
  1006. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1007. * It's also less accurate than the standard because some not visible objects can still be selected.
  1008. * Test : is the bounding sphere outside the frustum ?
  1009. * If not, then the cullable object is in the frustum.
  1010. */
  1011. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1012. /** Culling strategy : Optimistic Inclusion.
  1013. * This in an inclusion test first, then the standard exclusion test.
  1014. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1015. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  1016. * Anyway, it's as accurate as the standard strategy.
  1017. * Test :
  1018. * Is the cullable object bounding sphere center in the frustum ?
  1019. * If not, apply the default culling strategy.
  1020. */
  1021. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1022. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1023. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1024. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1025. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  1026. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1027. * Test :
  1028. * Is the cullable object bounding sphere center in the frustum ?
  1029. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1030. */
  1031. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1032. /**
  1033. * No logging while loading
  1034. */
  1035. static readonly SCENELOADER_NO_LOGGING: number;
  1036. /**
  1037. * Minimal logging while loading
  1038. */
  1039. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1040. /**
  1041. * Summary logging while loading
  1042. */
  1043. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1044. /**
  1045. * Detailled logging while loading
  1046. */
  1047. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1048. }
  1049. }
  1050. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1051. import { Nullable } from "babylonjs/types";
  1052. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1053. /**
  1054. * This represents the required contract to create a new type of texture loader.
  1055. */
  1056. export interface IInternalTextureLoader {
  1057. /**
  1058. * Defines wether the loader supports cascade loading the different faces.
  1059. */
  1060. supportCascades: boolean;
  1061. /**
  1062. * This returns if the loader support the current file information.
  1063. * @param extension defines the file extension of the file being loaded
  1064. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1065. * @param fallback defines the fallback internal texture if any
  1066. * @param isBase64 defines whether the texture is encoded as a base64
  1067. * @param isBuffer defines whether the texture data are stored as a buffer
  1068. * @returns true if the loader can load the specified file
  1069. */
  1070. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1071. /**
  1072. * Transform the url before loading if required.
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the transformed texture
  1076. */
  1077. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1078. /**
  1079. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1080. * @param rootUrl the url of the texture
  1081. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1082. * @returns the fallback texture
  1083. */
  1084. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1085. /**
  1086. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1087. * @param data contains the texture data
  1088. * @param texture defines the BabylonJS internal texture
  1089. * @param createPolynomials will be true if polynomials have been requested
  1090. * @param onLoad defines the callback to trigger once the texture is ready
  1091. * @param onError defines the callback to trigger in case of error
  1092. */
  1093. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1094. /**
  1095. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1096. * @param data contains the texture data
  1097. * @param texture defines the BabylonJS internal texture
  1098. * @param callback defines the method to call once ready to upload
  1099. */
  1100. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1101. }
  1102. }
  1103. declare module "babylonjs/Engines/IPipelineContext" {
  1104. /**
  1105. * Class used to store and describe the pipeline context associated with an effect
  1106. */
  1107. export interface IPipelineContext {
  1108. /**
  1109. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1110. */
  1111. isAsync: boolean;
  1112. /**
  1113. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1114. */
  1115. isReady: boolean;
  1116. /** @hidden */
  1117. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1118. }
  1119. }
  1120. declare module "babylonjs/Meshes/dataBuffer" {
  1121. /**
  1122. * Class used to store gfx data (like WebGLBuffer)
  1123. */
  1124. export class DataBuffer {
  1125. /**
  1126. * Gets or sets the number of objects referencing this buffer
  1127. */
  1128. references: number;
  1129. /** Gets or sets the size of the underlying buffer */
  1130. capacity: number;
  1131. /**
  1132. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1133. */
  1134. is32Bits: boolean;
  1135. /**
  1136. * Gets the underlying buffer
  1137. */
  1138. get underlyingResource(): any;
  1139. }
  1140. }
  1141. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1142. /** @hidden */
  1143. export interface IShaderProcessor {
  1144. attributeProcessor?: (attribute: string) => string;
  1145. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1146. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1147. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1148. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1149. lineProcessor?: (line: string, isFragment: boolean) => string;
  1150. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1151. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1152. }
  1153. }
  1154. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1155. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1156. /** @hidden */
  1157. export interface ProcessingOptions {
  1158. defines: string[];
  1159. indexParameters: any;
  1160. isFragment: boolean;
  1161. shouldUseHighPrecisionShader: boolean;
  1162. supportsUniformBuffers: boolean;
  1163. shadersRepository: string;
  1164. includesShadersStore: {
  1165. [key: string]: string;
  1166. };
  1167. processor?: IShaderProcessor;
  1168. version: string;
  1169. platformName: string;
  1170. lookForClosingBracketForUniformBuffer?: boolean;
  1171. }
  1172. }
  1173. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1174. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1175. /** @hidden */
  1176. export class ShaderCodeNode {
  1177. line: string;
  1178. children: ShaderCodeNode[];
  1179. additionalDefineKey?: string;
  1180. additionalDefineValue?: string;
  1181. isValid(preprocessors: {
  1182. [key: string]: string;
  1183. }): boolean;
  1184. process(preprocessors: {
  1185. [key: string]: string;
  1186. }, options: ProcessingOptions): string;
  1187. }
  1188. }
  1189. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1190. /** @hidden */
  1191. export class ShaderCodeCursor {
  1192. private _lines;
  1193. lineIndex: number;
  1194. get currentLine(): string;
  1195. get canRead(): boolean;
  1196. set lines(value: string[]);
  1197. }
  1198. }
  1199. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1200. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1201. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1202. /** @hidden */
  1203. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1204. process(preprocessors: {
  1205. [key: string]: string;
  1206. }, options: ProcessingOptions): string;
  1207. }
  1208. }
  1209. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1210. /** @hidden */
  1211. export class ShaderDefineExpression {
  1212. isTrue(preprocessors: {
  1213. [key: string]: string;
  1214. }): boolean;
  1215. }
  1216. }
  1217. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1218. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1219. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1220. /** @hidden */
  1221. export class ShaderCodeTestNode extends ShaderCodeNode {
  1222. testExpression: ShaderDefineExpression;
  1223. isValid(preprocessors: {
  1224. [key: string]: string;
  1225. }): boolean;
  1226. }
  1227. }
  1228. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1229. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1230. /** @hidden */
  1231. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1232. define: string;
  1233. not: boolean;
  1234. constructor(define: string, not?: boolean);
  1235. isTrue(preprocessors: {
  1236. [key: string]: string;
  1237. }): boolean;
  1238. }
  1239. }
  1240. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1241. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1242. /** @hidden */
  1243. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1244. leftOperand: ShaderDefineExpression;
  1245. rightOperand: ShaderDefineExpression;
  1246. isTrue(preprocessors: {
  1247. [key: string]: string;
  1248. }): boolean;
  1249. }
  1250. }
  1251. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1252. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1253. /** @hidden */
  1254. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1255. leftOperand: ShaderDefineExpression;
  1256. rightOperand: ShaderDefineExpression;
  1257. isTrue(preprocessors: {
  1258. [key: string]: string;
  1259. }): boolean;
  1260. }
  1261. }
  1262. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1263. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1264. /** @hidden */
  1265. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1266. define: string;
  1267. operand: string;
  1268. testValue: string;
  1269. constructor(define: string, operand: string, testValue: string);
  1270. isTrue(preprocessors: {
  1271. [key: string]: string;
  1272. }): boolean;
  1273. }
  1274. }
  1275. declare module "babylonjs/Offline/IOfflineProvider" {
  1276. /**
  1277. * Class used to enable access to offline support
  1278. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1279. */
  1280. export interface IOfflineProvider {
  1281. /**
  1282. * Gets a boolean indicating if scene must be saved in the database
  1283. */
  1284. enableSceneOffline: boolean;
  1285. /**
  1286. * Gets a boolean indicating if textures must be saved in the database
  1287. */
  1288. enableTexturesOffline: boolean;
  1289. /**
  1290. * Open the offline support and make it available
  1291. * @param successCallback defines the callback to call on success
  1292. * @param errorCallback defines the callback to call on error
  1293. */
  1294. open(successCallback: () => void, errorCallback: () => void): void;
  1295. /**
  1296. * Loads an image from the offline support
  1297. * @param url defines the url to load from
  1298. * @param image defines the target DOM image
  1299. */
  1300. loadImage(url: string, image: HTMLImageElement): void;
  1301. /**
  1302. * Loads a file from offline support
  1303. * @param url defines the URL to load from
  1304. * @param sceneLoaded defines a callback to call on success
  1305. * @param progressCallBack defines a callback to call when progress changed
  1306. * @param errorCallback defines a callback to call on error
  1307. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1308. */
  1309. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1310. }
  1311. }
  1312. declare module "babylonjs/Misc/filesInputStore" {
  1313. /**
  1314. * Class used to help managing file picking and drag'n'drop
  1315. * File Storage
  1316. */
  1317. export class FilesInputStore {
  1318. /**
  1319. * List of files ready to be loaded
  1320. */
  1321. static FilesToLoad: {
  1322. [key: string]: File;
  1323. };
  1324. }
  1325. }
  1326. declare module "babylonjs/Misc/retryStrategy" {
  1327. import { WebRequest } from "babylonjs/Misc/webRequest";
  1328. /**
  1329. * Class used to define a retry strategy when error happens while loading assets
  1330. */
  1331. export class RetryStrategy {
  1332. /**
  1333. * Function used to defines an exponential back off strategy
  1334. * @param maxRetries defines the maximum number of retries (3 by default)
  1335. * @param baseInterval defines the interval between retries
  1336. * @returns the strategy function to use
  1337. */
  1338. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1339. }
  1340. }
  1341. declare module "babylonjs/Misc/baseError" {
  1342. /**
  1343. * @ignore
  1344. * Application error to support additional information when loading a file
  1345. */
  1346. export abstract class BaseError extends Error {
  1347. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1348. }
  1349. }
  1350. declare module "babylonjs/Misc/fileTools" {
  1351. import { WebRequest } from "babylonjs/Misc/webRequest";
  1352. import { Nullable } from "babylonjs/types";
  1353. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1354. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1355. import { BaseError } from "babylonjs/Misc/baseError";
  1356. /** @ignore */
  1357. export class LoadFileError extends BaseError {
  1358. request?: WebRequest;
  1359. file?: File;
  1360. /**
  1361. * Creates a new LoadFileError
  1362. * @param message defines the message of the error
  1363. * @param request defines the optional web request
  1364. * @param file defines the optional file
  1365. */
  1366. constructor(message: string, object?: WebRequest | File);
  1367. }
  1368. /** @ignore */
  1369. export class RequestFileError extends BaseError {
  1370. request: WebRequest;
  1371. /**
  1372. * Creates a new LoadFileError
  1373. * @param message defines the message of the error
  1374. * @param request defines the optional web request
  1375. */
  1376. constructor(message: string, request: WebRequest);
  1377. }
  1378. /** @ignore */
  1379. export class ReadFileError extends BaseError {
  1380. file: File;
  1381. /**
  1382. * Creates a new ReadFileError
  1383. * @param message defines the message of the error
  1384. * @param file defines the optional file
  1385. */
  1386. constructor(message: string, file: File);
  1387. }
  1388. /**
  1389. * @hidden
  1390. */
  1391. export class FileTools {
  1392. /**
  1393. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1394. */
  1395. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1396. /**
  1397. * Gets or sets the base URL to use to load assets
  1398. */
  1399. static BaseUrl: string;
  1400. /**
  1401. * Default behaviour for cors in the application.
  1402. * It can be a string if the expected behavior is identical in the entire app.
  1403. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1404. */
  1405. static CorsBehavior: string | ((url: string | string[]) => string);
  1406. /**
  1407. * Gets or sets a function used to pre-process url before using them to load assets
  1408. */
  1409. static PreprocessUrl: (url: string) => string;
  1410. /**
  1411. * Removes unwanted characters from an url
  1412. * @param url defines the url to clean
  1413. * @returns the cleaned url
  1414. */
  1415. private static _CleanUrl;
  1416. /**
  1417. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1418. * @param url define the url we are trying
  1419. * @param element define the dom element where to configure the cors policy
  1420. */
  1421. static SetCorsBehavior(url: string | string[], element: {
  1422. crossOrigin: string | null;
  1423. }): void;
  1424. /**
  1425. * Loads an image as an HTMLImageElement.
  1426. * @param input url string, ArrayBuffer, or Blob to load
  1427. * @param onLoad callback called when the image successfully loads
  1428. * @param onError callback called when the image fails to load
  1429. * @param offlineProvider offline provider for caching
  1430. * @param mimeType optional mime type
  1431. * @returns the HTMLImageElement of the loaded image
  1432. */
  1433. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1434. /**
  1435. * Reads a file from a File object
  1436. * @param file defines the file to load
  1437. * @param onSuccess defines the callback to call when data is loaded
  1438. * @param onProgress defines the callback to call during loading process
  1439. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1440. * @param onError defines the callback to call when an error occurs
  1441. * @returns a file request object
  1442. */
  1443. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1444. /**
  1445. * Loads a file from a url
  1446. * @param url url to load
  1447. * @param onSuccess callback called when the file successfully loads
  1448. * @param onProgress callback called while file is loading (if the server supports this mode)
  1449. * @param offlineProvider defines the offline provider for caching
  1450. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1451. * @param onError callback called when the file fails to load
  1452. * @returns a file request object
  1453. */
  1454. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1455. /**
  1456. * Loads a file
  1457. * @param url url to load
  1458. * @param onSuccess callback called when the file successfully loads
  1459. * @param onProgress callback called while file is loading (if the server supports this mode)
  1460. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1461. * @param onError callback called when the file fails to load
  1462. * @param onOpened callback called when the web request is opened
  1463. * @returns a file request object
  1464. */
  1465. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1466. /**
  1467. * Checks if the loaded document was accessed via `file:`-Protocol.
  1468. * @returns boolean
  1469. */
  1470. static IsFileURL(): boolean;
  1471. }
  1472. }
  1473. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1474. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1475. import { WebRequest } from "babylonjs/Misc/webRequest";
  1476. import { LoadFileError } from "babylonjs/Misc/fileTools";
  1477. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1478. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1479. /** @hidden */
  1480. export class ShaderProcessor {
  1481. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1482. private static _ProcessPrecision;
  1483. private static _ExtractOperation;
  1484. private static _BuildSubExpression;
  1485. private static _BuildExpression;
  1486. private static _MoveCursorWithinIf;
  1487. private static _MoveCursor;
  1488. private static _EvaluatePreProcessors;
  1489. private static _PreparePreProcessors;
  1490. private static _ProcessShaderConversion;
  1491. private static _ProcessIncludes;
  1492. /**
  1493. * Loads a file from a url
  1494. * @param url url to load
  1495. * @param onSuccess callback called when the file successfully loads
  1496. * @param onProgress callback called while file is loading (if the server supports this mode)
  1497. * @param offlineProvider defines the offline provider for caching
  1498. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1499. * @param onError callback called when the file fails to load
  1500. * @returns a file request object
  1501. * @hidden
  1502. */
  1503. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1504. }
  1505. }
  1506. declare module "babylonjs/Maths/math.like" {
  1507. import { float, int, DeepImmutable } from "babylonjs/types";
  1508. /**
  1509. * @hidden
  1510. */
  1511. export interface IColor4Like {
  1512. r: float;
  1513. g: float;
  1514. b: float;
  1515. a: float;
  1516. }
  1517. /**
  1518. * @hidden
  1519. */
  1520. export interface IColor3Like {
  1521. r: float;
  1522. g: float;
  1523. b: float;
  1524. }
  1525. /**
  1526. * @hidden
  1527. */
  1528. export interface IVector4Like {
  1529. x: float;
  1530. y: float;
  1531. z: float;
  1532. w: float;
  1533. }
  1534. /**
  1535. * @hidden
  1536. */
  1537. export interface IVector3Like {
  1538. x: float;
  1539. y: float;
  1540. z: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IVector2Like {
  1546. x: float;
  1547. y: float;
  1548. }
  1549. /**
  1550. * @hidden
  1551. */
  1552. export interface IMatrixLike {
  1553. toArray(): DeepImmutable<Float32Array>;
  1554. updateFlag: int;
  1555. }
  1556. /**
  1557. * @hidden
  1558. */
  1559. export interface IViewportLike {
  1560. x: float;
  1561. y: float;
  1562. width: float;
  1563. height: float;
  1564. }
  1565. /**
  1566. * @hidden
  1567. */
  1568. export interface IPlaneLike {
  1569. normal: IVector3Like;
  1570. d: float;
  1571. normalize(): void;
  1572. }
  1573. }
  1574. declare module "babylonjs/Materials/iEffectFallbacks" {
  1575. import { Effect } from "babylonjs/Materials/effect";
  1576. /**
  1577. * Interface used to define common properties for effect fallbacks
  1578. */
  1579. export interface IEffectFallbacks {
  1580. /**
  1581. * Removes the defines that should be removed when falling back.
  1582. * @param currentDefines defines the current define statements for the shader.
  1583. * @param effect defines the current effect we try to compile
  1584. * @returns The resulting defines with defines of the current rank removed.
  1585. */
  1586. reduce(currentDefines: string, effect: Effect): string;
  1587. /**
  1588. * Removes the fallback from the bound mesh.
  1589. */
  1590. unBindMesh(): void;
  1591. /**
  1592. * Checks to see if more fallbacks are still availible.
  1593. */
  1594. hasMoreFallbacks: boolean;
  1595. }
  1596. }
  1597. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1598. /**
  1599. * Class used to evalaute queries containing `and` and `or` operators
  1600. */
  1601. export class AndOrNotEvaluator {
  1602. /**
  1603. * Evaluate a query
  1604. * @param query defines the query to evaluate
  1605. * @param evaluateCallback defines the callback used to filter result
  1606. * @returns true if the query matches
  1607. */
  1608. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1609. private static _HandleParenthesisContent;
  1610. private static _SimplifyNegation;
  1611. }
  1612. }
  1613. declare module "babylonjs/Misc/tags" {
  1614. /**
  1615. * Class used to store custom tags
  1616. */
  1617. export class Tags {
  1618. /**
  1619. * Adds support for tags on the given object
  1620. * @param obj defines the object to use
  1621. */
  1622. static EnableFor(obj: any): void;
  1623. /**
  1624. * Removes tags support
  1625. * @param obj defines the object to use
  1626. */
  1627. static DisableFor(obj: any): void;
  1628. /**
  1629. * Gets a boolean indicating if the given object has tags
  1630. * @param obj defines the object to use
  1631. * @returns a boolean
  1632. */
  1633. static HasTags(obj: any): boolean;
  1634. /**
  1635. * Gets the tags available on a given object
  1636. * @param obj defines the object to use
  1637. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1638. * @returns the tags
  1639. */
  1640. static GetTags(obj: any, asString?: boolean): any;
  1641. /**
  1642. * Adds tags to an object
  1643. * @param obj defines the object to use
  1644. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1645. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1646. */
  1647. static AddTagsTo(obj: any, tagsString: string): void;
  1648. /**
  1649. * @hidden
  1650. */
  1651. static _AddTagTo(obj: any, tag: string): void;
  1652. /**
  1653. * Removes specific tags from a specific object
  1654. * @param obj defines the object to use
  1655. * @param tagsString defines the tags to remove
  1656. */
  1657. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1658. /**
  1659. * @hidden
  1660. */
  1661. static _RemoveTagFrom(obj: any, tag: string): void;
  1662. /**
  1663. * Defines if tags hosted on an object match a given query
  1664. * @param obj defines the object to use
  1665. * @param tagsQuery defines the tag query
  1666. * @returns a boolean
  1667. */
  1668. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1669. }
  1670. }
  1671. declare module "babylonjs/Maths/math.scalar" {
  1672. /**
  1673. * Scalar computation library
  1674. */
  1675. export class Scalar {
  1676. /**
  1677. * Two pi constants convenient for computation.
  1678. */
  1679. static TwoPi: number;
  1680. /**
  1681. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1682. * @param a number
  1683. * @param b number
  1684. * @param epsilon (default = 1.401298E-45)
  1685. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1686. */
  1687. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1688. /**
  1689. * Returns a string : the upper case translation of the number i to hexadecimal.
  1690. * @param i number
  1691. * @returns the upper case translation of the number i to hexadecimal.
  1692. */
  1693. static ToHex(i: number): string;
  1694. /**
  1695. * Returns -1 if value is negative and +1 is value is positive.
  1696. * @param value the value
  1697. * @returns the value itself if it's equal to zero.
  1698. */
  1699. static Sign(value: number): number;
  1700. /**
  1701. * Returns the value itself if it's between min and max.
  1702. * Returns min if the value is lower than min.
  1703. * Returns max if the value is greater than max.
  1704. * @param value the value to clmap
  1705. * @param min the min value to clamp to (default: 0)
  1706. * @param max the max value to clamp to (default: 1)
  1707. * @returns the clamped value
  1708. */
  1709. static Clamp(value: number, min?: number, max?: number): number;
  1710. /**
  1711. * the log2 of value.
  1712. * @param value the value to compute log2 of
  1713. * @returns the log2 of value.
  1714. */
  1715. static Log2(value: number): number;
  1716. /**
  1717. * Loops the value, so that it is never larger than length and never smaller than 0.
  1718. *
  1719. * This is similar to the modulo operator but it works with floating point numbers.
  1720. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1721. * With t = 5 and length = 2.5, the result would be 0.0.
  1722. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1723. * @param value the value
  1724. * @param length the length
  1725. * @returns the looped value
  1726. */
  1727. static Repeat(value: number, length: number): number;
  1728. /**
  1729. * Normalize the value between 0.0 and 1.0 using min and max values
  1730. * @param value value to normalize
  1731. * @param min max to normalize between
  1732. * @param max min to normalize between
  1733. * @returns the normalized value
  1734. */
  1735. static Normalize(value: number, min: number, max: number): number;
  1736. /**
  1737. * Denormalize the value from 0.0 and 1.0 using min and max values
  1738. * @param normalized value to denormalize
  1739. * @param min max to denormalize between
  1740. * @param max min to denormalize between
  1741. * @returns the denormalized value
  1742. */
  1743. static Denormalize(normalized: number, min: number, max: number): number;
  1744. /**
  1745. * Calculates the shortest difference between two given angles given in degrees.
  1746. * @param current current angle in degrees
  1747. * @param target target angle in degrees
  1748. * @returns the delta
  1749. */
  1750. static DeltaAngle(current: number, target: number): number;
  1751. /**
  1752. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1753. * @param tx value
  1754. * @param length length
  1755. * @returns The returned value will move back and forth between 0 and length
  1756. */
  1757. static PingPong(tx: number, length: number): number;
  1758. /**
  1759. * Interpolates between min and max with smoothing at the limits.
  1760. *
  1761. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1762. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1763. * @param from from
  1764. * @param to to
  1765. * @param tx value
  1766. * @returns the smooth stepped value
  1767. */
  1768. static SmoothStep(from: number, to: number, tx: number): number;
  1769. /**
  1770. * Moves a value current towards target.
  1771. *
  1772. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1773. * Negative values of maxDelta pushes the value away from target.
  1774. * @param current current value
  1775. * @param target target value
  1776. * @param maxDelta max distance to move
  1777. * @returns resulting value
  1778. */
  1779. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1780. /**
  1781. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1782. *
  1783. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1784. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1785. * @param current current value
  1786. * @param target target value
  1787. * @param maxDelta max distance to move
  1788. * @returns resulting angle
  1789. */
  1790. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1791. /**
  1792. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1793. * @param start start value
  1794. * @param end target value
  1795. * @param amount amount to lerp between
  1796. * @returns the lerped value
  1797. */
  1798. static Lerp(start: number, end: number, amount: number): number;
  1799. /**
  1800. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1801. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1802. * @param start start value
  1803. * @param end target value
  1804. * @param amount amount to lerp between
  1805. * @returns the lerped value
  1806. */
  1807. static LerpAngle(start: number, end: number, amount: number): number;
  1808. /**
  1809. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1810. * @param a start value
  1811. * @param b target value
  1812. * @param value value between a and b
  1813. * @returns the inverseLerp value
  1814. */
  1815. static InverseLerp(a: number, b: number, value: number): number;
  1816. /**
  1817. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1818. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1819. * @param value1 spline value
  1820. * @param tangent1 spline value
  1821. * @param value2 spline value
  1822. * @param tangent2 spline value
  1823. * @param amount input value
  1824. * @returns hermite result
  1825. */
  1826. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1827. /**
  1828. * Returns a random float number between and min and max values
  1829. * @param min min value of random
  1830. * @param max max value of random
  1831. * @returns random value
  1832. */
  1833. static RandomRange(min: number, max: number): number;
  1834. /**
  1835. * This function returns percentage of a number in a given range.
  1836. *
  1837. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1838. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1839. * @param number to convert to percentage
  1840. * @param min min range
  1841. * @param max max range
  1842. * @returns the percentage
  1843. */
  1844. static RangeToPercent(number: number, min: number, max: number): number;
  1845. /**
  1846. * This function returns number that corresponds to the percentage in a given range.
  1847. *
  1848. * PercentToRange(0.34,0,100) will return 34.
  1849. * @param percent to convert to number
  1850. * @param min min range
  1851. * @param max max range
  1852. * @returns the number
  1853. */
  1854. static PercentToRange(percent: number, min: number, max: number): number;
  1855. /**
  1856. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1857. * @param angle The angle to normalize in radian.
  1858. * @return The converted angle.
  1859. */
  1860. static NormalizeRadians(angle: number): number;
  1861. }
  1862. }
  1863. declare module "babylonjs/Maths/math.constants" {
  1864. /**
  1865. * Constant used to convert a value to gamma space
  1866. * @ignorenaming
  1867. */
  1868. export const ToGammaSpace: number;
  1869. /**
  1870. * Constant used to convert a value to linear space
  1871. * @ignorenaming
  1872. */
  1873. export const ToLinearSpace = 2.2;
  1874. /**
  1875. * Constant used to define the minimal number value in Babylon.js
  1876. * @ignorenaming
  1877. */
  1878. let Epsilon: number;
  1879. export { Epsilon };
  1880. }
  1881. declare module "babylonjs/Maths/math.viewport" {
  1882. /**
  1883. * Class used to represent a viewport on screen
  1884. */
  1885. export class Viewport {
  1886. /** viewport left coordinate */
  1887. x: number;
  1888. /** viewport top coordinate */
  1889. y: number;
  1890. /**viewport width */
  1891. width: number;
  1892. /** viewport height */
  1893. height: number;
  1894. /**
  1895. * Creates a Viewport object located at (x, y) and sized (width, height)
  1896. * @param x defines viewport left coordinate
  1897. * @param y defines viewport top coordinate
  1898. * @param width defines the viewport width
  1899. * @param height defines the viewport height
  1900. */
  1901. constructor(
  1902. /** viewport left coordinate */
  1903. x: number,
  1904. /** viewport top coordinate */
  1905. y: number,
  1906. /**viewport width */
  1907. width: number,
  1908. /** viewport height */
  1909. height: number);
  1910. /**
  1911. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1912. * @param renderWidth defines the rendering width
  1913. * @param renderHeight defines the rendering height
  1914. * @returns a new Viewport
  1915. */
  1916. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1917. /**
  1918. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1919. * @param renderWidth defines the rendering width
  1920. * @param renderHeight defines the rendering height
  1921. * @param ref defines the target viewport
  1922. * @returns the current viewport
  1923. */
  1924. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1925. /**
  1926. * Returns a new Viewport copied from the current one
  1927. * @returns a new Viewport
  1928. */
  1929. clone(): Viewport;
  1930. }
  1931. }
  1932. declare module "babylonjs/Misc/arrayTools" {
  1933. /**
  1934. * Class containing a set of static utilities functions for arrays.
  1935. */
  1936. export class ArrayTools {
  1937. /**
  1938. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1939. * @param size the number of element to construct and put in the array
  1940. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1941. * @returns a new array filled with new objects
  1942. */
  1943. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1944. }
  1945. }
  1946. declare module "babylonjs/Maths/math.vector" {
  1947. import { Viewport } from "babylonjs/Maths/math.viewport";
  1948. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1949. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1950. /**
  1951. * Class representing a vector containing 2 coordinates
  1952. */
  1953. export class Vector2 {
  1954. /** defines the first coordinate */
  1955. x: number;
  1956. /** defines the second coordinate */
  1957. y: number;
  1958. /**
  1959. * Creates a new Vector2 from the given x and y coordinates
  1960. * @param x defines the first coordinate
  1961. * @param y defines the second coordinate
  1962. */
  1963. constructor(
  1964. /** defines the first coordinate */
  1965. x?: number,
  1966. /** defines the second coordinate */
  1967. y?: number);
  1968. /**
  1969. * Gets a string with the Vector2 coordinates
  1970. * @returns a string with the Vector2 coordinates
  1971. */
  1972. toString(): string;
  1973. /**
  1974. * Gets class name
  1975. * @returns the string "Vector2"
  1976. */
  1977. getClassName(): string;
  1978. /**
  1979. * Gets current vector hash code
  1980. * @returns the Vector2 hash code as a number
  1981. */
  1982. getHashCode(): number;
  1983. /**
  1984. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1985. * @param array defines the source array
  1986. * @param index defines the offset in source array
  1987. * @returns the current Vector2
  1988. */
  1989. toArray(array: FloatArray, index?: number): Vector2;
  1990. /**
  1991. * Copy the current vector to an array
  1992. * @returns a new array with 2 elements: the Vector2 coordinates.
  1993. */
  1994. asArray(): number[];
  1995. /**
  1996. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1997. * @param source defines the source Vector2
  1998. * @returns the current updated Vector2
  1999. */
  2000. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  2001. /**
  2002. * Sets the Vector2 coordinates with the given floats
  2003. * @param x defines the first coordinate
  2004. * @param y defines the second coordinate
  2005. * @returns the current updated Vector2
  2006. */
  2007. copyFromFloats(x: number, y: number): Vector2;
  2008. /**
  2009. * Sets the Vector2 coordinates with the given floats
  2010. * @param x defines the first coordinate
  2011. * @param y defines the second coordinate
  2012. * @returns the current updated Vector2
  2013. */
  2014. set(x: number, y: number): Vector2;
  2015. /**
  2016. * Add another vector with the current one
  2017. * @param otherVector defines the other vector
  2018. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  2019. */
  2020. add(otherVector: DeepImmutable<Vector2>): Vector2;
  2021. /**
  2022. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2023. * @param otherVector defines the other vector
  2024. * @param result defines the target vector
  2025. * @returns the unmodified current Vector2
  2026. */
  2027. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2028. /**
  2029. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2030. * @param otherVector defines the other vector
  2031. * @returns the current updated Vector2
  2032. */
  2033. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2034. /**
  2035. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2036. * @param otherVector defines the other vector
  2037. * @returns a new Vector2
  2038. */
  2039. addVector3(otherVector: Vector3): Vector2;
  2040. /**
  2041. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2042. * @param otherVector defines the other vector
  2043. * @returns a new Vector2
  2044. */
  2045. subtract(otherVector: Vector2): Vector2;
  2046. /**
  2047. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2048. * @param otherVector defines the other vector
  2049. * @param result defines the target vector
  2050. * @returns the unmodified current Vector2
  2051. */
  2052. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2053. /**
  2054. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2055. * @param otherVector defines the other vector
  2056. * @returns the current updated Vector2
  2057. */
  2058. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2059. /**
  2060. * Multiplies in place the current Vector2 coordinates by the given ones
  2061. * @param otherVector defines the other vector
  2062. * @returns the current updated Vector2
  2063. */
  2064. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2065. /**
  2066. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2067. * @param otherVector defines the other vector
  2068. * @returns a new Vector2
  2069. */
  2070. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2071. /**
  2072. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2073. * @param otherVector defines the other vector
  2074. * @param result defines the target vector
  2075. * @returns the unmodified current Vector2
  2076. */
  2077. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2078. /**
  2079. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2080. * @param x defines the first coordinate
  2081. * @param y defines the second coordinate
  2082. * @returns a new Vector2
  2083. */
  2084. multiplyByFloats(x: number, y: number): Vector2;
  2085. /**
  2086. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2087. * @param otherVector defines the other vector
  2088. * @returns a new Vector2
  2089. */
  2090. divide(otherVector: Vector2): Vector2;
  2091. /**
  2092. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2093. * @param otherVector defines the other vector
  2094. * @param result defines the target vector
  2095. * @returns the unmodified current Vector2
  2096. */
  2097. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2098. /**
  2099. * Divides the current Vector2 coordinates by the given ones
  2100. * @param otherVector defines the other vector
  2101. * @returns the current updated Vector2
  2102. */
  2103. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2104. /**
  2105. * Gets a new Vector2 with current Vector2 negated coordinates
  2106. * @returns a new Vector2
  2107. */
  2108. negate(): Vector2;
  2109. /**
  2110. * Multiply the Vector2 coordinates by scale
  2111. * @param scale defines the scaling factor
  2112. * @returns the current updated Vector2
  2113. */
  2114. scaleInPlace(scale: number): Vector2;
  2115. /**
  2116. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2117. * @param scale defines the scaling factor
  2118. * @returns a new Vector2
  2119. */
  2120. scale(scale: number): Vector2;
  2121. /**
  2122. * Scale the current Vector2 values by a factor to a given Vector2
  2123. * @param scale defines the scale factor
  2124. * @param result defines the Vector2 object where to store the result
  2125. * @returns the unmodified current Vector2
  2126. */
  2127. scaleToRef(scale: number, result: Vector2): Vector2;
  2128. /**
  2129. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2130. * @param scale defines the scale factor
  2131. * @param result defines the Vector2 object where to store the result
  2132. * @returns the unmodified current Vector2
  2133. */
  2134. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2135. /**
  2136. * Gets a boolean if two vectors are equals
  2137. * @param otherVector defines the other vector
  2138. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2139. */
  2140. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2141. /**
  2142. * Gets a boolean if two vectors are equals (using an epsilon value)
  2143. * @param otherVector defines the other vector
  2144. * @param epsilon defines the minimal distance to consider equality
  2145. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2146. */
  2147. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2148. /**
  2149. * Gets a new Vector2 from current Vector2 floored values
  2150. * @returns a new Vector2
  2151. */
  2152. floor(): Vector2;
  2153. /**
  2154. * Gets a new Vector2 from current Vector2 floored values
  2155. * @returns a new Vector2
  2156. */
  2157. fract(): Vector2;
  2158. /**
  2159. * Gets the length of the vector
  2160. * @returns the vector length (float)
  2161. */
  2162. length(): number;
  2163. /**
  2164. * Gets the vector squared length
  2165. * @returns the vector squared length (float)
  2166. */
  2167. lengthSquared(): number;
  2168. /**
  2169. * Normalize the vector
  2170. * @returns the current updated Vector2
  2171. */
  2172. normalize(): Vector2;
  2173. /**
  2174. * Gets a new Vector2 copied from the Vector2
  2175. * @returns a new Vector2
  2176. */
  2177. clone(): Vector2;
  2178. /**
  2179. * Gets a new Vector2(0, 0)
  2180. * @returns a new Vector2
  2181. */
  2182. static Zero(): Vector2;
  2183. /**
  2184. * Gets a new Vector2(1, 1)
  2185. * @returns a new Vector2
  2186. */
  2187. static One(): Vector2;
  2188. /**
  2189. * Gets a new Vector2 set from the given index element of the given array
  2190. * @param array defines the data source
  2191. * @param offset defines the offset in the data source
  2192. * @returns a new Vector2
  2193. */
  2194. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2195. /**
  2196. * Sets "result" from the given index element of the given array
  2197. * @param array defines the data source
  2198. * @param offset defines the offset in the data source
  2199. * @param result defines the target vector
  2200. */
  2201. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2202. /**
  2203. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2204. * @param value1 defines 1st point of control
  2205. * @param value2 defines 2nd point of control
  2206. * @param value3 defines 3rd point of control
  2207. * @param value4 defines 4th point of control
  2208. * @param amount defines the interpolation factor
  2209. * @returns a new Vector2
  2210. */
  2211. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2212. /**
  2213. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2214. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2215. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2216. * @param value defines the value to clamp
  2217. * @param min defines the lower limit
  2218. * @param max defines the upper limit
  2219. * @returns a new Vector2
  2220. */
  2221. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2222. /**
  2223. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2224. * @param value1 defines the 1st control point
  2225. * @param tangent1 defines the outgoing tangent
  2226. * @param value2 defines the 2nd control point
  2227. * @param tangent2 defines the incoming tangent
  2228. * @param amount defines the interpolation factor
  2229. * @returns a new Vector2
  2230. */
  2231. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2232. /**
  2233. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2234. * @param start defines the start vector
  2235. * @param end defines the end vector
  2236. * @param amount defines the interpolation factor
  2237. * @returns a new Vector2
  2238. */
  2239. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2240. /**
  2241. * Gets the dot product of the vector "left" and the vector "right"
  2242. * @param left defines first vector
  2243. * @param right defines second vector
  2244. * @returns the dot product (float)
  2245. */
  2246. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2247. /**
  2248. * Returns a new Vector2 equal to the normalized given vector
  2249. * @param vector defines the vector to normalize
  2250. * @returns a new Vector2
  2251. */
  2252. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2253. /**
  2254. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2255. * @param left defines 1st vector
  2256. * @param right defines 2nd vector
  2257. * @returns a new Vector2
  2258. */
  2259. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2260. /**
  2261. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2262. * @param left defines 1st vector
  2263. * @param right defines 2nd vector
  2264. * @returns a new Vector2
  2265. */
  2266. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2267. /**
  2268. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2269. * @param vector defines the vector to transform
  2270. * @param transformation defines the matrix to apply
  2271. * @returns a new Vector2
  2272. */
  2273. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2274. /**
  2275. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2276. * @param vector defines the vector to transform
  2277. * @param transformation defines the matrix to apply
  2278. * @param result defines the target vector
  2279. */
  2280. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2281. /**
  2282. * Determines if a given vector is included in a triangle
  2283. * @param p defines the vector to test
  2284. * @param p0 defines 1st triangle point
  2285. * @param p1 defines 2nd triangle point
  2286. * @param p2 defines 3rd triangle point
  2287. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2288. */
  2289. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2290. /**
  2291. * Gets the distance between the vectors "value1" and "value2"
  2292. * @param value1 defines first vector
  2293. * @param value2 defines second vector
  2294. * @returns the distance between vectors
  2295. */
  2296. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2297. /**
  2298. * Returns the squared distance between the vectors "value1" and "value2"
  2299. * @param value1 defines first vector
  2300. * @param value2 defines second vector
  2301. * @returns the squared distance between vectors
  2302. */
  2303. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2304. /**
  2305. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2306. * @param value1 defines first vector
  2307. * @param value2 defines second vector
  2308. * @returns a new Vector2
  2309. */
  2310. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2311. /**
  2312. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2313. * @param p defines the middle point
  2314. * @param segA defines one point of the segment
  2315. * @param segB defines the other point of the segment
  2316. * @returns the shortest distance
  2317. */
  2318. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2319. }
  2320. /**
  2321. * Class used to store (x,y,z) vector representation
  2322. * A Vector3 is the main object used in 3D geometry
  2323. * It can represent etiher the coordinates of a point the space, either a direction
  2324. * Reminder: js uses a left handed forward facing system
  2325. */
  2326. export class Vector3 {
  2327. /**
  2328. * Defines the first coordinates (on X axis)
  2329. */
  2330. x: number;
  2331. /**
  2332. * Defines the second coordinates (on Y axis)
  2333. */
  2334. y: number;
  2335. /**
  2336. * Defines the third coordinates (on Z axis)
  2337. */
  2338. z: number;
  2339. private static _UpReadOnly;
  2340. private static _ZeroReadOnly;
  2341. /**
  2342. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2343. * @param x defines the first coordinates (on X axis)
  2344. * @param y defines the second coordinates (on Y axis)
  2345. * @param z defines the third coordinates (on Z axis)
  2346. */
  2347. constructor(
  2348. /**
  2349. * Defines the first coordinates (on X axis)
  2350. */
  2351. x?: number,
  2352. /**
  2353. * Defines the second coordinates (on Y axis)
  2354. */
  2355. y?: number,
  2356. /**
  2357. * Defines the third coordinates (on Z axis)
  2358. */
  2359. z?: number);
  2360. /**
  2361. * Creates a string representation of the Vector3
  2362. * @returns a string with the Vector3 coordinates.
  2363. */
  2364. toString(): string;
  2365. /**
  2366. * Gets the class name
  2367. * @returns the string "Vector3"
  2368. */
  2369. getClassName(): string;
  2370. /**
  2371. * Creates the Vector3 hash code
  2372. * @returns a number which tends to be unique between Vector3 instances
  2373. */
  2374. getHashCode(): number;
  2375. /**
  2376. * Creates an array containing three elements : the coordinates of the Vector3
  2377. * @returns a new array of numbers
  2378. */
  2379. asArray(): number[];
  2380. /**
  2381. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2382. * @param array defines the destination array
  2383. * @param index defines the offset in the destination array
  2384. * @returns the current Vector3
  2385. */
  2386. toArray(array: FloatArray, index?: number): Vector3;
  2387. /**
  2388. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2389. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2390. */
  2391. toQuaternion(): Quaternion;
  2392. /**
  2393. * Adds the given vector to the current Vector3
  2394. * @param otherVector defines the second operand
  2395. * @returns the current updated Vector3
  2396. */
  2397. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2398. /**
  2399. * Adds the given coordinates to the current Vector3
  2400. * @param x defines the x coordinate of the operand
  2401. * @param y defines the y coordinate of the operand
  2402. * @param z defines the z coordinate of the operand
  2403. * @returns the current updated Vector3
  2404. */
  2405. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2406. /**
  2407. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2408. * @param otherVector defines the second operand
  2409. * @returns the resulting Vector3
  2410. */
  2411. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2412. /**
  2413. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2414. * @param otherVector defines the second operand
  2415. * @param result defines the Vector3 object where to store the result
  2416. * @returns the current Vector3
  2417. */
  2418. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2419. /**
  2420. * Subtract the given vector from the current Vector3
  2421. * @param otherVector defines the second operand
  2422. * @returns the current updated Vector3
  2423. */
  2424. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2425. /**
  2426. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2427. * @param otherVector defines the second operand
  2428. * @returns the resulting Vector3
  2429. */
  2430. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2431. /**
  2432. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2433. * @param otherVector defines the second operand
  2434. * @param result defines the Vector3 object where to store the result
  2435. * @returns the current Vector3
  2436. */
  2437. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2438. /**
  2439. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2440. * @param x defines the x coordinate of the operand
  2441. * @param y defines the y coordinate of the operand
  2442. * @param z defines the z coordinate of the operand
  2443. * @returns the resulting Vector3
  2444. */
  2445. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2446. /**
  2447. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2448. * @param x defines the x coordinate of the operand
  2449. * @param y defines the y coordinate of the operand
  2450. * @param z defines the z coordinate of the operand
  2451. * @param result defines the Vector3 object where to store the result
  2452. * @returns the current Vector3
  2453. */
  2454. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2455. /**
  2456. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2457. * @returns a new Vector3
  2458. */
  2459. negate(): Vector3;
  2460. /**
  2461. * Negate this vector in place
  2462. * @returns this
  2463. */
  2464. negateInPlace(): Vector3;
  2465. /**
  2466. * Multiplies the Vector3 coordinates by the float "scale"
  2467. * @param scale defines the multiplier factor
  2468. * @returns the current updated Vector3
  2469. */
  2470. scaleInPlace(scale: number): Vector3;
  2471. /**
  2472. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2473. * @param scale defines the multiplier factor
  2474. * @returns a new Vector3
  2475. */
  2476. scale(scale: number): Vector3;
  2477. /**
  2478. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2479. * @param scale defines the multiplier factor
  2480. * @param result defines the Vector3 object where to store the result
  2481. * @returns the current Vector3
  2482. */
  2483. scaleToRef(scale: number, result: Vector3): Vector3;
  2484. /**
  2485. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2486. * @param scale defines the scale factor
  2487. * @param result defines the Vector3 object where to store the result
  2488. * @returns the unmodified current Vector3
  2489. */
  2490. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2491. /**
  2492. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2493. * @param otherVector defines the second operand
  2494. * @returns true if both vectors are equals
  2495. */
  2496. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2497. /**
  2498. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2499. * @param otherVector defines the second operand
  2500. * @param epsilon defines the minimal distance to define values as equals
  2501. * @returns true if both vectors are distant less than epsilon
  2502. */
  2503. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2504. /**
  2505. * Returns true if the current Vector3 coordinates equals the given floats
  2506. * @param x defines the x coordinate of the operand
  2507. * @param y defines the y coordinate of the operand
  2508. * @param z defines the z coordinate of the operand
  2509. * @returns true if both vectors are equals
  2510. */
  2511. equalsToFloats(x: number, y: number, z: number): boolean;
  2512. /**
  2513. * Multiplies the current Vector3 coordinates by the given ones
  2514. * @param otherVector defines the second operand
  2515. * @returns the current updated Vector3
  2516. */
  2517. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2518. /**
  2519. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2520. * @param otherVector defines the second operand
  2521. * @returns the new Vector3
  2522. */
  2523. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2524. /**
  2525. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2526. * @param otherVector defines the second operand
  2527. * @param result defines the Vector3 object where to store the result
  2528. * @returns the current Vector3
  2529. */
  2530. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2531. /**
  2532. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2533. * @param x defines the x coordinate of the operand
  2534. * @param y defines the y coordinate of the operand
  2535. * @param z defines the z coordinate of the operand
  2536. * @returns the new Vector3
  2537. */
  2538. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2539. /**
  2540. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2541. * @param otherVector defines the second operand
  2542. * @returns the new Vector3
  2543. */
  2544. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2545. /**
  2546. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2547. * @param otherVector defines the second operand
  2548. * @param result defines the Vector3 object where to store the result
  2549. * @returns the current Vector3
  2550. */
  2551. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2552. /**
  2553. * Divides the current Vector3 coordinates by the given ones.
  2554. * @param otherVector defines the second operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. divideInPlace(otherVector: Vector3): Vector3;
  2558. /**
  2559. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2560. * @param other defines the second operand
  2561. * @returns the current updated Vector3
  2562. */
  2563. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2564. /**
  2565. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2566. * @param other defines the second operand
  2567. * @returns the current updated Vector3
  2568. */
  2569. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2570. /**
  2571. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2572. * @param x defines the x coordinate of the operand
  2573. * @param y defines the y coordinate of the operand
  2574. * @param z defines the z coordinate of the operand
  2575. * @returns the current updated Vector3
  2576. */
  2577. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2578. /**
  2579. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2580. * @param x defines the x coordinate of the operand
  2581. * @param y defines the y coordinate of the operand
  2582. * @param z defines the z coordinate of the operand
  2583. * @returns the current updated Vector3
  2584. */
  2585. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2586. /**
  2587. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2588. * Check if is non uniform within a certain amount of decimal places to account for this
  2589. * @param epsilon the amount the values can differ
  2590. * @returns if the the vector is non uniform to a certain number of decimal places
  2591. */
  2592. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2593. /**
  2594. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2595. */
  2596. get isNonUniform(): boolean;
  2597. /**
  2598. * Gets a new Vector3 from current Vector3 floored values
  2599. * @returns a new Vector3
  2600. */
  2601. floor(): Vector3;
  2602. /**
  2603. * Gets a new Vector3 from current Vector3 floored values
  2604. * @returns a new Vector3
  2605. */
  2606. fract(): Vector3;
  2607. /**
  2608. * Gets the length of the Vector3
  2609. * @returns the length of the Vector3
  2610. */
  2611. length(): number;
  2612. /**
  2613. * Gets the squared length of the Vector3
  2614. * @returns squared length of the Vector3
  2615. */
  2616. lengthSquared(): number;
  2617. /**
  2618. * Normalize the current Vector3.
  2619. * Please note that this is an in place operation.
  2620. * @returns the current updated Vector3
  2621. */
  2622. normalize(): Vector3;
  2623. /**
  2624. * Reorders the x y z properties of the vector in place
  2625. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2626. * @returns the current updated vector
  2627. */
  2628. reorderInPlace(order: string): this;
  2629. /**
  2630. * Rotates the vector around 0,0,0 by a quaternion
  2631. * @param quaternion the rotation quaternion
  2632. * @param result vector to store the result
  2633. * @returns the resulting vector
  2634. */
  2635. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2636. /**
  2637. * Rotates a vector around a given point
  2638. * @param quaternion the rotation quaternion
  2639. * @param point the point to rotate around
  2640. * @param result vector to store the result
  2641. * @returns the resulting vector
  2642. */
  2643. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2644. /**
  2645. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2646. * The cross product is then orthogonal to both current and "other"
  2647. * @param other defines the right operand
  2648. * @returns the cross product
  2649. */
  2650. cross(other: Vector3): Vector3;
  2651. /**
  2652. * Normalize the current Vector3 with the given input length.
  2653. * Please note that this is an in place operation.
  2654. * @param len the length of the vector
  2655. * @returns the current updated Vector3
  2656. */
  2657. normalizeFromLength(len: number): Vector3;
  2658. /**
  2659. * Normalize the current Vector3 to a new vector
  2660. * @returns the new Vector3
  2661. */
  2662. normalizeToNew(): Vector3;
  2663. /**
  2664. * Normalize the current Vector3 to the reference
  2665. * @param reference define the Vector3 to update
  2666. * @returns the updated Vector3
  2667. */
  2668. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2669. /**
  2670. * Creates a new Vector3 copied from the current Vector3
  2671. * @returns the new Vector3
  2672. */
  2673. clone(): Vector3;
  2674. /**
  2675. * Copies the given vector coordinates to the current Vector3 ones
  2676. * @param source defines the source Vector3
  2677. * @returns the current updated Vector3
  2678. */
  2679. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2680. /**
  2681. * Copies the given floats to the current Vector3 coordinates
  2682. * @param x defines the x coordinate of the operand
  2683. * @param y defines the y coordinate of the operand
  2684. * @param z defines the z coordinate of the operand
  2685. * @returns the current updated Vector3
  2686. */
  2687. copyFromFloats(x: number, y: number, z: number): Vector3;
  2688. /**
  2689. * Copies the given floats to the current Vector3 coordinates
  2690. * @param x defines the x coordinate of the operand
  2691. * @param y defines the y coordinate of the operand
  2692. * @param z defines the z coordinate of the operand
  2693. * @returns the current updated Vector3
  2694. */
  2695. set(x: number, y: number, z: number): Vector3;
  2696. /**
  2697. * Copies the given float to the current Vector3 coordinates
  2698. * @param v defines the x, y and z coordinates of the operand
  2699. * @returns the current updated Vector3
  2700. */
  2701. setAll(v: number): Vector3;
  2702. /**
  2703. * Get the clip factor between two vectors
  2704. * @param vector0 defines the first operand
  2705. * @param vector1 defines the second operand
  2706. * @param axis defines the axis to use
  2707. * @param size defines the size along the axis
  2708. * @returns the clip factor
  2709. */
  2710. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2711. /**
  2712. * Get angle between two vectors
  2713. * @param vector0 angle between vector0 and vector1
  2714. * @param vector1 angle between vector0 and vector1
  2715. * @param normal direction of the normal
  2716. * @return the angle between vector0 and vector1
  2717. */
  2718. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2719. /**
  2720. * Returns a new Vector3 set from the index "offset" of the given array
  2721. * @param array defines the source array
  2722. * @param offset defines the offset in the source array
  2723. * @returns the new Vector3
  2724. */
  2725. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2726. /**
  2727. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2728. * @param array defines the source array
  2729. * @param offset defines the offset in the source array
  2730. * @returns the new Vector3
  2731. * @deprecated Please use FromArray instead.
  2732. */
  2733. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2734. /**
  2735. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2736. * @param array defines the source array
  2737. * @param offset defines the offset in the source array
  2738. * @param result defines the Vector3 where to store the result
  2739. */
  2740. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2741. /**
  2742. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2743. * @param array defines the source array
  2744. * @param offset defines the offset in the source array
  2745. * @param result defines the Vector3 where to store the result
  2746. * @deprecated Please use FromArrayToRef instead.
  2747. */
  2748. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2749. /**
  2750. * Sets the given vector "result" with the given floats.
  2751. * @param x defines the x coordinate of the source
  2752. * @param y defines the y coordinate of the source
  2753. * @param z defines the z coordinate of the source
  2754. * @param result defines the Vector3 where to store the result
  2755. */
  2756. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2759. * @returns a new empty Vector3
  2760. */
  2761. static Zero(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2764. * @returns a new unit Vector3
  2765. */
  2766. static One(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2769. * @returns a new up Vector3
  2770. */
  2771. static Up(): Vector3;
  2772. /**
  2773. * Gets a up Vector3 that must not be updated
  2774. */
  2775. static get UpReadOnly(): DeepImmutable<Vector3>;
  2776. /**
  2777. * Gets a zero Vector3 that must not be updated
  2778. */
  2779. static get ZeroReadOnly(): DeepImmutable<Vector3>;
  2780. /**
  2781. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2782. * @returns a new down Vector3
  2783. */
  2784. static Down(): Vector3;
  2785. /**
  2786. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2787. * @returns a new forward Vector3
  2788. */
  2789. static Forward(): Vector3;
  2790. /**
  2791. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2792. * @returns a new forward Vector3
  2793. */
  2794. static Backward(): Vector3;
  2795. /**
  2796. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2797. * @returns a new right Vector3
  2798. */
  2799. static Right(): Vector3;
  2800. /**
  2801. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2802. * @returns a new left Vector3
  2803. */
  2804. static Left(): Vector3;
  2805. /**
  2806. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2807. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2808. * @param vector defines the Vector3 to transform
  2809. * @param transformation defines the transformation matrix
  2810. * @returns the transformed Vector3
  2811. */
  2812. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2813. /**
  2814. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2815. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2816. * @param vector defines the Vector3 to transform
  2817. * @param transformation defines the transformation matrix
  2818. * @param result defines the Vector3 where to store the result
  2819. */
  2820. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2821. /**
  2822. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2823. * This method computes tranformed coordinates only, not transformed direction vectors
  2824. * @param x define the x coordinate of the source vector
  2825. * @param y define the y coordinate of the source vector
  2826. * @param z define the z coordinate of the source vector
  2827. * @param transformation defines the transformation matrix
  2828. * @param result defines the Vector3 where to store the result
  2829. */
  2830. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2831. /**
  2832. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2833. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2834. * @param vector defines the Vector3 to transform
  2835. * @param transformation defines the transformation matrix
  2836. * @returns the new Vector3
  2837. */
  2838. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2839. /**
  2840. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2841. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2842. * @param vector defines the Vector3 to transform
  2843. * @param transformation defines the transformation matrix
  2844. * @param result defines the Vector3 where to store the result
  2845. */
  2846. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2847. /**
  2848. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2849. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2850. * @param x define the x coordinate of the source vector
  2851. * @param y define the y coordinate of the source vector
  2852. * @param z define the z coordinate of the source vector
  2853. * @param transformation defines the transformation matrix
  2854. * @param result defines the Vector3 where to store the result
  2855. */
  2856. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2857. /**
  2858. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2859. * @param value1 defines the first control point
  2860. * @param value2 defines the second control point
  2861. * @param value3 defines the third control point
  2862. * @param value4 defines the fourth control point
  2863. * @param amount defines the amount on the spline to use
  2864. * @returns the new Vector3
  2865. */
  2866. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2867. /**
  2868. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2869. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2870. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2871. * @param value defines the current value
  2872. * @param min defines the lower range value
  2873. * @param max defines the upper range value
  2874. * @returns the new Vector3
  2875. */
  2876. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2877. /**
  2878. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2879. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2880. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2881. * @param value defines the current value
  2882. * @param min defines the lower range value
  2883. * @param max defines the upper range value
  2884. * @param result defines the Vector3 where to store the result
  2885. */
  2886. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2887. /**
  2888. * Checks if a given vector is inside a specific range
  2889. * @param v defines the vector to test
  2890. * @param min defines the minimum range
  2891. * @param max defines the maximum range
  2892. */
  2893. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2894. /**
  2895. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2896. * @param value1 defines the first control point
  2897. * @param tangent1 defines the first tangent vector
  2898. * @param value2 defines the second control point
  2899. * @param tangent2 defines the second tangent vector
  2900. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2901. * @returns the new Vector3
  2902. */
  2903. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2904. /**
  2905. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2906. * @param start defines the start value
  2907. * @param end defines the end value
  2908. * @param amount max defines amount between both (between 0 and 1)
  2909. * @returns the new Vector3
  2910. */
  2911. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2912. /**
  2913. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2914. * @param start defines the start value
  2915. * @param end defines the end value
  2916. * @param amount max defines amount between both (between 0 and 1)
  2917. * @param result defines the Vector3 where to store the result
  2918. */
  2919. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2920. /**
  2921. * Returns the dot product (float) between the vectors "left" and "right"
  2922. * @param left defines the left operand
  2923. * @param right defines the right operand
  2924. * @returns the dot product
  2925. */
  2926. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2927. /**
  2928. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2929. * The cross product is then orthogonal to both "left" and "right"
  2930. * @param left defines the left operand
  2931. * @param right defines the right operand
  2932. * @returns the cross product
  2933. */
  2934. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2935. /**
  2936. * Sets the given vector "result" with the cross product of "left" and "right"
  2937. * The cross product is then orthogonal to both "left" and "right"
  2938. * @param left defines the left operand
  2939. * @param right defines the right operand
  2940. * @param result defines the Vector3 where to store the result
  2941. */
  2942. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2943. /**
  2944. * Returns a new Vector3 as the normalization of the given vector
  2945. * @param vector defines the Vector3 to normalize
  2946. * @returns the new Vector3
  2947. */
  2948. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2949. /**
  2950. * Sets the given vector "result" with the normalization of the given first vector
  2951. * @param vector defines the Vector3 to normalize
  2952. * @param result defines the Vector3 where to store the result
  2953. */
  2954. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2955. /**
  2956. * Project a Vector3 onto screen space
  2957. * @param vector defines the Vector3 to project
  2958. * @param world defines the world matrix to use
  2959. * @param transform defines the transform (view x projection) matrix to use
  2960. * @param viewport defines the screen viewport to use
  2961. * @returns the new Vector3
  2962. */
  2963. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2964. /** @hidden */
  2965. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2966. /**
  2967. * Unproject from screen space to object space
  2968. * @param source defines the screen space Vector3 to use
  2969. * @param viewportWidth defines the current width of the viewport
  2970. * @param viewportHeight defines the current height of the viewport
  2971. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2972. * @param transform defines the transform (view x projection) matrix to use
  2973. * @returns the new Vector3
  2974. */
  2975. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2976. /**
  2977. * Unproject from screen space to object space
  2978. * @param source defines the screen space Vector3 to use
  2979. * @param viewportWidth defines the current width of the viewport
  2980. * @param viewportHeight defines the current height of the viewport
  2981. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2982. * @param view defines the view matrix to use
  2983. * @param projection defines the projection matrix to use
  2984. * @returns the new Vector3
  2985. */
  2986. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2987. /**
  2988. * Unproject from screen space to object space
  2989. * @param source defines the screen space Vector3 to use
  2990. * @param viewportWidth defines the current width of the viewport
  2991. * @param viewportHeight defines the current height of the viewport
  2992. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2993. * @param view defines the view matrix to use
  2994. * @param projection defines the projection matrix to use
  2995. * @param result defines the Vector3 where to store the result
  2996. */
  2997. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2998. /**
  2999. * Unproject from screen space to object space
  3000. * @param sourceX defines the screen space x coordinate to use
  3001. * @param sourceY defines the screen space y coordinate to use
  3002. * @param sourceZ defines the screen space z coordinate to use
  3003. * @param viewportWidth defines the current width of the viewport
  3004. * @param viewportHeight defines the current height of the viewport
  3005. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3006. * @param view defines the view matrix to use
  3007. * @param projection defines the projection matrix to use
  3008. * @param result defines the Vector3 where to store the result
  3009. */
  3010. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  3011. /**
  3012. * Gets the minimal coordinate values between two Vector3
  3013. * @param left defines the first operand
  3014. * @param right defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Gets the maximal coordinate values between two Vector3
  3020. * @param left defines the first operand
  3021. * @param right defines the second operand
  3022. * @returns the new Vector3
  3023. */
  3024. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  3025. /**
  3026. * Returns the distance between the vectors "value1" and "value2"
  3027. * @param value1 defines the first operand
  3028. * @param value2 defines the second operand
  3029. * @returns the distance
  3030. */
  3031. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3032. /**
  3033. * Returns the squared distance between the vectors "value1" and "value2"
  3034. * @param value1 defines the first operand
  3035. * @param value2 defines the second operand
  3036. * @returns the squared distance
  3037. */
  3038. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3039. /**
  3040. * Returns a new Vector3 located at the center between "value1" and "value2"
  3041. * @param value1 defines the first operand
  3042. * @param value2 defines the second operand
  3043. * @returns the new Vector3
  3044. */
  3045. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3046. /**
  3047. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3048. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3049. * to something in order to rotate it from its local system to the given target system
  3050. * Note: axis1, axis2 and axis3 are normalized during this operation
  3051. * @param axis1 defines the first axis
  3052. * @param axis2 defines the second axis
  3053. * @param axis3 defines the third axis
  3054. * @returns a new Vector3
  3055. */
  3056. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3057. /**
  3058. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3059. * @param axis1 defines the first axis
  3060. * @param axis2 defines the second axis
  3061. * @param axis3 defines the third axis
  3062. * @param ref defines the Vector3 where to store the result
  3063. */
  3064. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3065. }
  3066. /**
  3067. * Vector4 class created for EulerAngle class conversion to Quaternion
  3068. */
  3069. export class Vector4 {
  3070. /** x value of the vector */
  3071. x: number;
  3072. /** y value of the vector */
  3073. y: number;
  3074. /** z value of the vector */
  3075. z: number;
  3076. /** w value of the vector */
  3077. w: number;
  3078. /**
  3079. * Creates a Vector4 object from the given floats.
  3080. * @param x x value of the vector
  3081. * @param y y value of the vector
  3082. * @param z z value of the vector
  3083. * @param w w value of the vector
  3084. */
  3085. constructor(
  3086. /** x value of the vector */
  3087. x: number,
  3088. /** y value of the vector */
  3089. y: number,
  3090. /** z value of the vector */
  3091. z: number,
  3092. /** w value of the vector */
  3093. w: number);
  3094. /**
  3095. * Returns the string with the Vector4 coordinates.
  3096. * @returns a string containing all the vector values
  3097. */
  3098. toString(): string;
  3099. /**
  3100. * Returns the string "Vector4".
  3101. * @returns "Vector4"
  3102. */
  3103. getClassName(): string;
  3104. /**
  3105. * Returns the Vector4 hash code.
  3106. * @returns a unique hash code
  3107. */
  3108. getHashCode(): number;
  3109. /**
  3110. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3111. * @returns the resulting array
  3112. */
  3113. asArray(): number[];
  3114. /**
  3115. * Populates the given array from the given index with the Vector4 coordinates.
  3116. * @param array array to populate
  3117. * @param index index of the array to start at (default: 0)
  3118. * @returns the Vector4.
  3119. */
  3120. toArray(array: FloatArray, index?: number): Vector4;
  3121. /**
  3122. * Adds the given vector to the current Vector4.
  3123. * @param otherVector the vector to add
  3124. * @returns the updated Vector4.
  3125. */
  3126. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3127. /**
  3128. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3129. * @param otherVector the vector to add
  3130. * @returns the resulting vector
  3131. */
  3132. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3133. /**
  3134. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3135. * @param otherVector the vector to add
  3136. * @param result the vector to store the result
  3137. * @returns the current Vector4.
  3138. */
  3139. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3140. /**
  3141. * Subtract in place the given vector from the current Vector4.
  3142. * @param otherVector the vector to subtract
  3143. * @returns the updated Vector4.
  3144. */
  3145. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3146. /**
  3147. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3148. * @param otherVector the vector to add
  3149. * @returns the new vector with the result
  3150. */
  3151. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3152. /**
  3153. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3154. * @param otherVector the vector to subtract
  3155. * @param result the vector to store the result
  3156. * @returns the current Vector4.
  3157. */
  3158. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3159. /**
  3160. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3161. */
  3162. /**
  3163. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3164. * @param x value to subtract
  3165. * @param y value to subtract
  3166. * @param z value to subtract
  3167. * @param w value to subtract
  3168. * @returns new vector containing the result
  3169. */
  3170. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3171. /**
  3172. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3173. * @param x value to subtract
  3174. * @param y value to subtract
  3175. * @param z value to subtract
  3176. * @param w value to subtract
  3177. * @param result the vector to store the result in
  3178. * @returns the current Vector4.
  3179. */
  3180. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3181. /**
  3182. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3183. * @returns a new vector with the negated values
  3184. */
  3185. negate(): Vector4;
  3186. /**
  3187. * Multiplies the current Vector4 coordinates by scale (float).
  3188. * @param scale the number to scale with
  3189. * @returns the updated Vector4.
  3190. */
  3191. scaleInPlace(scale: number): Vector4;
  3192. /**
  3193. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3194. * @param scale the number to scale with
  3195. * @returns a new vector with the result
  3196. */
  3197. scale(scale: number): Vector4;
  3198. /**
  3199. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3200. * @param scale the number to scale with
  3201. * @param result a vector to store the result in
  3202. * @returns the current Vector4.
  3203. */
  3204. scaleToRef(scale: number, result: Vector4): Vector4;
  3205. /**
  3206. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3207. * @param scale defines the scale factor
  3208. * @param result defines the Vector4 object where to store the result
  3209. * @returns the unmodified current Vector4
  3210. */
  3211. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3212. /**
  3213. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3214. * @param otherVector the vector to compare against
  3215. * @returns true if they are equal
  3216. */
  3217. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3218. /**
  3219. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3220. * @param otherVector vector to compare against
  3221. * @param epsilon (Default: very small number)
  3222. * @returns true if they are equal
  3223. */
  3224. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3225. /**
  3226. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3227. * @param x x value to compare against
  3228. * @param y y value to compare against
  3229. * @param z z value to compare against
  3230. * @param w w value to compare against
  3231. * @returns true if equal
  3232. */
  3233. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3234. /**
  3235. * Multiplies in place the current Vector4 by the given one.
  3236. * @param otherVector vector to multiple with
  3237. * @returns the updated Vector4.
  3238. */
  3239. multiplyInPlace(otherVector: Vector4): Vector4;
  3240. /**
  3241. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3242. * @param otherVector vector to multiple with
  3243. * @returns resulting new vector
  3244. */
  3245. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3246. /**
  3247. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3248. * @param otherVector vector to multiple with
  3249. * @param result vector to store the result
  3250. * @returns the current Vector4.
  3251. */
  3252. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3253. /**
  3254. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3255. * @param x x value multiply with
  3256. * @param y y value multiply with
  3257. * @param z z value multiply with
  3258. * @param w w value multiply with
  3259. * @returns resulting new vector
  3260. */
  3261. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3262. /**
  3263. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3264. * @param otherVector vector to devide with
  3265. * @returns resulting new vector
  3266. */
  3267. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3268. /**
  3269. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3270. * @param otherVector vector to devide with
  3271. * @param result vector to store the result
  3272. * @returns the current Vector4.
  3273. */
  3274. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3275. /**
  3276. * Divides the current Vector3 coordinates by the given ones.
  3277. * @param otherVector vector to devide with
  3278. * @returns the updated Vector3.
  3279. */
  3280. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3281. /**
  3282. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3283. * @param other defines the second operand
  3284. * @returns the current updated Vector4
  3285. */
  3286. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3287. /**
  3288. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3289. * @param other defines the second operand
  3290. * @returns the current updated Vector4
  3291. */
  3292. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3293. /**
  3294. * Gets a new Vector4 from current Vector4 floored values
  3295. * @returns a new Vector4
  3296. */
  3297. floor(): Vector4;
  3298. /**
  3299. * Gets a new Vector4 from current Vector3 floored values
  3300. * @returns a new Vector4
  3301. */
  3302. fract(): Vector4;
  3303. /**
  3304. * Returns the Vector4 length (float).
  3305. * @returns the length
  3306. */
  3307. length(): number;
  3308. /**
  3309. * Returns the Vector4 squared length (float).
  3310. * @returns the length squared
  3311. */
  3312. lengthSquared(): number;
  3313. /**
  3314. * Normalizes in place the Vector4.
  3315. * @returns the updated Vector4.
  3316. */
  3317. normalize(): Vector4;
  3318. /**
  3319. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3320. * @returns this converted to a new vector3
  3321. */
  3322. toVector3(): Vector3;
  3323. /**
  3324. * Returns a new Vector4 copied from the current one.
  3325. * @returns the new cloned vector
  3326. */
  3327. clone(): Vector4;
  3328. /**
  3329. * Updates the current Vector4 with the given one coordinates.
  3330. * @param source the source vector to copy from
  3331. * @returns the updated Vector4.
  3332. */
  3333. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3334. /**
  3335. * Updates the current Vector4 coordinates with the given floats.
  3336. * @param x float to copy from
  3337. * @param y float to copy from
  3338. * @param z float to copy from
  3339. * @param w float to copy from
  3340. * @returns the updated Vector4.
  3341. */
  3342. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3343. /**
  3344. * Updates the current Vector4 coordinates with the given floats.
  3345. * @param x float to set from
  3346. * @param y float to set from
  3347. * @param z float to set from
  3348. * @param w float to set from
  3349. * @returns the updated Vector4.
  3350. */
  3351. set(x: number, y: number, z: number, w: number): Vector4;
  3352. /**
  3353. * Copies the given float to the current Vector3 coordinates
  3354. * @param v defines the x, y, z and w coordinates of the operand
  3355. * @returns the current updated Vector3
  3356. */
  3357. setAll(v: number): Vector4;
  3358. /**
  3359. * Returns a new Vector4 set from the starting index of the given array.
  3360. * @param array the array to pull values from
  3361. * @param offset the offset into the array to start at
  3362. * @returns the new vector
  3363. */
  3364. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3365. /**
  3366. * Updates the given vector "result" from the starting index of the given array.
  3367. * @param array the array to pull values from
  3368. * @param offset the offset into the array to start at
  3369. * @param result the vector to store the result in
  3370. */
  3371. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3372. /**
  3373. * Updates the given vector "result" from the starting index of the given Float32Array.
  3374. * @param array the array to pull values from
  3375. * @param offset the offset into the array to start at
  3376. * @param result the vector to store the result in
  3377. */
  3378. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3379. /**
  3380. * Updates the given vector "result" coordinates from the given floats.
  3381. * @param x float to set from
  3382. * @param y float to set from
  3383. * @param z float to set from
  3384. * @param w float to set from
  3385. * @param result the vector to the floats in
  3386. */
  3387. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3388. /**
  3389. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3390. * @returns the new vector
  3391. */
  3392. static Zero(): Vector4;
  3393. /**
  3394. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3395. * @returns the new vector
  3396. */
  3397. static One(): Vector4;
  3398. /**
  3399. * Returns a new normalized Vector4 from the given one.
  3400. * @param vector the vector to normalize
  3401. * @returns the vector
  3402. */
  3403. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3404. /**
  3405. * Updates the given vector "result" from the normalization of the given one.
  3406. * @param vector the vector to normalize
  3407. * @param result the vector to store the result in
  3408. */
  3409. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3410. /**
  3411. * Returns a vector with the minimum values from the left and right vectors
  3412. * @param left left vector to minimize
  3413. * @param right right vector to minimize
  3414. * @returns a new vector with the minimum of the left and right vector values
  3415. */
  3416. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a vector with the maximum values from the left and right vectors
  3419. * @param left left vector to maximize
  3420. * @param right right vector to maximize
  3421. * @returns a new vector with the maximum of the left and right vector values
  3422. */
  3423. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3424. /**
  3425. * Returns the distance (float) between the vectors "value1" and "value2".
  3426. * @param value1 value to calulate the distance between
  3427. * @param value2 value to calulate the distance between
  3428. * @return the distance between the two vectors
  3429. */
  3430. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3431. /**
  3432. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3433. * @param value1 value to calulate the distance between
  3434. * @param value2 value to calulate the distance between
  3435. * @return the distance between the two vectors squared
  3436. */
  3437. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3438. /**
  3439. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3440. * @param value1 value to calulate the center between
  3441. * @param value2 value to calulate the center between
  3442. * @return the center between the two vectors
  3443. */
  3444. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3445. /**
  3446. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3447. * This methods computes transformed normalized direction vectors only.
  3448. * @param vector the vector to transform
  3449. * @param transformation the transformation matrix to apply
  3450. * @returns the new vector
  3451. */
  3452. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3453. /**
  3454. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3455. * This methods computes transformed normalized direction vectors only.
  3456. * @param vector the vector to transform
  3457. * @param transformation the transformation matrix to apply
  3458. * @param result the vector to store the result in
  3459. */
  3460. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3461. /**
  3462. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3463. * This methods computes transformed normalized direction vectors only.
  3464. * @param x value to transform
  3465. * @param y value to transform
  3466. * @param z value to transform
  3467. * @param w value to transform
  3468. * @param transformation the transformation matrix to apply
  3469. * @param result the vector to store the results in
  3470. */
  3471. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3472. /**
  3473. * Creates a new Vector4 from a Vector3
  3474. * @param source defines the source data
  3475. * @param w defines the 4th component (default is 0)
  3476. * @returns a new Vector4
  3477. */
  3478. static FromVector3(source: Vector3, w?: number): Vector4;
  3479. }
  3480. /**
  3481. * Class used to store quaternion data
  3482. * @see https://en.wikipedia.org/wiki/Quaternion
  3483. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3484. */
  3485. export class Quaternion {
  3486. /** defines the first component (0 by default) */
  3487. x: number;
  3488. /** defines the second component (0 by default) */
  3489. y: number;
  3490. /** defines the third component (0 by default) */
  3491. z: number;
  3492. /** defines the fourth component (1.0 by default) */
  3493. w: number;
  3494. /**
  3495. * Creates a new Quaternion from the given floats
  3496. * @param x defines the first component (0 by default)
  3497. * @param y defines the second component (0 by default)
  3498. * @param z defines the third component (0 by default)
  3499. * @param w defines the fourth component (1.0 by default)
  3500. */
  3501. constructor(
  3502. /** defines the first component (0 by default) */
  3503. x?: number,
  3504. /** defines the second component (0 by default) */
  3505. y?: number,
  3506. /** defines the third component (0 by default) */
  3507. z?: number,
  3508. /** defines the fourth component (1.0 by default) */
  3509. w?: number);
  3510. /**
  3511. * Gets a string representation for the current quaternion
  3512. * @returns a string with the Quaternion coordinates
  3513. */
  3514. toString(): string;
  3515. /**
  3516. * Gets the class name of the quaternion
  3517. * @returns the string "Quaternion"
  3518. */
  3519. getClassName(): string;
  3520. /**
  3521. * Gets a hash code for this quaternion
  3522. * @returns the quaternion hash code
  3523. */
  3524. getHashCode(): number;
  3525. /**
  3526. * Copy the quaternion to an array
  3527. * @returns a new array populated with 4 elements from the quaternion coordinates
  3528. */
  3529. asArray(): number[];
  3530. /**
  3531. * Check if two quaternions are equals
  3532. * @param otherQuaternion defines the second operand
  3533. * @return true if the current quaternion and the given one coordinates are strictly equals
  3534. */
  3535. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3536. /**
  3537. * Gets a boolean if two quaternions are equals (using an epsilon value)
  3538. * @param otherQuaternion defines the other quaternion
  3539. * @param epsilon defines the minimal distance to consider equality
  3540. * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.
  3541. */
  3542. equalsWithEpsilon(otherQuaternion: DeepImmutable<Quaternion>, epsilon?: number): boolean;
  3543. /**
  3544. * Clone the current quaternion
  3545. * @returns a new quaternion copied from the current one
  3546. */
  3547. clone(): Quaternion;
  3548. /**
  3549. * Copy a quaternion to the current one
  3550. * @param other defines the other quaternion
  3551. * @returns the updated current quaternion
  3552. */
  3553. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3554. /**
  3555. * Updates the current quaternion with the given float coordinates
  3556. * @param x defines the x coordinate
  3557. * @param y defines the y coordinate
  3558. * @param z defines the z coordinate
  3559. * @param w defines the w coordinate
  3560. * @returns the updated current quaternion
  3561. */
  3562. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3563. /**
  3564. * Updates the current quaternion from the given float coordinates
  3565. * @param x defines the x coordinate
  3566. * @param y defines the y coordinate
  3567. * @param z defines the z coordinate
  3568. * @param w defines the w coordinate
  3569. * @returns the updated current quaternion
  3570. */
  3571. set(x: number, y: number, z: number, w: number): Quaternion;
  3572. /**
  3573. * Adds two quaternions
  3574. * @param other defines the second operand
  3575. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3576. */
  3577. add(other: DeepImmutable<Quaternion>): Quaternion;
  3578. /**
  3579. * Add a quaternion to the current one
  3580. * @param other defines the quaternion to add
  3581. * @returns the current quaternion
  3582. */
  3583. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3584. /**
  3585. * Subtract two quaternions
  3586. * @param other defines the second operand
  3587. * @returns a new quaternion as the subtraction result of the given one from the current one
  3588. */
  3589. subtract(other: Quaternion): Quaternion;
  3590. /**
  3591. * Multiplies the current quaternion by a scale factor
  3592. * @param value defines the scale factor
  3593. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3594. */
  3595. scale(value: number): Quaternion;
  3596. /**
  3597. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3598. * @param scale defines the scale factor
  3599. * @param result defines the Quaternion object where to store the result
  3600. * @returns the unmodified current quaternion
  3601. */
  3602. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3603. /**
  3604. * Multiplies in place the current quaternion by a scale factor
  3605. * @param value defines the scale factor
  3606. * @returns the current modified quaternion
  3607. */
  3608. scaleInPlace(value: number): Quaternion;
  3609. /**
  3610. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3611. * @param scale defines the scale factor
  3612. * @param result defines the Quaternion object where to store the result
  3613. * @returns the unmodified current quaternion
  3614. */
  3615. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3616. /**
  3617. * Multiplies two quaternions
  3618. * @param q1 defines the second operand
  3619. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3620. */
  3621. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3622. /**
  3623. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3624. * @param q1 defines the second operand
  3625. * @param result defines the target quaternion
  3626. * @returns the current quaternion
  3627. */
  3628. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3629. /**
  3630. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3631. * @param q1 defines the second operand
  3632. * @returns the currentupdated quaternion
  3633. */
  3634. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3635. /**
  3636. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3637. * @param ref defines the target quaternion
  3638. * @returns the current quaternion
  3639. */
  3640. conjugateToRef(ref: Quaternion): Quaternion;
  3641. /**
  3642. * Conjugates in place (1-q) the current quaternion
  3643. * @returns the current updated quaternion
  3644. */
  3645. conjugateInPlace(): Quaternion;
  3646. /**
  3647. * Conjugates in place (1-q) the current quaternion
  3648. * @returns a new quaternion
  3649. */
  3650. conjugate(): Quaternion;
  3651. /**
  3652. * Gets length of current quaternion
  3653. * @returns the quaternion length (float)
  3654. */
  3655. length(): number;
  3656. /**
  3657. * Normalize in place the current quaternion
  3658. * @returns the current updated quaternion
  3659. */
  3660. normalize(): Quaternion;
  3661. /**
  3662. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3663. * @param order is a reserved parameter and is ignore for now
  3664. * @returns a new Vector3 containing the Euler angles
  3665. */
  3666. toEulerAngles(order?: string): Vector3;
  3667. /**
  3668. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3669. * @param result defines the vector which will be filled with the Euler angles
  3670. * @param order is a reserved parameter and is ignore for now
  3671. * @returns the current unchanged quaternion
  3672. */
  3673. toEulerAnglesToRef(result: Vector3): Quaternion;
  3674. /**
  3675. * Updates the given rotation matrix with the current quaternion values
  3676. * @param result defines the target matrix
  3677. * @returns the current unchanged quaternion
  3678. */
  3679. toRotationMatrix(result: Matrix): Quaternion;
  3680. /**
  3681. * Updates the current quaternion from the given rotation matrix values
  3682. * @param matrix defines the source matrix
  3683. * @returns the current updated quaternion
  3684. */
  3685. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3686. /**
  3687. * Creates a new quaternion from a rotation matrix
  3688. * @param matrix defines the source matrix
  3689. * @returns a new quaternion created from the given rotation matrix values
  3690. */
  3691. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3692. /**
  3693. * Updates the given quaternion with the given rotation matrix values
  3694. * @param matrix defines the source matrix
  3695. * @param result defines the target quaternion
  3696. */
  3697. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3698. /**
  3699. * Returns the dot product (float) between the quaternions "left" and "right"
  3700. * @param left defines the left operand
  3701. * @param right defines the right operand
  3702. * @returns the dot product
  3703. */
  3704. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3705. /**
  3706. * Checks if the two quaternions are close to each other
  3707. * @param quat0 defines the first quaternion to check
  3708. * @param quat1 defines the second quaternion to check
  3709. * @returns true if the two quaternions are close to each other
  3710. */
  3711. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3712. /**
  3713. * Creates an empty quaternion
  3714. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3715. */
  3716. static Zero(): Quaternion;
  3717. /**
  3718. * Inverse a given quaternion
  3719. * @param q defines the source quaternion
  3720. * @returns a new quaternion as the inverted current quaternion
  3721. */
  3722. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3723. /**
  3724. * Inverse a given quaternion
  3725. * @param q defines the source quaternion
  3726. * @param result the quaternion the result will be stored in
  3727. * @returns the result quaternion
  3728. */
  3729. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3730. /**
  3731. * Creates an identity quaternion
  3732. * @returns the identity quaternion
  3733. */
  3734. static Identity(): Quaternion;
  3735. /**
  3736. * Gets a boolean indicating if the given quaternion is identity
  3737. * @param quaternion defines the quaternion to check
  3738. * @returns true if the quaternion is identity
  3739. */
  3740. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3741. /**
  3742. * Creates a quaternion from a rotation around an axis
  3743. * @param axis defines the axis to use
  3744. * @param angle defines the angle to use
  3745. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3746. */
  3747. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3748. /**
  3749. * Creates a rotation around an axis and stores it into the given quaternion
  3750. * @param axis defines the axis to use
  3751. * @param angle defines the angle to use
  3752. * @param result defines the target quaternion
  3753. * @returns the target quaternion
  3754. */
  3755. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3756. /**
  3757. * Creates a new quaternion from data stored into an array
  3758. * @param array defines the data source
  3759. * @param offset defines the offset in the source array where the data starts
  3760. * @returns a new quaternion
  3761. */
  3762. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3763. /**
  3764. * Create a quaternion from Euler rotation angles
  3765. * @param x Pitch
  3766. * @param y Yaw
  3767. * @param z Roll
  3768. * @returns the new Quaternion
  3769. */
  3770. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3771. /**
  3772. * Updates a quaternion from Euler rotation angles
  3773. * @param x Pitch
  3774. * @param y Yaw
  3775. * @param z Roll
  3776. * @param result the quaternion to store the result
  3777. * @returns the updated quaternion
  3778. */
  3779. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3780. /**
  3781. * Create a quaternion from Euler rotation vector
  3782. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3783. * @returns the new Quaternion
  3784. */
  3785. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3786. /**
  3787. * Updates a quaternion from Euler rotation vector
  3788. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3789. * @param result the quaternion to store the result
  3790. * @returns the updated quaternion
  3791. */
  3792. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3793. /**
  3794. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3795. * @param yaw defines the rotation around Y axis
  3796. * @param pitch defines the rotation around X axis
  3797. * @param roll defines the rotation around Z axis
  3798. * @returns the new quaternion
  3799. */
  3800. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3801. /**
  3802. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3803. * @param yaw defines the rotation around Y axis
  3804. * @param pitch defines the rotation around X axis
  3805. * @param roll defines the rotation around Z axis
  3806. * @param result defines the target quaternion
  3807. */
  3808. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3809. /**
  3810. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3811. * @param alpha defines the rotation around first axis
  3812. * @param beta defines the rotation around second axis
  3813. * @param gamma defines the rotation around third axis
  3814. * @returns the new quaternion
  3815. */
  3816. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3817. /**
  3818. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3819. * @param alpha defines the rotation around first axis
  3820. * @param beta defines the rotation around second axis
  3821. * @param gamma defines the rotation around third axis
  3822. * @param result defines the target quaternion
  3823. */
  3824. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3825. /**
  3826. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3827. * @param axis1 defines the first axis
  3828. * @param axis2 defines the second axis
  3829. * @param axis3 defines the third axis
  3830. * @returns the new quaternion
  3831. */
  3832. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3833. /**
  3834. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3835. * @param axis1 defines the first axis
  3836. * @param axis2 defines the second axis
  3837. * @param axis3 defines the third axis
  3838. * @param ref defines the target quaternion
  3839. */
  3840. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3841. /**
  3842. * Interpolates between two quaternions
  3843. * @param left defines first quaternion
  3844. * @param right defines second quaternion
  3845. * @param amount defines the gradient to use
  3846. * @returns the new interpolated quaternion
  3847. */
  3848. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3849. /**
  3850. * Interpolates between two quaternions and stores it into a target quaternion
  3851. * @param left defines first quaternion
  3852. * @param right defines second quaternion
  3853. * @param amount defines the gradient to use
  3854. * @param result defines the target quaternion
  3855. */
  3856. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3857. /**
  3858. * Interpolate between two quaternions using Hermite interpolation
  3859. * @param value1 defines first quaternion
  3860. * @param tangent1 defines the incoming tangent
  3861. * @param value2 defines second quaternion
  3862. * @param tangent2 defines the outgoing tangent
  3863. * @param amount defines the target quaternion
  3864. * @returns the new interpolated quaternion
  3865. */
  3866. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3867. }
  3868. /**
  3869. * Class used to store matrix data (4x4)
  3870. */
  3871. export class Matrix {
  3872. private static _updateFlagSeed;
  3873. private static _identityReadOnly;
  3874. private _isIdentity;
  3875. private _isIdentityDirty;
  3876. private _isIdentity3x2;
  3877. private _isIdentity3x2Dirty;
  3878. /**
  3879. * Gets the update flag of the matrix which is an unique number for the matrix.
  3880. * It will be incremented every time the matrix data change.
  3881. * You can use it to speed the comparison between two versions of the same matrix.
  3882. */
  3883. updateFlag: number;
  3884. private readonly _m;
  3885. /**
  3886. * Gets the internal data of the matrix
  3887. */
  3888. get m(): DeepImmutable<Float32Array>;
  3889. /** @hidden */
  3890. _markAsUpdated(): void;
  3891. /** @hidden */
  3892. private _updateIdentityStatus;
  3893. /**
  3894. * Creates an empty matrix (filled with zeros)
  3895. */
  3896. constructor();
  3897. /**
  3898. * Check if the current matrix is identity
  3899. * @returns true is the matrix is the identity matrix
  3900. */
  3901. isIdentity(): boolean;
  3902. /**
  3903. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3904. * @returns true is the matrix is the identity matrix
  3905. */
  3906. isIdentityAs3x2(): boolean;
  3907. /**
  3908. * Gets the determinant of the matrix
  3909. * @returns the matrix determinant
  3910. */
  3911. determinant(): number;
  3912. /**
  3913. * Returns the matrix as a Float32Array
  3914. * @returns the matrix underlying array
  3915. */
  3916. toArray(): DeepImmutable<Float32Array>;
  3917. /**
  3918. * Returns the matrix as a Float32Array
  3919. * @returns the matrix underlying array.
  3920. */
  3921. asArray(): DeepImmutable<Float32Array>;
  3922. /**
  3923. * Inverts the current matrix in place
  3924. * @returns the current inverted matrix
  3925. */
  3926. invert(): Matrix;
  3927. /**
  3928. * Sets all the matrix elements to zero
  3929. * @returns the current matrix
  3930. */
  3931. reset(): Matrix;
  3932. /**
  3933. * Adds the current matrix with a second one
  3934. * @param other defines the matrix to add
  3935. * @returns a new matrix as the addition of the current matrix and the given one
  3936. */
  3937. add(other: DeepImmutable<Matrix>): Matrix;
  3938. /**
  3939. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3940. * @param other defines the matrix to add
  3941. * @param result defines the target matrix
  3942. * @returns the current matrix
  3943. */
  3944. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3945. /**
  3946. * Adds in place the given matrix to the current matrix
  3947. * @param other defines the second operand
  3948. * @returns the current updated matrix
  3949. */
  3950. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3951. /**
  3952. * Sets the given matrix to the current inverted Matrix
  3953. * @param other defines the target matrix
  3954. * @returns the unmodified current matrix
  3955. */
  3956. invertToRef(other: Matrix): Matrix;
  3957. /**
  3958. * add a value at the specified position in the current Matrix
  3959. * @param index the index of the value within the matrix. between 0 and 15.
  3960. * @param value the value to be added
  3961. * @returns the current updated matrix
  3962. */
  3963. addAtIndex(index: number, value: number): Matrix;
  3964. /**
  3965. * mutiply the specified position in the current Matrix by a value
  3966. * @param index the index of the value within the matrix. between 0 and 15.
  3967. * @param value the value to be added
  3968. * @returns the current updated matrix
  3969. */
  3970. multiplyAtIndex(index: number, value: number): Matrix;
  3971. /**
  3972. * Inserts the translation vector (using 3 floats) in the current matrix
  3973. * @param x defines the 1st component of the translation
  3974. * @param y defines the 2nd component of the translation
  3975. * @param z defines the 3rd component of the translation
  3976. * @returns the current updated matrix
  3977. */
  3978. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3979. /**
  3980. * Adds the translation vector (using 3 floats) in the current matrix
  3981. * @param x defines the 1st component of the translation
  3982. * @param y defines the 2nd component of the translation
  3983. * @param z defines the 3rd component of the translation
  3984. * @returns the current updated matrix
  3985. */
  3986. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3987. /**
  3988. * Inserts the translation vector in the current matrix
  3989. * @param vector3 defines the translation to insert
  3990. * @returns the current updated matrix
  3991. */
  3992. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3993. /**
  3994. * Gets the translation value of the current matrix
  3995. * @returns a new Vector3 as the extracted translation from the matrix
  3996. */
  3997. getTranslation(): Vector3;
  3998. /**
  3999. * Fill a Vector3 with the extracted translation from the matrix
  4000. * @param result defines the Vector3 where to store the translation
  4001. * @returns the current matrix
  4002. */
  4003. getTranslationToRef(result: Vector3): Matrix;
  4004. /**
  4005. * Remove rotation and scaling part from the matrix
  4006. * @returns the updated matrix
  4007. */
  4008. removeRotationAndScaling(): Matrix;
  4009. /**
  4010. * Multiply two matrices
  4011. * @param other defines the second operand
  4012. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  4013. */
  4014. multiply(other: DeepImmutable<Matrix>): Matrix;
  4015. /**
  4016. * Copy the current matrix from the given one
  4017. * @param other defines the source matrix
  4018. * @returns the current updated matrix
  4019. */
  4020. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  4021. /**
  4022. * Populates the given array from the starting index with the current matrix values
  4023. * @param array defines the target array
  4024. * @param offset defines the offset in the target array where to start storing values
  4025. * @returns the current matrix
  4026. */
  4027. copyToArray(array: Float32Array, offset?: number): Matrix;
  4028. /**
  4029. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  4030. * @param other defines the second operand
  4031. * @param result defines the matrix where to store the multiplication
  4032. * @returns the current matrix
  4033. */
  4034. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4035. /**
  4036. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4037. * @param other defines the second operand
  4038. * @param result defines the array where to store the multiplication
  4039. * @param offset defines the offset in the target array where to start storing values
  4040. * @returns the current matrix
  4041. */
  4042. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4043. /**
  4044. * Check equality between this matrix and a second one
  4045. * @param value defines the second matrix to compare
  4046. * @returns true is the current matrix and the given one values are strictly equal
  4047. */
  4048. equals(value: DeepImmutable<Matrix>): boolean;
  4049. /**
  4050. * Clone the current matrix
  4051. * @returns a new matrix from the current matrix
  4052. */
  4053. clone(): Matrix;
  4054. /**
  4055. * Returns the name of the current matrix class
  4056. * @returns the string "Matrix"
  4057. */
  4058. getClassName(): string;
  4059. /**
  4060. * Gets the hash code of the current matrix
  4061. * @returns the hash code
  4062. */
  4063. getHashCode(): number;
  4064. /**
  4065. * Decomposes the current Matrix into a translation, rotation and scaling components
  4066. * @param scale defines the scale vector3 given as a reference to update
  4067. * @param rotation defines the rotation quaternion given as a reference to update
  4068. * @param translation defines the translation vector3 given as a reference to update
  4069. * @returns true if operation was successful
  4070. */
  4071. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4072. /**
  4073. * Gets specific row of the matrix
  4074. * @param index defines the number of the row to get
  4075. * @returns the index-th row of the current matrix as a new Vector4
  4076. */
  4077. getRow(index: number): Nullable<Vector4>;
  4078. /**
  4079. * Sets the index-th row of the current matrix to the vector4 values
  4080. * @param index defines the number of the row to set
  4081. * @param row defines the target vector4
  4082. * @returns the updated current matrix
  4083. */
  4084. setRow(index: number, row: Vector4): Matrix;
  4085. /**
  4086. * Compute the transpose of the matrix
  4087. * @returns the new transposed matrix
  4088. */
  4089. transpose(): Matrix;
  4090. /**
  4091. * Compute the transpose of the matrix and store it in a given matrix
  4092. * @param result defines the target matrix
  4093. * @returns the current matrix
  4094. */
  4095. transposeToRef(result: Matrix): Matrix;
  4096. /**
  4097. * Sets the index-th row of the current matrix with the given 4 x float values
  4098. * @param index defines the row index
  4099. * @param x defines the x component to set
  4100. * @param y defines the y component to set
  4101. * @param z defines the z component to set
  4102. * @param w defines the w component to set
  4103. * @returns the updated current matrix
  4104. */
  4105. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4106. /**
  4107. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4108. * @param scale defines the scale factor
  4109. * @returns a new matrix
  4110. */
  4111. scale(scale: number): Matrix;
  4112. /**
  4113. * Scale the current matrix values by a factor to a given result matrix
  4114. * @param scale defines the scale factor
  4115. * @param result defines the matrix to store the result
  4116. * @returns the current matrix
  4117. */
  4118. scaleToRef(scale: number, result: Matrix): Matrix;
  4119. /**
  4120. * Scale the current matrix values by a factor and add the result to a given matrix
  4121. * @param scale defines the scale factor
  4122. * @param result defines the Matrix to store the result
  4123. * @returns the current matrix
  4124. */
  4125. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4126. /**
  4127. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4128. * @param ref matrix to store the result
  4129. */
  4130. toNormalMatrix(ref: Matrix): void;
  4131. /**
  4132. * Gets only rotation part of the current matrix
  4133. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4134. */
  4135. getRotationMatrix(): Matrix;
  4136. /**
  4137. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4138. * @param result defines the target matrix to store data to
  4139. * @returns the current matrix
  4140. */
  4141. getRotationMatrixToRef(result: Matrix): Matrix;
  4142. /**
  4143. * Toggles model matrix from being right handed to left handed in place and vice versa
  4144. */
  4145. toggleModelMatrixHandInPlace(): void;
  4146. /**
  4147. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4148. */
  4149. toggleProjectionMatrixHandInPlace(): void;
  4150. /**
  4151. * Creates a matrix from an array
  4152. * @param array defines the source array
  4153. * @param offset defines an offset in the source array
  4154. * @returns a new Matrix set from the starting index of the given array
  4155. */
  4156. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4157. /**
  4158. * Copy the content of an array into a given matrix
  4159. * @param array defines the source array
  4160. * @param offset defines an offset in the source array
  4161. * @param result defines the target matrix
  4162. */
  4163. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4164. /**
  4165. * Stores an array into a matrix after having multiplied each component by a given factor
  4166. * @param array defines the source array
  4167. * @param offset defines the offset in the source array
  4168. * @param scale defines the scaling factor
  4169. * @param result defines the target matrix
  4170. */
  4171. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4172. /**
  4173. * Gets an identity matrix that must not be updated
  4174. */
  4175. static get IdentityReadOnly(): DeepImmutable<Matrix>;
  4176. /**
  4177. * Stores a list of values (16) inside a given matrix
  4178. * @param initialM11 defines 1st value of 1st row
  4179. * @param initialM12 defines 2nd value of 1st row
  4180. * @param initialM13 defines 3rd value of 1st row
  4181. * @param initialM14 defines 4th value of 1st row
  4182. * @param initialM21 defines 1st value of 2nd row
  4183. * @param initialM22 defines 2nd value of 2nd row
  4184. * @param initialM23 defines 3rd value of 2nd row
  4185. * @param initialM24 defines 4th value of 2nd row
  4186. * @param initialM31 defines 1st value of 3rd row
  4187. * @param initialM32 defines 2nd value of 3rd row
  4188. * @param initialM33 defines 3rd value of 3rd row
  4189. * @param initialM34 defines 4th value of 3rd row
  4190. * @param initialM41 defines 1st value of 4th row
  4191. * @param initialM42 defines 2nd value of 4th row
  4192. * @param initialM43 defines 3rd value of 4th row
  4193. * @param initialM44 defines 4th value of 4th row
  4194. * @param result defines the target matrix
  4195. */
  4196. 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;
  4197. /**
  4198. * Creates new matrix from a list of values (16)
  4199. * @param initialM11 defines 1st value of 1st row
  4200. * @param initialM12 defines 2nd value of 1st row
  4201. * @param initialM13 defines 3rd value of 1st row
  4202. * @param initialM14 defines 4th value of 1st row
  4203. * @param initialM21 defines 1st value of 2nd row
  4204. * @param initialM22 defines 2nd value of 2nd row
  4205. * @param initialM23 defines 3rd value of 2nd row
  4206. * @param initialM24 defines 4th value of 2nd row
  4207. * @param initialM31 defines 1st value of 3rd row
  4208. * @param initialM32 defines 2nd value of 3rd row
  4209. * @param initialM33 defines 3rd value of 3rd row
  4210. * @param initialM34 defines 4th value of 3rd row
  4211. * @param initialM41 defines 1st value of 4th row
  4212. * @param initialM42 defines 2nd value of 4th row
  4213. * @param initialM43 defines 3rd value of 4th row
  4214. * @param initialM44 defines 4th value of 4th row
  4215. * @returns the new matrix
  4216. */
  4217. 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;
  4218. /**
  4219. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4220. * @param scale defines the scale vector3
  4221. * @param rotation defines the rotation quaternion
  4222. * @param translation defines the translation vector3
  4223. * @returns a new matrix
  4224. */
  4225. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4226. /**
  4227. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4228. * @param scale defines the scale vector3
  4229. * @param rotation defines the rotation quaternion
  4230. * @param translation defines the translation vector3
  4231. * @param result defines the target matrix
  4232. */
  4233. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4234. /**
  4235. * Creates a new identity matrix
  4236. * @returns a new identity matrix
  4237. */
  4238. static Identity(): Matrix;
  4239. /**
  4240. * Creates a new identity matrix and stores the result in a given matrix
  4241. * @param result defines the target matrix
  4242. */
  4243. static IdentityToRef(result: Matrix): void;
  4244. /**
  4245. * Creates a new zero matrix
  4246. * @returns a new zero matrix
  4247. */
  4248. static Zero(): Matrix;
  4249. /**
  4250. * Creates a new rotation matrix for "angle" radians around the X axis
  4251. * @param angle defines the angle (in radians) to use
  4252. * @return the new matrix
  4253. */
  4254. static RotationX(angle: number): Matrix;
  4255. /**
  4256. * Creates a new matrix as the invert of a given matrix
  4257. * @param source defines the source matrix
  4258. * @returns the new matrix
  4259. */
  4260. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4261. /**
  4262. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4263. * @param angle defines the angle (in radians) to use
  4264. * @param result defines the target matrix
  4265. */
  4266. static RotationXToRef(angle: number, result: Matrix): void;
  4267. /**
  4268. * Creates a new rotation matrix for "angle" radians around the Y axis
  4269. * @param angle defines the angle (in radians) to use
  4270. * @return the new matrix
  4271. */
  4272. static RotationY(angle: number): Matrix;
  4273. /**
  4274. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4275. * @param angle defines the angle (in radians) to use
  4276. * @param result defines the target matrix
  4277. */
  4278. static RotationYToRef(angle: number, result: Matrix): void;
  4279. /**
  4280. * Creates a new rotation matrix for "angle" radians around the Z axis
  4281. * @param angle defines the angle (in radians) to use
  4282. * @return the new matrix
  4283. */
  4284. static RotationZ(angle: number): Matrix;
  4285. /**
  4286. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4287. * @param angle defines the angle (in radians) to use
  4288. * @param result defines the target matrix
  4289. */
  4290. static RotationZToRef(angle: number, result: Matrix): void;
  4291. /**
  4292. * Creates a new rotation matrix for "angle" radians around the given axis
  4293. * @param axis defines the axis to use
  4294. * @param angle defines the angle (in radians) to use
  4295. * @return the new matrix
  4296. */
  4297. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4298. /**
  4299. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4300. * @param axis defines the axis to use
  4301. * @param angle defines the angle (in radians) to use
  4302. * @param result defines the target matrix
  4303. */
  4304. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4305. /**
  4306. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4307. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4308. * @param from defines the vector to align
  4309. * @param to defines the vector to align to
  4310. * @param result defines the target matrix
  4311. */
  4312. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4313. /**
  4314. * Creates a rotation matrix
  4315. * @param yaw defines the yaw angle in radians (Y axis)
  4316. * @param pitch defines the pitch angle in radians (X axis)
  4317. * @param roll defines the roll angle in radians (X axis)
  4318. * @returns the new rotation matrix
  4319. */
  4320. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4321. /**
  4322. * Creates a rotation matrix and stores it in a given matrix
  4323. * @param yaw defines the yaw angle in radians (Y axis)
  4324. * @param pitch defines the pitch angle in radians (X axis)
  4325. * @param roll defines the roll angle in radians (X axis)
  4326. * @param result defines the target matrix
  4327. */
  4328. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4329. /**
  4330. * Creates a scaling matrix
  4331. * @param x defines the scale factor on X axis
  4332. * @param y defines the scale factor on Y axis
  4333. * @param z defines the scale factor on Z axis
  4334. * @returns the new matrix
  4335. */
  4336. static Scaling(x: number, y: number, z: number): Matrix;
  4337. /**
  4338. * Creates a scaling matrix and stores it in a given matrix
  4339. * @param x defines the scale factor on X axis
  4340. * @param y defines the scale factor on Y axis
  4341. * @param z defines the scale factor on Z axis
  4342. * @param result defines the target matrix
  4343. */
  4344. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4345. /**
  4346. * Creates a translation matrix
  4347. * @param x defines the translation on X axis
  4348. * @param y defines the translation on Y axis
  4349. * @param z defines the translationon Z axis
  4350. * @returns the new matrix
  4351. */
  4352. static Translation(x: number, y: number, z: number): Matrix;
  4353. /**
  4354. * Creates a translation matrix and stores it in a given matrix
  4355. * @param x defines the translation on X axis
  4356. * @param y defines the translation on Y axis
  4357. * @param z defines the translationon Z axis
  4358. * @param result defines the target matrix
  4359. */
  4360. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4361. /**
  4362. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4363. * @param startValue defines the start value
  4364. * @param endValue defines the end value
  4365. * @param gradient defines the gradient factor
  4366. * @returns the new matrix
  4367. */
  4368. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4369. /**
  4370. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4371. * @param startValue defines the start value
  4372. * @param endValue defines the end value
  4373. * @param gradient defines the gradient factor
  4374. * @param result defines the Matrix object where to store data
  4375. */
  4376. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4377. /**
  4378. * Builds a new matrix whose values are computed by:
  4379. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4380. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4381. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4382. * @param startValue defines the first matrix
  4383. * @param endValue defines the second matrix
  4384. * @param gradient defines the gradient between the two matrices
  4385. * @returns the new matrix
  4386. */
  4387. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4388. /**
  4389. * Update a matrix to values which are computed by:
  4390. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4391. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4392. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4393. * @param startValue defines the first matrix
  4394. * @param endValue defines the second matrix
  4395. * @param gradient defines the gradient between the two matrices
  4396. * @param result defines the target matrix
  4397. */
  4398. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4399. /**
  4400. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4401. * This function works in left handed mode
  4402. * @param eye defines the final position of the entity
  4403. * @param target defines where the entity should look at
  4404. * @param up defines the up vector for the entity
  4405. * @returns the new matrix
  4406. */
  4407. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4408. /**
  4409. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4410. * This function works in left handed mode
  4411. * @param eye defines the final position of the entity
  4412. * @param target defines where the entity should look at
  4413. * @param up defines the up vector for the entity
  4414. * @param result defines the target matrix
  4415. */
  4416. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4417. /**
  4418. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4419. * This function works in right handed mode
  4420. * @param eye defines the final position of the entity
  4421. * @param target defines where the entity should look at
  4422. * @param up defines the up vector for the entity
  4423. * @returns the new matrix
  4424. */
  4425. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4426. /**
  4427. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4428. * This function works in right handed mode
  4429. * @param eye defines the final position of the entity
  4430. * @param target defines where the entity should look at
  4431. * @param up defines the up vector for the entity
  4432. * @param result defines the target matrix
  4433. */
  4434. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4435. /**
  4436. * Create a left-handed orthographic projection matrix
  4437. * @param width defines the viewport width
  4438. * @param height defines the viewport height
  4439. * @param znear defines the near clip plane
  4440. * @param zfar defines the far clip plane
  4441. * @returns a new matrix as a left-handed orthographic projection matrix
  4442. */
  4443. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4444. /**
  4445. * Store a left-handed orthographic projection to a given matrix
  4446. * @param width defines the viewport width
  4447. * @param height defines the viewport height
  4448. * @param znear defines the near clip plane
  4449. * @param zfar defines the far clip plane
  4450. * @param result defines the target matrix
  4451. */
  4452. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4453. /**
  4454. * Create a left-handed orthographic projection matrix
  4455. * @param left defines the viewport left coordinate
  4456. * @param right defines the viewport right coordinate
  4457. * @param bottom defines the viewport bottom coordinate
  4458. * @param top defines the viewport top coordinate
  4459. * @param znear defines the near clip plane
  4460. * @param zfar defines the far clip plane
  4461. * @returns a new matrix as a left-handed orthographic projection matrix
  4462. */
  4463. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4464. /**
  4465. * Stores a left-handed orthographic projection into a given matrix
  4466. * @param left defines the viewport left coordinate
  4467. * @param right defines the viewport right coordinate
  4468. * @param bottom defines the viewport bottom coordinate
  4469. * @param top defines the viewport top coordinate
  4470. * @param znear defines the near clip plane
  4471. * @param zfar defines the far clip plane
  4472. * @param result defines the target matrix
  4473. */
  4474. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4475. /**
  4476. * Creates a right-handed orthographic projection matrix
  4477. * @param left defines the viewport left coordinate
  4478. * @param right defines the viewport right coordinate
  4479. * @param bottom defines the viewport bottom coordinate
  4480. * @param top defines the viewport top coordinate
  4481. * @param znear defines the near clip plane
  4482. * @param zfar defines the far clip plane
  4483. * @returns a new matrix as a right-handed orthographic projection matrix
  4484. */
  4485. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4486. /**
  4487. * Stores a right-handed orthographic projection into a given matrix
  4488. * @param left defines the viewport left coordinate
  4489. * @param right defines the viewport right coordinate
  4490. * @param bottom defines the viewport bottom coordinate
  4491. * @param top defines the viewport top coordinate
  4492. * @param znear defines the near clip plane
  4493. * @param zfar defines the far clip plane
  4494. * @param result defines the target matrix
  4495. */
  4496. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4497. /**
  4498. * Creates a left-handed perspective projection matrix
  4499. * @param width defines the viewport width
  4500. * @param height defines the viewport height
  4501. * @param znear defines the near clip plane
  4502. * @param zfar defines the far clip plane
  4503. * @returns a new matrix as a left-handed perspective projection matrix
  4504. */
  4505. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4506. /**
  4507. * Creates a left-handed perspective projection matrix
  4508. * @param fov defines the horizontal field of view
  4509. * @param aspect defines the aspect ratio
  4510. * @param znear defines the near clip plane
  4511. * @param zfar defines the far clip plane
  4512. * @returns a new matrix as a left-handed perspective projection matrix
  4513. */
  4514. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4515. /**
  4516. * Stores a left-handed perspective projection into a given matrix
  4517. * @param fov defines the horizontal field of view
  4518. * @param aspect defines the aspect ratio
  4519. * @param znear defines the near clip plane
  4520. * @param zfar defines the far clip plane
  4521. * @param result defines the target matrix
  4522. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4523. */
  4524. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4525. /**
  4526. * Stores a left-handed perspective projection into a given matrix with depth reversed
  4527. * @param fov defines the horizontal field of view
  4528. * @param aspect defines the aspect ratio
  4529. * @param znear defines the near clip plane
  4530. * @param zfar not used as infinity is used as far clip
  4531. * @param result defines the target matrix
  4532. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4533. */
  4534. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4535. /**
  4536. * Creates a right-handed perspective projection matrix
  4537. * @param fov defines the horizontal field of view
  4538. * @param aspect defines the aspect ratio
  4539. * @param znear defines the near clip plane
  4540. * @param zfar defines the far clip plane
  4541. * @returns a new matrix as a right-handed perspective projection matrix
  4542. */
  4543. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4544. /**
  4545. * Stores a right-handed perspective projection into a given matrix
  4546. * @param fov defines the horizontal field of view
  4547. * @param aspect defines the aspect ratio
  4548. * @param znear defines the near clip plane
  4549. * @param zfar defines the far clip plane
  4550. * @param result defines the target matrix
  4551. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4552. */
  4553. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4554. /**
  4555. * Stores a right-handed perspective projection into a given matrix
  4556. * @param fov defines the horizontal field of view
  4557. * @param aspect defines the aspect ratio
  4558. * @param znear defines the near clip plane
  4559. * @param zfar not used as infinity is used as far clip
  4560. * @param result defines the target matrix
  4561. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4562. */
  4563. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4564. /**
  4565. * Stores a perspective projection for WebVR info a given matrix
  4566. * @param fov defines the field of view
  4567. * @param znear defines the near clip plane
  4568. * @param zfar defines the far clip plane
  4569. * @param result defines the target matrix
  4570. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4571. */
  4572. static PerspectiveFovWebVRToRef(fov: {
  4573. upDegrees: number;
  4574. downDegrees: number;
  4575. leftDegrees: number;
  4576. rightDegrees: number;
  4577. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4578. /**
  4579. * Computes a complete transformation matrix
  4580. * @param viewport defines the viewport to use
  4581. * @param world defines the world matrix
  4582. * @param view defines the view matrix
  4583. * @param projection defines the projection matrix
  4584. * @param zmin defines the near clip plane
  4585. * @param zmax defines the far clip plane
  4586. * @returns the transformation matrix
  4587. */
  4588. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4589. /**
  4590. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4591. * @param matrix defines the matrix to use
  4592. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4593. */
  4594. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4595. /**
  4596. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4597. * @param matrix defines the matrix to use
  4598. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4599. */
  4600. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4601. /**
  4602. * Compute the transpose of a given matrix
  4603. * @param matrix defines the matrix to transpose
  4604. * @returns the new matrix
  4605. */
  4606. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4607. /**
  4608. * Compute the transpose of a matrix and store it in a target matrix
  4609. * @param matrix defines the matrix to transpose
  4610. * @param result defines the target matrix
  4611. */
  4612. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4613. /**
  4614. * Computes a reflection matrix from a plane
  4615. * @param plane defines the reflection plane
  4616. * @returns a new matrix
  4617. */
  4618. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4619. /**
  4620. * Computes a reflection matrix from a plane
  4621. * @param plane defines the reflection plane
  4622. * @param result defines the target matrix
  4623. */
  4624. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4625. /**
  4626. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4627. * @param xaxis defines the value of the 1st axis
  4628. * @param yaxis defines the value of the 2nd axis
  4629. * @param zaxis defines the value of the 3rd axis
  4630. * @param result defines the target matrix
  4631. */
  4632. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4633. /**
  4634. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4635. * @param quat defines the quaternion to use
  4636. * @param result defines the target matrix
  4637. */
  4638. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4639. }
  4640. /**
  4641. * @hidden
  4642. */
  4643. export class TmpVectors {
  4644. static Vector2: Vector2[];
  4645. static Vector3: Vector3[];
  4646. static Vector4: Vector4[];
  4647. static Quaternion: Quaternion[];
  4648. static Matrix: Matrix[];
  4649. }
  4650. }
  4651. declare module "babylonjs/Maths/math.path" {
  4652. import { DeepImmutable, Nullable } from "babylonjs/types";
  4653. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4654. /**
  4655. * Defines potential orientation for back face culling
  4656. */
  4657. export enum Orientation {
  4658. /**
  4659. * Clockwise
  4660. */
  4661. CW = 0,
  4662. /** Counter clockwise */
  4663. CCW = 1
  4664. }
  4665. /** Class used to represent a Bezier curve */
  4666. export class BezierCurve {
  4667. /**
  4668. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4669. * @param t defines the time
  4670. * @param x1 defines the left coordinate on X axis
  4671. * @param y1 defines the left coordinate on Y axis
  4672. * @param x2 defines the right coordinate on X axis
  4673. * @param y2 defines the right coordinate on Y axis
  4674. * @returns the interpolated value
  4675. */
  4676. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4677. }
  4678. /**
  4679. * Defines angle representation
  4680. */
  4681. export class Angle {
  4682. private _radians;
  4683. /**
  4684. * Creates an Angle object of "radians" radians (float).
  4685. * @param radians the angle in radians
  4686. */
  4687. constructor(radians: number);
  4688. /**
  4689. * Get value in degrees
  4690. * @returns the Angle value in degrees (float)
  4691. */
  4692. degrees(): number;
  4693. /**
  4694. * Get value in radians
  4695. * @returns the Angle value in radians (float)
  4696. */
  4697. radians(): number;
  4698. /**
  4699. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4700. * @param a defines first vector
  4701. * @param b defines second vector
  4702. * @returns a new Angle
  4703. */
  4704. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4705. /**
  4706. * Gets a new Angle object from the given float in radians
  4707. * @param radians defines the angle value in radians
  4708. * @returns a new Angle
  4709. */
  4710. static FromRadians(radians: number): Angle;
  4711. /**
  4712. * Gets a new Angle object from the given float in degrees
  4713. * @param degrees defines the angle value in degrees
  4714. * @returns a new Angle
  4715. */
  4716. static FromDegrees(degrees: number): Angle;
  4717. }
  4718. /**
  4719. * This represents an arc in a 2d space.
  4720. */
  4721. export class Arc2 {
  4722. /** Defines the start point of the arc */
  4723. startPoint: Vector2;
  4724. /** Defines the mid point of the arc */
  4725. midPoint: Vector2;
  4726. /** Defines the end point of the arc */
  4727. endPoint: Vector2;
  4728. /**
  4729. * Defines the center point of the arc.
  4730. */
  4731. centerPoint: Vector2;
  4732. /**
  4733. * Defines the radius of the arc.
  4734. */
  4735. radius: number;
  4736. /**
  4737. * Defines the angle of the arc (from mid point to end point).
  4738. */
  4739. angle: Angle;
  4740. /**
  4741. * Defines the start angle of the arc (from start point to middle point).
  4742. */
  4743. startAngle: Angle;
  4744. /**
  4745. * Defines the orientation of the arc (clock wise/counter clock wise).
  4746. */
  4747. orientation: Orientation;
  4748. /**
  4749. * Creates an Arc object from the three given points : start, middle and end.
  4750. * @param startPoint Defines the start point of the arc
  4751. * @param midPoint Defines the midlle point of the arc
  4752. * @param endPoint Defines the end point of the arc
  4753. */
  4754. constructor(
  4755. /** Defines the start point of the arc */
  4756. startPoint: Vector2,
  4757. /** Defines the mid point of the arc */
  4758. midPoint: Vector2,
  4759. /** Defines the end point of the arc */
  4760. endPoint: Vector2);
  4761. }
  4762. /**
  4763. * Represents a 2D path made up of multiple 2D points
  4764. */
  4765. export class Path2 {
  4766. private _points;
  4767. private _length;
  4768. /**
  4769. * If the path start and end point are the same
  4770. */
  4771. closed: boolean;
  4772. /**
  4773. * Creates a Path2 object from the starting 2D coordinates x and y.
  4774. * @param x the starting points x value
  4775. * @param y the starting points y value
  4776. */
  4777. constructor(x: number, y: number);
  4778. /**
  4779. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4780. * @param x the added points x value
  4781. * @param y the added points y value
  4782. * @returns the updated Path2.
  4783. */
  4784. addLineTo(x: number, y: number): Path2;
  4785. /**
  4786. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4787. * @param midX middle point x value
  4788. * @param midY middle point y value
  4789. * @param endX end point x value
  4790. * @param endY end point y value
  4791. * @param numberOfSegments (default: 36)
  4792. * @returns the updated Path2.
  4793. */
  4794. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4795. /**
  4796. * Closes the Path2.
  4797. * @returns the Path2.
  4798. */
  4799. close(): Path2;
  4800. /**
  4801. * Gets the sum of the distance between each sequential point in the path
  4802. * @returns the Path2 total length (float).
  4803. */
  4804. length(): number;
  4805. /**
  4806. * Gets the points which construct the path
  4807. * @returns the Path2 internal array of points.
  4808. */
  4809. getPoints(): Vector2[];
  4810. /**
  4811. * Retreives the point at the distance aways from the starting point
  4812. * @param normalizedLengthPosition the length along the path to retreive the point from
  4813. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4814. */
  4815. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4816. /**
  4817. * Creates a new path starting from an x and y position
  4818. * @param x starting x value
  4819. * @param y starting y value
  4820. * @returns a new Path2 starting at the coordinates (x, y).
  4821. */
  4822. static StartingAt(x: number, y: number): Path2;
  4823. }
  4824. /**
  4825. * Represents a 3D path made up of multiple 3D points
  4826. */
  4827. export class Path3D {
  4828. /**
  4829. * an array of Vector3, the curve axis of the Path3D
  4830. */
  4831. path: Vector3[];
  4832. private _curve;
  4833. private _distances;
  4834. private _tangents;
  4835. private _normals;
  4836. private _binormals;
  4837. private _raw;
  4838. private _alignTangentsWithPath;
  4839. private readonly _pointAtData;
  4840. /**
  4841. * new Path3D(path, normal, raw)
  4842. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4843. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4844. * @param path an array of Vector3, the curve axis of the Path3D
  4845. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4846. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4847. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4848. */
  4849. constructor(
  4850. /**
  4851. * an array of Vector3, the curve axis of the Path3D
  4852. */
  4853. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4854. /**
  4855. * Returns the Path3D array of successive Vector3 designing its curve.
  4856. * @returns the Path3D array of successive Vector3 designing its curve.
  4857. */
  4858. getCurve(): Vector3[];
  4859. /**
  4860. * Returns the Path3D array of successive Vector3 designing its curve.
  4861. * @returns the Path3D array of successive Vector3 designing its curve.
  4862. */
  4863. getPoints(): Vector3[];
  4864. /**
  4865. * @returns the computed length (float) of the path.
  4866. */
  4867. length(): number;
  4868. /**
  4869. * Returns an array populated with tangent vectors on each Path3D curve point.
  4870. * @returns an array populated with tangent vectors on each Path3D curve point.
  4871. */
  4872. getTangents(): Vector3[];
  4873. /**
  4874. * Returns an array populated with normal vectors on each Path3D curve point.
  4875. * @returns an array populated with normal vectors on each Path3D curve point.
  4876. */
  4877. getNormals(): Vector3[];
  4878. /**
  4879. * Returns an array populated with binormal vectors on each Path3D curve point.
  4880. * @returns an array populated with binormal vectors on each Path3D curve point.
  4881. */
  4882. getBinormals(): Vector3[];
  4883. /**
  4884. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4885. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4886. */
  4887. getDistances(): number[];
  4888. /**
  4889. * Returns an interpolated point along this path
  4890. * @param position the position of the point along this path, from 0.0 to 1.0
  4891. * @returns a new Vector3 as the point
  4892. */
  4893. getPointAt(position: number): Vector3;
  4894. /**
  4895. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4896. * @param position the position of the point along this path, from 0.0 to 1.0
  4897. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4898. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4899. */
  4900. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4901. /**
  4902. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4903. * @param position the position of the point along this path, from 0.0 to 1.0
  4904. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4905. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4906. */
  4907. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4908. /**
  4909. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4910. * @param position the position of the point along this path, from 0.0 to 1.0
  4911. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4912. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4913. */
  4914. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4915. /**
  4916. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4917. * @param position the position of the point along this path, from 0.0 to 1.0
  4918. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4919. */
  4920. getDistanceAt(position: number): number;
  4921. /**
  4922. * Returns the array index of the previous point of an interpolated point along this path
  4923. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4924. * @returns the array index
  4925. */
  4926. getPreviousPointIndexAt(position: number): number;
  4927. /**
  4928. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4929. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4930. * @returns the sub position
  4931. */
  4932. getSubPositionAt(position: number): number;
  4933. /**
  4934. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4935. * @param target the vector of which to get the closest position to
  4936. * @returns the position of the closest virtual point on this path to the target vector
  4937. */
  4938. getClosestPositionTo(target: Vector3): number;
  4939. /**
  4940. * Returns a sub path (slice) of this path
  4941. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4942. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4943. * @returns a sub path (slice) of this path
  4944. */
  4945. slice(start?: number, end?: number): Path3D;
  4946. /**
  4947. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4948. * @param path path which all values are copied into the curves points
  4949. * @param firstNormal which should be projected onto the curve
  4950. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4951. * @returns the same object updated.
  4952. */
  4953. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4954. private _compute;
  4955. private _getFirstNonNullVector;
  4956. private _getLastNonNullVector;
  4957. private _normalVector;
  4958. /**
  4959. * Updates the point at data for an interpolated point along this curve
  4960. * @param position the position of the point along this curve, from 0.0 to 1.0
  4961. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4962. * @returns the (updated) point at data
  4963. */
  4964. private _updatePointAtData;
  4965. /**
  4966. * Updates the point at data from the specified parameters
  4967. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4968. * @param point the interpolated point
  4969. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4970. */
  4971. private _setPointAtData;
  4972. /**
  4973. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4974. */
  4975. private _updateInterpolationMatrix;
  4976. }
  4977. /**
  4978. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4979. * A Curve3 is designed from a series of successive Vector3.
  4980. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4981. */
  4982. export class Curve3 {
  4983. private _points;
  4984. private _length;
  4985. /**
  4986. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4987. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4988. * @param v1 (Vector3) the control point
  4989. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4990. * @param nbPoints (integer) the wanted number of points in the curve
  4991. * @returns the created Curve3
  4992. */
  4993. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4994. /**
  4995. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4996. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4997. * @param v1 (Vector3) the first control point
  4998. * @param v2 (Vector3) the second control point
  4999. * @param v3 (Vector3) the end point of the Cubic Bezier
  5000. * @param nbPoints (integer) the wanted number of points in the curve
  5001. * @returns the created Curve3
  5002. */
  5003. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  5004. /**
  5005. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  5006. * @param p1 (Vector3) the origin point of the Hermite Spline
  5007. * @param t1 (Vector3) the tangent vector at the origin point
  5008. * @param p2 (Vector3) the end point of the Hermite Spline
  5009. * @param t2 (Vector3) the tangent vector at the end point
  5010. * @param nbPoints (integer) the wanted number of points in the curve
  5011. * @returns the created Curve3
  5012. */
  5013. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  5014. /**
  5015. * Returns a Curve3 object along a CatmullRom Spline curve :
  5016. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  5017. * @param nbPoints (integer) the wanted number of points between each curve control points
  5018. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  5019. * @returns the created Curve3
  5020. */
  5021. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  5022. /**
  5023. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  5024. * A Curve3 is designed from a series of successive Vector3.
  5025. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  5026. * @param points points which make up the curve
  5027. */
  5028. constructor(points: Vector3[]);
  5029. /**
  5030. * @returns the Curve3 stored array of successive Vector3
  5031. */
  5032. getPoints(): Vector3[];
  5033. /**
  5034. * @returns the computed length (float) of the curve.
  5035. */
  5036. length(): number;
  5037. /**
  5038. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5039. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5040. * curveA and curveB keep unchanged.
  5041. * @param curve the curve to continue from this curve
  5042. * @returns the newly constructed curve
  5043. */
  5044. continue(curve: DeepImmutable<Curve3>): Curve3;
  5045. private _computeLength;
  5046. }
  5047. }
  5048. declare module "babylonjs/Animations/easing" {
  5049. /**
  5050. * This represents the main contract an easing function should follow.
  5051. * Easing functions are used throughout the animation system.
  5052. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5053. */
  5054. export interface IEasingFunction {
  5055. /**
  5056. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5057. * of the easing function.
  5058. * The link below provides some of the most common examples of easing functions.
  5059. * @see https://easings.net/
  5060. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5061. * @returns the corresponding value on the curve defined by the easing function
  5062. */
  5063. ease(gradient: number): number;
  5064. }
  5065. /**
  5066. * Base class used for every default easing function.
  5067. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5068. */
  5069. export class EasingFunction implements IEasingFunction {
  5070. /**
  5071. * Interpolation follows the mathematical formula associated with the easing function.
  5072. */
  5073. static readonly EASINGMODE_EASEIN: number;
  5074. /**
  5075. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5076. */
  5077. static readonly EASINGMODE_EASEOUT: number;
  5078. /**
  5079. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5080. */
  5081. static readonly EASINGMODE_EASEINOUT: number;
  5082. private _easingMode;
  5083. /**
  5084. * Sets the easing mode of the current function.
  5085. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5086. */
  5087. setEasingMode(easingMode: number): void;
  5088. /**
  5089. * Gets the current easing mode.
  5090. * @returns the easing mode
  5091. */
  5092. getEasingMode(): number;
  5093. /**
  5094. * @hidden
  5095. */
  5096. easeInCore(gradient: number): number;
  5097. /**
  5098. * Given an input gradient between 0 and 1, this returns the corresponding value
  5099. * of the easing function.
  5100. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5101. * @returns the corresponding value on the curve defined by the easing function
  5102. */
  5103. ease(gradient: number): number;
  5104. }
  5105. /**
  5106. * Easing function with a circle shape (see link below).
  5107. * @see https://easings.net/#easeInCirc
  5108. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5109. */
  5110. export class CircleEase extends EasingFunction implements IEasingFunction {
  5111. /** @hidden */
  5112. easeInCore(gradient: number): number;
  5113. }
  5114. /**
  5115. * Easing function with a ease back shape (see link below).
  5116. * @see https://easings.net/#easeInBack
  5117. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5118. */
  5119. export class BackEase extends EasingFunction implements IEasingFunction {
  5120. /** Defines the amplitude of the function */
  5121. amplitude: number;
  5122. /**
  5123. * Instantiates a back ease easing
  5124. * @see https://easings.net/#easeInBack
  5125. * @param amplitude Defines the amplitude of the function
  5126. */
  5127. constructor(
  5128. /** Defines the amplitude of the function */
  5129. amplitude?: number);
  5130. /** @hidden */
  5131. easeInCore(gradient: number): number;
  5132. }
  5133. /**
  5134. * Easing function with a bouncing shape (see link below).
  5135. * @see https://easings.net/#easeInBounce
  5136. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5137. */
  5138. export class BounceEase extends EasingFunction implements IEasingFunction {
  5139. /** Defines the number of bounces */
  5140. bounces: number;
  5141. /** Defines the amplitude of the bounce */
  5142. bounciness: number;
  5143. /**
  5144. * Instantiates a bounce easing
  5145. * @see https://easings.net/#easeInBounce
  5146. * @param bounces Defines the number of bounces
  5147. * @param bounciness Defines the amplitude of the bounce
  5148. */
  5149. constructor(
  5150. /** Defines the number of bounces */
  5151. bounces?: number,
  5152. /** Defines the amplitude of the bounce */
  5153. bounciness?: number);
  5154. /** @hidden */
  5155. easeInCore(gradient: number): number;
  5156. }
  5157. /**
  5158. * Easing function with a power of 3 shape (see link below).
  5159. * @see https://easings.net/#easeInCubic
  5160. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5161. */
  5162. export class CubicEase extends EasingFunction implements IEasingFunction {
  5163. /** @hidden */
  5164. easeInCore(gradient: number): number;
  5165. }
  5166. /**
  5167. * Easing function with an elastic shape (see link below).
  5168. * @see https://easings.net/#easeInElastic
  5169. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5170. */
  5171. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5172. /** Defines the number of oscillations*/
  5173. oscillations: number;
  5174. /** Defines the amplitude of the oscillations*/
  5175. springiness: number;
  5176. /**
  5177. * Instantiates an elastic easing function
  5178. * @see https://easings.net/#easeInElastic
  5179. * @param oscillations Defines the number of oscillations
  5180. * @param springiness Defines the amplitude of the oscillations
  5181. */
  5182. constructor(
  5183. /** Defines the number of oscillations*/
  5184. oscillations?: number,
  5185. /** Defines the amplitude of the oscillations*/
  5186. springiness?: number);
  5187. /** @hidden */
  5188. easeInCore(gradient: number): number;
  5189. }
  5190. /**
  5191. * Easing function with an exponential shape (see link below).
  5192. * @see https://easings.net/#easeInExpo
  5193. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5194. */
  5195. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5196. /** Defines the exponent of the function */
  5197. exponent: number;
  5198. /**
  5199. * Instantiates an exponential easing function
  5200. * @see https://easings.net/#easeInExpo
  5201. * @param exponent Defines the exponent of the function
  5202. */
  5203. constructor(
  5204. /** Defines the exponent of the function */
  5205. exponent?: number);
  5206. /** @hidden */
  5207. easeInCore(gradient: number): number;
  5208. }
  5209. /**
  5210. * Easing function with a power shape (see link below).
  5211. * @see https://easings.net/#easeInQuad
  5212. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5213. */
  5214. export class PowerEase extends EasingFunction implements IEasingFunction {
  5215. /** Defines the power of the function */
  5216. power: number;
  5217. /**
  5218. * Instantiates an power base easing function
  5219. * @see https://easings.net/#easeInQuad
  5220. * @param power Defines the power of the function
  5221. */
  5222. constructor(
  5223. /** Defines the power of the function */
  5224. power?: number);
  5225. /** @hidden */
  5226. easeInCore(gradient: number): number;
  5227. }
  5228. /**
  5229. * Easing function with a power of 2 shape (see link below).
  5230. * @see https://easings.net/#easeInQuad
  5231. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5232. */
  5233. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5234. /** @hidden */
  5235. easeInCore(gradient: number): number;
  5236. }
  5237. /**
  5238. * Easing function with a power of 4 shape (see link below).
  5239. * @see https://easings.net/#easeInQuart
  5240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5241. */
  5242. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5243. /** @hidden */
  5244. easeInCore(gradient: number): number;
  5245. }
  5246. /**
  5247. * Easing function with a power of 5 shape (see link below).
  5248. * @see https://easings.net/#easeInQuint
  5249. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5250. */
  5251. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5252. /** @hidden */
  5253. easeInCore(gradient: number): number;
  5254. }
  5255. /**
  5256. * Easing function with a sin shape (see link below).
  5257. * @see https://easings.net/#easeInSine
  5258. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5259. */
  5260. export class SineEase extends EasingFunction implements IEasingFunction {
  5261. /** @hidden */
  5262. easeInCore(gradient: number): number;
  5263. }
  5264. /**
  5265. * Easing function with a bezier shape (see link below).
  5266. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5267. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5268. */
  5269. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5270. /** Defines the x component of the start tangent in the bezier curve */
  5271. x1: number;
  5272. /** Defines the y component of the start tangent in the bezier curve */
  5273. y1: number;
  5274. /** Defines the x component of the end tangent in the bezier curve */
  5275. x2: number;
  5276. /** Defines the y component of the end tangent in the bezier curve */
  5277. y2: number;
  5278. /**
  5279. * Instantiates a bezier function
  5280. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5281. * @param x1 Defines the x component of the start tangent in the bezier curve
  5282. * @param y1 Defines the y component of the start tangent in the bezier curve
  5283. * @param x2 Defines the x component of the end tangent in the bezier curve
  5284. * @param y2 Defines the y component of the end tangent in the bezier curve
  5285. */
  5286. constructor(
  5287. /** Defines the x component of the start tangent in the bezier curve */
  5288. x1?: number,
  5289. /** Defines the y component of the start tangent in the bezier curve */
  5290. y1?: number,
  5291. /** Defines the x component of the end tangent in the bezier curve */
  5292. x2?: number,
  5293. /** Defines the y component of the end tangent in the bezier curve */
  5294. y2?: number);
  5295. /** @hidden */
  5296. easeInCore(gradient: number): number;
  5297. }
  5298. }
  5299. declare module "babylonjs/Maths/math.color" {
  5300. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5301. /**
  5302. * Class used to hold a RBG color
  5303. */
  5304. export class Color3 {
  5305. /**
  5306. * Defines the red component (between 0 and 1, default is 0)
  5307. */
  5308. r: number;
  5309. /**
  5310. * Defines the green component (between 0 and 1, default is 0)
  5311. */
  5312. g: number;
  5313. /**
  5314. * Defines the blue component (between 0 and 1, default is 0)
  5315. */
  5316. b: number;
  5317. /**
  5318. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5319. * @param r defines the red component (between 0 and 1, default is 0)
  5320. * @param g defines the green component (between 0 and 1, default is 0)
  5321. * @param b defines the blue component (between 0 and 1, default is 0)
  5322. */
  5323. constructor(
  5324. /**
  5325. * Defines the red component (between 0 and 1, default is 0)
  5326. */
  5327. r?: number,
  5328. /**
  5329. * Defines the green component (between 0 and 1, default is 0)
  5330. */
  5331. g?: number,
  5332. /**
  5333. * Defines the blue component (between 0 and 1, default is 0)
  5334. */
  5335. b?: number);
  5336. /**
  5337. * Creates a string with the Color3 current values
  5338. * @returns the string representation of the Color3 object
  5339. */
  5340. toString(): string;
  5341. /**
  5342. * Returns the string "Color3"
  5343. * @returns "Color3"
  5344. */
  5345. getClassName(): string;
  5346. /**
  5347. * Compute the Color3 hash code
  5348. * @returns an unique number that can be used to hash Color3 objects
  5349. */
  5350. getHashCode(): number;
  5351. /**
  5352. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5353. * @param array defines the array where to store the r,g,b components
  5354. * @param index defines an optional index in the target array to define where to start storing values
  5355. * @returns the current Color3 object
  5356. */
  5357. toArray(array: FloatArray, index?: number): Color3;
  5358. /**
  5359. * Returns a new Color4 object from the current Color3 and the given alpha
  5360. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5361. * @returns a new Color4 object
  5362. */
  5363. toColor4(alpha?: number): Color4;
  5364. /**
  5365. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5366. * @returns the new array
  5367. */
  5368. asArray(): number[];
  5369. /**
  5370. * Returns the luminance value
  5371. * @returns a float value
  5372. */
  5373. toLuminance(): number;
  5374. /**
  5375. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5376. * @param otherColor defines the second operand
  5377. * @returns the new Color3 object
  5378. */
  5379. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5380. /**
  5381. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5382. * @param otherColor defines the second operand
  5383. * @param result defines the Color3 object where to store the result
  5384. * @returns the current Color3
  5385. */
  5386. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5387. /**
  5388. * Determines equality between Color3 objects
  5389. * @param otherColor defines the second operand
  5390. * @returns true if the rgb values are equal to the given ones
  5391. */
  5392. equals(otherColor: DeepImmutable<Color3>): boolean;
  5393. /**
  5394. * Determines equality between the current Color3 object and a set of r,b,g values
  5395. * @param r defines the red component to check
  5396. * @param g defines the green component to check
  5397. * @param b defines the blue component to check
  5398. * @returns true if the rgb values are equal to the given ones
  5399. */
  5400. equalsFloats(r: number, g: number, b: number): boolean;
  5401. /**
  5402. * Multiplies in place each rgb value by scale
  5403. * @param scale defines the scaling factor
  5404. * @returns the updated Color3
  5405. */
  5406. scale(scale: number): Color3;
  5407. /**
  5408. * Multiplies the rgb values by scale and stores the result into "result"
  5409. * @param scale defines the scaling factor
  5410. * @param result defines the Color3 object where to store the result
  5411. * @returns the unmodified current Color3
  5412. */
  5413. scaleToRef(scale: number, result: Color3): Color3;
  5414. /**
  5415. * Scale the current Color3 values by a factor and add the result to a given Color3
  5416. * @param scale defines the scale factor
  5417. * @param result defines color to store the result into
  5418. * @returns the unmodified current Color3
  5419. */
  5420. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5421. /**
  5422. * Clamps the rgb values by the min and max values and stores the result into "result"
  5423. * @param min defines minimum clamping value (default is 0)
  5424. * @param max defines maximum clamping value (default is 1)
  5425. * @param result defines color to store the result into
  5426. * @returns the original Color3
  5427. */
  5428. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5429. /**
  5430. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5431. * @param otherColor defines the second operand
  5432. * @returns the new Color3
  5433. */
  5434. add(otherColor: DeepImmutable<Color3>): Color3;
  5435. /**
  5436. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5437. * @param otherColor defines the second operand
  5438. * @param result defines Color3 object to store the result into
  5439. * @returns the unmodified current Color3
  5440. */
  5441. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5442. /**
  5443. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5444. * @param otherColor defines the second operand
  5445. * @returns the new Color3
  5446. */
  5447. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5448. /**
  5449. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5450. * @param otherColor defines the second operand
  5451. * @param result defines Color3 object to store the result into
  5452. * @returns the unmodified current Color3
  5453. */
  5454. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5455. /**
  5456. * Copy the current object
  5457. * @returns a new Color3 copied the current one
  5458. */
  5459. clone(): Color3;
  5460. /**
  5461. * Copies the rgb values from the source in the current Color3
  5462. * @param source defines the source Color3 object
  5463. * @returns the updated Color3 object
  5464. */
  5465. copyFrom(source: DeepImmutable<Color3>): Color3;
  5466. /**
  5467. * Updates the Color3 rgb values from the given floats
  5468. * @param r defines the red component to read from
  5469. * @param g defines the green component to read from
  5470. * @param b defines the blue component to read from
  5471. * @returns the current Color3 object
  5472. */
  5473. copyFromFloats(r: number, g: number, b: number): Color3;
  5474. /**
  5475. * Updates the Color3 rgb values from the given floats
  5476. * @param r defines the red component to read from
  5477. * @param g defines the green component to read from
  5478. * @param b defines the blue component to read from
  5479. * @returns the current Color3 object
  5480. */
  5481. set(r: number, g: number, b: number): Color3;
  5482. /**
  5483. * Compute the Color3 hexadecimal code as a string
  5484. * @returns a string containing the hexadecimal representation of the Color3 object
  5485. */
  5486. toHexString(): string;
  5487. /**
  5488. * Computes a new Color3 converted from the current one to linear space
  5489. * @returns a new Color3 object
  5490. */
  5491. toLinearSpace(): Color3;
  5492. /**
  5493. * Converts current color in rgb space to HSV values
  5494. * @returns a new color3 representing the HSV values
  5495. */
  5496. toHSV(): Color3;
  5497. /**
  5498. * Converts current color in rgb space to HSV values
  5499. * @param result defines the Color3 where to store the HSV values
  5500. */
  5501. toHSVToRef(result: Color3): void;
  5502. /**
  5503. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5504. * @param convertedColor defines the Color3 object where to store the linear space version
  5505. * @returns the unmodified Color3
  5506. */
  5507. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5508. /**
  5509. * Computes a new Color3 converted from the current one to gamma space
  5510. * @returns a new Color3 object
  5511. */
  5512. toGammaSpace(): Color3;
  5513. /**
  5514. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5515. * @param convertedColor defines the Color3 object where to store the gamma space version
  5516. * @returns the unmodified Color3
  5517. */
  5518. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5519. private static _BlackReadOnly;
  5520. /**
  5521. * Convert Hue, saturation and value to a Color3 (RGB)
  5522. * @param hue defines the hue
  5523. * @param saturation defines the saturation
  5524. * @param value defines the value
  5525. * @param result defines the Color3 where to store the RGB values
  5526. */
  5527. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5528. /**
  5529. * Creates a new Color3 from the string containing valid hexadecimal values
  5530. * @param hex defines a string containing valid hexadecimal values
  5531. * @returns a new Color3 object
  5532. */
  5533. static FromHexString(hex: string): Color3;
  5534. /**
  5535. * Creates a new Color3 from the starting index of the given array
  5536. * @param array defines the source array
  5537. * @param offset defines an offset in the source array
  5538. * @returns a new Color3 object
  5539. */
  5540. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5541. /**
  5542. * Creates a new Color3 from integer values (< 256)
  5543. * @param r defines the red component to read from (value between 0 and 255)
  5544. * @param g defines the green component to read from (value between 0 and 255)
  5545. * @param b defines the blue component to read from (value between 0 and 255)
  5546. * @returns a new Color3 object
  5547. */
  5548. static FromInts(r: number, g: number, b: number): Color3;
  5549. /**
  5550. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5551. * @param start defines the start Color3 value
  5552. * @param end defines the end Color3 value
  5553. * @param amount defines the gradient value between start and end
  5554. * @returns a new Color3 object
  5555. */
  5556. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5557. /**
  5558. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5559. * @param left defines the start value
  5560. * @param right defines the end value
  5561. * @param amount defines the gradient factor
  5562. * @param result defines the Color3 object where to store the result
  5563. */
  5564. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5565. /**
  5566. * Returns a Color3 value containing a red color
  5567. * @returns a new Color3 object
  5568. */
  5569. static Red(): Color3;
  5570. /**
  5571. * Returns a Color3 value containing a green color
  5572. * @returns a new Color3 object
  5573. */
  5574. static Green(): Color3;
  5575. /**
  5576. * Returns a Color3 value containing a blue color
  5577. * @returns a new Color3 object
  5578. */
  5579. static Blue(): Color3;
  5580. /**
  5581. * Returns a Color3 value containing a black color
  5582. * @returns a new Color3 object
  5583. */
  5584. static Black(): Color3;
  5585. /**
  5586. * Gets a Color3 value containing a black color that must not be updated
  5587. */
  5588. static get BlackReadOnly(): DeepImmutable<Color3>;
  5589. /**
  5590. * Returns a Color3 value containing a white color
  5591. * @returns a new Color3 object
  5592. */
  5593. static White(): Color3;
  5594. /**
  5595. * Returns a Color3 value containing a purple color
  5596. * @returns a new Color3 object
  5597. */
  5598. static Purple(): Color3;
  5599. /**
  5600. * Returns a Color3 value containing a magenta color
  5601. * @returns a new Color3 object
  5602. */
  5603. static Magenta(): Color3;
  5604. /**
  5605. * Returns a Color3 value containing a yellow color
  5606. * @returns a new Color3 object
  5607. */
  5608. static Yellow(): Color3;
  5609. /**
  5610. * Returns a Color3 value containing a gray color
  5611. * @returns a new Color3 object
  5612. */
  5613. static Gray(): Color3;
  5614. /**
  5615. * Returns a Color3 value containing a teal color
  5616. * @returns a new Color3 object
  5617. */
  5618. static Teal(): Color3;
  5619. /**
  5620. * Returns a Color3 value containing a random color
  5621. * @returns a new Color3 object
  5622. */
  5623. static Random(): Color3;
  5624. }
  5625. /**
  5626. * Class used to hold a RBGA color
  5627. */
  5628. export class Color4 {
  5629. /**
  5630. * Defines the red component (between 0 and 1, default is 0)
  5631. */
  5632. r: number;
  5633. /**
  5634. * Defines the green component (between 0 and 1, default is 0)
  5635. */
  5636. g: number;
  5637. /**
  5638. * Defines the blue component (between 0 and 1, default is 0)
  5639. */
  5640. b: number;
  5641. /**
  5642. * Defines the alpha component (between 0 and 1, default is 1)
  5643. */
  5644. a: number;
  5645. /**
  5646. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5647. * @param r defines the red component (between 0 and 1, default is 0)
  5648. * @param g defines the green component (between 0 and 1, default is 0)
  5649. * @param b defines the blue component (between 0 and 1, default is 0)
  5650. * @param a defines the alpha component (between 0 and 1, default is 1)
  5651. */
  5652. constructor(
  5653. /**
  5654. * Defines the red component (between 0 and 1, default is 0)
  5655. */
  5656. r?: number,
  5657. /**
  5658. * Defines the green component (between 0 and 1, default is 0)
  5659. */
  5660. g?: number,
  5661. /**
  5662. * Defines the blue component (between 0 and 1, default is 0)
  5663. */
  5664. b?: number,
  5665. /**
  5666. * Defines the alpha component (between 0 and 1, default is 1)
  5667. */
  5668. a?: number);
  5669. /**
  5670. * Adds in place the given Color4 values to the current Color4 object
  5671. * @param right defines the second operand
  5672. * @returns the current updated Color4 object
  5673. */
  5674. addInPlace(right: DeepImmutable<Color4>): Color4;
  5675. /**
  5676. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5677. * @returns the new array
  5678. */
  5679. asArray(): number[];
  5680. /**
  5681. * Stores from the starting index in the given array the Color4 successive values
  5682. * @param array defines the array where to store the r,g,b components
  5683. * @param index defines an optional index in the target array to define where to start storing values
  5684. * @returns the current Color4 object
  5685. */
  5686. toArray(array: number[], index?: number): Color4;
  5687. /**
  5688. * Determines equality between Color4 objects
  5689. * @param otherColor defines the second operand
  5690. * @returns true if the rgba values are equal to the given ones
  5691. */
  5692. equals(otherColor: DeepImmutable<Color4>): boolean;
  5693. /**
  5694. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5695. * @param right defines the second operand
  5696. * @returns a new Color4 object
  5697. */
  5698. add(right: DeepImmutable<Color4>): Color4;
  5699. /**
  5700. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5701. * @param right defines the second operand
  5702. * @returns a new Color4 object
  5703. */
  5704. subtract(right: DeepImmutable<Color4>): Color4;
  5705. /**
  5706. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5707. * @param right defines the second operand
  5708. * @param result defines the Color4 object where to store the result
  5709. * @returns the current Color4 object
  5710. */
  5711. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5712. /**
  5713. * Creates a new Color4 with the current Color4 values multiplied by scale
  5714. * @param scale defines the scaling factor to apply
  5715. * @returns a new Color4 object
  5716. */
  5717. scale(scale: number): Color4;
  5718. /**
  5719. * Multiplies the current Color4 values by scale and stores the result in "result"
  5720. * @param scale defines the scaling factor to apply
  5721. * @param result defines the Color4 object where to store the result
  5722. * @returns the current unmodified Color4
  5723. */
  5724. scaleToRef(scale: number, result: Color4): Color4;
  5725. /**
  5726. * Scale the current Color4 values by a factor and add the result to a given Color4
  5727. * @param scale defines the scale factor
  5728. * @param result defines the Color4 object where to store the result
  5729. * @returns the unmodified current Color4
  5730. */
  5731. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5732. /**
  5733. * Clamps the rgb values by the min and max values and stores the result into "result"
  5734. * @param min defines minimum clamping value (default is 0)
  5735. * @param max defines maximum clamping value (default is 1)
  5736. * @param result defines color to store the result into.
  5737. * @returns the cuurent Color4
  5738. */
  5739. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5740. /**
  5741. * Multipy an Color4 value by another and return a new Color4 object
  5742. * @param color defines the Color4 value to multiply by
  5743. * @returns a new Color4 object
  5744. */
  5745. multiply(color: Color4): Color4;
  5746. /**
  5747. * Multipy a Color4 value by another and push the result in a reference value
  5748. * @param color defines the Color4 value to multiply by
  5749. * @param result defines the Color4 to fill the result in
  5750. * @returns the result Color4
  5751. */
  5752. multiplyToRef(color: Color4, result: Color4): Color4;
  5753. /**
  5754. * Creates a string with the Color4 current values
  5755. * @returns the string representation of the Color4 object
  5756. */
  5757. toString(): string;
  5758. /**
  5759. * Returns the string "Color4"
  5760. * @returns "Color4"
  5761. */
  5762. getClassName(): string;
  5763. /**
  5764. * Compute the Color4 hash code
  5765. * @returns an unique number that can be used to hash Color4 objects
  5766. */
  5767. getHashCode(): number;
  5768. /**
  5769. * Creates a new Color4 copied from the current one
  5770. * @returns a new Color4 object
  5771. */
  5772. clone(): Color4;
  5773. /**
  5774. * Copies the given Color4 values into the current one
  5775. * @param source defines the source Color4 object
  5776. * @returns the current updated Color4 object
  5777. */
  5778. copyFrom(source: Color4): Color4;
  5779. /**
  5780. * Copies the given float values into the current one
  5781. * @param r defines the red component to read from
  5782. * @param g defines the green component to read from
  5783. * @param b defines the blue component to read from
  5784. * @param a defines the alpha component to read from
  5785. * @returns the current updated Color4 object
  5786. */
  5787. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5788. /**
  5789. * Copies the given float values into the current one
  5790. * @param r defines the red component to read from
  5791. * @param g defines the green component to read from
  5792. * @param b defines the blue component to read from
  5793. * @param a defines the alpha component to read from
  5794. * @returns the current updated Color4 object
  5795. */
  5796. set(r: number, g: number, b: number, a: number): Color4;
  5797. /**
  5798. * Compute the Color4 hexadecimal code as a string
  5799. * @returns a string containing the hexadecimal representation of the Color4 object
  5800. */
  5801. toHexString(): string;
  5802. /**
  5803. * Computes a new Color4 converted from the current one to linear space
  5804. * @returns a new Color4 object
  5805. */
  5806. toLinearSpace(): Color4;
  5807. /**
  5808. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5809. * @param convertedColor defines the Color4 object where to store the linear space version
  5810. * @returns the unmodified Color4
  5811. */
  5812. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5813. /**
  5814. * Computes a new Color4 converted from the current one to gamma space
  5815. * @returns a new Color4 object
  5816. */
  5817. toGammaSpace(): Color4;
  5818. /**
  5819. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5820. * @param convertedColor defines the Color4 object where to store the gamma space version
  5821. * @returns the unmodified Color4
  5822. */
  5823. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5824. /**
  5825. * Creates a new Color4 from the string containing valid hexadecimal values
  5826. * @param hex defines a string containing valid hexadecimal values
  5827. * @returns a new Color4 object
  5828. */
  5829. static FromHexString(hex: string): Color4;
  5830. /**
  5831. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5832. * @param left defines the start value
  5833. * @param right defines the end value
  5834. * @param amount defines the gradient factor
  5835. * @returns a new Color4 object
  5836. */
  5837. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5838. /**
  5839. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5840. * @param left defines the start value
  5841. * @param right defines the end value
  5842. * @param amount defines the gradient factor
  5843. * @param result defines the Color4 object where to store data
  5844. */
  5845. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5846. /**
  5847. * Creates a new Color4 from a Color3 and an alpha value
  5848. * @param color3 defines the source Color3 to read from
  5849. * @param alpha defines the alpha component (1.0 by default)
  5850. * @returns a new Color4 object
  5851. */
  5852. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5853. /**
  5854. * Creates a new Color4 from the starting index element of the given array
  5855. * @param array defines the source array to read from
  5856. * @param offset defines the offset in the source array
  5857. * @returns a new Color4 object
  5858. */
  5859. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5860. /**
  5861. * Creates a new Color3 from integer values (< 256)
  5862. * @param r defines the red component to read from (value between 0 and 255)
  5863. * @param g defines the green component to read from (value between 0 and 255)
  5864. * @param b defines the blue component to read from (value between 0 and 255)
  5865. * @param a defines the alpha component to read from (value between 0 and 255)
  5866. * @returns a new Color3 object
  5867. */
  5868. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5869. /**
  5870. * Check the content of a given array and convert it to an array containing RGBA data
  5871. * If the original array was already containing count * 4 values then it is returned directly
  5872. * @param colors defines the array to check
  5873. * @param count defines the number of RGBA data to expect
  5874. * @returns an array containing count * 4 values (RGBA)
  5875. */
  5876. static CheckColors4(colors: number[], count: number): number[];
  5877. }
  5878. /**
  5879. * @hidden
  5880. */
  5881. export class TmpColors {
  5882. static Color3: Color3[];
  5883. static Color4: Color4[];
  5884. }
  5885. }
  5886. declare module "babylonjs/Animations/animationKey" {
  5887. /**
  5888. * Defines an interface which represents an animation key frame
  5889. */
  5890. export interface IAnimationKey {
  5891. /**
  5892. * Frame of the key frame
  5893. */
  5894. frame: number;
  5895. /**
  5896. * Value at the specifies key frame
  5897. */
  5898. value: any;
  5899. /**
  5900. * The input tangent for the cubic hermite spline
  5901. */
  5902. inTangent?: any;
  5903. /**
  5904. * The output tangent for the cubic hermite spline
  5905. */
  5906. outTangent?: any;
  5907. /**
  5908. * The animation interpolation type
  5909. */
  5910. interpolation?: AnimationKeyInterpolation;
  5911. }
  5912. /**
  5913. * Enum for the animation key frame interpolation type
  5914. */
  5915. export enum AnimationKeyInterpolation {
  5916. /**
  5917. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5918. */
  5919. STEP = 1
  5920. }
  5921. }
  5922. declare module "babylonjs/Animations/animationRange" {
  5923. /**
  5924. * Represents the range of an animation
  5925. */
  5926. export class AnimationRange {
  5927. /**The name of the animation range**/
  5928. name: string;
  5929. /**The starting frame of the animation */
  5930. from: number;
  5931. /**The ending frame of the animation*/
  5932. to: number;
  5933. /**
  5934. * Initializes the range of an animation
  5935. * @param name The name of the animation range
  5936. * @param from The starting frame of the animation
  5937. * @param to The ending frame of the animation
  5938. */
  5939. constructor(
  5940. /**The name of the animation range**/
  5941. name: string,
  5942. /**The starting frame of the animation */
  5943. from: number,
  5944. /**The ending frame of the animation*/
  5945. to: number);
  5946. /**
  5947. * Makes a copy of the animation range
  5948. * @returns A copy of the animation range
  5949. */
  5950. clone(): AnimationRange;
  5951. }
  5952. }
  5953. declare module "babylonjs/Animations/animationEvent" {
  5954. /**
  5955. * Composed of a frame, and an action function
  5956. */
  5957. export class AnimationEvent {
  5958. /** The frame for which the event is triggered **/
  5959. frame: number;
  5960. /** The event to perform when triggered **/
  5961. action: (currentFrame: number) => void;
  5962. /** Specifies if the event should be triggered only once**/
  5963. onlyOnce?: boolean | undefined;
  5964. /**
  5965. * Specifies if the animation event is done
  5966. */
  5967. isDone: boolean;
  5968. /**
  5969. * Initializes the animation event
  5970. * @param frame The frame for which the event is triggered
  5971. * @param action The event to perform when triggered
  5972. * @param onlyOnce Specifies if the event should be triggered only once
  5973. */
  5974. constructor(
  5975. /** The frame for which the event is triggered **/
  5976. frame: number,
  5977. /** The event to perform when triggered **/
  5978. action: (currentFrame: number) => void,
  5979. /** Specifies if the event should be triggered only once**/
  5980. onlyOnce?: boolean | undefined);
  5981. /** @hidden */
  5982. _clone(): AnimationEvent;
  5983. }
  5984. }
  5985. declare module "babylonjs/Behaviors/behavior" {
  5986. import { Nullable } from "babylonjs/types";
  5987. /**
  5988. * Interface used to define a behavior
  5989. */
  5990. export interface Behavior<T> {
  5991. /** gets or sets behavior's name */
  5992. name: string;
  5993. /**
  5994. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5995. */
  5996. init(): void;
  5997. /**
  5998. * Called when the behavior is attached to a target
  5999. * @param target defines the target where the behavior is attached to
  6000. */
  6001. attach(target: T): void;
  6002. /**
  6003. * Called when the behavior is detached from its target
  6004. */
  6005. detach(): void;
  6006. }
  6007. /**
  6008. * Interface implemented by classes supporting behaviors
  6009. */
  6010. export interface IBehaviorAware<T> {
  6011. /**
  6012. * Attach a behavior
  6013. * @param behavior defines the behavior to attach
  6014. * @returns the current host
  6015. */
  6016. addBehavior(behavior: Behavior<T>): T;
  6017. /**
  6018. * Remove a behavior from the current object
  6019. * @param behavior defines the behavior to detach
  6020. * @returns the current host
  6021. */
  6022. removeBehavior(behavior: Behavior<T>): T;
  6023. /**
  6024. * Gets a behavior using its name to search
  6025. * @param name defines the name to search
  6026. * @returns the behavior or null if not found
  6027. */
  6028. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6029. }
  6030. }
  6031. declare module "babylonjs/Misc/smartArray" {
  6032. /**
  6033. * Defines an array and its length.
  6034. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6035. */
  6036. export interface ISmartArrayLike<T> {
  6037. /**
  6038. * The data of the array.
  6039. */
  6040. data: Array<T>;
  6041. /**
  6042. * The active length of the array.
  6043. */
  6044. length: number;
  6045. }
  6046. /**
  6047. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6048. */
  6049. export class SmartArray<T> implements ISmartArrayLike<T> {
  6050. /**
  6051. * The full set of data from the array.
  6052. */
  6053. data: Array<T>;
  6054. /**
  6055. * The active length of the array.
  6056. */
  6057. length: number;
  6058. protected _id: number;
  6059. /**
  6060. * Instantiates a Smart Array.
  6061. * @param capacity defines the default capacity of the array.
  6062. */
  6063. constructor(capacity: number);
  6064. /**
  6065. * Pushes a value at the end of the active data.
  6066. * @param value defines the object to push in the array.
  6067. */
  6068. push(value: T): void;
  6069. /**
  6070. * Iterates over the active data and apply the lambda to them.
  6071. * @param func defines the action to apply on each value.
  6072. */
  6073. forEach(func: (content: T) => void): void;
  6074. /**
  6075. * Sorts the full sets of data.
  6076. * @param compareFn defines the comparison function to apply.
  6077. */
  6078. sort(compareFn: (a: T, b: T) => number): void;
  6079. /**
  6080. * Resets the active data to an empty array.
  6081. */
  6082. reset(): void;
  6083. /**
  6084. * Releases all the data from the array as well as the array.
  6085. */
  6086. dispose(): void;
  6087. /**
  6088. * Concats the active data with a given array.
  6089. * @param array defines the data to concatenate with.
  6090. */
  6091. concat(array: any): void;
  6092. /**
  6093. * Returns the position of a value in the active data.
  6094. * @param value defines the value to find the index for
  6095. * @returns the index if found in the active data otherwise -1
  6096. */
  6097. indexOf(value: T): number;
  6098. /**
  6099. * Returns whether an element is part of the active data.
  6100. * @param value defines the value to look for
  6101. * @returns true if found in the active data otherwise false
  6102. */
  6103. contains(value: T): boolean;
  6104. private static _GlobalId;
  6105. }
  6106. /**
  6107. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6108. * The data in this array can only be present once
  6109. */
  6110. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6111. private _duplicateId;
  6112. /**
  6113. * Pushes a value at the end of the active data.
  6114. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6115. * @param value defines the object to push in the array.
  6116. */
  6117. push(value: T): void;
  6118. /**
  6119. * Pushes a value at the end of the active data.
  6120. * If the data is already present, it won t be added again
  6121. * @param value defines the object to push in the array.
  6122. * @returns true if added false if it was already present
  6123. */
  6124. pushNoDuplicate(value: T): boolean;
  6125. /**
  6126. * Resets the active data to an empty array.
  6127. */
  6128. reset(): void;
  6129. /**
  6130. * Concats the active data with a given array.
  6131. * This ensures no dupplicate will be present in the result.
  6132. * @param array defines the data to concatenate with.
  6133. */
  6134. concatWithNoDuplicate(array: any): void;
  6135. }
  6136. }
  6137. declare module "babylonjs/Cameras/cameraInputsManager" {
  6138. import { Nullable } from "babylonjs/types";
  6139. import { Camera } from "babylonjs/Cameras/camera";
  6140. /**
  6141. * @ignore
  6142. * This is a list of all the different input types that are available in the application.
  6143. * Fo instance: ArcRotateCameraGamepadInput...
  6144. */
  6145. export var CameraInputTypes: {};
  6146. /**
  6147. * This is the contract to implement in order to create a new input class.
  6148. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6149. */
  6150. export interface ICameraInput<TCamera extends Camera> {
  6151. /**
  6152. * Defines the camera the input is attached to.
  6153. */
  6154. camera: Nullable<TCamera>;
  6155. /**
  6156. * Gets the class name of the current intput.
  6157. * @returns the class name
  6158. */
  6159. getClassName(): string;
  6160. /**
  6161. * Get the friendly name associated with the input class.
  6162. * @returns the input friendly name
  6163. */
  6164. getSimpleName(): string;
  6165. /**
  6166. * Attach the input controls to a specific dom element to get the input from.
  6167. * @param element Defines the element the controls should be listened from
  6168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6169. */
  6170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6171. /**
  6172. * Detach the current controls from the specified dom element.
  6173. * @param element Defines the element to stop listening the inputs from
  6174. */
  6175. detachControl(element: Nullable<HTMLElement>): void;
  6176. /**
  6177. * Update the current camera state depending on the inputs that have been used this frame.
  6178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6179. */
  6180. checkInputs?: () => void;
  6181. }
  6182. /**
  6183. * Represents a map of input types to input instance or input index to input instance.
  6184. */
  6185. export interface CameraInputsMap<TCamera extends Camera> {
  6186. /**
  6187. * Accessor to the input by input type.
  6188. */
  6189. [name: string]: ICameraInput<TCamera>;
  6190. /**
  6191. * Accessor to the input by input index.
  6192. */
  6193. [idx: number]: ICameraInput<TCamera>;
  6194. }
  6195. /**
  6196. * This represents the input manager used within a camera.
  6197. * It helps dealing with all the different kind of input attached to a camera.
  6198. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6199. */
  6200. export class CameraInputsManager<TCamera extends Camera> {
  6201. /**
  6202. * Defines the list of inputs attahed to the camera.
  6203. */
  6204. attached: CameraInputsMap<TCamera>;
  6205. /**
  6206. * Defines the dom element the camera is collecting inputs from.
  6207. * This is null if the controls have not been attached.
  6208. */
  6209. attachedElement: Nullable<HTMLElement>;
  6210. /**
  6211. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6212. */
  6213. noPreventDefault: boolean;
  6214. /**
  6215. * Defined the camera the input manager belongs to.
  6216. */
  6217. camera: TCamera;
  6218. /**
  6219. * Update the current camera state depending on the inputs that have been used this frame.
  6220. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6221. */
  6222. checkInputs: () => void;
  6223. /**
  6224. * Instantiate a new Camera Input Manager.
  6225. * @param camera Defines the camera the input manager blongs to
  6226. */
  6227. constructor(camera: TCamera);
  6228. /**
  6229. * Add an input method to a camera
  6230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6231. * @param input camera input method
  6232. */
  6233. add(input: ICameraInput<TCamera>): void;
  6234. /**
  6235. * Remove a specific input method from a camera
  6236. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6237. * @param inputToRemove camera input method
  6238. */
  6239. remove(inputToRemove: ICameraInput<TCamera>): void;
  6240. /**
  6241. * Remove a specific input type from a camera
  6242. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6243. * @param inputType the type of the input to remove
  6244. */
  6245. removeByType(inputType: string): void;
  6246. private _addCheckInputs;
  6247. /**
  6248. * Attach the input controls to the currently attached dom element to listen the events from.
  6249. * @param input Defines the input to attach
  6250. */
  6251. attachInput(input: ICameraInput<TCamera>): void;
  6252. /**
  6253. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6254. * @param element Defines the dom element to collect the events from
  6255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6256. */
  6257. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6258. /**
  6259. * Detach the current manager inputs controls from a specific dom element.
  6260. * @param element Defines the dom element to collect the events from
  6261. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6262. */
  6263. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6264. /**
  6265. * Rebuild the dynamic inputCheck function from the current list of
  6266. * defined inputs in the manager.
  6267. */
  6268. rebuildInputCheck(): void;
  6269. /**
  6270. * Remove all attached input methods from a camera
  6271. */
  6272. clear(): void;
  6273. /**
  6274. * Serialize the current input manager attached to a camera.
  6275. * This ensures than once parsed,
  6276. * the input associated to the camera will be identical to the current ones
  6277. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6278. */
  6279. serialize(serializedCamera: any): void;
  6280. /**
  6281. * Parses an input manager serialized JSON to restore the previous list of inputs
  6282. * and states associated to a camera.
  6283. * @param parsedCamera Defines the JSON to parse
  6284. */
  6285. parse(parsedCamera: any): void;
  6286. }
  6287. }
  6288. declare module "babylonjs/Meshes/buffer" {
  6289. import { Nullable, DataArray } from "babylonjs/types";
  6290. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6291. /**
  6292. * Class used to store data that will be store in GPU memory
  6293. */
  6294. export class Buffer {
  6295. private _engine;
  6296. private _buffer;
  6297. /** @hidden */
  6298. _data: Nullable<DataArray>;
  6299. private _updatable;
  6300. private _instanced;
  6301. private _divisor;
  6302. /**
  6303. * Gets the byte stride.
  6304. */
  6305. readonly byteStride: number;
  6306. /**
  6307. * Constructor
  6308. * @param engine the engine
  6309. * @param data the data to use for this buffer
  6310. * @param updatable whether the data is updatable
  6311. * @param stride the stride (optional)
  6312. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6313. * @param instanced whether the buffer is instanced (optional)
  6314. * @param useBytes set to true if the stride in in bytes (optional)
  6315. * @param divisor sets an optional divisor for instances (1 by default)
  6316. */
  6317. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6318. /**
  6319. * Create a new VertexBuffer based on the current buffer
  6320. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6321. * @param offset defines offset in the buffer (0 by default)
  6322. * @param size defines the size in floats of attributes (position is 3 for instance)
  6323. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6324. * @param instanced defines if the vertex buffer contains indexed data
  6325. * @param useBytes defines if the offset and stride are in bytes *
  6326. * @param divisor sets an optional divisor for instances (1 by default)
  6327. * @returns the new vertex buffer
  6328. */
  6329. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6330. /**
  6331. * Gets a boolean indicating if the Buffer is updatable?
  6332. * @returns true if the buffer is updatable
  6333. */
  6334. isUpdatable(): boolean;
  6335. /**
  6336. * Gets current buffer's data
  6337. * @returns a DataArray or null
  6338. */
  6339. getData(): Nullable<DataArray>;
  6340. /**
  6341. * Gets underlying native buffer
  6342. * @returns underlying native buffer
  6343. */
  6344. getBuffer(): Nullable<DataBuffer>;
  6345. /**
  6346. * Gets the stride in float32 units (i.e. byte stride / 4).
  6347. * May not be an integer if the byte stride is not divisible by 4.
  6348. * @returns the stride in float32 units
  6349. * @deprecated Please use byteStride instead.
  6350. */
  6351. getStrideSize(): number;
  6352. /**
  6353. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6354. * @param data defines the data to store
  6355. */
  6356. create(data?: Nullable<DataArray>): void;
  6357. /** @hidden */
  6358. _rebuild(): void;
  6359. /**
  6360. * Update current buffer data
  6361. * @param data defines the data to store
  6362. */
  6363. update(data: DataArray): void;
  6364. /**
  6365. * Updates the data directly.
  6366. * @param data the new data
  6367. * @param offset the new offset
  6368. * @param vertexCount the vertex count (optional)
  6369. * @param useBytes set to true if the offset is in bytes
  6370. */
  6371. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6372. /**
  6373. * Release all resources
  6374. */
  6375. dispose(): void;
  6376. }
  6377. /**
  6378. * Specialized buffer used to store vertex data
  6379. */
  6380. export class VertexBuffer {
  6381. /** @hidden */
  6382. _buffer: Buffer;
  6383. private _kind;
  6384. private _size;
  6385. private _ownsBuffer;
  6386. private _instanced;
  6387. private _instanceDivisor;
  6388. /**
  6389. * The byte type.
  6390. */
  6391. static readonly BYTE: number;
  6392. /**
  6393. * The unsigned byte type.
  6394. */
  6395. static readonly UNSIGNED_BYTE: number;
  6396. /**
  6397. * The short type.
  6398. */
  6399. static readonly SHORT: number;
  6400. /**
  6401. * The unsigned short type.
  6402. */
  6403. static readonly UNSIGNED_SHORT: number;
  6404. /**
  6405. * The integer type.
  6406. */
  6407. static readonly INT: number;
  6408. /**
  6409. * The unsigned integer type.
  6410. */
  6411. static readonly UNSIGNED_INT: number;
  6412. /**
  6413. * The float type.
  6414. */
  6415. static readonly FLOAT: number;
  6416. /**
  6417. * Gets or sets the instance divisor when in instanced mode
  6418. */
  6419. get instanceDivisor(): number;
  6420. set instanceDivisor(value: number);
  6421. /**
  6422. * Gets the byte stride.
  6423. */
  6424. readonly byteStride: number;
  6425. /**
  6426. * Gets the byte offset.
  6427. */
  6428. readonly byteOffset: number;
  6429. /**
  6430. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6431. */
  6432. readonly normalized: boolean;
  6433. /**
  6434. * Gets the data type of each component in the array.
  6435. */
  6436. readonly type: number;
  6437. /**
  6438. * Constructor
  6439. * @param engine the engine
  6440. * @param data the data to use for this vertex buffer
  6441. * @param kind the vertex buffer kind
  6442. * @param updatable whether the data is updatable
  6443. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6444. * @param stride the stride (optional)
  6445. * @param instanced whether the buffer is instanced (optional)
  6446. * @param offset the offset of the data (optional)
  6447. * @param size the number of components (optional)
  6448. * @param type the type of the component (optional)
  6449. * @param normalized whether the data contains normalized data (optional)
  6450. * @param useBytes set to true if stride and offset are in bytes (optional)
  6451. * @param divisor defines the instance divisor to use (1 by default)
  6452. */
  6453. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6454. /** @hidden */
  6455. _rebuild(): void;
  6456. /**
  6457. * Returns the kind of the VertexBuffer (string)
  6458. * @returns a string
  6459. */
  6460. getKind(): string;
  6461. /**
  6462. * Gets a boolean indicating if the VertexBuffer is updatable?
  6463. * @returns true if the buffer is updatable
  6464. */
  6465. isUpdatable(): boolean;
  6466. /**
  6467. * Gets current buffer's data
  6468. * @returns a DataArray or null
  6469. */
  6470. getData(): Nullable<DataArray>;
  6471. /**
  6472. * Gets underlying native buffer
  6473. * @returns underlying native buffer
  6474. */
  6475. getBuffer(): Nullable<DataBuffer>;
  6476. /**
  6477. * Gets the stride in float32 units (i.e. byte stride / 4).
  6478. * May not be an integer if the byte stride is not divisible by 4.
  6479. * @returns the stride in float32 units
  6480. * @deprecated Please use byteStride instead.
  6481. */
  6482. getStrideSize(): number;
  6483. /**
  6484. * Returns the offset as a multiple of the type byte length.
  6485. * @returns the offset in bytes
  6486. * @deprecated Please use byteOffset instead.
  6487. */
  6488. getOffset(): number;
  6489. /**
  6490. * Returns the number of components per vertex attribute (integer)
  6491. * @returns the size in float
  6492. */
  6493. getSize(): number;
  6494. /**
  6495. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6496. * @returns true if this buffer is instanced
  6497. */
  6498. getIsInstanced(): boolean;
  6499. /**
  6500. * Returns the instancing divisor, zero for non-instanced (integer).
  6501. * @returns a number
  6502. */
  6503. getInstanceDivisor(): number;
  6504. /**
  6505. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6506. * @param data defines the data to store
  6507. */
  6508. create(data?: DataArray): void;
  6509. /**
  6510. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6511. * This function will create a new buffer if the current one is not updatable
  6512. * @param data defines the data to store
  6513. */
  6514. update(data: DataArray): void;
  6515. /**
  6516. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6517. * Returns the directly updated WebGLBuffer.
  6518. * @param data the new data
  6519. * @param offset the new offset
  6520. * @param useBytes set to true if the offset is in bytes
  6521. */
  6522. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6523. /**
  6524. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6525. */
  6526. dispose(): void;
  6527. /**
  6528. * Enumerates each value of this vertex buffer as numbers.
  6529. * @param count the number of values to enumerate
  6530. * @param callback the callback function called for each value
  6531. */
  6532. forEach(count: number, callback: (value: number, index: number) => void): void;
  6533. /**
  6534. * Positions
  6535. */
  6536. static readonly PositionKind: string;
  6537. /**
  6538. * Normals
  6539. */
  6540. static readonly NormalKind: string;
  6541. /**
  6542. * Tangents
  6543. */
  6544. static readonly TangentKind: string;
  6545. /**
  6546. * Texture coordinates
  6547. */
  6548. static readonly UVKind: string;
  6549. /**
  6550. * Texture coordinates 2
  6551. */
  6552. static readonly UV2Kind: string;
  6553. /**
  6554. * Texture coordinates 3
  6555. */
  6556. static readonly UV3Kind: string;
  6557. /**
  6558. * Texture coordinates 4
  6559. */
  6560. static readonly UV4Kind: string;
  6561. /**
  6562. * Texture coordinates 5
  6563. */
  6564. static readonly UV5Kind: string;
  6565. /**
  6566. * Texture coordinates 6
  6567. */
  6568. static readonly UV6Kind: string;
  6569. /**
  6570. * Colors
  6571. */
  6572. static readonly ColorKind: string;
  6573. /**
  6574. * Matrix indices (for bones)
  6575. */
  6576. static readonly MatricesIndicesKind: string;
  6577. /**
  6578. * Matrix weights (for bones)
  6579. */
  6580. static readonly MatricesWeightsKind: string;
  6581. /**
  6582. * Additional matrix indices (for bones)
  6583. */
  6584. static readonly MatricesIndicesExtraKind: string;
  6585. /**
  6586. * Additional matrix weights (for bones)
  6587. */
  6588. static readonly MatricesWeightsExtraKind: string;
  6589. /**
  6590. * Deduces the stride given a kind.
  6591. * @param kind The kind string to deduce
  6592. * @returns The deduced stride
  6593. */
  6594. static DeduceStride(kind: string): number;
  6595. /**
  6596. * Gets the byte length of the given type.
  6597. * @param type the type
  6598. * @returns the number of bytes
  6599. */
  6600. static GetTypeByteLength(type: number): number;
  6601. /**
  6602. * Enumerates each value of the given parameters as numbers.
  6603. * @param data the data to enumerate
  6604. * @param byteOffset the byte offset of the data
  6605. * @param byteStride the byte stride of the data
  6606. * @param componentCount the number of components per element
  6607. * @param componentType the type of the component
  6608. * @param count the number of values to enumerate
  6609. * @param normalized whether the data is normalized
  6610. * @param callback the callback function called for each value
  6611. */
  6612. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6613. private static _GetFloatValue;
  6614. }
  6615. }
  6616. declare module "babylonjs/Collisions/intersectionInfo" {
  6617. import { Nullable } from "babylonjs/types";
  6618. /**
  6619. * @hidden
  6620. */
  6621. export class IntersectionInfo {
  6622. bu: Nullable<number>;
  6623. bv: Nullable<number>;
  6624. distance: number;
  6625. faceId: number;
  6626. subMeshId: number;
  6627. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6628. }
  6629. }
  6630. declare module "babylonjs/Maths/math.plane" {
  6631. import { DeepImmutable } from "babylonjs/types";
  6632. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6633. /**
  6634. * Represens a plane by the equation ax + by + cz + d = 0
  6635. */
  6636. export class Plane {
  6637. private static _TmpMatrix;
  6638. /**
  6639. * Normal of the plane (a,b,c)
  6640. */
  6641. normal: Vector3;
  6642. /**
  6643. * d component of the plane
  6644. */
  6645. d: number;
  6646. /**
  6647. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6648. * @param a a component of the plane
  6649. * @param b b component of the plane
  6650. * @param c c component of the plane
  6651. * @param d d component of the plane
  6652. */
  6653. constructor(a: number, b: number, c: number, d: number);
  6654. /**
  6655. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6656. */
  6657. asArray(): number[];
  6658. /**
  6659. * @returns a new plane copied from the current Plane.
  6660. */
  6661. clone(): Plane;
  6662. /**
  6663. * @returns the string "Plane".
  6664. */
  6665. getClassName(): string;
  6666. /**
  6667. * @returns the Plane hash code.
  6668. */
  6669. getHashCode(): number;
  6670. /**
  6671. * Normalize the current Plane in place.
  6672. * @returns the updated Plane.
  6673. */
  6674. normalize(): Plane;
  6675. /**
  6676. * Applies a transformation the plane and returns the result
  6677. * @param transformation the transformation matrix to be applied to the plane
  6678. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6679. */
  6680. transform(transformation: DeepImmutable<Matrix>): Plane;
  6681. /**
  6682. * Calcualtte the dot product between the point and the plane normal
  6683. * @param point point to calculate the dot product with
  6684. * @returns the dot product (float) of the point coordinates and the plane normal.
  6685. */
  6686. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6687. /**
  6688. * Updates the current Plane from the plane defined by the three given points.
  6689. * @param point1 one of the points used to contruct the plane
  6690. * @param point2 one of the points used to contruct the plane
  6691. * @param point3 one of the points used to contruct the plane
  6692. * @returns the updated Plane.
  6693. */
  6694. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6695. /**
  6696. * Checks if the plane is facing a given direction
  6697. * @param direction the direction to check if the plane is facing
  6698. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6699. * @returns True is the vector "direction" is the same side than the plane normal.
  6700. */
  6701. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6702. /**
  6703. * Calculates the distance to a point
  6704. * @param point point to calculate distance to
  6705. * @returns the signed distance (float) from the given point to the Plane.
  6706. */
  6707. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6708. /**
  6709. * Creates a plane from an array
  6710. * @param array the array to create a plane from
  6711. * @returns a new Plane from the given array.
  6712. */
  6713. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6714. /**
  6715. * Creates a plane from three points
  6716. * @param point1 point used to create the plane
  6717. * @param point2 point used to create the plane
  6718. * @param point3 point used to create the plane
  6719. * @returns a new Plane defined by the three given points.
  6720. */
  6721. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6722. /**
  6723. * Creates a plane from an origin point and a normal
  6724. * @param origin origin of the plane to be constructed
  6725. * @param normal normal of the plane to be constructed
  6726. * @returns a new Plane the normal vector to this plane at the given origin point.
  6727. * Note : the vector "normal" is updated because normalized.
  6728. */
  6729. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6730. /**
  6731. * Calculates the distance from a plane and a point
  6732. * @param origin origin of the plane to be constructed
  6733. * @param normal normal of the plane to be constructed
  6734. * @param point point to calculate distance to
  6735. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6736. */
  6737. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6738. }
  6739. }
  6740. declare module "babylonjs/Culling/boundingSphere" {
  6741. import { DeepImmutable } from "babylonjs/types";
  6742. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6743. import { Plane } from "babylonjs/Maths/math.plane";
  6744. /**
  6745. * Class used to store bounding sphere information
  6746. */
  6747. export class BoundingSphere {
  6748. /**
  6749. * Gets the center of the bounding sphere in local space
  6750. */
  6751. readonly center: Vector3;
  6752. /**
  6753. * Radius of the bounding sphere in local space
  6754. */
  6755. radius: number;
  6756. /**
  6757. * Gets the center of the bounding sphere in world space
  6758. */
  6759. readonly centerWorld: Vector3;
  6760. /**
  6761. * Radius of the bounding sphere in world space
  6762. */
  6763. radiusWorld: number;
  6764. /**
  6765. * Gets the minimum vector in local space
  6766. */
  6767. readonly minimum: Vector3;
  6768. /**
  6769. * Gets the maximum vector in local space
  6770. */
  6771. readonly maximum: Vector3;
  6772. private _worldMatrix;
  6773. private static readonly TmpVector3;
  6774. /**
  6775. * Creates a new bounding sphere
  6776. * @param min defines the minimum vector (in local space)
  6777. * @param max defines the maximum vector (in local space)
  6778. * @param worldMatrix defines the new world matrix
  6779. */
  6780. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6781. /**
  6782. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6783. * @param min defines the new minimum vector (in local space)
  6784. * @param max defines the new maximum vector (in local space)
  6785. * @param worldMatrix defines the new world matrix
  6786. */
  6787. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6788. /**
  6789. * Scale the current bounding sphere by applying a scale factor
  6790. * @param factor defines the scale factor to apply
  6791. * @returns the current bounding box
  6792. */
  6793. scale(factor: number): BoundingSphere;
  6794. /**
  6795. * Gets the world matrix of the bounding box
  6796. * @returns a matrix
  6797. */
  6798. getWorldMatrix(): DeepImmutable<Matrix>;
  6799. /** @hidden */
  6800. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6801. /**
  6802. * Tests if the bounding sphere is intersecting the frustum planes
  6803. * @param frustumPlanes defines the frustum planes to test
  6804. * @returns true if there is an intersection
  6805. */
  6806. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6807. /**
  6808. * Tests if the bounding sphere center is in between the frustum planes.
  6809. * Used for optimistic fast inclusion.
  6810. * @param frustumPlanes defines the frustum planes to test
  6811. * @returns true if the sphere center is in between the frustum planes
  6812. */
  6813. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6814. /**
  6815. * Tests if a point is inside the bounding sphere
  6816. * @param point defines the point to test
  6817. * @returns true if the point is inside the bounding sphere
  6818. */
  6819. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6820. /**
  6821. * Checks if two sphere intersct
  6822. * @param sphere0 sphere 0
  6823. * @param sphere1 sphere 1
  6824. * @returns true if the speres intersect
  6825. */
  6826. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6827. }
  6828. }
  6829. declare module "babylonjs/Culling/boundingBox" {
  6830. import { DeepImmutable } from "babylonjs/types";
  6831. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6832. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6833. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6834. import { Plane } from "babylonjs/Maths/math.plane";
  6835. /**
  6836. * Class used to store bounding box information
  6837. */
  6838. export class BoundingBox implements ICullable {
  6839. /**
  6840. * Gets the 8 vectors representing the bounding box in local space
  6841. */
  6842. readonly vectors: Vector3[];
  6843. /**
  6844. * Gets the center of the bounding box in local space
  6845. */
  6846. readonly center: Vector3;
  6847. /**
  6848. * Gets the center of the bounding box in world space
  6849. */
  6850. readonly centerWorld: Vector3;
  6851. /**
  6852. * Gets the extend size in local space
  6853. */
  6854. readonly extendSize: Vector3;
  6855. /**
  6856. * Gets the extend size in world space
  6857. */
  6858. readonly extendSizeWorld: Vector3;
  6859. /**
  6860. * Gets the OBB (object bounding box) directions
  6861. */
  6862. readonly directions: Vector3[];
  6863. /**
  6864. * Gets the 8 vectors representing the bounding box in world space
  6865. */
  6866. readonly vectorsWorld: Vector3[];
  6867. /**
  6868. * Gets the minimum vector in world space
  6869. */
  6870. readonly minimumWorld: Vector3;
  6871. /**
  6872. * Gets the maximum vector in world space
  6873. */
  6874. readonly maximumWorld: Vector3;
  6875. /**
  6876. * Gets the minimum vector in local space
  6877. */
  6878. readonly minimum: Vector3;
  6879. /**
  6880. * Gets the maximum vector in local space
  6881. */
  6882. readonly maximum: Vector3;
  6883. private _worldMatrix;
  6884. private static readonly TmpVector3;
  6885. /**
  6886. * @hidden
  6887. */
  6888. _tag: number;
  6889. /**
  6890. * Creates a new bounding box
  6891. * @param min defines the minimum vector (in local space)
  6892. * @param max defines the maximum vector (in local space)
  6893. * @param worldMatrix defines the new world matrix
  6894. */
  6895. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6896. /**
  6897. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6898. * @param min defines the new minimum vector (in local space)
  6899. * @param max defines the new maximum vector (in local space)
  6900. * @param worldMatrix defines the new world matrix
  6901. */
  6902. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6903. /**
  6904. * Scale the current bounding box by applying a scale factor
  6905. * @param factor defines the scale factor to apply
  6906. * @returns the current bounding box
  6907. */
  6908. scale(factor: number): BoundingBox;
  6909. /**
  6910. * Gets the world matrix of the bounding box
  6911. * @returns a matrix
  6912. */
  6913. getWorldMatrix(): DeepImmutable<Matrix>;
  6914. /** @hidden */
  6915. _update(world: DeepImmutable<Matrix>): void;
  6916. /**
  6917. * Tests if the bounding box is intersecting the frustum planes
  6918. * @param frustumPlanes defines the frustum planes to test
  6919. * @returns true if there is an intersection
  6920. */
  6921. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6922. /**
  6923. * Tests if the bounding box is entirely inside the frustum planes
  6924. * @param frustumPlanes defines the frustum planes to test
  6925. * @returns true if there is an inclusion
  6926. */
  6927. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6928. /**
  6929. * Tests if a point is inside the bounding box
  6930. * @param point defines the point to test
  6931. * @returns true if the point is inside the bounding box
  6932. */
  6933. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6934. /**
  6935. * Tests if the bounding box intersects with a bounding sphere
  6936. * @param sphere defines the sphere to test
  6937. * @returns true if there is an intersection
  6938. */
  6939. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6940. /**
  6941. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6942. * @param min defines the min vector to use
  6943. * @param max defines the max vector to use
  6944. * @returns true if there is an intersection
  6945. */
  6946. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Tests if two bounding boxes are intersections
  6949. * @param box0 defines the first box to test
  6950. * @param box1 defines the second box to test
  6951. * @returns true if there is an intersection
  6952. */
  6953. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6954. /**
  6955. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6956. * @param minPoint defines the minimum vector of the bounding box
  6957. * @param maxPoint defines the maximum vector of the bounding box
  6958. * @param sphereCenter defines the sphere center
  6959. * @param sphereRadius defines the sphere radius
  6960. * @returns true if there is an intersection
  6961. */
  6962. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6963. /**
  6964. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6965. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6966. * @param frustumPlanes defines the frustum planes to test
  6967. * @return true if there is an inclusion
  6968. */
  6969. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6970. /**
  6971. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6972. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6973. * @param frustumPlanes defines the frustum planes to test
  6974. * @return true if there is an intersection
  6975. */
  6976. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6977. }
  6978. }
  6979. declare module "babylonjs/Collisions/collider" {
  6980. import { Nullable, IndicesArray } from "babylonjs/types";
  6981. import { Vector3 } from "babylonjs/Maths/math.vector";
  6982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6983. import { Plane } from "babylonjs/Maths/math.plane";
  6984. /** @hidden */
  6985. export class Collider {
  6986. /** Define if a collision was found */
  6987. collisionFound: boolean;
  6988. /**
  6989. * Define last intersection point in local space
  6990. */
  6991. intersectionPoint: Vector3;
  6992. /**
  6993. * Define last collided mesh
  6994. */
  6995. collidedMesh: Nullable<AbstractMesh>;
  6996. private _collisionPoint;
  6997. private _planeIntersectionPoint;
  6998. private _tempVector;
  6999. private _tempVector2;
  7000. private _tempVector3;
  7001. private _tempVector4;
  7002. private _edge;
  7003. private _baseToVertex;
  7004. private _destinationPoint;
  7005. private _slidePlaneNormal;
  7006. private _displacementVector;
  7007. /** @hidden */
  7008. _radius: Vector3;
  7009. /** @hidden */
  7010. _retry: number;
  7011. private _velocity;
  7012. private _basePoint;
  7013. private _epsilon;
  7014. /** @hidden */
  7015. _velocityWorldLength: number;
  7016. /** @hidden */
  7017. _basePointWorld: Vector3;
  7018. private _velocityWorld;
  7019. private _normalizedVelocity;
  7020. /** @hidden */
  7021. _initialVelocity: Vector3;
  7022. /** @hidden */
  7023. _initialPosition: Vector3;
  7024. private _nearestDistance;
  7025. private _collisionMask;
  7026. get collisionMask(): number;
  7027. set collisionMask(mask: number);
  7028. /**
  7029. * Gets the plane normal used to compute the sliding response (in local space)
  7030. */
  7031. get slidePlaneNormal(): Vector3;
  7032. /** @hidden */
  7033. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7034. /** @hidden */
  7035. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7036. /** @hidden */
  7037. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7038. /** @hidden */
  7039. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7040. /** @hidden */
  7041. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7042. /** @hidden */
  7043. _getResponse(pos: Vector3, vel: Vector3): void;
  7044. }
  7045. }
  7046. declare module "babylonjs/Culling/boundingInfo" {
  7047. import { DeepImmutable } from "babylonjs/types";
  7048. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7049. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7050. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7051. import { Plane } from "babylonjs/Maths/math.plane";
  7052. import { Collider } from "babylonjs/Collisions/collider";
  7053. /**
  7054. * Interface for cullable objects
  7055. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7056. */
  7057. export interface ICullable {
  7058. /**
  7059. * Checks if the object or part of the object is in the frustum
  7060. * @param frustumPlanes Camera near/planes
  7061. * @returns true if the object is in frustum otherwise false
  7062. */
  7063. isInFrustum(frustumPlanes: Plane[]): boolean;
  7064. /**
  7065. * Checks if a cullable object (mesh...) is in the camera frustum
  7066. * Unlike isInFrustum this cheks the full bounding box
  7067. * @param frustumPlanes Camera near/planes
  7068. * @returns true if the object is in frustum otherwise false
  7069. */
  7070. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7071. }
  7072. /**
  7073. * Info for a bounding data of a mesh
  7074. */
  7075. export class BoundingInfo implements ICullable {
  7076. /**
  7077. * Bounding box for the mesh
  7078. */
  7079. readonly boundingBox: BoundingBox;
  7080. /**
  7081. * Bounding sphere for the mesh
  7082. */
  7083. readonly boundingSphere: BoundingSphere;
  7084. private _isLocked;
  7085. private static readonly TmpVector3;
  7086. /**
  7087. * Constructs bounding info
  7088. * @param minimum min vector of the bounding box/sphere
  7089. * @param maximum max vector of the bounding box/sphere
  7090. * @param worldMatrix defines the new world matrix
  7091. */
  7092. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7093. /**
  7094. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7095. * @param min defines the new minimum vector (in local space)
  7096. * @param max defines the new maximum vector (in local space)
  7097. * @param worldMatrix defines the new world matrix
  7098. */
  7099. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7100. /**
  7101. * min vector of the bounding box/sphere
  7102. */
  7103. get minimum(): Vector3;
  7104. /**
  7105. * max vector of the bounding box/sphere
  7106. */
  7107. get maximum(): Vector3;
  7108. /**
  7109. * If the info is locked and won't be updated to avoid perf overhead
  7110. */
  7111. get isLocked(): boolean;
  7112. set isLocked(value: boolean);
  7113. /**
  7114. * Updates the bounding sphere and box
  7115. * @param world world matrix to be used to update
  7116. */
  7117. update(world: DeepImmutable<Matrix>): void;
  7118. /**
  7119. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7120. * @param center New center of the bounding info
  7121. * @param extend New extend of the bounding info
  7122. * @returns the current bounding info
  7123. */
  7124. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7125. /**
  7126. * Scale the current bounding info by applying a scale factor
  7127. * @param factor defines the scale factor to apply
  7128. * @returns the current bounding info
  7129. */
  7130. scale(factor: number): BoundingInfo;
  7131. /**
  7132. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7133. * @param frustumPlanes defines the frustum to test
  7134. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7135. * @returns true if the bounding info is in the frustum planes
  7136. */
  7137. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7138. /**
  7139. * Gets the world distance between the min and max points of the bounding box
  7140. */
  7141. get diagonalLength(): number;
  7142. /**
  7143. * Checks if a cullable object (mesh...) is in the camera frustum
  7144. * Unlike isInFrustum this cheks the full bounding box
  7145. * @param frustumPlanes Camera near/planes
  7146. * @returns true if the object is in frustum otherwise false
  7147. */
  7148. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7149. /** @hidden */
  7150. _checkCollision(collider: Collider): boolean;
  7151. /**
  7152. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7153. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7154. * @param point the point to check intersection with
  7155. * @returns if the point intersects
  7156. */
  7157. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7158. /**
  7159. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7160. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7161. * @param boundingInfo the bounding info to check intersection with
  7162. * @param precise if the intersection should be done using OBB
  7163. * @returns if the bounding info intersects
  7164. */
  7165. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7166. }
  7167. }
  7168. declare module "babylonjs/Maths/math.functions" {
  7169. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7170. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7171. /**
  7172. * Extracts minimum and maximum values from a list of indexed positions
  7173. * @param positions defines the positions to use
  7174. * @param indices defines the indices to the positions
  7175. * @param indexStart defines the start index
  7176. * @param indexCount defines the end index
  7177. * @param bias defines bias value to add to the result
  7178. * @return minimum and maximum values
  7179. */
  7180. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7181. minimum: Vector3;
  7182. maximum: Vector3;
  7183. };
  7184. /**
  7185. * Extracts minimum and maximum values from a list of positions
  7186. * @param positions defines the positions to use
  7187. * @param start defines the start index in the positions array
  7188. * @param count defines the number of positions to handle
  7189. * @param bias defines bias value to add to the result
  7190. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7191. * @return minimum and maximum values
  7192. */
  7193. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7194. minimum: Vector3;
  7195. maximum: Vector3;
  7196. };
  7197. }
  7198. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7199. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7200. /** @hidden */
  7201. export class WebGLDataBuffer extends DataBuffer {
  7202. private _buffer;
  7203. constructor(resource: WebGLBuffer);
  7204. get underlyingResource(): any;
  7205. }
  7206. }
  7207. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7208. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7209. import { Nullable } from "babylonjs/types";
  7210. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7211. /** @hidden */
  7212. export class WebGLPipelineContext implements IPipelineContext {
  7213. engine: ThinEngine;
  7214. program: Nullable<WebGLProgram>;
  7215. context?: WebGLRenderingContext;
  7216. vertexShader?: WebGLShader;
  7217. fragmentShader?: WebGLShader;
  7218. isParallelCompiled: boolean;
  7219. onCompiled?: () => void;
  7220. transformFeedback?: WebGLTransformFeedback | null;
  7221. vertexCompilationError: Nullable<string>;
  7222. fragmentCompilationError: Nullable<string>;
  7223. programLinkError: Nullable<string>;
  7224. programValidationError: Nullable<string>;
  7225. get isAsync(): boolean;
  7226. get isReady(): boolean;
  7227. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7228. }
  7229. }
  7230. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7231. import { FloatArray, Nullable } from "babylonjs/types";
  7232. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7233. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7234. module "babylonjs/Engines/thinEngine" {
  7235. interface ThinEngine {
  7236. /**
  7237. * Create an uniform buffer
  7238. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7239. * @param elements defines the content of the uniform buffer
  7240. * @returns the webGL uniform buffer
  7241. */
  7242. createUniformBuffer(elements: FloatArray): DataBuffer;
  7243. /**
  7244. * Create a dynamic uniform buffer
  7245. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7246. * @param elements defines the content of the uniform buffer
  7247. * @returns the webGL uniform buffer
  7248. */
  7249. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7250. /**
  7251. * Update an existing uniform buffer
  7252. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7253. * @param uniformBuffer defines the target uniform buffer
  7254. * @param elements defines the content to update
  7255. * @param offset defines the offset in the uniform buffer where update should start
  7256. * @param count defines the size of the data to update
  7257. */
  7258. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7259. /**
  7260. * Bind an uniform buffer to the current webGL context
  7261. * @param buffer defines the buffer to bind
  7262. */
  7263. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7264. /**
  7265. * Bind a buffer to the current webGL context at a given location
  7266. * @param buffer defines the buffer to bind
  7267. * @param location defines the index where to bind the buffer
  7268. */
  7269. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7270. /**
  7271. * Bind a specific block at a given index in a specific shader program
  7272. * @param pipelineContext defines the pipeline context to use
  7273. * @param blockName defines the block name
  7274. * @param index defines the index where to bind the block
  7275. */
  7276. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7277. }
  7278. }
  7279. }
  7280. declare module "babylonjs/Materials/uniformBuffer" {
  7281. import { Nullable, FloatArray } from "babylonjs/types";
  7282. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7283. import { Engine } from "babylonjs/Engines/engine";
  7284. import { Effect } from "babylonjs/Materials/effect";
  7285. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7286. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7287. import { Color3 } from "babylonjs/Maths/math.color";
  7288. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7289. /**
  7290. * Uniform buffer objects.
  7291. *
  7292. * Handles blocks of uniform on the GPU.
  7293. *
  7294. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7295. *
  7296. * For more information, please refer to :
  7297. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7298. */
  7299. export class UniformBuffer {
  7300. private _engine;
  7301. private _buffer;
  7302. private _data;
  7303. private _bufferData;
  7304. private _dynamic?;
  7305. private _uniformLocations;
  7306. private _uniformSizes;
  7307. private _uniformLocationPointer;
  7308. private _needSync;
  7309. private _noUBO;
  7310. private _currentEffect;
  7311. /** @hidden */
  7312. _alreadyBound: boolean;
  7313. private static _MAX_UNIFORM_SIZE;
  7314. private static _tempBuffer;
  7315. /**
  7316. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7321. /**
  7322. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7327. /**
  7328. * Lambda to Update a single float in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateFloat: (name: string, x: number) => void;
  7333. /**
  7334. * Lambda to Update a vec2 of float in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7339. /**
  7340. * Lambda to Update a vec3 of float in a uniform buffer.
  7341. * This is dynamic to allow compat with webgl 1 and 2.
  7342. * You will need to pass the name of the uniform as well as the value.
  7343. */
  7344. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7345. /**
  7346. * Lambda to Update a vec4 of float in a uniform buffer.
  7347. * This is dynamic to allow compat with webgl 1 and 2.
  7348. * You will need to pass the name of the uniform as well as the value.
  7349. */
  7350. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7351. /**
  7352. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7353. * This is dynamic to allow compat with webgl 1 and 2.
  7354. * You will need to pass the name of the uniform as well as the value.
  7355. */
  7356. updateMatrix: (name: string, mat: Matrix) => void;
  7357. /**
  7358. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7359. * This is dynamic to allow compat with webgl 1 and 2.
  7360. * You will need to pass the name of the uniform as well as the value.
  7361. */
  7362. updateVector3: (name: string, vector: Vector3) => void;
  7363. /**
  7364. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7365. * This is dynamic to allow compat with webgl 1 and 2.
  7366. * You will need to pass the name of the uniform as well as the value.
  7367. */
  7368. updateVector4: (name: string, vector: Vector4) => void;
  7369. /**
  7370. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7371. * This is dynamic to allow compat with webgl 1 and 2.
  7372. * You will need to pass the name of the uniform as well as the value.
  7373. */
  7374. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7375. /**
  7376. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7377. * This is dynamic to allow compat with webgl 1 and 2.
  7378. * You will need to pass the name of the uniform as well as the value.
  7379. */
  7380. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7381. /**
  7382. * Instantiates a new Uniform buffer objects.
  7383. *
  7384. * Handles blocks of uniform on the GPU.
  7385. *
  7386. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7387. *
  7388. * For more information, please refer to :
  7389. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7390. * @param engine Define the engine the buffer is associated with
  7391. * @param data Define the data contained in the buffer
  7392. * @param dynamic Define if the buffer is updatable
  7393. */
  7394. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7395. /**
  7396. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7397. * or just falling back on setUniformXXX calls.
  7398. */
  7399. get useUbo(): boolean;
  7400. /**
  7401. * Indicates if the WebGL underlying uniform buffer is in sync
  7402. * with the javascript cache data.
  7403. */
  7404. get isSync(): boolean;
  7405. /**
  7406. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7407. * Also, a dynamic UniformBuffer will disable cache verification and always
  7408. * update the underlying WebGL uniform buffer to the GPU.
  7409. * @returns if Dynamic, otherwise false
  7410. */
  7411. isDynamic(): boolean;
  7412. /**
  7413. * The data cache on JS side.
  7414. * @returns the underlying data as a float array
  7415. */
  7416. getData(): Float32Array;
  7417. /**
  7418. * The underlying WebGL Uniform buffer.
  7419. * @returns the webgl buffer
  7420. */
  7421. getBuffer(): Nullable<DataBuffer>;
  7422. /**
  7423. * std140 layout specifies how to align data within an UBO structure.
  7424. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7425. * for specs.
  7426. */
  7427. private _fillAlignment;
  7428. /**
  7429. * Adds an uniform in the buffer.
  7430. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7431. * for the layout to be correct !
  7432. * @param name Name of the uniform, as used in the uniform block in the shader.
  7433. * @param size Data size, or data directly.
  7434. */
  7435. addUniform(name: string, size: number | number[]): void;
  7436. /**
  7437. * Adds a Matrix 4x4 to the uniform buffer.
  7438. * @param name Name of the uniform, as used in the uniform block in the shader.
  7439. * @param mat A 4x4 matrix.
  7440. */
  7441. addMatrix(name: string, mat: Matrix): void;
  7442. /**
  7443. * Adds a vec2 to the uniform buffer.
  7444. * @param name Name of the uniform, as used in the uniform block in the shader.
  7445. * @param x Define the x component value of the vec2
  7446. * @param y Define the y component value of the vec2
  7447. */
  7448. addFloat2(name: string, x: number, y: number): void;
  7449. /**
  7450. * Adds a vec3 to the uniform buffer.
  7451. * @param name Name of the uniform, as used in the uniform block in the shader.
  7452. * @param x Define the x component value of the vec3
  7453. * @param y Define the y component value of the vec3
  7454. * @param z Define the z component value of the vec3
  7455. */
  7456. addFloat3(name: string, x: number, y: number, z: number): void;
  7457. /**
  7458. * Adds a vec3 to the uniform buffer.
  7459. * @param name Name of the uniform, as used in the uniform block in the shader.
  7460. * @param color Define the vec3 from a Color
  7461. */
  7462. addColor3(name: string, color: Color3): void;
  7463. /**
  7464. * Adds a vec4 to the uniform buffer.
  7465. * @param name Name of the uniform, as used in the uniform block in the shader.
  7466. * @param color Define the rgb components from a Color
  7467. * @param alpha Define the a component of the vec4
  7468. */
  7469. addColor4(name: string, color: Color3, alpha: number): void;
  7470. /**
  7471. * Adds a vec3 to the uniform buffer.
  7472. * @param name Name of the uniform, as used in the uniform block in the shader.
  7473. * @param vector Define the vec3 components from a Vector
  7474. */
  7475. addVector3(name: string, vector: Vector3): void;
  7476. /**
  7477. * Adds a Matrix 3x3 to the uniform buffer.
  7478. * @param name Name of the uniform, as used in the uniform block in the shader.
  7479. */
  7480. addMatrix3x3(name: string): void;
  7481. /**
  7482. * Adds a Matrix 2x2 to the uniform buffer.
  7483. * @param name Name of the uniform, as used in the uniform block in the shader.
  7484. */
  7485. addMatrix2x2(name: string): void;
  7486. /**
  7487. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7488. */
  7489. create(): void;
  7490. /** @hidden */
  7491. _rebuild(): void;
  7492. /**
  7493. * Updates the WebGL Uniform Buffer on the GPU.
  7494. * If the `dynamic` flag is set to true, no cache comparison is done.
  7495. * Otherwise, the buffer will be updated only if the cache differs.
  7496. */
  7497. update(): void;
  7498. /**
  7499. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7500. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7501. * @param data Define the flattened data
  7502. * @param size Define the size of the data.
  7503. */
  7504. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7505. private _valueCache;
  7506. private _cacheMatrix;
  7507. private _updateMatrix3x3ForUniform;
  7508. private _updateMatrix3x3ForEffect;
  7509. private _updateMatrix2x2ForEffect;
  7510. private _updateMatrix2x2ForUniform;
  7511. private _updateFloatForEffect;
  7512. private _updateFloatForUniform;
  7513. private _updateFloat2ForEffect;
  7514. private _updateFloat2ForUniform;
  7515. private _updateFloat3ForEffect;
  7516. private _updateFloat3ForUniform;
  7517. private _updateFloat4ForEffect;
  7518. private _updateFloat4ForUniform;
  7519. private _updateMatrixForEffect;
  7520. private _updateMatrixForUniform;
  7521. private _updateVector3ForEffect;
  7522. private _updateVector3ForUniform;
  7523. private _updateVector4ForEffect;
  7524. private _updateVector4ForUniform;
  7525. private _updateColor3ForEffect;
  7526. private _updateColor3ForUniform;
  7527. private _updateColor4ForEffect;
  7528. private _updateColor4ForUniform;
  7529. /**
  7530. * Sets a sampler uniform on the effect.
  7531. * @param name Define the name of the sampler.
  7532. * @param texture Define the texture to set in the sampler
  7533. */
  7534. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7535. /**
  7536. * Directly updates the value of the uniform in the cache AND on the GPU.
  7537. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7538. * @param data Define the flattened data
  7539. */
  7540. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7541. /**
  7542. * Binds this uniform buffer to an effect.
  7543. * @param effect Define the effect to bind the buffer to
  7544. * @param name Name of the uniform block in the shader.
  7545. */
  7546. bindToEffect(effect: Effect, name: string): void;
  7547. /**
  7548. * Disposes the uniform buffer.
  7549. */
  7550. dispose(): void;
  7551. }
  7552. }
  7553. declare module "babylonjs/Misc/iInspectable" {
  7554. /**
  7555. * Enum that determines the text-wrapping mode to use.
  7556. */
  7557. export enum InspectableType {
  7558. /**
  7559. * Checkbox for booleans
  7560. */
  7561. Checkbox = 0,
  7562. /**
  7563. * Sliders for numbers
  7564. */
  7565. Slider = 1,
  7566. /**
  7567. * Vector3
  7568. */
  7569. Vector3 = 2,
  7570. /**
  7571. * Quaternions
  7572. */
  7573. Quaternion = 3,
  7574. /**
  7575. * Color3
  7576. */
  7577. Color3 = 4,
  7578. /**
  7579. * String
  7580. */
  7581. String = 5
  7582. }
  7583. /**
  7584. * Interface used to define custom inspectable properties.
  7585. * This interface is used by the inspector to display custom property grids
  7586. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7587. */
  7588. export interface IInspectable {
  7589. /**
  7590. * Gets the label to display
  7591. */
  7592. label: string;
  7593. /**
  7594. * Gets the name of the property to edit
  7595. */
  7596. propertyName: string;
  7597. /**
  7598. * Gets the type of the editor to use
  7599. */
  7600. type: InspectableType;
  7601. /**
  7602. * Gets the minimum value of the property when using in "slider" mode
  7603. */
  7604. min?: number;
  7605. /**
  7606. * Gets the maximum value of the property when using in "slider" mode
  7607. */
  7608. max?: number;
  7609. /**
  7610. * Gets the setp to use when using in "slider" mode
  7611. */
  7612. step?: number;
  7613. }
  7614. }
  7615. declare module "babylonjs/Misc/timingTools" {
  7616. /**
  7617. * Class used to provide helper for timing
  7618. */
  7619. export class TimingTools {
  7620. /**
  7621. * Polyfill for setImmediate
  7622. * @param action defines the action to execute after the current execution block
  7623. */
  7624. static SetImmediate(action: () => void): void;
  7625. }
  7626. }
  7627. declare module "babylonjs/Misc/instantiationTools" {
  7628. /**
  7629. * Class used to enable instatition of objects by class name
  7630. */
  7631. export class InstantiationTools {
  7632. /**
  7633. * Use this object to register external classes like custom textures or material
  7634. * to allow the laoders to instantiate them
  7635. */
  7636. static RegisteredExternalClasses: {
  7637. [key: string]: Object;
  7638. };
  7639. /**
  7640. * Tries to instantiate a new object from a given class name
  7641. * @param className defines the class name to instantiate
  7642. * @returns the new object or null if the system was not able to do the instantiation
  7643. */
  7644. static Instantiate(className: string): any;
  7645. }
  7646. }
  7647. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7648. /**
  7649. * Define options used to create a depth texture
  7650. */
  7651. export class DepthTextureCreationOptions {
  7652. /** Specifies whether or not a stencil should be allocated in the texture */
  7653. generateStencil?: boolean;
  7654. /** Specifies whether or not bilinear filtering is enable on the texture */
  7655. bilinearFiltering?: boolean;
  7656. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7657. comparisonFunction?: number;
  7658. /** Specifies if the created texture is a cube texture */
  7659. isCube?: boolean;
  7660. }
  7661. }
  7662. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7663. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7664. import { Nullable } from "babylonjs/types";
  7665. import { Scene } from "babylonjs/scene";
  7666. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7667. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7668. module "babylonjs/Engines/thinEngine" {
  7669. interface ThinEngine {
  7670. /**
  7671. * Creates a depth stencil cube texture.
  7672. * This is only available in WebGL 2.
  7673. * @param size The size of face edge in the cube texture.
  7674. * @param options The options defining the cube texture.
  7675. * @returns The cube texture
  7676. */
  7677. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7678. /**
  7679. * Creates a cube texture
  7680. * @param rootUrl defines the url where the files to load is located
  7681. * @param scene defines the current scene
  7682. * @param files defines the list of files to load (1 per face)
  7683. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7684. * @param onLoad defines an optional callback raised when the texture is loaded
  7685. * @param onError defines an optional callback raised if there is an issue to load the texture
  7686. * @param format defines the format of the data
  7687. * @param forcedExtension defines the extension to use to pick the right loader
  7688. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7689. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7690. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7691. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7692. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7693. * @returns the cube texture as an InternalTexture
  7694. */
  7695. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7696. /**
  7697. * Creates a cube texture
  7698. * @param rootUrl defines the url where the files to load is located
  7699. * @param scene defines the current scene
  7700. * @param files defines the list of files to load (1 per face)
  7701. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7702. * @param onLoad defines an optional callback raised when the texture is loaded
  7703. * @param onError defines an optional callback raised if there is an issue to load the texture
  7704. * @param format defines the format of the data
  7705. * @param forcedExtension defines the extension to use to pick the right loader
  7706. * @returns the cube texture as an InternalTexture
  7707. */
  7708. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7709. /**
  7710. * Creates a cube texture
  7711. * @param rootUrl defines the url where the files to load is located
  7712. * @param scene defines the current scene
  7713. * @param files defines the list of files to load (1 per face)
  7714. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7715. * @param onLoad defines an optional callback raised when the texture is loaded
  7716. * @param onError defines an optional callback raised if there is an issue to load the texture
  7717. * @param format defines the format of the data
  7718. * @param forcedExtension defines the extension to use to pick the right loader
  7719. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7720. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7721. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7722. * @returns the cube texture as an InternalTexture
  7723. */
  7724. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7725. /** @hidden */
  7726. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7727. /** @hidden */
  7728. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7729. /** @hidden */
  7730. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7731. /** @hidden */
  7732. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7733. /**
  7734. * @hidden
  7735. */
  7736. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7737. }
  7738. }
  7739. }
  7740. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7741. import { Nullable } from "babylonjs/types";
  7742. import { Scene } from "babylonjs/scene";
  7743. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7744. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7745. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7746. /**
  7747. * Class for creating a cube texture
  7748. */
  7749. export class CubeTexture extends BaseTexture {
  7750. private _delayedOnLoad;
  7751. /**
  7752. * The url of the texture
  7753. */
  7754. url: string;
  7755. /**
  7756. * Gets or sets the center of the bounding box associated with the cube texture.
  7757. * It must define where the camera used to render the texture was set
  7758. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7759. */
  7760. boundingBoxPosition: Vector3;
  7761. private _boundingBoxSize;
  7762. /**
  7763. * Gets or sets the size of the bounding box associated with the cube texture
  7764. * When defined, the cubemap will switch to local mode
  7765. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7766. * @example https://www.babylonjs-playground.com/#RNASML
  7767. */
  7768. set boundingBoxSize(value: Vector3);
  7769. /**
  7770. * Returns the bounding box size
  7771. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7772. */
  7773. get boundingBoxSize(): Vector3;
  7774. protected _rotationY: number;
  7775. /**
  7776. * Sets texture matrix rotation angle around Y axis in radians.
  7777. */
  7778. set rotationY(value: number);
  7779. /**
  7780. * Gets texture matrix rotation angle around Y axis radians.
  7781. */
  7782. get rotationY(): number;
  7783. /**
  7784. * Are mip maps generated for this texture or not.
  7785. */
  7786. get noMipmap(): boolean;
  7787. private _noMipmap;
  7788. private _files;
  7789. protected _forcedExtension: Nullable<string>;
  7790. private _extensions;
  7791. private _textureMatrix;
  7792. private _format;
  7793. private _createPolynomials;
  7794. /** @hidden */
  7795. _prefiltered: boolean;
  7796. /**
  7797. * Creates a cube texture from an array of image urls
  7798. * @param files defines an array of image urls
  7799. * @param scene defines the hosting scene
  7800. * @param noMipmap specifies if mip maps are not used
  7801. * @returns a cube texture
  7802. */
  7803. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7804. /**
  7805. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7806. * @param url defines the url of the prefiltered texture
  7807. * @param scene defines the scene the texture is attached to
  7808. * @param forcedExtension defines the extension of the file if different from the url
  7809. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7810. * @return the prefiltered texture
  7811. */
  7812. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7813. /**
  7814. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7815. * as prefiltered data.
  7816. * @param rootUrl defines the url of the texture or the root name of the six images
  7817. * @param scene defines the scene the texture is attached to
  7818. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7819. * @param noMipmap defines if mipmaps should be created or not
  7820. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7821. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7822. * @param onError defines a callback triggered in case of error during load
  7823. * @param format defines the internal format to use for the texture once loaded
  7824. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7825. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7826. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7827. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7828. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7829. * @return the cube texture
  7830. */
  7831. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7832. /**
  7833. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7834. */
  7835. get isPrefiltered(): boolean;
  7836. /**
  7837. * Get the current class name of the texture useful for serialization or dynamic coding.
  7838. * @returns "CubeTexture"
  7839. */
  7840. getClassName(): string;
  7841. /**
  7842. * Update the url (and optional buffer) of this texture if url was null during construction.
  7843. * @param url the url of the texture
  7844. * @param forcedExtension defines the extension to use
  7845. * @param onLoad callback called when the texture is loaded (defaults to null)
  7846. * @param prefiltered Defines whether the updated texture is prefiltered or not
  7847. */
  7848. updateURL(url: string, forcedExtension?: string, onLoad?: () => void, prefiltered?: boolean): void;
  7849. /**
  7850. * Delays loading of the cube texture
  7851. * @param forcedExtension defines the extension to use
  7852. */
  7853. delayLoad(forcedExtension?: string): void;
  7854. /**
  7855. * Returns the reflection texture matrix
  7856. * @returns the reflection texture matrix
  7857. */
  7858. getReflectionTextureMatrix(): Matrix;
  7859. /**
  7860. * Sets the reflection texture matrix
  7861. * @param value Reflection texture matrix
  7862. */
  7863. setReflectionTextureMatrix(value: Matrix): void;
  7864. /**
  7865. * Parses text to create a cube texture
  7866. * @param parsedTexture define the serialized text to read from
  7867. * @param scene defines the hosting scene
  7868. * @param rootUrl defines the root url of the cube texture
  7869. * @returns a cube texture
  7870. */
  7871. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7872. /**
  7873. * Makes a clone, or deep copy, of the cube texture
  7874. * @returns a new cube texture
  7875. */
  7876. clone(): CubeTexture;
  7877. }
  7878. }
  7879. declare module "babylonjs/Materials/materialDefines" {
  7880. /**
  7881. * Manages the defines for the Material
  7882. */
  7883. export class MaterialDefines {
  7884. /** @hidden */
  7885. protected _keys: string[];
  7886. private _isDirty;
  7887. /** @hidden */
  7888. _renderId: number;
  7889. /** @hidden */
  7890. _areLightsDirty: boolean;
  7891. /** @hidden */
  7892. _areLightsDisposed: boolean;
  7893. /** @hidden */
  7894. _areAttributesDirty: boolean;
  7895. /** @hidden */
  7896. _areTexturesDirty: boolean;
  7897. /** @hidden */
  7898. _areFresnelDirty: boolean;
  7899. /** @hidden */
  7900. _areMiscDirty: boolean;
  7901. /** @hidden */
  7902. _areImageProcessingDirty: boolean;
  7903. /** @hidden */
  7904. _normals: boolean;
  7905. /** @hidden */
  7906. _uvs: boolean;
  7907. /** @hidden */
  7908. _needNormals: boolean;
  7909. /** @hidden */
  7910. _needUVs: boolean;
  7911. [id: string]: any;
  7912. /**
  7913. * Specifies if the material needs to be re-calculated
  7914. */
  7915. get isDirty(): boolean;
  7916. /**
  7917. * Marks the material to indicate that it has been re-calculated
  7918. */
  7919. markAsProcessed(): void;
  7920. /**
  7921. * Marks the material to indicate that it needs to be re-calculated
  7922. */
  7923. markAsUnprocessed(): void;
  7924. /**
  7925. * Marks the material to indicate all of its defines need to be re-calculated
  7926. */
  7927. markAllAsDirty(): void;
  7928. /**
  7929. * Marks the material to indicate that image processing needs to be re-calculated
  7930. */
  7931. markAsImageProcessingDirty(): void;
  7932. /**
  7933. * Marks the material to indicate the lights need to be re-calculated
  7934. * @param disposed Defines whether the light is dirty due to dispose or not
  7935. */
  7936. markAsLightDirty(disposed?: boolean): void;
  7937. /**
  7938. * Marks the attribute state as changed
  7939. */
  7940. markAsAttributesDirty(): void;
  7941. /**
  7942. * Marks the texture state as changed
  7943. */
  7944. markAsTexturesDirty(): void;
  7945. /**
  7946. * Marks the fresnel state as changed
  7947. */
  7948. markAsFresnelDirty(): void;
  7949. /**
  7950. * Marks the misc state as changed
  7951. */
  7952. markAsMiscDirty(): void;
  7953. /**
  7954. * Rebuilds the material defines
  7955. */
  7956. rebuild(): void;
  7957. /**
  7958. * Specifies if two material defines are equal
  7959. * @param other - A material define instance to compare to
  7960. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7961. */
  7962. isEqual(other: MaterialDefines): boolean;
  7963. /**
  7964. * Clones this instance's defines to another instance
  7965. * @param other - material defines to clone values to
  7966. */
  7967. cloneTo(other: MaterialDefines): void;
  7968. /**
  7969. * Resets the material define values
  7970. */
  7971. reset(): void;
  7972. /**
  7973. * Converts the material define values to a string
  7974. * @returns - String of material define information
  7975. */
  7976. toString(): string;
  7977. }
  7978. }
  7979. declare module "babylonjs/Materials/colorCurves" {
  7980. import { Effect } from "babylonjs/Materials/effect";
  7981. /**
  7982. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7983. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7984. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7985. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7986. */
  7987. export class ColorCurves {
  7988. private _dirty;
  7989. private _tempColor;
  7990. private _globalCurve;
  7991. private _highlightsCurve;
  7992. private _midtonesCurve;
  7993. private _shadowsCurve;
  7994. private _positiveCurve;
  7995. private _negativeCurve;
  7996. private _globalHue;
  7997. private _globalDensity;
  7998. private _globalSaturation;
  7999. private _globalExposure;
  8000. /**
  8001. * Gets the global Hue value.
  8002. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8003. */
  8004. get globalHue(): number;
  8005. /**
  8006. * Sets the global Hue value.
  8007. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8008. */
  8009. set globalHue(value: number);
  8010. /**
  8011. * Gets the global Density value.
  8012. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8013. * Values less than zero provide a filter of opposite hue.
  8014. */
  8015. get globalDensity(): number;
  8016. /**
  8017. * Sets the global Density value.
  8018. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8019. * Values less than zero provide a filter of opposite hue.
  8020. */
  8021. set globalDensity(value: number);
  8022. /**
  8023. * Gets the global Saturation value.
  8024. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8025. */
  8026. get globalSaturation(): number;
  8027. /**
  8028. * Sets the global Saturation value.
  8029. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8030. */
  8031. set globalSaturation(value: number);
  8032. /**
  8033. * Gets the global Exposure value.
  8034. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8035. */
  8036. get globalExposure(): number;
  8037. /**
  8038. * Sets the global Exposure value.
  8039. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8040. */
  8041. set globalExposure(value: number);
  8042. private _highlightsHue;
  8043. private _highlightsDensity;
  8044. private _highlightsSaturation;
  8045. private _highlightsExposure;
  8046. /**
  8047. * Gets the highlights Hue value.
  8048. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8049. */
  8050. get highlightsHue(): number;
  8051. /**
  8052. * Sets the highlights Hue value.
  8053. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8054. */
  8055. set highlightsHue(value: number);
  8056. /**
  8057. * Gets the highlights Density value.
  8058. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8059. * Values less than zero provide a filter of opposite hue.
  8060. */
  8061. get highlightsDensity(): number;
  8062. /**
  8063. * Sets the highlights Density value.
  8064. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8065. * Values less than zero provide a filter of opposite hue.
  8066. */
  8067. set highlightsDensity(value: number);
  8068. /**
  8069. * Gets the highlights Saturation value.
  8070. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8071. */
  8072. get highlightsSaturation(): number;
  8073. /**
  8074. * Sets the highlights Saturation value.
  8075. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8076. */
  8077. set highlightsSaturation(value: number);
  8078. /**
  8079. * Gets the highlights Exposure value.
  8080. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8081. */
  8082. get highlightsExposure(): number;
  8083. /**
  8084. * Sets the highlights Exposure value.
  8085. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8086. */
  8087. set highlightsExposure(value: number);
  8088. private _midtonesHue;
  8089. private _midtonesDensity;
  8090. private _midtonesSaturation;
  8091. private _midtonesExposure;
  8092. /**
  8093. * Gets the midtones Hue value.
  8094. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8095. */
  8096. get midtonesHue(): number;
  8097. /**
  8098. * Sets the midtones Hue value.
  8099. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8100. */
  8101. set midtonesHue(value: number);
  8102. /**
  8103. * Gets the midtones Density value.
  8104. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8105. * Values less than zero provide a filter of opposite hue.
  8106. */
  8107. get midtonesDensity(): number;
  8108. /**
  8109. * Sets the midtones Density value.
  8110. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8111. * Values less than zero provide a filter of opposite hue.
  8112. */
  8113. set midtonesDensity(value: number);
  8114. /**
  8115. * Gets the midtones Saturation value.
  8116. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8117. */
  8118. get midtonesSaturation(): number;
  8119. /**
  8120. * Sets the midtones Saturation value.
  8121. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8122. */
  8123. set midtonesSaturation(value: number);
  8124. /**
  8125. * Gets the midtones Exposure value.
  8126. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8127. */
  8128. get midtonesExposure(): number;
  8129. /**
  8130. * Sets the midtones Exposure value.
  8131. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8132. */
  8133. set midtonesExposure(value: number);
  8134. private _shadowsHue;
  8135. private _shadowsDensity;
  8136. private _shadowsSaturation;
  8137. private _shadowsExposure;
  8138. /**
  8139. * Gets the shadows Hue value.
  8140. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8141. */
  8142. get shadowsHue(): number;
  8143. /**
  8144. * Sets the shadows Hue value.
  8145. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8146. */
  8147. set shadowsHue(value: number);
  8148. /**
  8149. * Gets the shadows Density value.
  8150. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8151. * Values less than zero provide a filter of opposite hue.
  8152. */
  8153. get shadowsDensity(): number;
  8154. /**
  8155. * Sets the shadows Density value.
  8156. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8157. * Values less than zero provide a filter of opposite hue.
  8158. */
  8159. set shadowsDensity(value: number);
  8160. /**
  8161. * Gets the shadows Saturation value.
  8162. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8163. */
  8164. get shadowsSaturation(): number;
  8165. /**
  8166. * Sets the shadows Saturation value.
  8167. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8168. */
  8169. set shadowsSaturation(value: number);
  8170. /**
  8171. * Gets the shadows Exposure value.
  8172. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8173. */
  8174. get shadowsExposure(): number;
  8175. /**
  8176. * Sets the shadows Exposure value.
  8177. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8178. */
  8179. set shadowsExposure(value: number);
  8180. /**
  8181. * Returns the class name
  8182. * @returns The class name
  8183. */
  8184. getClassName(): string;
  8185. /**
  8186. * Binds the color curves to the shader.
  8187. * @param colorCurves The color curve to bind
  8188. * @param effect The effect to bind to
  8189. * @param positiveUniform The positive uniform shader parameter
  8190. * @param neutralUniform The neutral uniform shader parameter
  8191. * @param negativeUniform The negative uniform shader parameter
  8192. */
  8193. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8194. /**
  8195. * Prepare the list of uniforms associated with the ColorCurves effects.
  8196. * @param uniformsList The list of uniforms used in the effect
  8197. */
  8198. static PrepareUniforms(uniformsList: string[]): void;
  8199. /**
  8200. * Returns color grading data based on a hue, density, saturation and exposure value.
  8201. * @param filterHue The hue of the color filter.
  8202. * @param filterDensity The density of the color filter.
  8203. * @param saturation The saturation.
  8204. * @param exposure The exposure.
  8205. * @param result The result data container.
  8206. */
  8207. private getColorGradingDataToRef;
  8208. /**
  8209. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8210. * @param value The input slider value in range [-100,100].
  8211. * @returns Adjusted value.
  8212. */
  8213. private static applyColorGradingSliderNonlinear;
  8214. /**
  8215. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8216. * @param hue The hue (H) input.
  8217. * @param saturation The saturation (S) input.
  8218. * @param brightness The brightness (B) input.
  8219. * @result An RGBA color represented as Vector4.
  8220. */
  8221. private static fromHSBToRef;
  8222. /**
  8223. * Returns a value clamped between min and max
  8224. * @param value The value to clamp
  8225. * @param min The minimum of value
  8226. * @param max The maximum of value
  8227. * @returns The clamped value.
  8228. */
  8229. private static clamp;
  8230. /**
  8231. * Clones the current color curve instance.
  8232. * @return The cloned curves
  8233. */
  8234. clone(): ColorCurves;
  8235. /**
  8236. * Serializes the current color curve instance to a json representation.
  8237. * @return a JSON representation
  8238. */
  8239. serialize(): any;
  8240. /**
  8241. * Parses the color curve from a json representation.
  8242. * @param source the JSON source to parse
  8243. * @return The parsed curves
  8244. */
  8245. static Parse(source: any): ColorCurves;
  8246. }
  8247. }
  8248. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8249. import { Observable } from "babylonjs/Misc/observable";
  8250. import { Nullable } from "babylonjs/types";
  8251. import { Color4 } from "babylonjs/Maths/math.color";
  8252. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8253. import { Effect } from "babylonjs/Materials/effect";
  8254. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8255. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8256. /**
  8257. * Interface to follow in your material defines to integrate easily the
  8258. * Image proccessing functions.
  8259. * @hidden
  8260. */
  8261. export interface IImageProcessingConfigurationDefines {
  8262. IMAGEPROCESSING: boolean;
  8263. VIGNETTE: boolean;
  8264. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8265. VIGNETTEBLENDMODEOPAQUE: boolean;
  8266. TONEMAPPING: boolean;
  8267. TONEMAPPING_ACES: boolean;
  8268. CONTRAST: boolean;
  8269. EXPOSURE: boolean;
  8270. COLORCURVES: boolean;
  8271. COLORGRADING: boolean;
  8272. COLORGRADING3D: boolean;
  8273. SAMPLER3DGREENDEPTH: boolean;
  8274. SAMPLER3DBGRMAP: boolean;
  8275. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8276. }
  8277. /**
  8278. * @hidden
  8279. */
  8280. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8281. IMAGEPROCESSING: boolean;
  8282. VIGNETTE: boolean;
  8283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8284. VIGNETTEBLENDMODEOPAQUE: boolean;
  8285. TONEMAPPING: boolean;
  8286. TONEMAPPING_ACES: boolean;
  8287. CONTRAST: boolean;
  8288. COLORCURVES: boolean;
  8289. COLORGRADING: boolean;
  8290. COLORGRADING3D: boolean;
  8291. SAMPLER3DGREENDEPTH: boolean;
  8292. SAMPLER3DBGRMAP: boolean;
  8293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8294. EXPOSURE: boolean;
  8295. constructor();
  8296. }
  8297. /**
  8298. * This groups together the common properties used for image processing either in direct forward pass
  8299. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8300. * or not.
  8301. */
  8302. export class ImageProcessingConfiguration {
  8303. /**
  8304. * Default tone mapping applied in BabylonJS.
  8305. */
  8306. static readonly TONEMAPPING_STANDARD: number;
  8307. /**
  8308. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8309. * to other engines rendering to increase portability.
  8310. */
  8311. static readonly TONEMAPPING_ACES: number;
  8312. /**
  8313. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8314. */
  8315. colorCurves: Nullable<ColorCurves>;
  8316. private _colorCurvesEnabled;
  8317. /**
  8318. * Gets wether the color curves effect is enabled.
  8319. */
  8320. get colorCurvesEnabled(): boolean;
  8321. /**
  8322. * Sets wether the color curves effect is enabled.
  8323. */
  8324. set colorCurvesEnabled(value: boolean);
  8325. private _colorGradingTexture;
  8326. /**
  8327. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8328. */
  8329. get colorGradingTexture(): Nullable<BaseTexture>;
  8330. /**
  8331. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8332. */
  8333. set colorGradingTexture(value: Nullable<BaseTexture>);
  8334. private _colorGradingEnabled;
  8335. /**
  8336. * Gets wether the color grading effect is enabled.
  8337. */
  8338. get colorGradingEnabled(): boolean;
  8339. /**
  8340. * Sets wether the color grading effect is enabled.
  8341. */
  8342. set colorGradingEnabled(value: boolean);
  8343. private _colorGradingWithGreenDepth;
  8344. /**
  8345. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8346. */
  8347. get colorGradingWithGreenDepth(): boolean;
  8348. /**
  8349. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8350. */
  8351. set colorGradingWithGreenDepth(value: boolean);
  8352. private _colorGradingBGR;
  8353. /**
  8354. * Gets wether the color grading texture contains BGR values.
  8355. */
  8356. get colorGradingBGR(): boolean;
  8357. /**
  8358. * Sets wether the color grading texture contains BGR values.
  8359. */
  8360. set colorGradingBGR(value: boolean);
  8361. /** @hidden */
  8362. _exposure: number;
  8363. /**
  8364. * Gets the Exposure used in the effect.
  8365. */
  8366. get exposure(): number;
  8367. /**
  8368. * Sets the Exposure used in the effect.
  8369. */
  8370. set exposure(value: number);
  8371. private _toneMappingEnabled;
  8372. /**
  8373. * Gets wether the tone mapping effect is enabled.
  8374. */
  8375. get toneMappingEnabled(): boolean;
  8376. /**
  8377. * Sets wether the tone mapping effect is enabled.
  8378. */
  8379. set toneMappingEnabled(value: boolean);
  8380. private _toneMappingType;
  8381. /**
  8382. * Gets the type of tone mapping effect.
  8383. */
  8384. get toneMappingType(): number;
  8385. /**
  8386. * Sets the type of tone mapping effect used in BabylonJS.
  8387. */
  8388. set toneMappingType(value: number);
  8389. protected _contrast: number;
  8390. /**
  8391. * Gets the contrast used in the effect.
  8392. */
  8393. get contrast(): number;
  8394. /**
  8395. * Sets the contrast used in the effect.
  8396. */
  8397. set contrast(value: number);
  8398. /**
  8399. * Vignette stretch size.
  8400. */
  8401. vignetteStretch: number;
  8402. /**
  8403. * Vignette centre X Offset.
  8404. */
  8405. vignetteCentreX: number;
  8406. /**
  8407. * Vignette centre Y Offset.
  8408. */
  8409. vignetteCentreY: number;
  8410. /**
  8411. * Vignette weight or intensity of the vignette effect.
  8412. */
  8413. vignetteWeight: number;
  8414. /**
  8415. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8416. * if vignetteEnabled is set to true.
  8417. */
  8418. vignetteColor: Color4;
  8419. /**
  8420. * Camera field of view used by the Vignette effect.
  8421. */
  8422. vignetteCameraFov: number;
  8423. private _vignetteBlendMode;
  8424. /**
  8425. * Gets the vignette blend mode allowing different kind of effect.
  8426. */
  8427. get vignetteBlendMode(): number;
  8428. /**
  8429. * Sets the vignette blend mode allowing different kind of effect.
  8430. */
  8431. set vignetteBlendMode(value: number);
  8432. private _vignetteEnabled;
  8433. /**
  8434. * Gets wether the vignette effect is enabled.
  8435. */
  8436. get vignetteEnabled(): boolean;
  8437. /**
  8438. * Sets wether the vignette effect is enabled.
  8439. */
  8440. set vignetteEnabled(value: boolean);
  8441. private _applyByPostProcess;
  8442. /**
  8443. * Gets wether the image processing is applied through a post process or not.
  8444. */
  8445. get applyByPostProcess(): boolean;
  8446. /**
  8447. * Sets wether the image processing is applied through a post process or not.
  8448. */
  8449. set applyByPostProcess(value: boolean);
  8450. private _isEnabled;
  8451. /**
  8452. * Gets wether the image processing is enabled or not.
  8453. */
  8454. get isEnabled(): boolean;
  8455. /**
  8456. * Sets wether the image processing is enabled or not.
  8457. */
  8458. set isEnabled(value: boolean);
  8459. /**
  8460. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8461. */
  8462. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8463. /**
  8464. * Method called each time the image processing information changes requires to recompile the effect.
  8465. */
  8466. protected _updateParameters(): void;
  8467. /**
  8468. * Gets the current class name.
  8469. * @return "ImageProcessingConfiguration"
  8470. */
  8471. getClassName(): string;
  8472. /**
  8473. * Prepare the list of uniforms associated with the Image Processing effects.
  8474. * @param uniforms The list of uniforms used in the effect
  8475. * @param defines the list of defines currently in use
  8476. */
  8477. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8478. /**
  8479. * Prepare the list of samplers associated with the Image Processing effects.
  8480. * @param samplersList The list of uniforms used in the effect
  8481. * @param defines the list of defines currently in use
  8482. */
  8483. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8484. /**
  8485. * Prepare the list of defines associated to the shader.
  8486. * @param defines the list of defines to complete
  8487. * @param forPostProcess Define if we are currently in post process mode or not
  8488. */
  8489. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8490. /**
  8491. * Returns true if all the image processing information are ready.
  8492. * @returns True if ready, otherwise, false
  8493. */
  8494. isReady(): boolean;
  8495. /**
  8496. * Binds the image processing to the shader.
  8497. * @param effect The effect to bind to
  8498. * @param overrideAspectRatio Override the aspect ratio of the effect
  8499. */
  8500. bind(effect: Effect, overrideAspectRatio?: number): void;
  8501. /**
  8502. * Clones the current image processing instance.
  8503. * @return The cloned image processing
  8504. */
  8505. clone(): ImageProcessingConfiguration;
  8506. /**
  8507. * Serializes the current image processing instance to a json representation.
  8508. * @return a JSON representation
  8509. */
  8510. serialize(): any;
  8511. /**
  8512. * Parses the image processing from a json representation.
  8513. * @param source the JSON source to parse
  8514. * @return The parsed image processing
  8515. */
  8516. static Parse(source: any): ImageProcessingConfiguration;
  8517. private static _VIGNETTEMODE_MULTIPLY;
  8518. private static _VIGNETTEMODE_OPAQUE;
  8519. /**
  8520. * Used to apply the vignette as a mix with the pixel color.
  8521. */
  8522. static get VIGNETTEMODE_MULTIPLY(): number;
  8523. /**
  8524. * Used to apply the vignette as a replacement of the pixel color.
  8525. */
  8526. static get VIGNETTEMODE_OPAQUE(): number;
  8527. }
  8528. }
  8529. declare module "babylonjs/Shaders/postprocess.vertex" {
  8530. /** @hidden */
  8531. export var postprocessVertexShader: {
  8532. name: string;
  8533. shader: string;
  8534. };
  8535. }
  8536. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8537. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8538. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8539. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8540. module "babylonjs/Engines/thinEngine" {
  8541. interface ThinEngine {
  8542. /**
  8543. * Creates a new render target texture
  8544. * @param size defines the size of the texture
  8545. * @param options defines the options used to create the texture
  8546. * @returns a new render target texture stored in an InternalTexture
  8547. */
  8548. createRenderTargetTexture(size: number | {
  8549. width: number;
  8550. height: number;
  8551. layers?: number;
  8552. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8553. /**
  8554. * Creates a depth stencil texture.
  8555. * This is only available in WebGL 2 or with the depth texture extension available.
  8556. * @param size The size of face edge in the texture.
  8557. * @param options The options defining the texture.
  8558. * @returns The texture
  8559. */
  8560. createDepthStencilTexture(size: number | {
  8561. width: number;
  8562. height: number;
  8563. layers?: number;
  8564. }, options: DepthTextureCreationOptions): InternalTexture;
  8565. /** @hidden */
  8566. _createDepthStencilTexture(size: number | {
  8567. width: number;
  8568. height: number;
  8569. layers?: number;
  8570. }, options: DepthTextureCreationOptions): InternalTexture;
  8571. }
  8572. }
  8573. }
  8574. declare module "babylonjs/Maths/math.axis" {
  8575. import { Vector3 } from "babylonjs/Maths/math.vector";
  8576. /** Defines supported spaces */
  8577. export enum Space {
  8578. /** Local (object) space */
  8579. LOCAL = 0,
  8580. /** World space */
  8581. WORLD = 1,
  8582. /** Bone space */
  8583. BONE = 2
  8584. }
  8585. /** Defines the 3 main axes */
  8586. export class Axis {
  8587. /** X axis */
  8588. static X: Vector3;
  8589. /** Y axis */
  8590. static Y: Vector3;
  8591. /** Z axis */
  8592. static Z: Vector3;
  8593. }
  8594. }
  8595. declare module "babylonjs/Cameras/targetCamera" {
  8596. import { Nullable } from "babylonjs/types";
  8597. import { Camera } from "babylonjs/Cameras/camera";
  8598. import { Scene } from "babylonjs/scene";
  8599. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8600. /**
  8601. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8602. * This is the base of the follow, arc rotate cameras and Free camera
  8603. * @see http://doc.babylonjs.com/features/cameras
  8604. */
  8605. export class TargetCamera extends Camera {
  8606. private static _RigCamTransformMatrix;
  8607. private static _TargetTransformMatrix;
  8608. private static _TargetFocalPoint;
  8609. /**
  8610. * Define the current direction the camera is moving to
  8611. */
  8612. cameraDirection: Vector3;
  8613. /**
  8614. * Define the current rotation the camera is rotating to
  8615. */
  8616. cameraRotation: Vector2;
  8617. /**
  8618. * When set, the up vector of the camera will be updated by the rotation of the camera
  8619. */
  8620. updateUpVectorFromRotation: boolean;
  8621. private _tmpQuaternion;
  8622. /**
  8623. * Define the current rotation of the camera
  8624. */
  8625. rotation: Vector3;
  8626. /**
  8627. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8628. */
  8629. rotationQuaternion: Quaternion;
  8630. /**
  8631. * Define the current speed of the camera
  8632. */
  8633. speed: number;
  8634. /**
  8635. * Add constraint to the camera to prevent it to move freely in all directions and
  8636. * around all axis.
  8637. */
  8638. noRotationConstraint: boolean;
  8639. /**
  8640. * Define the current target of the camera as an object or a position.
  8641. */
  8642. lockedTarget: any;
  8643. /** @hidden */
  8644. _currentTarget: Vector3;
  8645. /** @hidden */
  8646. _initialFocalDistance: number;
  8647. /** @hidden */
  8648. _viewMatrix: Matrix;
  8649. /** @hidden */
  8650. _camMatrix: Matrix;
  8651. /** @hidden */
  8652. _cameraTransformMatrix: Matrix;
  8653. /** @hidden */
  8654. _cameraRotationMatrix: Matrix;
  8655. /** @hidden */
  8656. _referencePoint: Vector3;
  8657. /** @hidden */
  8658. _transformedReferencePoint: Vector3;
  8659. protected _globalCurrentTarget: Vector3;
  8660. protected _globalCurrentUpVector: Vector3;
  8661. /** @hidden */
  8662. _reset: () => void;
  8663. private _defaultUp;
  8664. /**
  8665. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8666. * This is the base of the follow, arc rotate cameras and Free camera
  8667. * @see http://doc.babylonjs.com/features/cameras
  8668. * @param name Defines the name of the camera in the scene
  8669. * @param position Defines the start position of the camera in the scene
  8670. * @param scene Defines the scene the camera belongs to
  8671. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8672. */
  8673. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8674. /**
  8675. * Gets the position in front of the camera at a given distance.
  8676. * @param distance The distance from the camera we want the position to be
  8677. * @returns the position
  8678. */
  8679. getFrontPosition(distance: number): Vector3;
  8680. /** @hidden */
  8681. _getLockedTargetPosition(): Nullable<Vector3>;
  8682. private _storedPosition;
  8683. private _storedRotation;
  8684. private _storedRotationQuaternion;
  8685. /**
  8686. * Store current camera state of the camera (fov, position, rotation, etc..)
  8687. * @returns the camera
  8688. */
  8689. storeState(): Camera;
  8690. /**
  8691. * Restored camera state. You must call storeState() first
  8692. * @returns whether it was successful or not
  8693. * @hidden
  8694. */
  8695. _restoreStateValues(): boolean;
  8696. /** @hidden */
  8697. _initCache(): void;
  8698. /** @hidden */
  8699. _updateCache(ignoreParentClass?: boolean): void;
  8700. /** @hidden */
  8701. _isSynchronizedViewMatrix(): boolean;
  8702. /** @hidden */
  8703. _computeLocalCameraSpeed(): number;
  8704. /**
  8705. * Defines the target the camera should look at.
  8706. * @param target Defines the new target as a Vector or a mesh
  8707. */
  8708. setTarget(target: Vector3): void;
  8709. /**
  8710. * Return the current target position of the camera. This value is expressed in local space.
  8711. * @returns the target position
  8712. */
  8713. getTarget(): Vector3;
  8714. /** @hidden */
  8715. _decideIfNeedsToMove(): boolean;
  8716. /** @hidden */
  8717. _updatePosition(): void;
  8718. /** @hidden */
  8719. _checkInputs(): void;
  8720. protected _updateCameraRotationMatrix(): void;
  8721. /**
  8722. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8723. * @returns the current camera
  8724. */
  8725. private _rotateUpVectorWithCameraRotationMatrix;
  8726. private _cachedRotationZ;
  8727. private _cachedQuaternionRotationZ;
  8728. /** @hidden */
  8729. _getViewMatrix(): Matrix;
  8730. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8731. /**
  8732. * @hidden
  8733. */
  8734. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8735. /**
  8736. * @hidden
  8737. */
  8738. _updateRigCameras(): void;
  8739. private _getRigCamPositionAndTarget;
  8740. /**
  8741. * Gets the current object class name.
  8742. * @return the class name
  8743. */
  8744. getClassName(): string;
  8745. }
  8746. }
  8747. declare module "babylonjs/Events/keyboardEvents" {
  8748. /**
  8749. * Gather the list of keyboard event types as constants.
  8750. */
  8751. export class KeyboardEventTypes {
  8752. /**
  8753. * The keydown event is fired when a key becomes active (pressed).
  8754. */
  8755. static readonly KEYDOWN: number;
  8756. /**
  8757. * The keyup event is fired when a key has been released.
  8758. */
  8759. static readonly KEYUP: number;
  8760. }
  8761. /**
  8762. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8763. */
  8764. export class KeyboardInfo {
  8765. /**
  8766. * Defines the type of event (KeyboardEventTypes)
  8767. */
  8768. type: number;
  8769. /**
  8770. * Defines the related dom event
  8771. */
  8772. event: KeyboardEvent;
  8773. /**
  8774. * Instantiates a new keyboard info.
  8775. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8776. * @param type Defines the type of event (KeyboardEventTypes)
  8777. * @param event Defines the related dom event
  8778. */
  8779. constructor(
  8780. /**
  8781. * Defines the type of event (KeyboardEventTypes)
  8782. */
  8783. type: number,
  8784. /**
  8785. * Defines the related dom event
  8786. */
  8787. event: KeyboardEvent);
  8788. }
  8789. /**
  8790. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8791. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8792. */
  8793. export class KeyboardInfoPre extends KeyboardInfo {
  8794. /**
  8795. * Defines the type of event (KeyboardEventTypes)
  8796. */
  8797. type: number;
  8798. /**
  8799. * Defines the related dom event
  8800. */
  8801. event: KeyboardEvent;
  8802. /**
  8803. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8804. */
  8805. skipOnPointerObservable: boolean;
  8806. /**
  8807. * Instantiates a new keyboard pre info.
  8808. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8809. * @param type Defines the type of event (KeyboardEventTypes)
  8810. * @param event Defines the related dom event
  8811. */
  8812. constructor(
  8813. /**
  8814. * Defines the type of event (KeyboardEventTypes)
  8815. */
  8816. type: number,
  8817. /**
  8818. * Defines the related dom event
  8819. */
  8820. event: KeyboardEvent);
  8821. }
  8822. }
  8823. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8824. import { Nullable } from "babylonjs/types";
  8825. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8826. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8827. /**
  8828. * Manage the keyboard inputs to control the movement of a free camera.
  8829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8830. */
  8831. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8832. /**
  8833. * Defines the camera the input is attached to.
  8834. */
  8835. camera: FreeCamera;
  8836. /**
  8837. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8838. */
  8839. keysUp: number[];
  8840. /**
  8841. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8842. */
  8843. keysDown: number[];
  8844. /**
  8845. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8846. */
  8847. keysLeft: number[];
  8848. /**
  8849. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8850. */
  8851. keysRight: number[];
  8852. private _keys;
  8853. private _onCanvasBlurObserver;
  8854. private _onKeyboardObserver;
  8855. private _engine;
  8856. private _scene;
  8857. /**
  8858. * Attach the input controls to a specific dom element to get the input from.
  8859. * @param element Defines the element the controls should be listened from
  8860. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8861. */
  8862. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8863. /**
  8864. * Detach the current controls from the specified dom element.
  8865. * @param element Defines the element to stop listening the inputs from
  8866. */
  8867. detachControl(element: Nullable<HTMLElement>): void;
  8868. /**
  8869. * Update the current camera state depending on the inputs that have been used this frame.
  8870. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8871. */
  8872. checkInputs(): void;
  8873. /**
  8874. * Gets the class name of the current intput.
  8875. * @returns the class name
  8876. */
  8877. getClassName(): string;
  8878. /** @hidden */
  8879. _onLostFocus(): void;
  8880. /**
  8881. * Get the friendly name associated with the input class.
  8882. * @returns the input friendly name
  8883. */
  8884. getSimpleName(): string;
  8885. }
  8886. }
  8887. declare module "babylonjs/Lights/shadowLight" {
  8888. import { Camera } from "babylonjs/Cameras/camera";
  8889. import { Scene } from "babylonjs/scene";
  8890. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8892. import { Light } from "babylonjs/Lights/light";
  8893. /**
  8894. * Interface describing all the common properties and methods a shadow light needs to implement.
  8895. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8896. * as well as binding the different shadow properties to the effects.
  8897. */
  8898. export interface IShadowLight extends Light {
  8899. /**
  8900. * The light id in the scene (used in scene.findLighById for instance)
  8901. */
  8902. id: string;
  8903. /**
  8904. * The position the shdow will be casted from.
  8905. */
  8906. position: Vector3;
  8907. /**
  8908. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8909. */
  8910. direction: Vector3;
  8911. /**
  8912. * The transformed position. Position of the light in world space taking parenting in account.
  8913. */
  8914. transformedPosition: Vector3;
  8915. /**
  8916. * The transformed direction. Direction of the light in world space taking parenting in account.
  8917. */
  8918. transformedDirection: Vector3;
  8919. /**
  8920. * The friendly name of the light in the scene.
  8921. */
  8922. name: string;
  8923. /**
  8924. * Defines the shadow projection clipping minimum z value.
  8925. */
  8926. shadowMinZ: number;
  8927. /**
  8928. * Defines the shadow projection clipping maximum z value.
  8929. */
  8930. shadowMaxZ: number;
  8931. /**
  8932. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8933. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8934. */
  8935. computeTransformedInformation(): boolean;
  8936. /**
  8937. * Gets the scene the light belongs to.
  8938. * @returns The scene
  8939. */
  8940. getScene(): Scene;
  8941. /**
  8942. * Callback defining a custom Projection Matrix Builder.
  8943. * This can be used to override the default projection matrix computation.
  8944. */
  8945. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8946. /**
  8947. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8948. * @param matrix The materix to updated with the projection information
  8949. * @param viewMatrix The transform matrix of the light
  8950. * @param renderList The list of mesh to render in the map
  8951. * @returns The current light
  8952. */
  8953. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8954. /**
  8955. * Gets the current depth scale used in ESM.
  8956. * @returns The scale
  8957. */
  8958. getDepthScale(): number;
  8959. /**
  8960. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8961. * @returns true if a cube texture needs to be use
  8962. */
  8963. needCube(): boolean;
  8964. /**
  8965. * Detects if the projection matrix requires to be recomputed this frame.
  8966. * @returns true if it requires to be recomputed otherwise, false.
  8967. */
  8968. needProjectionMatrixCompute(): boolean;
  8969. /**
  8970. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8971. */
  8972. forceProjectionMatrixCompute(): void;
  8973. /**
  8974. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8975. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8976. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8977. */
  8978. getShadowDirection(faceIndex?: number): Vector3;
  8979. /**
  8980. * Gets the minZ used for shadow according to both the scene and the light.
  8981. * @param activeCamera The camera we are returning the min for
  8982. * @returns the depth min z
  8983. */
  8984. getDepthMinZ(activeCamera: Camera): number;
  8985. /**
  8986. * Gets the maxZ used for shadow according to both the scene and the light.
  8987. * @param activeCamera The camera we are returning the max for
  8988. * @returns the depth max z
  8989. */
  8990. getDepthMaxZ(activeCamera: Camera): number;
  8991. }
  8992. /**
  8993. * Base implementation IShadowLight
  8994. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8995. */
  8996. export abstract class ShadowLight extends Light implements IShadowLight {
  8997. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8998. protected _position: Vector3;
  8999. protected _setPosition(value: Vector3): void;
  9000. /**
  9001. * Sets the position the shadow will be casted from. Also use as the light position for both
  9002. * point and spot lights.
  9003. */
  9004. get position(): Vector3;
  9005. /**
  9006. * Sets the position the shadow will be casted from. Also use as the light position for both
  9007. * point and spot lights.
  9008. */
  9009. set position(value: Vector3);
  9010. protected _direction: Vector3;
  9011. protected _setDirection(value: Vector3): void;
  9012. /**
  9013. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  9014. * Also use as the light direction on spot and directional lights.
  9015. */
  9016. get direction(): Vector3;
  9017. /**
  9018. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  9019. * Also use as the light direction on spot and directional lights.
  9020. */
  9021. set direction(value: Vector3);
  9022. protected _shadowMinZ: number;
  9023. /**
  9024. * Gets the shadow projection clipping minimum z value.
  9025. */
  9026. get shadowMinZ(): number;
  9027. /**
  9028. * Sets the shadow projection clipping minimum z value.
  9029. */
  9030. set shadowMinZ(value: number);
  9031. protected _shadowMaxZ: number;
  9032. /**
  9033. * Sets the shadow projection clipping maximum z value.
  9034. */
  9035. get shadowMaxZ(): number;
  9036. /**
  9037. * Gets the shadow projection clipping maximum z value.
  9038. */
  9039. set shadowMaxZ(value: number);
  9040. /**
  9041. * Callback defining a custom Projection Matrix Builder.
  9042. * This can be used to override the default projection matrix computation.
  9043. */
  9044. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  9045. /**
  9046. * The transformed position. Position of the light in world space taking parenting in account.
  9047. */
  9048. transformedPosition: Vector3;
  9049. /**
  9050. * The transformed direction. Direction of the light in world space taking parenting in account.
  9051. */
  9052. transformedDirection: Vector3;
  9053. private _needProjectionMatrixCompute;
  9054. /**
  9055. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  9056. * @returns true if the information has been computed, false if it does not need to (no parenting)
  9057. */
  9058. computeTransformedInformation(): boolean;
  9059. /**
  9060. * Return the depth scale used for the shadow map.
  9061. * @returns the depth scale.
  9062. */
  9063. getDepthScale(): number;
  9064. /**
  9065. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  9066. * @param faceIndex The index of the face we are computed the direction to generate shadow
  9067. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  9068. */
  9069. getShadowDirection(faceIndex?: number): Vector3;
  9070. /**
  9071. * Returns the ShadowLight absolute position in the World.
  9072. * @returns the position vector in world space
  9073. */
  9074. getAbsolutePosition(): Vector3;
  9075. /**
  9076. * Sets the ShadowLight direction toward the passed target.
  9077. * @param target The point to target in local space
  9078. * @returns the updated ShadowLight direction
  9079. */
  9080. setDirectionToTarget(target: Vector3): Vector3;
  9081. /**
  9082. * Returns the light rotation in euler definition.
  9083. * @returns the x y z rotation in local space.
  9084. */
  9085. getRotation(): Vector3;
  9086. /**
  9087. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9088. * @returns true if a cube texture needs to be use
  9089. */
  9090. needCube(): boolean;
  9091. /**
  9092. * Detects if the projection matrix requires to be recomputed this frame.
  9093. * @returns true if it requires to be recomputed otherwise, false.
  9094. */
  9095. needProjectionMatrixCompute(): boolean;
  9096. /**
  9097. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9098. */
  9099. forceProjectionMatrixCompute(): void;
  9100. /** @hidden */
  9101. _initCache(): void;
  9102. /** @hidden */
  9103. _isSynchronized(): boolean;
  9104. /**
  9105. * Computes the world matrix of the node
  9106. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9107. * @returns the world matrix
  9108. */
  9109. computeWorldMatrix(force?: boolean): Matrix;
  9110. /**
  9111. * Gets the minZ used for shadow according to both the scene and the light.
  9112. * @param activeCamera The camera we are returning the min for
  9113. * @returns the depth min z
  9114. */
  9115. getDepthMinZ(activeCamera: Camera): number;
  9116. /**
  9117. * Gets the maxZ used for shadow according to both the scene and the light.
  9118. * @param activeCamera The camera we are returning the max for
  9119. * @returns the depth max z
  9120. */
  9121. getDepthMaxZ(activeCamera: Camera): number;
  9122. /**
  9123. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9124. * @param matrix The materix to updated with the projection information
  9125. * @param viewMatrix The transform matrix of the light
  9126. * @param renderList The list of mesh to render in the map
  9127. * @returns The current light
  9128. */
  9129. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9130. }
  9131. }
  9132. declare module "babylonjs/Materials/effectFallbacks" {
  9133. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9134. import { Effect } from "babylonjs/Materials/effect";
  9135. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9136. /**
  9137. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9138. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9139. */
  9140. export class EffectFallbacks implements IEffectFallbacks {
  9141. private _defines;
  9142. private _currentRank;
  9143. private _maxRank;
  9144. private _mesh;
  9145. /**
  9146. * Removes the fallback from the bound mesh.
  9147. */
  9148. unBindMesh(): void;
  9149. /**
  9150. * Adds a fallback on the specified property.
  9151. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9152. * @param define The name of the define in the shader
  9153. */
  9154. addFallback(rank: number, define: string): void;
  9155. /**
  9156. * Sets the mesh to use CPU skinning when needing to fallback.
  9157. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9158. * @param mesh The mesh to use the fallbacks.
  9159. */
  9160. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9161. /**
  9162. * Checks to see if more fallbacks are still availible.
  9163. */
  9164. get hasMoreFallbacks(): boolean;
  9165. /**
  9166. * Removes the defines that should be removed when falling back.
  9167. * @param currentDefines defines the current define statements for the shader.
  9168. * @param effect defines the current effect we try to compile
  9169. * @returns The resulting defines with defines of the current rank removed.
  9170. */
  9171. reduce(currentDefines: string, effect: Effect): string;
  9172. }
  9173. }
  9174. declare module "babylonjs/Materials/materialHelper" {
  9175. import { Nullable } from "babylonjs/types";
  9176. import { Scene } from "babylonjs/scene";
  9177. import { Engine } from "babylonjs/Engines/engine";
  9178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9179. import { Light } from "babylonjs/Lights/light";
  9180. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9181. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9182. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9183. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9184. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9185. /**
  9186. * "Static Class" containing the most commonly used helper while dealing with material for
  9187. * rendering purpose.
  9188. *
  9189. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9190. *
  9191. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9192. */
  9193. export class MaterialHelper {
  9194. /**
  9195. * Bind the current view position to an effect.
  9196. * @param effect The effect to be bound
  9197. * @param scene The scene the eyes position is used from
  9198. */
  9199. static BindEyePosition(effect: Effect, scene: Scene): void;
  9200. /**
  9201. * Helps preparing the defines values about the UVs in used in the effect.
  9202. * UVs are shared as much as we can accross channels in the shaders.
  9203. * @param texture The texture we are preparing the UVs for
  9204. * @param defines The defines to update
  9205. * @param key The channel key "diffuse", "specular"... used in the shader
  9206. */
  9207. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9208. /**
  9209. * Binds a texture matrix value to its corrsponding uniform
  9210. * @param texture The texture to bind the matrix for
  9211. * @param uniformBuffer The uniform buffer receivin the data
  9212. * @param key The channel key "diffuse", "specular"... used in the shader
  9213. */
  9214. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9215. /**
  9216. * Gets the current status of the fog (should it be enabled?)
  9217. * @param mesh defines the mesh to evaluate for fog support
  9218. * @param scene defines the hosting scene
  9219. * @returns true if fog must be enabled
  9220. */
  9221. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9222. /**
  9223. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9224. * @param mesh defines the current mesh
  9225. * @param scene defines the current scene
  9226. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9227. * @param pointsCloud defines if point cloud rendering has to be turned on
  9228. * @param fogEnabled defines if fog has to be turned on
  9229. * @param alphaTest defines if alpha testing has to be turned on
  9230. * @param defines defines the current list of defines
  9231. */
  9232. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9233. /**
  9234. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9235. * @param scene defines the current scene
  9236. * @param engine defines the current engine
  9237. * @param defines specifies the list of active defines
  9238. * @param useInstances defines if instances have to be turned on
  9239. * @param useClipPlane defines if clip plane have to be turned on
  9240. */
  9241. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9242. /**
  9243. * Prepares the defines for bones
  9244. * @param mesh The mesh containing the geometry data we will draw
  9245. * @param defines The defines to update
  9246. */
  9247. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9248. /**
  9249. * Prepares the defines for morph targets
  9250. * @param mesh The mesh containing the geometry data we will draw
  9251. * @param defines The defines to update
  9252. */
  9253. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9254. /**
  9255. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9256. * @param mesh The mesh containing the geometry data we will draw
  9257. * @param defines The defines to update
  9258. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9259. * @param useBones Precise whether bones should be used or not (override mesh info)
  9260. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9261. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9262. * @returns false if defines are considered not dirty and have not been checked
  9263. */
  9264. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9265. /**
  9266. * Prepares the defines related to multiview
  9267. * @param scene The scene we are intending to draw
  9268. * @param defines The defines to update
  9269. */
  9270. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9271. /**
  9272. * Prepares the defines related to the light information passed in parameter
  9273. * @param scene The scene we are intending to draw
  9274. * @param mesh The mesh the effect is compiling for
  9275. * @param light The light the effect is compiling for
  9276. * @param lightIndex The index of the light
  9277. * @param defines The defines to update
  9278. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9279. * @param state Defines the current state regarding what is needed (normals, etc...)
  9280. */
  9281. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9282. needNormals: boolean;
  9283. needRebuild: boolean;
  9284. shadowEnabled: boolean;
  9285. specularEnabled: boolean;
  9286. lightmapMode: boolean;
  9287. }): void;
  9288. /**
  9289. * Prepares the defines related to the light information passed in parameter
  9290. * @param scene The scene we are intending to draw
  9291. * @param mesh The mesh the effect is compiling for
  9292. * @param defines The defines to update
  9293. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9294. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9295. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9296. * @returns true if normals will be required for the rest of the effect
  9297. */
  9298. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9299. /**
  9300. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9301. * @param lightIndex defines the light index
  9302. * @param uniformsList The uniform list
  9303. * @param samplersList The sampler list
  9304. * @param projectedLightTexture defines if projected texture must be used
  9305. * @param uniformBuffersList defines an optional list of uniform buffers
  9306. */
  9307. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9308. /**
  9309. * Prepares the uniforms and samplers list to be used in the effect
  9310. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9311. * @param samplersList The sampler list
  9312. * @param defines The defines helping in the list generation
  9313. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9314. */
  9315. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9316. /**
  9317. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9318. * @param defines The defines to update while falling back
  9319. * @param fallbacks The authorized effect fallbacks
  9320. * @param maxSimultaneousLights The maximum number of lights allowed
  9321. * @param rank the current rank of the Effect
  9322. * @returns The newly affected rank
  9323. */
  9324. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9325. private static _TmpMorphInfluencers;
  9326. /**
  9327. * Prepares the list of attributes required for morph targets according to the effect defines.
  9328. * @param attribs The current list of supported attribs
  9329. * @param mesh The mesh to prepare the morph targets attributes for
  9330. * @param influencers The number of influencers
  9331. */
  9332. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9333. /**
  9334. * Prepares the list of attributes required for morph targets according to the effect defines.
  9335. * @param attribs The current list of supported attribs
  9336. * @param mesh The mesh to prepare the morph targets attributes for
  9337. * @param defines The current Defines of the effect
  9338. */
  9339. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9340. /**
  9341. * Prepares the list of attributes required for bones according to the effect defines.
  9342. * @param attribs The current list of supported attribs
  9343. * @param mesh The mesh to prepare the bones attributes for
  9344. * @param defines The current Defines of the effect
  9345. * @param fallbacks The current efffect fallback strategy
  9346. */
  9347. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9348. /**
  9349. * Check and prepare the list of attributes required for instances according to the effect defines.
  9350. * @param attribs The current list of supported attribs
  9351. * @param defines The current MaterialDefines of the effect
  9352. */
  9353. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9354. /**
  9355. * Add the list of attributes required for instances to the attribs array.
  9356. * @param attribs The current list of supported attribs
  9357. */
  9358. static PushAttributesForInstances(attribs: string[]): void;
  9359. /**
  9360. * Binds the light information to the effect.
  9361. * @param light The light containing the generator
  9362. * @param effect The effect we are binding the data to
  9363. * @param lightIndex The light index in the effect used to render
  9364. */
  9365. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9366. /**
  9367. * Binds the lights information from the scene to the effect for the given mesh.
  9368. * @param light Light to bind
  9369. * @param lightIndex Light index
  9370. * @param scene The scene where the light belongs to
  9371. * @param effect The effect we are binding the data to
  9372. * @param useSpecular Defines if specular is supported
  9373. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9374. */
  9375. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  9376. /**
  9377. * Binds the lights information from the scene to the effect for the given mesh.
  9378. * @param scene The scene the lights belongs to
  9379. * @param mesh The mesh we are binding the information to render
  9380. * @param effect The effect we are binding the data to
  9381. * @param defines The generated defines for the effect
  9382. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9383. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9384. */
  9385. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, rebuildInParallel?: boolean): void;
  9386. private static _tempFogColor;
  9387. /**
  9388. * Binds the fog information from the scene to the effect for the given mesh.
  9389. * @param scene The scene the lights belongs to
  9390. * @param mesh The mesh we are binding the information to render
  9391. * @param effect The effect we are binding the data to
  9392. * @param linearSpace Defines if the fog effect is applied in linear space
  9393. */
  9394. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9395. /**
  9396. * Binds the bones information from the mesh to the effect.
  9397. * @param mesh The mesh we are binding the information to render
  9398. * @param effect The effect we are binding the data to
  9399. */
  9400. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9401. /**
  9402. * Binds the morph targets information from the mesh to the effect.
  9403. * @param abstractMesh The mesh we are binding the information to render
  9404. * @param effect The effect we are binding the data to
  9405. */
  9406. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9407. /**
  9408. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9409. * @param defines The generated defines used in the effect
  9410. * @param effect The effect we are binding the data to
  9411. * @param scene The scene we are willing to render with logarithmic scale for
  9412. */
  9413. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9414. /**
  9415. * Binds the clip plane information from the scene to the effect.
  9416. * @param scene The scene the clip plane information are extracted from
  9417. * @param effect The effect we are binding the data to
  9418. */
  9419. static BindClipPlane(effect: Effect, scene: Scene): void;
  9420. }
  9421. }
  9422. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9423. /** @hidden */
  9424. export var packingFunctions: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9430. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9431. /** @hidden */
  9432. export var shadowMapPixelShader: {
  9433. name: string;
  9434. shader: string;
  9435. };
  9436. }
  9437. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9438. /** @hidden */
  9439. export var bonesDeclaration: {
  9440. name: string;
  9441. shader: string;
  9442. };
  9443. }
  9444. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9445. /** @hidden */
  9446. export var morphTargetsVertexGlobalDeclaration: {
  9447. name: string;
  9448. shader: string;
  9449. };
  9450. }
  9451. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9452. /** @hidden */
  9453. export var morphTargetsVertexDeclaration: {
  9454. name: string;
  9455. shader: string;
  9456. };
  9457. }
  9458. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9459. /** @hidden */
  9460. export var instancesDeclaration: {
  9461. name: string;
  9462. shader: string;
  9463. };
  9464. }
  9465. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9466. /** @hidden */
  9467. export var helperFunctions: {
  9468. name: string;
  9469. shader: string;
  9470. };
  9471. }
  9472. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9473. /** @hidden */
  9474. export var morphTargetsVertex: {
  9475. name: string;
  9476. shader: string;
  9477. };
  9478. }
  9479. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9480. /** @hidden */
  9481. export var instancesVertex: {
  9482. name: string;
  9483. shader: string;
  9484. };
  9485. }
  9486. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9487. /** @hidden */
  9488. export var bonesVertex: {
  9489. name: string;
  9490. shader: string;
  9491. };
  9492. }
  9493. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9494. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9495. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9496. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9497. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9498. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9499. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9500. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9501. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9502. /** @hidden */
  9503. export var shadowMapVertexShader: {
  9504. name: string;
  9505. shader: string;
  9506. };
  9507. }
  9508. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9509. /** @hidden */
  9510. export var depthBoxBlurPixelShader: {
  9511. name: string;
  9512. shader: string;
  9513. };
  9514. }
  9515. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9516. import { Nullable } from "babylonjs/types";
  9517. import { Scene } from "babylonjs/scene";
  9518. import { Matrix } from "babylonjs/Maths/math.vector";
  9519. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9520. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9521. import { Mesh } from "babylonjs/Meshes/mesh";
  9522. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9523. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9524. import { Effect } from "babylonjs/Materials/effect";
  9525. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9526. import "babylonjs/Shaders/shadowMap.fragment";
  9527. import "babylonjs/Shaders/shadowMap.vertex";
  9528. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9529. import { Observable } from "babylonjs/Misc/observable";
  9530. /**
  9531. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9532. */
  9533. export interface ICustomShaderOptions {
  9534. /**
  9535. * Gets or sets the custom shader name to use
  9536. */
  9537. shaderName: string;
  9538. /**
  9539. * The list of attribute names used in the shader
  9540. */
  9541. attributes?: string[];
  9542. /**
  9543. * The list of unifrom names used in the shader
  9544. */
  9545. uniforms?: string[];
  9546. /**
  9547. * The list of sampler names used in the shader
  9548. */
  9549. samplers?: string[];
  9550. /**
  9551. * The list of defines used in the shader
  9552. */
  9553. defines?: string[];
  9554. }
  9555. /**
  9556. * Interface to implement to create a shadow generator compatible with BJS.
  9557. */
  9558. export interface IShadowGenerator {
  9559. /**
  9560. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9561. * @returns The render target texture if present otherwise, null
  9562. */
  9563. getShadowMap(): Nullable<RenderTargetTexture>;
  9564. /**
  9565. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9566. * @param subMesh The submesh we want to render in the shadow map
  9567. * @param useInstances Defines wether will draw in the map using instances
  9568. * @returns true if ready otherwise, false
  9569. */
  9570. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9571. /**
  9572. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9573. * @param defines Defines of the material we want to update
  9574. * @param lightIndex Index of the light in the enabled light list of the material
  9575. */
  9576. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9577. /**
  9578. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9579. * defined in the generator but impacting the effect).
  9580. * It implies the unifroms available on the materials are the standard BJS ones.
  9581. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9582. * @param effect The effect we are binfing the information for
  9583. */
  9584. bindShadowLight(lightIndex: string, effect: Effect): void;
  9585. /**
  9586. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9587. * (eq to shadow prjection matrix * light transform matrix)
  9588. * @returns The transform matrix used to create the shadow map
  9589. */
  9590. getTransformMatrix(): Matrix;
  9591. /**
  9592. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9593. * Cube and 2D textures for instance.
  9594. */
  9595. recreateShadowMap(): void;
  9596. /**
  9597. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9598. * @param onCompiled Callback triggered at the and of the effects compilation
  9599. * @param options Sets of optional options forcing the compilation with different modes
  9600. */
  9601. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  9602. useInstances: boolean;
  9603. }>): void;
  9604. /**
  9605. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9606. * @param options Sets of optional options forcing the compilation with different modes
  9607. * @returns A promise that resolves when the compilation completes
  9608. */
  9609. forceCompilationAsync(options?: Partial<{
  9610. useInstances: boolean;
  9611. }>): Promise<void>;
  9612. /**
  9613. * Serializes the shadow generator setup to a json object.
  9614. * @returns The serialized JSON object
  9615. */
  9616. serialize(): any;
  9617. /**
  9618. * Disposes the Shadow map and related Textures and effects.
  9619. */
  9620. dispose(): void;
  9621. }
  9622. /**
  9623. * Default implementation IShadowGenerator.
  9624. * This is the main object responsible of generating shadows in the framework.
  9625. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9626. */
  9627. export class ShadowGenerator implements IShadowGenerator {
  9628. /**
  9629. * Shadow generator mode None: no filtering applied.
  9630. */
  9631. static readonly FILTER_NONE: number;
  9632. /**
  9633. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9634. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9635. */
  9636. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9637. /**
  9638. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9639. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9640. */
  9641. static readonly FILTER_POISSONSAMPLING: number;
  9642. /**
  9643. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9644. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9645. */
  9646. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9647. /**
  9648. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9649. * edge artifacts on steep falloff.
  9650. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9651. */
  9652. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9653. /**
  9654. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9655. * edge artifacts on steep falloff.
  9656. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9657. */
  9658. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9659. /**
  9660. * Shadow generator mode PCF: Percentage Closer Filtering
  9661. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9662. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9663. */
  9664. static readonly FILTER_PCF: number;
  9665. /**
  9666. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9667. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9668. * Contact Hardening
  9669. */
  9670. static readonly FILTER_PCSS: number;
  9671. /**
  9672. * Reserved for PCF and PCSS
  9673. * Highest Quality.
  9674. *
  9675. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9676. *
  9677. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9678. */
  9679. static readonly QUALITY_HIGH: number;
  9680. /**
  9681. * Reserved for PCF and PCSS
  9682. * Good tradeoff for quality/perf cross devices
  9683. *
  9684. * Execute PCF on a 3*3 kernel.
  9685. *
  9686. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9687. */
  9688. static readonly QUALITY_MEDIUM: number;
  9689. /**
  9690. * Reserved for PCF and PCSS
  9691. * The lowest quality but the fastest.
  9692. *
  9693. * Execute PCF on a 1*1 kernel.
  9694. *
  9695. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9696. */
  9697. static readonly QUALITY_LOW: number;
  9698. /** Gets or sets the custom shader name to use */
  9699. customShaderOptions: ICustomShaderOptions;
  9700. /**
  9701. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9702. */
  9703. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9704. /**
  9705. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9706. */
  9707. onAfterShadowMapRenderObservable: Observable<Effect>;
  9708. /**
  9709. * Observable triggered before a mesh is rendered in the shadow map.
  9710. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9711. */
  9712. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9713. /**
  9714. * Observable triggered after a mesh is rendered in the shadow map.
  9715. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9716. */
  9717. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9718. private _bias;
  9719. /**
  9720. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9721. */
  9722. get bias(): number;
  9723. /**
  9724. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9725. */
  9726. set bias(bias: number);
  9727. private _normalBias;
  9728. /**
  9729. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9730. */
  9731. get normalBias(): number;
  9732. /**
  9733. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9734. */
  9735. set normalBias(normalBias: number);
  9736. private _blurBoxOffset;
  9737. /**
  9738. * Gets the blur box offset: offset applied during the blur pass.
  9739. * Only useful if useKernelBlur = false
  9740. */
  9741. get blurBoxOffset(): number;
  9742. /**
  9743. * Sets the blur box offset: offset applied during the blur pass.
  9744. * Only useful if useKernelBlur = false
  9745. */
  9746. set blurBoxOffset(value: number);
  9747. private _blurScale;
  9748. /**
  9749. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9750. * 2 means half of the size.
  9751. */
  9752. get blurScale(): number;
  9753. /**
  9754. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9755. * 2 means half of the size.
  9756. */
  9757. set blurScale(value: number);
  9758. private _blurKernel;
  9759. /**
  9760. * Gets the blur kernel: kernel size of the blur pass.
  9761. * Only useful if useKernelBlur = true
  9762. */
  9763. get blurKernel(): number;
  9764. /**
  9765. * Sets the blur kernel: kernel size of the blur pass.
  9766. * Only useful if useKernelBlur = true
  9767. */
  9768. set blurKernel(value: number);
  9769. private _useKernelBlur;
  9770. /**
  9771. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9772. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9773. */
  9774. get useKernelBlur(): boolean;
  9775. /**
  9776. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9777. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9778. */
  9779. set useKernelBlur(value: boolean);
  9780. private _depthScale;
  9781. /**
  9782. * Gets the depth scale used in ESM mode.
  9783. */
  9784. get depthScale(): number;
  9785. /**
  9786. * Sets the depth scale used in ESM mode.
  9787. * This can override the scale stored on the light.
  9788. */
  9789. set depthScale(value: number);
  9790. private _filter;
  9791. /**
  9792. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9793. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9794. */
  9795. get filter(): number;
  9796. /**
  9797. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9798. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9799. */
  9800. set filter(value: number);
  9801. /**
  9802. * Gets if the current filter is set to Poisson Sampling.
  9803. */
  9804. get usePoissonSampling(): boolean;
  9805. /**
  9806. * Sets the current filter to Poisson Sampling.
  9807. */
  9808. set usePoissonSampling(value: boolean);
  9809. /**
  9810. * Gets if the current filter is set to ESM.
  9811. */
  9812. get useExponentialShadowMap(): boolean;
  9813. /**
  9814. * Sets the current filter is to ESM.
  9815. */
  9816. set useExponentialShadowMap(value: boolean);
  9817. /**
  9818. * Gets if the current filter is set to filtered ESM.
  9819. */
  9820. get useBlurExponentialShadowMap(): boolean;
  9821. /**
  9822. * Gets if the current filter is set to filtered ESM.
  9823. */
  9824. set useBlurExponentialShadowMap(value: boolean);
  9825. /**
  9826. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9827. * exponential to prevent steep falloff artifacts).
  9828. */
  9829. get useCloseExponentialShadowMap(): boolean;
  9830. /**
  9831. * Sets the current filter to "close ESM" (using the inverse of the
  9832. * exponential to prevent steep falloff artifacts).
  9833. */
  9834. set useCloseExponentialShadowMap(value: boolean);
  9835. /**
  9836. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9837. * exponential to prevent steep falloff artifacts).
  9838. */
  9839. get useBlurCloseExponentialShadowMap(): boolean;
  9840. /**
  9841. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9842. * exponential to prevent steep falloff artifacts).
  9843. */
  9844. set useBlurCloseExponentialShadowMap(value: boolean);
  9845. /**
  9846. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9847. */
  9848. get usePercentageCloserFiltering(): boolean;
  9849. /**
  9850. * Sets the current filter to "PCF" (percentage closer filtering).
  9851. */
  9852. set usePercentageCloserFiltering(value: boolean);
  9853. private _filteringQuality;
  9854. /**
  9855. * Gets the PCF or PCSS Quality.
  9856. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9857. */
  9858. get filteringQuality(): number;
  9859. /**
  9860. * Sets the PCF or PCSS Quality.
  9861. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9862. */
  9863. set filteringQuality(filteringQuality: number);
  9864. /**
  9865. * Gets if the current filter is set to "PCSS" (contact hardening).
  9866. */
  9867. get useContactHardeningShadow(): boolean;
  9868. /**
  9869. * Sets the current filter to "PCSS" (contact hardening).
  9870. */
  9871. set useContactHardeningShadow(value: boolean);
  9872. private _contactHardeningLightSizeUVRatio;
  9873. /**
  9874. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9875. * Using a ratio helps keeping shape stability independently of the map size.
  9876. *
  9877. * It does not account for the light projection as it was having too much
  9878. * instability during the light setup or during light position changes.
  9879. *
  9880. * Only valid if useContactHardeningShadow is true.
  9881. */
  9882. get contactHardeningLightSizeUVRatio(): number;
  9883. /**
  9884. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9885. * Using a ratio helps keeping shape stability independently of the map size.
  9886. *
  9887. * It does not account for the light projection as it was having too much
  9888. * instability during the light setup or during light position changes.
  9889. *
  9890. * Only valid if useContactHardeningShadow is true.
  9891. */
  9892. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  9893. private _darkness;
  9894. /** Gets or sets the actual darkness of a shadow */
  9895. get darkness(): number;
  9896. set darkness(value: number);
  9897. /**
  9898. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9899. * 0 means strongest and 1 would means no shadow.
  9900. * @returns the darkness.
  9901. */
  9902. getDarkness(): number;
  9903. /**
  9904. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9905. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9906. * @returns the shadow generator allowing fluent coding.
  9907. */
  9908. setDarkness(darkness: number): ShadowGenerator;
  9909. private _transparencyShadow;
  9910. /** Gets or sets the ability to have transparent shadow */
  9911. get transparencyShadow(): boolean;
  9912. set transparencyShadow(value: boolean);
  9913. /**
  9914. * Sets the ability to have transparent shadow (boolean).
  9915. * @param transparent True if transparent else False
  9916. * @returns the shadow generator allowing fluent coding
  9917. */
  9918. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9919. private _shadowMap;
  9920. private _shadowMap2;
  9921. /**
  9922. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9923. * @returns The render target texture if present otherwise, null
  9924. */
  9925. getShadowMap(): Nullable<RenderTargetTexture>;
  9926. /**
  9927. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9928. * @returns The render target texture if the shadow map is present otherwise, null
  9929. */
  9930. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9931. /**
  9932. * Gets the class name of that object
  9933. * @returns "ShadowGenerator"
  9934. */
  9935. getClassName(): string;
  9936. /**
  9937. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9938. * @param mesh Mesh to add
  9939. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9940. * @returns the Shadow Generator itself
  9941. */
  9942. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9943. /**
  9944. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9945. * @param mesh Mesh to remove
  9946. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9947. * @returns the Shadow Generator itself
  9948. */
  9949. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9950. /**
  9951. * Controls the extent to which the shadows fade out at the edge of the frustum
  9952. * Used only by directionals and spots
  9953. */
  9954. frustumEdgeFalloff: number;
  9955. private _light;
  9956. /**
  9957. * Returns the associated light object.
  9958. * @returns the light generating the shadow
  9959. */
  9960. getLight(): IShadowLight;
  9961. /**
  9962. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9963. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9964. * It might on the other hand introduce peter panning.
  9965. */
  9966. forceBackFacesOnly: boolean;
  9967. private _scene;
  9968. private _lightDirection;
  9969. private _effect;
  9970. private _viewMatrix;
  9971. private _projectionMatrix;
  9972. private _transformMatrix;
  9973. private _cachedPosition;
  9974. private _cachedDirection;
  9975. private _cachedDefines;
  9976. private _currentRenderID;
  9977. private _boxBlurPostprocess;
  9978. private _kernelBlurXPostprocess;
  9979. private _kernelBlurYPostprocess;
  9980. private _blurPostProcesses;
  9981. private _mapSize;
  9982. private _currentFaceIndex;
  9983. private _currentFaceIndexCache;
  9984. private _textureType;
  9985. private _defaultTextureMatrix;
  9986. private _storedUniqueId;
  9987. /** @hidden */
  9988. static _SceneComponentInitialization: (scene: Scene) => void;
  9989. /**
  9990. * Creates a ShadowGenerator object.
  9991. * A ShadowGenerator is the required tool to use the shadows.
  9992. * Each light casting shadows needs to use its own ShadowGenerator.
  9993. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9994. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9995. * @param light The light object generating the shadows.
  9996. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9997. */
  9998. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9999. private _initializeGenerator;
  10000. private _initializeShadowMap;
  10001. private _initializeBlurRTTAndPostProcesses;
  10002. private _renderForShadowMap;
  10003. private _renderSubMeshForShadowMap;
  10004. private _applyFilterValues;
  10005. /**
  10006. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  10007. * @param onCompiled Callback triggered at the and of the effects compilation
  10008. * @param options Sets of optional options forcing the compilation with different modes
  10009. */
  10010. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  10011. useInstances: boolean;
  10012. }>): void;
  10013. /**
  10014. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  10015. * @param options Sets of optional options forcing the compilation with different modes
  10016. * @returns A promise that resolves when the compilation completes
  10017. */
  10018. forceCompilationAsync(options?: Partial<{
  10019. useInstances: boolean;
  10020. }>): Promise<void>;
  10021. /**
  10022. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  10023. * @param subMesh The submesh we want to render in the shadow map
  10024. * @param useInstances Defines wether will draw in the map using instances
  10025. * @returns true if ready otherwise, false
  10026. */
  10027. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  10028. /**
  10029. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  10030. * @param defines Defines of the material we want to update
  10031. * @param lightIndex Index of the light in the enabled light list of the material
  10032. */
  10033. prepareDefines(defines: any, lightIndex: number): void;
  10034. /**
  10035. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  10036. * defined in the generator but impacting the effect).
  10037. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  10038. * @param effect The effect we are binfing the information for
  10039. */
  10040. bindShadowLight(lightIndex: string, effect: Effect): void;
  10041. /**
  10042. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  10043. * (eq to shadow prjection matrix * light transform matrix)
  10044. * @returns The transform matrix used to create the shadow map
  10045. */
  10046. getTransformMatrix(): Matrix;
  10047. /**
  10048. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  10049. * Cube and 2D textures for instance.
  10050. */
  10051. recreateShadowMap(): void;
  10052. private _disposeBlurPostProcesses;
  10053. private _disposeRTTandPostProcesses;
  10054. /**
  10055. * Disposes the ShadowGenerator.
  10056. * Returns nothing.
  10057. */
  10058. dispose(): void;
  10059. /**
  10060. * Serializes the shadow generator setup to a json object.
  10061. * @returns The serialized JSON object
  10062. */
  10063. serialize(): any;
  10064. /**
  10065. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  10066. * @param parsedShadowGenerator The JSON object to parse
  10067. * @param scene The scene to create the shadow map for
  10068. * @returns The parsed shadow generator
  10069. */
  10070. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  10071. }
  10072. }
  10073. declare module "babylonjs/Lights/light" {
  10074. import { Nullable } from "babylonjs/types";
  10075. import { Scene } from "babylonjs/scene";
  10076. import { Vector3 } from "babylonjs/Maths/math.vector";
  10077. import { Color3 } from "babylonjs/Maths/math.color";
  10078. import { Node } from "babylonjs/node";
  10079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10080. import { Effect } from "babylonjs/Materials/effect";
  10081. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  10082. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  10083. /**
  10084. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  10085. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  10086. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  10087. */
  10088. export abstract class Light extends Node {
  10089. /**
  10090. * Falloff Default: light is falling off following the material specification:
  10091. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  10092. */
  10093. static readonly FALLOFF_DEFAULT: number;
  10094. /**
  10095. * Falloff Physical: light is falling off following the inverse squared distance law.
  10096. */
  10097. static readonly FALLOFF_PHYSICAL: number;
  10098. /**
  10099. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10100. * to enhance interoperability with other engines.
  10101. */
  10102. static readonly FALLOFF_GLTF: number;
  10103. /**
  10104. * Falloff Standard: light is falling off like in the standard material
  10105. * to enhance interoperability with other materials.
  10106. */
  10107. static readonly FALLOFF_STANDARD: number;
  10108. /**
  10109. * If every light affecting the material is in this lightmapMode,
  10110. * material.lightmapTexture adds or multiplies
  10111. * (depends on material.useLightmapAsShadowmap)
  10112. * after every other light calculations.
  10113. */
  10114. static readonly LIGHTMAP_DEFAULT: number;
  10115. /**
  10116. * material.lightmapTexture as only diffuse lighting from this light
  10117. * adds only specular lighting from this light
  10118. * adds dynamic shadows
  10119. */
  10120. static readonly LIGHTMAP_SPECULAR: number;
  10121. /**
  10122. * material.lightmapTexture as only lighting
  10123. * no light calculation from this light
  10124. * only adds dynamic shadows from this light
  10125. */
  10126. static readonly LIGHTMAP_SHADOWSONLY: number;
  10127. /**
  10128. * Each light type uses the default quantity according to its type:
  10129. * point/spot lights use luminous intensity
  10130. * directional lights use illuminance
  10131. */
  10132. static readonly INTENSITYMODE_AUTOMATIC: number;
  10133. /**
  10134. * lumen (lm)
  10135. */
  10136. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10137. /**
  10138. * candela (lm/sr)
  10139. */
  10140. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10141. /**
  10142. * lux (lm/m^2)
  10143. */
  10144. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10145. /**
  10146. * nit (cd/m^2)
  10147. */
  10148. static readonly INTENSITYMODE_LUMINANCE: number;
  10149. /**
  10150. * Light type const id of the point light.
  10151. */
  10152. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10153. /**
  10154. * Light type const id of the directional light.
  10155. */
  10156. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10157. /**
  10158. * Light type const id of the spot light.
  10159. */
  10160. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10161. /**
  10162. * Light type const id of the hemispheric light.
  10163. */
  10164. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10165. /**
  10166. * Diffuse gives the basic color to an object.
  10167. */
  10168. diffuse: Color3;
  10169. /**
  10170. * Specular produces a highlight color on an object.
  10171. * Note: This is note affecting PBR materials.
  10172. */
  10173. specular: Color3;
  10174. /**
  10175. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10176. * falling off base on range or angle.
  10177. * This can be set to any values in Light.FALLOFF_x.
  10178. *
  10179. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10180. * other types of materials.
  10181. */
  10182. falloffType: number;
  10183. /**
  10184. * Strength of the light.
  10185. * Note: By default it is define in the framework own unit.
  10186. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10187. */
  10188. intensity: number;
  10189. private _range;
  10190. protected _inverseSquaredRange: number;
  10191. /**
  10192. * Defines how far from the source the light is impacting in scene units.
  10193. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10194. */
  10195. get range(): number;
  10196. /**
  10197. * Defines how far from the source the light is impacting in scene units.
  10198. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10199. */
  10200. set range(value: number);
  10201. /**
  10202. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10203. * of light.
  10204. */
  10205. private _photometricScale;
  10206. private _intensityMode;
  10207. /**
  10208. * Gets the photometric scale used to interpret the intensity.
  10209. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10210. */
  10211. get intensityMode(): number;
  10212. /**
  10213. * Sets the photometric scale used to interpret the intensity.
  10214. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10215. */
  10216. set intensityMode(value: number);
  10217. private _radius;
  10218. /**
  10219. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10220. */
  10221. get radius(): number;
  10222. /**
  10223. * sets the light radius used by PBR Materials to simulate soft area lights.
  10224. */
  10225. set radius(value: number);
  10226. private _renderPriority;
  10227. /**
  10228. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10229. * exceeding the number allowed of the materials.
  10230. */
  10231. renderPriority: number;
  10232. private _shadowEnabled;
  10233. /**
  10234. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10235. * the current shadow generator.
  10236. */
  10237. get shadowEnabled(): boolean;
  10238. /**
  10239. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10240. * the current shadow generator.
  10241. */
  10242. set shadowEnabled(value: boolean);
  10243. private _includedOnlyMeshes;
  10244. /**
  10245. * Gets the only meshes impacted by this light.
  10246. */
  10247. get includedOnlyMeshes(): AbstractMesh[];
  10248. /**
  10249. * Sets the only meshes impacted by this light.
  10250. */
  10251. set includedOnlyMeshes(value: AbstractMesh[]);
  10252. private _excludedMeshes;
  10253. /**
  10254. * Gets the meshes not impacted by this light.
  10255. */
  10256. get excludedMeshes(): AbstractMesh[];
  10257. /**
  10258. * Sets the meshes not impacted by this light.
  10259. */
  10260. set excludedMeshes(value: AbstractMesh[]);
  10261. private _excludeWithLayerMask;
  10262. /**
  10263. * Gets the layer id use to find what meshes are not impacted by the light.
  10264. * Inactive if 0
  10265. */
  10266. get excludeWithLayerMask(): number;
  10267. /**
  10268. * Sets the layer id use to find what meshes are not impacted by the light.
  10269. * Inactive if 0
  10270. */
  10271. set excludeWithLayerMask(value: number);
  10272. private _includeOnlyWithLayerMask;
  10273. /**
  10274. * Gets the layer id use to find what meshes are impacted by the light.
  10275. * Inactive if 0
  10276. */
  10277. get includeOnlyWithLayerMask(): number;
  10278. /**
  10279. * Sets the layer id use to find what meshes are impacted by the light.
  10280. * Inactive if 0
  10281. */
  10282. set includeOnlyWithLayerMask(value: number);
  10283. private _lightmapMode;
  10284. /**
  10285. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10286. */
  10287. get lightmapMode(): number;
  10288. /**
  10289. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10290. */
  10291. set lightmapMode(value: number);
  10292. /**
  10293. * Shadow generator associted to the light.
  10294. * @hidden Internal use only.
  10295. */
  10296. _shadowGenerator: Nullable<IShadowGenerator>;
  10297. /**
  10298. * @hidden Internal use only.
  10299. */
  10300. _excludedMeshesIds: string[];
  10301. /**
  10302. * @hidden Internal use only.
  10303. */
  10304. _includedOnlyMeshesIds: string[];
  10305. /**
  10306. * The current light unifom buffer.
  10307. * @hidden Internal use only.
  10308. */
  10309. _uniformBuffer: UniformBuffer;
  10310. /** @hidden */
  10311. _renderId: number;
  10312. /**
  10313. * Creates a Light object in the scene.
  10314. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10315. * @param name The firendly name of the light
  10316. * @param scene The scene the light belongs too
  10317. */
  10318. constructor(name: string, scene: Scene);
  10319. protected abstract _buildUniformLayout(): void;
  10320. /**
  10321. * Sets the passed Effect "effect" with the Light information.
  10322. * @param effect The effect to update
  10323. * @param lightIndex The index of the light in the effect to update
  10324. * @returns The light
  10325. */
  10326. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10327. /**
  10328. * Sets the passed Effect "effect" with the Light textures.
  10329. * @param effect The effect to update
  10330. * @param lightIndex The index of the light in the effect to update
  10331. * @returns The light
  10332. */
  10333. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  10334. /**
  10335. * Binds the lights information from the scene to the effect for the given mesh.
  10336. * @param lightIndex Light index
  10337. * @param scene The scene where the light belongs to
  10338. * @param effect The effect we are binding the data to
  10339. * @param useSpecular Defines if specular is supported
  10340. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  10341. */
  10342. _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  10343. /**
  10344. * Sets the passed Effect "effect" with the Light information.
  10345. * @param effect The effect to update
  10346. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10347. * @returns The light
  10348. */
  10349. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10350. /**
  10351. * Returns the string "Light".
  10352. * @returns the class name
  10353. */
  10354. getClassName(): string;
  10355. /** @hidden */
  10356. readonly _isLight: boolean;
  10357. /**
  10358. * Converts the light information to a readable string for debug purpose.
  10359. * @param fullDetails Supports for multiple levels of logging within scene loading
  10360. * @returns the human readable light info
  10361. */
  10362. toString(fullDetails?: boolean): string;
  10363. /** @hidden */
  10364. protected _syncParentEnabledState(): void;
  10365. /**
  10366. * Set the enabled state of this node.
  10367. * @param value - the new enabled state
  10368. */
  10369. setEnabled(value: boolean): void;
  10370. /**
  10371. * Returns the Light associated shadow generator if any.
  10372. * @return the associated shadow generator.
  10373. */
  10374. getShadowGenerator(): Nullable<IShadowGenerator>;
  10375. /**
  10376. * Returns a Vector3, the absolute light position in the World.
  10377. * @returns the world space position of the light
  10378. */
  10379. getAbsolutePosition(): Vector3;
  10380. /**
  10381. * Specifies if the light will affect the passed mesh.
  10382. * @param mesh The mesh to test against the light
  10383. * @return true the mesh is affected otherwise, false.
  10384. */
  10385. canAffectMesh(mesh: AbstractMesh): boolean;
  10386. /**
  10387. * Sort function to order lights for rendering.
  10388. * @param a First Light object to compare to second.
  10389. * @param b Second Light object to compare first.
  10390. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10391. */
  10392. static CompareLightsPriority(a: Light, b: Light): number;
  10393. /**
  10394. * Releases resources associated with this node.
  10395. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10396. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10397. */
  10398. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10399. /**
  10400. * Returns the light type ID (integer).
  10401. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10402. */
  10403. getTypeID(): number;
  10404. /**
  10405. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10406. * @returns the scaled intensity in intensity mode unit
  10407. */
  10408. getScaledIntensity(): number;
  10409. /**
  10410. * Returns a new Light object, named "name", from the current one.
  10411. * @param name The name of the cloned light
  10412. * @returns the new created light
  10413. */
  10414. clone(name: string): Nullable<Light>;
  10415. /**
  10416. * Serializes the current light into a Serialization object.
  10417. * @returns the serialized object.
  10418. */
  10419. serialize(): any;
  10420. /**
  10421. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10422. * This new light is named "name" and added to the passed scene.
  10423. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10424. * @param name The friendly name of the light
  10425. * @param scene The scene the new light will belong to
  10426. * @returns the constructor function
  10427. */
  10428. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10429. /**
  10430. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10431. * @param parsedLight The JSON representation of the light
  10432. * @param scene The scene to create the parsed light in
  10433. * @returns the created light after parsing
  10434. */
  10435. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10436. private _hookArrayForExcluded;
  10437. private _hookArrayForIncludedOnly;
  10438. private _resyncMeshes;
  10439. /**
  10440. * Forces the meshes to update their light related information in their rendering used effects
  10441. * @hidden Internal Use Only
  10442. */
  10443. _markMeshesAsLightDirty(): void;
  10444. /**
  10445. * Recomputes the cached photometric scale if needed.
  10446. */
  10447. private _computePhotometricScale;
  10448. /**
  10449. * Returns the Photometric Scale according to the light type and intensity mode.
  10450. */
  10451. private _getPhotometricScale;
  10452. /**
  10453. * Reorder the light in the scene according to their defined priority.
  10454. * @hidden Internal Use Only
  10455. */
  10456. _reorderLightsInScene(): void;
  10457. /**
  10458. * Prepares the list of defines specific to the light type.
  10459. * @param defines the list of defines
  10460. * @param lightIndex defines the index of the light for the effect
  10461. */
  10462. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10463. }
  10464. }
  10465. declare module "babylonjs/Actions/action" {
  10466. import { Observable } from "babylonjs/Misc/observable";
  10467. import { Condition } from "babylonjs/Actions/condition";
  10468. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10469. import { ActionManager } from "babylonjs/Actions/actionManager";
  10470. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10471. /**
  10472. * Interface used to define Action
  10473. */
  10474. export interface IAction {
  10475. /**
  10476. * Trigger for the action
  10477. */
  10478. trigger: number;
  10479. /** Options of the trigger */
  10480. triggerOptions: any;
  10481. /**
  10482. * Gets the trigger parameters
  10483. * @returns the trigger parameters
  10484. */
  10485. getTriggerParameter(): any;
  10486. /**
  10487. * Internal only - executes current action event
  10488. * @hidden
  10489. */
  10490. _executeCurrent(evt?: ActionEvent): void;
  10491. /**
  10492. * Serialize placeholder for child classes
  10493. * @param parent of child
  10494. * @returns the serialized object
  10495. */
  10496. serialize(parent: any): any;
  10497. /**
  10498. * Internal only
  10499. * @hidden
  10500. */
  10501. _prepare(): void;
  10502. /**
  10503. * Internal only - manager for action
  10504. * @hidden
  10505. */
  10506. _actionManager: AbstractActionManager;
  10507. /**
  10508. * Adds action to chain of actions, may be a DoNothingAction
  10509. * @param action defines the next action to execute
  10510. * @returns The action passed in
  10511. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10512. */
  10513. then(action: IAction): IAction;
  10514. }
  10515. /**
  10516. * The action to be carried out following a trigger
  10517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10518. */
  10519. export class Action implements IAction {
  10520. /** the trigger, with or without parameters, for the action */
  10521. triggerOptions: any;
  10522. /**
  10523. * Trigger for the action
  10524. */
  10525. trigger: number;
  10526. /**
  10527. * Internal only - manager for action
  10528. * @hidden
  10529. */
  10530. _actionManager: ActionManager;
  10531. private _nextActiveAction;
  10532. private _child;
  10533. private _condition?;
  10534. private _triggerParameter;
  10535. /**
  10536. * An event triggered prior to action being executed.
  10537. */
  10538. onBeforeExecuteObservable: Observable<Action>;
  10539. /**
  10540. * Creates a new Action
  10541. * @param triggerOptions the trigger, with or without parameters, for the action
  10542. * @param condition an optional determinant of action
  10543. */
  10544. constructor(
  10545. /** the trigger, with or without parameters, for the action */
  10546. triggerOptions: any, condition?: Condition);
  10547. /**
  10548. * Internal only
  10549. * @hidden
  10550. */
  10551. _prepare(): void;
  10552. /**
  10553. * Gets the trigger parameters
  10554. * @returns the trigger parameters
  10555. */
  10556. getTriggerParameter(): any;
  10557. /**
  10558. * Internal only - executes current action event
  10559. * @hidden
  10560. */
  10561. _executeCurrent(evt?: ActionEvent): void;
  10562. /**
  10563. * Execute placeholder for child classes
  10564. * @param evt optional action event
  10565. */
  10566. execute(evt?: ActionEvent): void;
  10567. /**
  10568. * Skips to next active action
  10569. */
  10570. skipToNextActiveAction(): void;
  10571. /**
  10572. * Adds action to chain of actions, may be a DoNothingAction
  10573. * @param action defines the next action to execute
  10574. * @returns The action passed in
  10575. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10576. */
  10577. then(action: Action): Action;
  10578. /**
  10579. * Internal only
  10580. * @hidden
  10581. */
  10582. _getProperty(propertyPath: string): string;
  10583. /**
  10584. * Internal only
  10585. * @hidden
  10586. */
  10587. _getEffectiveTarget(target: any, propertyPath: string): any;
  10588. /**
  10589. * Serialize placeholder for child classes
  10590. * @param parent of child
  10591. * @returns the serialized object
  10592. */
  10593. serialize(parent: any): any;
  10594. /**
  10595. * Internal only called by serialize
  10596. * @hidden
  10597. */
  10598. protected _serialize(serializedAction: any, parent?: any): any;
  10599. /**
  10600. * Internal only
  10601. * @hidden
  10602. */
  10603. static _SerializeValueAsString: (value: any) => string;
  10604. /**
  10605. * Internal only
  10606. * @hidden
  10607. */
  10608. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10609. name: string;
  10610. targetType: string;
  10611. value: string;
  10612. };
  10613. }
  10614. }
  10615. declare module "babylonjs/Actions/condition" {
  10616. import { ActionManager } from "babylonjs/Actions/actionManager";
  10617. /**
  10618. * A Condition applied to an Action
  10619. */
  10620. export class Condition {
  10621. /**
  10622. * Internal only - manager for action
  10623. * @hidden
  10624. */
  10625. _actionManager: ActionManager;
  10626. /**
  10627. * Internal only
  10628. * @hidden
  10629. */
  10630. _evaluationId: number;
  10631. /**
  10632. * Internal only
  10633. * @hidden
  10634. */
  10635. _currentResult: boolean;
  10636. /**
  10637. * Creates a new Condition
  10638. * @param actionManager the manager of the action the condition is applied to
  10639. */
  10640. constructor(actionManager: ActionManager);
  10641. /**
  10642. * Check if the current condition is valid
  10643. * @returns a boolean
  10644. */
  10645. isValid(): boolean;
  10646. /**
  10647. * Internal only
  10648. * @hidden
  10649. */
  10650. _getProperty(propertyPath: string): string;
  10651. /**
  10652. * Internal only
  10653. * @hidden
  10654. */
  10655. _getEffectiveTarget(target: any, propertyPath: string): any;
  10656. /**
  10657. * Serialize placeholder for child classes
  10658. * @returns the serialized object
  10659. */
  10660. serialize(): any;
  10661. /**
  10662. * Internal only
  10663. * @hidden
  10664. */
  10665. protected _serialize(serializedCondition: any): any;
  10666. }
  10667. /**
  10668. * Defines specific conditional operators as extensions of Condition
  10669. */
  10670. export class ValueCondition extends Condition {
  10671. /** path to specify the property of the target the conditional operator uses */
  10672. propertyPath: string;
  10673. /** the value compared by the conditional operator against the current value of the property */
  10674. value: any;
  10675. /** the conditional operator, default ValueCondition.IsEqual */
  10676. operator: number;
  10677. /**
  10678. * Internal only
  10679. * @hidden
  10680. */
  10681. private static _IsEqual;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private static _IsDifferent;
  10687. /**
  10688. * Internal only
  10689. * @hidden
  10690. */
  10691. private static _IsGreater;
  10692. /**
  10693. * Internal only
  10694. * @hidden
  10695. */
  10696. private static _IsLesser;
  10697. /**
  10698. * returns the number for IsEqual
  10699. */
  10700. static get IsEqual(): number;
  10701. /**
  10702. * Returns the number for IsDifferent
  10703. */
  10704. static get IsDifferent(): number;
  10705. /**
  10706. * Returns the number for IsGreater
  10707. */
  10708. static get IsGreater(): number;
  10709. /**
  10710. * Returns the number for IsLesser
  10711. */
  10712. static get IsLesser(): number;
  10713. /**
  10714. * Internal only The action manager for the condition
  10715. * @hidden
  10716. */
  10717. _actionManager: ActionManager;
  10718. /**
  10719. * Internal only
  10720. * @hidden
  10721. */
  10722. private _target;
  10723. /**
  10724. * Internal only
  10725. * @hidden
  10726. */
  10727. private _effectiveTarget;
  10728. /**
  10729. * Internal only
  10730. * @hidden
  10731. */
  10732. private _property;
  10733. /**
  10734. * Creates a new ValueCondition
  10735. * @param actionManager manager for the action the condition applies to
  10736. * @param target for the action
  10737. * @param propertyPath path to specify the property of the target the conditional operator uses
  10738. * @param value the value compared by the conditional operator against the current value of the property
  10739. * @param operator the conditional operator, default ValueCondition.IsEqual
  10740. */
  10741. constructor(actionManager: ActionManager, target: any,
  10742. /** path to specify the property of the target the conditional operator uses */
  10743. propertyPath: string,
  10744. /** the value compared by the conditional operator against the current value of the property */
  10745. value: any,
  10746. /** the conditional operator, default ValueCondition.IsEqual */
  10747. operator?: number);
  10748. /**
  10749. * Compares the given value with the property value for the specified conditional operator
  10750. * @returns the result of the comparison
  10751. */
  10752. isValid(): boolean;
  10753. /**
  10754. * Serialize the ValueCondition into a JSON compatible object
  10755. * @returns serialization object
  10756. */
  10757. serialize(): any;
  10758. /**
  10759. * Gets the name of the conditional operator for the ValueCondition
  10760. * @param operator the conditional operator
  10761. * @returns the name
  10762. */
  10763. static GetOperatorName(operator: number): string;
  10764. }
  10765. /**
  10766. * Defines a predicate condition as an extension of Condition
  10767. */
  10768. export class PredicateCondition extends Condition {
  10769. /** defines the predicate function used to validate the condition */
  10770. predicate: () => boolean;
  10771. /**
  10772. * Internal only - manager for action
  10773. * @hidden
  10774. */
  10775. _actionManager: ActionManager;
  10776. /**
  10777. * Creates a new PredicateCondition
  10778. * @param actionManager manager for the action the condition applies to
  10779. * @param predicate defines the predicate function used to validate the condition
  10780. */
  10781. constructor(actionManager: ActionManager,
  10782. /** defines the predicate function used to validate the condition */
  10783. predicate: () => boolean);
  10784. /**
  10785. * @returns the validity of the predicate condition
  10786. */
  10787. isValid(): boolean;
  10788. }
  10789. /**
  10790. * Defines a state condition as an extension of Condition
  10791. */
  10792. export class StateCondition extends Condition {
  10793. /** Value to compare with target state */
  10794. value: string;
  10795. /**
  10796. * Internal only - manager for action
  10797. * @hidden
  10798. */
  10799. _actionManager: ActionManager;
  10800. /**
  10801. * Internal only
  10802. * @hidden
  10803. */
  10804. private _target;
  10805. /**
  10806. * Creates a new StateCondition
  10807. * @param actionManager manager for the action the condition applies to
  10808. * @param target of the condition
  10809. * @param value to compare with target state
  10810. */
  10811. constructor(actionManager: ActionManager, target: any,
  10812. /** Value to compare with target state */
  10813. value: string);
  10814. /**
  10815. * Gets a boolean indicating if the current condition is met
  10816. * @returns the validity of the state
  10817. */
  10818. isValid(): boolean;
  10819. /**
  10820. * Serialize the StateCondition into a JSON compatible object
  10821. * @returns serialization object
  10822. */
  10823. serialize(): any;
  10824. }
  10825. }
  10826. declare module "babylonjs/Actions/directActions" {
  10827. import { Action } from "babylonjs/Actions/action";
  10828. import { Condition } from "babylonjs/Actions/condition";
  10829. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10830. /**
  10831. * This defines an action responsible to toggle a boolean once triggered.
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10833. */
  10834. export class SwitchBooleanAction extends Action {
  10835. /**
  10836. * The path to the boolean property in the target object
  10837. */
  10838. propertyPath: string;
  10839. private _target;
  10840. private _effectiveTarget;
  10841. private _property;
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param target defines the object containing the boolean
  10846. * @param propertyPath defines the path to the boolean property in the target object
  10847. * @param condition defines the trigger related conditions
  10848. */
  10849. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10850. /** @hidden */
  10851. _prepare(): void;
  10852. /**
  10853. * Execute the action toggle the boolean value.
  10854. */
  10855. execute(): void;
  10856. /**
  10857. * Serializes the actions and its related information.
  10858. * @param parent defines the object to serialize in
  10859. * @returns the serialized object
  10860. */
  10861. serialize(parent: any): any;
  10862. }
  10863. /**
  10864. * This defines an action responsible to set a the state field of the target
  10865. * to a desired value once triggered.
  10866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10867. */
  10868. export class SetStateAction extends Action {
  10869. /**
  10870. * The value to store in the state field.
  10871. */
  10872. value: string;
  10873. private _target;
  10874. /**
  10875. * Instantiate the action
  10876. * @param triggerOptions defines the trigger options
  10877. * @param target defines the object containing the state property
  10878. * @param value defines the value to store in the state field
  10879. * @param condition defines the trigger related conditions
  10880. */
  10881. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10882. /**
  10883. * Execute the action and store the value on the target state property.
  10884. */
  10885. execute(): void;
  10886. /**
  10887. * Serializes the actions and its related information.
  10888. * @param parent defines the object to serialize in
  10889. * @returns the serialized object
  10890. */
  10891. serialize(parent: any): any;
  10892. }
  10893. /**
  10894. * This defines an action responsible to set a property of the target
  10895. * to a desired value once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class SetValueAction extends Action {
  10899. /**
  10900. * The path of the property to set in the target.
  10901. */
  10902. propertyPath: string;
  10903. /**
  10904. * The value to set in the property
  10905. */
  10906. value: any;
  10907. private _target;
  10908. private _effectiveTarget;
  10909. private _property;
  10910. /**
  10911. * Instantiate the action
  10912. * @param triggerOptions defines the trigger options
  10913. * @param target defines the object containing the property
  10914. * @param propertyPath defines the path of the property to set in the target
  10915. * @param value defines the value to set in the property
  10916. * @param condition defines the trigger related conditions
  10917. */
  10918. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10919. /** @hidden */
  10920. _prepare(): void;
  10921. /**
  10922. * Execute the action and set the targetted property to the desired value.
  10923. */
  10924. execute(): void;
  10925. /**
  10926. * Serializes the actions and its related information.
  10927. * @param parent defines the object to serialize in
  10928. * @returns the serialized object
  10929. */
  10930. serialize(parent: any): any;
  10931. }
  10932. /**
  10933. * This defines an action responsible to increment the target value
  10934. * to a desired value once triggered.
  10935. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10936. */
  10937. export class IncrementValueAction extends Action {
  10938. /**
  10939. * The path of the property to increment in the target.
  10940. */
  10941. propertyPath: string;
  10942. /**
  10943. * The value we should increment the property by.
  10944. */
  10945. value: any;
  10946. private _target;
  10947. private _effectiveTarget;
  10948. private _property;
  10949. /**
  10950. * Instantiate the action
  10951. * @param triggerOptions defines the trigger options
  10952. * @param target defines the object containing the property
  10953. * @param propertyPath defines the path of the property to increment in the target
  10954. * @param value defines the value value we should increment the property by
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and increment the target of the value amount.
  10962. */
  10963. execute(): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to start an animation once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class PlayAnimationAction extends Action {
  10976. /**
  10977. * Where the animation should start (animation frame)
  10978. */
  10979. from: number;
  10980. /**
  10981. * Where the animation should stop (animation frame)
  10982. */
  10983. to: number;
  10984. /**
  10985. * Define if the animation should loop or stop after the first play.
  10986. */
  10987. loop?: boolean;
  10988. private _target;
  10989. /**
  10990. * Instantiate the action
  10991. * @param triggerOptions defines the trigger options
  10992. * @param target defines the target animation or animation name
  10993. * @param from defines from where the animation should start (animation frame)
  10994. * @param end defines where the animation should stop (animation frame)
  10995. * @param loop defines if the animation should loop or stop after the first play
  10996. * @param condition defines the trigger related conditions
  10997. */
  10998. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10999. /** @hidden */
  11000. _prepare(): void;
  11001. /**
  11002. * Execute the action and play the animation.
  11003. */
  11004. execute(): void;
  11005. /**
  11006. * Serializes the actions and its related information.
  11007. * @param parent defines the object to serialize in
  11008. * @returns the serialized object
  11009. */
  11010. serialize(parent: any): any;
  11011. }
  11012. /**
  11013. * This defines an action responsible to stop an animation once triggered.
  11014. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11015. */
  11016. export class StopAnimationAction extends Action {
  11017. private _target;
  11018. /**
  11019. * Instantiate the action
  11020. * @param triggerOptions defines the trigger options
  11021. * @param target defines the target animation or animation name
  11022. * @param condition defines the trigger related conditions
  11023. */
  11024. constructor(triggerOptions: any, target: any, condition?: Condition);
  11025. /** @hidden */
  11026. _prepare(): void;
  11027. /**
  11028. * Execute the action and stop the animation.
  11029. */
  11030. execute(): void;
  11031. /**
  11032. * Serializes the actions and its related information.
  11033. * @param parent defines the object to serialize in
  11034. * @returns the serialized object
  11035. */
  11036. serialize(parent: any): any;
  11037. }
  11038. /**
  11039. * This defines an action responsible that does nothing once triggered.
  11040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11041. */
  11042. export class DoNothingAction extends Action {
  11043. /**
  11044. * Instantiate the action
  11045. * @param triggerOptions defines the trigger options
  11046. * @param condition defines the trigger related conditions
  11047. */
  11048. constructor(triggerOptions?: any, condition?: Condition);
  11049. /**
  11050. * Execute the action and do nothing.
  11051. */
  11052. execute(): void;
  11053. /**
  11054. * Serializes the actions and its related information.
  11055. * @param parent defines the object to serialize in
  11056. * @returns the serialized object
  11057. */
  11058. serialize(parent: any): any;
  11059. }
  11060. /**
  11061. * This defines an action responsible to trigger several actions once triggered.
  11062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11063. */
  11064. export class CombineAction extends Action {
  11065. /**
  11066. * The list of aggregated animations to run.
  11067. */
  11068. children: Action[];
  11069. /**
  11070. * Instantiate the action
  11071. * @param triggerOptions defines the trigger options
  11072. * @param children defines the list of aggregated animations to run
  11073. * @param condition defines the trigger related conditions
  11074. */
  11075. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  11076. /** @hidden */
  11077. _prepare(): void;
  11078. /**
  11079. * Execute the action and executes all the aggregated actions.
  11080. */
  11081. execute(evt: ActionEvent): void;
  11082. /**
  11083. * Serializes the actions and its related information.
  11084. * @param parent defines the object to serialize in
  11085. * @returns the serialized object
  11086. */
  11087. serialize(parent: any): any;
  11088. }
  11089. /**
  11090. * This defines an action responsible to run code (external event) once triggered.
  11091. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11092. */
  11093. export class ExecuteCodeAction extends Action {
  11094. /**
  11095. * The callback function to run.
  11096. */
  11097. func: (evt: ActionEvent) => void;
  11098. /**
  11099. * Instantiate the action
  11100. * @param triggerOptions defines the trigger options
  11101. * @param func defines the callback function to run
  11102. * @param condition defines the trigger related conditions
  11103. */
  11104. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  11105. /**
  11106. * Execute the action and run the attached code.
  11107. */
  11108. execute(evt: ActionEvent): void;
  11109. }
  11110. /**
  11111. * This defines an action responsible to set the parent property of the target once triggered.
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11113. */
  11114. export class SetParentAction extends Action {
  11115. private _parent;
  11116. private _target;
  11117. /**
  11118. * Instantiate the action
  11119. * @param triggerOptions defines the trigger options
  11120. * @param target defines the target containing the parent property
  11121. * @param parent defines from where the animation should start (animation frame)
  11122. * @param condition defines the trigger related conditions
  11123. */
  11124. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11125. /** @hidden */
  11126. _prepare(): void;
  11127. /**
  11128. * Execute the action and set the parent property.
  11129. */
  11130. execute(): void;
  11131. /**
  11132. * Serializes the actions and its related information.
  11133. * @param parent defines the object to serialize in
  11134. * @returns the serialized object
  11135. */
  11136. serialize(parent: any): any;
  11137. }
  11138. }
  11139. declare module "babylonjs/Actions/actionManager" {
  11140. import { Nullable } from "babylonjs/types";
  11141. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11142. import { Scene } from "babylonjs/scene";
  11143. import { IAction } from "babylonjs/Actions/action";
  11144. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11145. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11146. /**
  11147. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11148. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11150. */
  11151. export class ActionManager extends AbstractActionManager {
  11152. /**
  11153. * Nothing
  11154. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11155. */
  11156. static readonly NothingTrigger: number;
  11157. /**
  11158. * On pick
  11159. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11160. */
  11161. static readonly OnPickTrigger: number;
  11162. /**
  11163. * On left pick
  11164. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11165. */
  11166. static readonly OnLeftPickTrigger: number;
  11167. /**
  11168. * On right pick
  11169. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11170. */
  11171. static readonly OnRightPickTrigger: number;
  11172. /**
  11173. * On center pick
  11174. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11175. */
  11176. static readonly OnCenterPickTrigger: number;
  11177. /**
  11178. * On pick down
  11179. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11180. */
  11181. static readonly OnPickDownTrigger: number;
  11182. /**
  11183. * On double pick
  11184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11185. */
  11186. static readonly OnDoublePickTrigger: number;
  11187. /**
  11188. * On pick up
  11189. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11190. */
  11191. static readonly OnPickUpTrigger: number;
  11192. /**
  11193. * On pick out.
  11194. * This trigger will only be raised if you also declared a OnPickDown
  11195. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11196. */
  11197. static readonly OnPickOutTrigger: number;
  11198. /**
  11199. * On long press
  11200. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11201. */
  11202. static readonly OnLongPressTrigger: number;
  11203. /**
  11204. * On pointer over
  11205. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11206. */
  11207. static readonly OnPointerOverTrigger: number;
  11208. /**
  11209. * On pointer out
  11210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11211. */
  11212. static readonly OnPointerOutTrigger: number;
  11213. /**
  11214. * On every frame
  11215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11216. */
  11217. static readonly OnEveryFrameTrigger: number;
  11218. /**
  11219. * On intersection enter
  11220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11221. */
  11222. static readonly OnIntersectionEnterTrigger: number;
  11223. /**
  11224. * On intersection exit
  11225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11226. */
  11227. static readonly OnIntersectionExitTrigger: number;
  11228. /**
  11229. * On key down
  11230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11231. */
  11232. static readonly OnKeyDownTrigger: number;
  11233. /**
  11234. * On key up
  11235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11236. */
  11237. static readonly OnKeyUpTrigger: number;
  11238. private _scene;
  11239. /**
  11240. * Creates a new action manager
  11241. * @param scene defines the hosting scene
  11242. */
  11243. constructor(scene: Scene);
  11244. /**
  11245. * Releases all associated resources
  11246. */
  11247. dispose(): void;
  11248. /**
  11249. * Gets hosting scene
  11250. * @returns the hosting scene
  11251. */
  11252. getScene(): Scene;
  11253. /**
  11254. * Does this action manager handles actions of any of the given triggers
  11255. * @param triggers defines the triggers to be tested
  11256. * @return a boolean indicating whether one (or more) of the triggers is handled
  11257. */
  11258. hasSpecificTriggers(triggers: number[]): boolean;
  11259. /**
  11260. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11261. * speed.
  11262. * @param triggerA defines the trigger to be tested
  11263. * @param triggerB defines the trigger to be tested
  11264. * @return a boolean indicating whether one (or more) of the triggers is handled
  11265. */
  11266. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11267. /**
  11268. * Does this action manager handles actions of a given trigger
  11269. * @param trigger defines the trigger to be tested
  11270. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11271. * @return whether the trigger is handled
  11272. */
  11273. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11274. /**
  11275. * Does this action manager has pointer triggers
  11276. */
  11277. get hasPointerTriggers(): boolean;
  11278. /**
  11279. * Does this action manager has pick triggers
  11280. */
  11281. get hasPickTriggers(): boolean;
  11282. /**
  11283. * Registers an action to this action manager
  11284. * @param action defines the action to be registered
  11285. * @return the action amended (prepared) after registration
  11286. */
  11287. registerAction(action: IAction): Nullable<IAction>;
  11288. /**
  11289. * Unregisters an action to this action manager
  11290. * @param action defines the action to be unregistered
  11291. * @return a boolean indicating whether the action has been unregistered
  11292. */
  11293. unregisterAction(action: IAction): Boolean;
  11294. /**
  11295. * Process a specific trigger
  11296. * @param trigger defines the trigger to process
  11297. * @param evt defines the event details to be processed
  11298. */
  11299. processTrigger(trigger: number, evt?: IActionEvent): void;
  11300. /** @hidden */
  11301. _getEffectiveTarget(target: any, propertyPath: string): any;
  11302. /** @hidden */
  11303. _getProperty(propertyPath: string): string;
  11304. /**
  11305. * Serialize this manager to a JSON object
  11306. * @param name defines the property name to store this manager
  11307. * @returns a JSON representation of this manager
  11308. */
  11309. serialize(name: string): any;
  11310. /**
  11311. * Creates a new ActionManager from a JSON data
  11312. * @param parsedActions defines the JSON data to read from
  11313. * @param object defines the hosting mesh
  11314. * @param scene defines the hosting scene
  11315. */
  11316. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11317. /**
  11318. * Get a trigger name by index
  11319. * @param trigger defines the trigger index
  11320. * @returns a trigger name
  11321. */
  11322. static GetTriggerName(trigger: number): string;
  11323. }
  11324. }
  11325. declare module "babylonjs/Culling/ray" {
  11326. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11327. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11328. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11329. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11330. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11331. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11332. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11333. import { Plane } from "babylonjs/Maths/math.plane";
  11334. /**
  11335. * Class representing a ray with position and direction
  11336. */
  11337. export class Ray {
  11338. /** origin point */
  11339. origin: Vector3;
  11340. /** direction */
  11341. direction: Vector3;
  11342. /** length of the ray */
  11343. length: number;
  11344. private static readonly TmpVector3;
  11345. private _tmpRay;
  11346. /**
  11347. * Creates a new ray
  11348. * @param origin origin point
  11349. * @param direction direction
  11350. * @param length length of the ray
  11351. */
  11352. constructor(
  11353. /** origin point */
  11354. origin: Vector3,
  11355. /** direction */
  11356. direction: Vector3,
  11357. /** length of the ray */
  11358. length?: number);
  11359. /**
  11360. * Checks if the ray intersects a box
  11361. * @param minimum bound of the box
  11362. * @param maximum bound of the box
  11363. * @param intersectionTreshold extra extend to be added to the box in all direction
  11364. * @returns if the box was hit
  11365. */
  11366. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11367. /**
  11368. * Checks if the ray intersects a box
  11369. * @param box the bounding box to check
  11370. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11371. * @returns if the box was hit
  11372. */
  11373. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11374. /**
  11375. * If the ray hits a sphere
  11376. * @param sphere the bounding sphere to check
  11377. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11378. * @returns true if it hits the sphere
  11379. */
  11380. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11381. /**
  11382. * If the ray hits a triange
  11383. * @param vertex0 triangle vertex
  11384. * @param vertex1 triangle vertex
  11385. * @param vertex2 triangle vertex
  11386. * @returns intersection information if hit
  11387. */
  11388. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11389. /**
  11390. * Checks if ray intersects a plane
  11391. * @param plane the plane to check
  11392. * @returns the distance away it was hit
  11393. */
  11394. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11395. /**
  11396. * Calculate the intercept of a ray on a given axis
  11397. * @param axis to check 'x' | 'y' | 'z'
  11398. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11399. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11400. */
  11401. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11402. /**
  11403. * Checks if ray intersects a mesh
  11404. * @param mesh the mesh to check
  11405. * @param fastCheck if only the bounding box should checked
  11406. * @returns picking info of the intersecton
  11407. */
  11408. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11409. /**
  11410. * Checks if ray intersects a mesh
  11411. * @param meshes the meshes to check
  11412. * @param fastCheck if only the bounding box should checked
  11413. * @param results array to store result in
  11414. * @returns Array of picking infos
  11415. */
  11416. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11417. private _comparePickingInfo;
  11418. private static smallnum;
  11419. private static rayl;
  11420. /**
  11421. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11422. * @param sega the first point of the segment to test the intersection against
  11423. * @param segb the second point of the segment to test the intersection against
  11424. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11425. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11426. */
  11427. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11428. /**
  11429. * Update the ray from viewport position
  11430. * @param x position
  11431. * @param y y position
  11432. * @param viewportWidth viewport width
  11433. * @param viewportHeight viewport height
  11434. * @param world world matrix
  11435. * @param view view matrix
  11436. * @param projection projection matrix
  11437. * @returns this ray updated
  11438. */
  11439. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11440. /**
  11441. * Creates a ray with origin and direction of 0,0,0
  11442. * @returns the new ray
  11443. */
  11444. static Zero(): Ray;
  11445. /**
  11446. * Creates a new ray from screen space and viewport
  11447. * @param x position
  11448. * @param y y position
  11449. * @param viewportWidth viewport width
  11450. * @param viewportHeight viewport height
  11451. * @param world world matrix
  11452. * @param view view matrix
  11453. * @param projection projection matrix
  11454. * @returns new ray
  11455. */
  11456. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11457. /**
  11458. * 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
  11459. * transformed to the given world matrix.
  11460. * @param origin The origin point
  11461. * @param end The end point
  11462. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11463. * @returns the new ray
  11464. */
  11465. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11466. /**
  11467. * Transforms a ray by a matrix
  11468. * @param ray ray to transform
  11469. * @param matrix matrix to apply
  11470. * @returns the resulting new ray
  11471. */
  11472. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11473. /**
  11474. * Transforms a ray by a matrix
  11475. * @param ray ray to transform
  11476. * @param matrix matrix to apply
  11477. * @param result ray to store result in
  11478. */
  11479. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11480. /**
  11481. * Unproject a ray from screen space to object space
  11482. * @param sourceX defines the screen space x coordinate to use
  11483. * @param sourceY defines the screen space y coordinate to use
  11484. * @param viewportWidth defines the current width of the viewport
  11485. * @param viewportHeight defines the current height of the viewport
  11486. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11487. * @param view defines the view matrix to use
  11488. * @param projection defines the projection matrix to use
  11489. */
  11490. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11491. }
  11492. /**
  11493. * Type used to define predicate used to select faces when a mesh intersection is detected
  11494. */
  11495. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11496. module "babylonjs/scene" {
  11497. interface Scene {
  11498. /** @hidden */
  11499. _tempPickingRay: Nullable<Ray>;
  11500. /** @hidden */
  11501. _cachedRayForTransform: Ray;
  11502. /** @hidden */
  11503. _pickWithRayInverseMatrix: Matrix;
  11504. /** @hidden */
  11505. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11506. /** @hidden */
  11507. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11508. }
  11509. }
  11510. }
  11511. declare module "babylonjs/sceneComponent" {
  11512. import { Scene } from "babylonjs/scene";
  11513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11514. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11515. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11516. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11517. import { Nullable } from "babylonjs/types";
  11518. import { Camera } from "babylonjs/Cameras/camera";
  11519. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11520. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11521. import { AbstractScene } from "babylonjs/abstractScene";
  11522. import { Mesh } from "babylonjs/Meshes/mesh";
  11523. /**
  11524. * Groups all the scene component constants in one place to ease maintenance.
  11525. * @hidden
  11526. */
  11527. export class SceneComponentConstants {
  11528. static readonly NAME_EFFECTLAYER: string;
  11529. static readonly NAME_LAYER: string;
  11530. static readonly NAME_LENSFLARESYSTEM: string;
  11531. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11532. static readonly NAME_PARTICLESYSTEM: string;
  11533. static readonly NAME_GAMEPAD: string;
  11534. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11535. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11536. static readonly NAME_DEPTHRENDERER: string;
  11537. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11538. static readonly NAME_SPRITE: string;
  11539. static readonly NAME_OUTLINERENDERER: string;
  11540. static readonly NAME_PROCEDURALTEXTURE: string;
  11541. static readonly NAME_SHADOWGENERATOR: string;
  11542. static readonly NAME_OCTREE: string;
  11543. static readonly NAME_PHYSICSENGINE: string;
  11544. static readonly NAME_AUDIO: string;
  11545. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11546. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11547. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11548. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11549. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11550. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11551. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11552. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11553. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11554. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11555. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11556. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11557. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11558. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11559. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11560. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11561. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11562. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11563. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11564. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11565. static readonly STEP_AFTERRENDER_AUDIO: number;
  11566. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11567. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11568. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11569. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11570. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11571. static readonly STEP_POINTERMOVE_SPRITE: number;
  11572. static readonly STEP_POINTERDOWN_SPRITE: number;
  11573. static readonly STEP_POINTERUP_SPRITE: number;
  11574. }
  11575. /**
  11576. * This represents a scene component.
  11577. *
  11578. * This is used to decouple the dependency the scene is having on the different workloads like
  11579. * layers, post processes...
  11580. */
  11581. export interface ISceneComponent {
  11582. /**
  11583. * The name of the component. Each component must have a unique name.
  11584. */
  11585. name: string;
  11586. /**
  11587. * The scene the component belongs to.
  11588. */
  11589. scene: Scene;
  11590. /**
  11591. * Register the component to one instance of a scene.
  11592. */
  11593. register(): void;
  11594. /**
  11595. * Rebuilds the elements related to this component in case of
  11596. * context lost for instance.
  11597. */
  11598. rebuild(): void;
  11599. /**
  11600. * Disposes the component and the associated ressources.
  11601. */
  11602. dispose(): void;
  11603. }
  11604. /**
  11605. * This represents a SERIALIZABLE scene component.
  11606. *
  11607. * This extends Scene Component to add Serialization methods on top.
  11608. */
  11609. export interface ISceneSerializableComponent extends ISceneComponent {
  11610. /**
  11611. * Adds all the elements from the container to the scene
  11612. * @param container the container holding the elements
  11613. */
  11614. addFromContainer(container: AbstractScene): void;
  11615. /**
  11616. * Removes all the elements in the container from the scene
  11617. * @param container contains the elements to remove
  11618. * @param dispose if the removed element should be disposed (default: false)
  11619. */
  11620. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11621. /**
  11622. * Serializes the component data to the specified json object
  11623. * @param serializationObject The object to serialize to
  11624. */
  11625. serialize(serializationObject: any): void;
  11626. }
  11627. /**
  11628. * Strong typing of a Mesh related stage step action
  11629. */
  11630. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11631. /**
  11632. * Strong typing of a Evaluate Sub Mesh related stage step action
  11633. */
  11634. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11635. /**
  11636. * Strong typing of a Active Mesh related stage step action
  11637. */
  11638. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11639. /**
  11640. * Strong typing of a Camera related stage step action
  11641. */
  11642. export type CameraStageAction = (camera: Camera) => void;
  11643. /**
  11644. * Strong typing of a Camera Frame buffer related stage step action
  11645. */
  11646. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11647. /**
  11648. * Strong typing of a Render Target related stage step action
  11649. */
  11650. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11651. /**
  11652. * Strong typing of a RenderingGroup related stage step action
  11653. */
  11654. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11655. /**
  11656. * Strong typing of a Mesh Render related stage step action
  11657. */
  11658. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11659. /**
  11660. * Strong typing of a simple stage step action
  11661. */
  11662. export type SimpleStageAction = () => void;
  11663. /**
  11664. * Strong typing of a render target action.
  11665. */
  11666. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11667. /**
  11668. * Strong typing of a pointer move action.
  11669. */
  11670. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11671. /**
  11672. * Strong typing of a pointer up/down action.
  11673. */
  11674. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11675. /**
  11676. * Representation of a stage in the scene (Basically a list of ordered steps)
  11677. * @hidden
  11678. */
  11679. export class Stage<T extends Function> extends Array<{
  11680. index: number;
  11681. component: ISceneComponent;
  11682. action: T;
  11683. }> {
  11684. /**
  11685. * Hide ctor from the rest of the world.
  11686. * @param items The items to add.
  11687. */
  11688. private constructor();
  11689. /**
  11690. * Creates a new Stage.
  11691. * @returns A new instance of a Stage
  11692. */
  11693. static Create<T extends Function>(): Stage<T>;
  11694. /**
  11695. * Registers a step in an ordered way in the targeted stage.
  11696. * @param index Defines the position to register the step in
  11697. * @param component Defines the component attached to the step
  11698. * @param action Defines the action to launch during the step
  11699. */
  11700. registerStep(index: number, component: ISceneComponent, action: T): void;
  11701. /**
  11702. * Clears all the steps from the stage.
  11703. */
  11704. clear(): void;
  11705. }
  11706. }
  11707. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11708. import { Nullable } from "babylonjs/types";
  11709. import { Observable } from "babylonjs/Misc/observable";
  11710. import { Scene } from "babylonjs/scene";
  11711. import { Sprite } from "babylonjs/Sprites/sprite";
  11712. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11713. import { Ray } from "babylonjs/Culling/ray";
  11714. import { Camera } from "babylonjs/Cameras/camera";
  11715. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11716. import { ISceneComponent } from "babylonjs/sceneComponent";
  11717. module "babylonjs/scene" {
  11718. interface Scene {
  11719. /** @hidden */
  11720. _pointerOverSprite: Nullable<Sprite>;
  11721. /** @hidden */
  11722. _pickedDownSprite: Nullable<Sprite>;
  11723. /** @hidden */
  11724. _tempSpritePickingRay: Nullable<Ray>;
  11725. /**
  11726. * All of the sprite managers added to this scene
  11727. * @see http://doc.babylonjs.com/babylon101/sprites
  11728. */
  11729. spriteManagers: Array<ISpriteManager>;
  11730. /**
  11731. * An event triggered when sprites rendering is about to start
  11732. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11733. */
  11734. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11735. /**
  11736. * An event triggered when sprites rendering is done
  11737. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11738. */
  11739. onAfterSpritesRenderingObservable: Observable<Scene>;
  11740. /** @hidden */
  11741. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11742. /** Launch a ray to try to pick a sprite in the scene
  11743. * @param x position on screen
  11744. * @param y position on screen
  11745. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11746. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11747. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11748. * @returns a PickingInfo
  11749. */
  11750. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11751. /** Use the given ray to pick a sprite in the scene
  11752. * @param ray The ray (in world space) to use to pick meshes
  11753. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11754. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11755. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11756. * @returns a PickingInfo
  11757. */
  11758. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11759. /** @hidden */
  11760. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11761. /** Launch a ray to try to pick sprites in the scene
  11762. * @param x position on screen
  11763. * @param y position on screen
  11764. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11765. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11766. * @returns a PickingInfo array
  11767. */
  11768. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11769. /** Use the given ray to pick sprites in the scene
  11770. * @param ray The ray (in world space) to use to pick meshes
  11771. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11772. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11773. * @returns a PickingInfo array
  11774. */
  11775. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11776. /**
  11777. * Force the sprite under the pointer
  11778. * @param sprite defines the sprite to use
  11779. */
  11780. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11781. /**
  11782. * Gets the sprite under the pointer
  11783. * @returns a Sprite or null if no sprite is under the pointer
  11784. */
  11785. getPointerOverSprite(): Nullable<Sprite>;
  11786. }
  11787. }
  11788. /**
  11789. * Defines the sprite scene component responsible to manage sprites
  11790. * in a given scene.
  11791. */
  11792. export class SpriteSceneComponent implements ISceneComponent {
  11793. /**
  11794. * The component name helpfull to identify the component in the list of scene components.
  11795. */
  11796. readonly name: string;
  11797. /**
  11798. * The scene the component belongs to.
  11799. */
  11800. scene: Scene;
  11801. /** @hidden */
  11802. private _spritePredicate;
  11803. /**
  11804. * Creates a new instance of the component for the given scene
  11805. * @param scene Defines the scene to register the component in
  11806. */
  11807. constructor(scene: Scene);
  11808. /**
  11809. * Registers the component in a given scene
  11810. */
  11811. register(): void;
  11812. /**
  11813. * Rebuilds the elements related to this component in case of
  11814. * context lost for instance.
  11815. */
  11816. rebuild(): void;
  11817. /**
  11818. * Disposes the component and the associated ressources.
  11819. */
  11820. dispose(): void;
  11821. private _pickSpriteButKeepRay;
  11822. private _pointerMove;
  11823. private _pointerDown;
  11824. private _pointerUp;
  11825. }
  11826. }
  11827. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11828. /** @hidden */
  11829. export var fogFragmentDeclaration: {
  11830. name: string;
  11831. shader: string;
  11832. };
  11833. }
  11834. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11835. /** @hidden */
  11836. export var fogFragment: {
  11837. name: string;
  11838. shader: string;
  11839. };
  11840. }
  11841. declare module "babylonjs/Shaders/sprites.fragment" {
  11842. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11843. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11844. /** @hidden */
  11845. export var spritesPixelShader: {
  11846. name: string;
  11847. shader: string;
  11848. };
  11849. }
  11850. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11851. /** @hidden */
  11852. export var fogVertexDeclaration: {
  11853. name: string;
  11854. shader: string;
  11855. };
  11856. }
  11857. declare module "babylonjs/Shaders/sprites.vertex" {
  11858. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11859. /** @hidden */
  11860. export var spritesVertexShader: {
  11861. name: string;
  11862. shader: string;
  11863. };
  11864. }
  11865. declare module "babylonjs/Sprites/spriteManager" {
  11866. import { IDisposable, Scene } from "babylonjs/scene";
  11867. import { Nullable } from "babylonjs/types";
  11868. import { Observable } from "babylonjs/Misc/observable";
  11869. import { Sprite } from "babylonjs/Sprites/sprite";
  11870. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11871. import { Camera } from "babylonjs/Cameras/camera";
  11872. import { Texture } from "babylonjs/Materials/Textures/texture";
  11873. import "babylonjs/Shaders/sprites.fragment";
  11874. import "babylonjs/Shaders/sprites.vertex";
  11875. import { Ray } from "babylonjs/Culling/ray";
  11876. /**
  11877. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11878. */
  11879. export interface ISpriteManager extends IDisposable {
  11880. /**
  11881. * Restricts the camera to viewing objects with the same layerMask.
  11882. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11883. */
  11884. layerMask: number;
  11885. /**
  11886. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11887. */
  11888. isPickable: boolean;
  11889. /**
  11890. * Specifies the rendering group id for this mesh (0 by default)
  11891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11892. */
  11893. renderingGroupId: number;
  11894. /**
  11895. * Defines the list of sprites managed by the manager.
  11896. */
  11897. sprites: Array<Sprite>;
  11898. /**
  11899. * Tests the intersection of a sprite with a specific ray.
  11900. * @param ray The ray we are sending to test the collision
  11901. * @param camera The camera space we are sending rays in
  11902. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11903. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11904. * @returns picking info or null.
  11905. */
  11906. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11907. /**
  11908. * Intersects the sprites with a ray
  11909. * @param ray defines the ray to intersect with
  11910. * @param camera defines the current active camera
  11911. * @param predicate defines a predicate used to select candidate sprites
  11912. * @returns null if no hit or a PickingInfo array
  11913. */
  11914. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11915. /**
  11916. * Renders the list of sprites on screen.
  11917. */
  11918. render(): void;
  11919. }
  11920. /**
  11921. * Class used to manage multiple sprites on the same spritesheet
  11922. * @see http://doc.babylonjs.com/babylon101/sprites
  11923. */
  11924. export class SpriteManager implements ISpriteManager {
  11925. /** defines the manager's name */
  11926. name: string;
  11927. /** Gets the list of sprites */
  11928. sprites: Sprite[];
  11929. /** Gets or sets the rendering group id (0 by default) */
  11930. renderingGroupId: number;
  11931. /** Gets or sets camera layer mask */
  11932. layerMask: number;
  11933. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11934. fogEnabled: boolean;
  11935. /** Gets or sets a boolean indicating if the sprites are pickable */
  11936. isPickable: boolean;
  11937. /** Defines the default width of a cell in the spritesheet */
  11938. cellWidth: number;
  11939. /** Defines the default height of a cell in the spritesheet */
  11940. cellHeight: number;
  11941. /** Associative array from JSON sprite data file */
  11942. private _cellData;
  11943. /** Array of sprite names from JSON sprite data file */
  11944. private _spriteMap;
  11945. /** True when packed cell data from JSON file is ready*/
  11946. private _packedAndReady;
  11947. /**
  11948. * An event triggered when the manager is disposed.
  11949. */
  11950. onDisposeObservable: Observable<SpriteManager>;
  11951. private _onDisposeObserver;
  11952. /**
  11953. * Callback called when the manager is disposed
  11954. */
  11955. set onDispose(callback: () => void);
  11956. private _capacity;
  11957. private _fromPacked;
  11958. private _spriteTexture;
  11959. private _epsilon;
  11960. private _scene;
  11961. private _vertexData;
  11962. private _buffer;
  11963. private _vertexBuffers;
  11964. private _indexBuffer;
  11965. private _effectBase;
  11966. private _effectFog;
  11967. /**
  11968. * Gets or sets the spritesheet texture
  11969. */
  11970. get texture(): Texture;
  11971. set texture(value: Texture);
  11972. /**
  11973. * Creates a new sprite manager
  11974. * @param name defines the manager's name
  11975. * @param imgUrl defines the sprite sheet url
  11976. * @param capacity defines the maximum allowed number of sprites
  11977. * @param cellSize defines the size of a sprite cell
  11978. * @param scene defines the hosting scene
  11979. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11980. * @param samplingMode defines the smapling mode to use with spritesheet
  11981. * @param fromPacked set to false; do not alter
  11982. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11983. */
  11984. constructor(
  11985. /** defines the manager's name */
  11986. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: any | null);
  11987. private _makePacked;
  11988. private _appendSpriteVertex;
  11989. /**
  11990. * Intersects the sprites with a ray
  11991. * @param ray defines the ray to intersect with
  11992. * @param camera defines the current active camera
  11993. * @param predicate defines a predicate used to select candidate sprites
  11994. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11995. * @returns null if no hit or a PickingInfo
  11996. */
  11997. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11998. /**
  11999. * Intersects the sprites with a ray
  12000. * @param ray defines the ray to intersect with
  12001. * @param camera defines the current active camera
  12002. * @param predicate defines a predicate used to select candidate sprites
  12003. * @returns null if no hit or a PickingInfo array
  12004. */
  12005. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  12006. /**
  12007. * Render all child sprites
  12008. */
  12009. render(): void;
  12010. /**
  12011. * Release associated resources
  12012. */
  12013. dispose(): void;
  12014. }
  12015. }
  12016. declare module "babylonjs/Sprites/sprite" {
  12017. import { Vector3 } from "babylonjs/Maths/math.vector";
  12018. import { Nullable } from "babylonjs/types";
  12019. import { ActionManager } from "babylonjs/Actions/actionManager";
  12020. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  12021. import { Color4 } from "babylonjs/Maths/math.color";
  12022. /**
  12023. * Class used to represent a sprite
  12024. * @see http://doc.babylonjs.com/babylon101/sprites
  12025. */
  12026. export class Sprite {
  12027. /** defines the name */
  12028. name: string;
  12029. /** Gets or sets the current world position */
  12030. position: Vector3;
  12031. /** Gets or sets the main color */
  12032. color: Color4;
  12033. /** Gets or sets the width */
  12034. width: number;
  12035. /** Gets or sets the height */
  12036. height: number;
  12037. /** Gets or sets rotation angle */
  12038. angle: number;
  12039. /** Gets or sets the cell index in the sprite sheet */
  12040. cellIndex: number;
  12041. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  12042. cellRef: string;
  12043. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  12044. invertU: number;
  12045. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  12046. invertV: number;
  12047. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  12048. disposeWhenFinishedAnimating: boolean;
  12049. /** Gets the list of attached animations */
  12050. animations: Animation[];
  12051. /** Gets or sets a boolean indicating if the sprite can be picked */
  12052. isPickable: boolean;
  12053. /**
  12054. * Gets or sets the associated action manager
  12055. */
  12056. actionManager: Nullable<ActionManager>;
  12057. private _animationStarted;
  12058. private _loopAnimation;
  12059. private _fromIndex;
  12060. private _toIndex;
  12061. private _delay;
  12062. private _direction;
  12063. private _manager;
  12064. private _time;
  12065. private _onAnimationEnd;
  12066. /**
  12067. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  12068. */
  12069. isVisible: boolean;
  12070. /**
  12071. * Gets or sets the sprite size
  12072. */
  12073. get size(): number;
  12074. set size(value: number);
  12075. /**
  12076. * Creates a new Sprite
  12077. * @param name defines the name
  12078. * @param manager defines the manager
  12079. */
  12080. constructor(
  12081. /** defines the name */
  12082. name: string, manager: ISpriteManager);
  12083. /**
  12084. * Starts an animation
  12085. * @param from defines the initial key
  12086. * @param to defines the end key
  12087. * @param loop defines if the animation must loop
  12088. * @param delay defines the start delay (in ms)
  12089. * @param onAnimationEnd defines a callback to call when animation ends
  12090. */
  12091. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  12092. /** Stops current animation (if any) */
  12093. stopAnimation(): void;
  12094. /** @hidden */
  12095. _animate(deltaTime: number): void;
  12096. /** Release associated resources */
  12097. dispose(): void;
  12098. }
  12099. }
  12100. declare module "babylonjs/Collisions/pickingInfo" {
  12101. import { Nullable } from "babylonjs/types";
  12102. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  12103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12104. import { Sprite } from "babylonjs/Sprites/sprite";
  12105. import { Ray } from "babylonjs/Culling/ray";
  12106. /**
  12107. * Information about the result of picking within a scene
  12108. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  12109. */
  12110. export class PickingInfo {
  12111. /** @hidden */
  12112. _pickingUnavailable: boolean;
  12113. /**
  12114. * If the pick collided with an object
  12115. */
  12116. hit: boolean;
  12117. /**
  12118. * Distance away where the pick collided
  12119. */
  12120. distance: number;
  12121. /**
  12122. * The location of pick collision
  12123. */
  12124. pickedPoint: Nullable<Vector3>;
  12125. /**
  12126. * The mesh corresponding the the pick collision
  12127. */
  12128. pickedMesh: Nullable<AbstractMesh>;
  12129. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12130. bu: number;
  12131. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12132. bv: number;
  12133. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12134. faceId: number;
  12135. /** Id of the the submesh that was picked */
  12136. subMeshId: number;
  12137. /** If a sprite was picked, this will be the sprite the pick collided with */
  12138. pickedSprite: Nullable<Sprite>;
  12139. /**
  12140. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12141. */
  12142. originMesh: Nullable<AbstractMesh>;
  12143. /**
  12144. * The ray that was used to perform the picking.
  12145. */
  12146. ray: Nullable<Ray>;
  12147. /**
  12148. * Gets the normal correspodning to the face the pick collided with
  12149. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12150. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12151. * @returns The normal correspodning to the face the pick collided with
  12152. */
  12153. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12154. /**
  12155. * Gets the texture coordinates of where the pick occured
  12156. * @returns the vector containing the coordnates of the texture
  12157. */
  12158. getTextureCoordinates(): Nullable<Vector2>;
  12159. }
  12160. }
  12161. declare module "babylonjs/Events/pointerEvents" {
  12162. import { Nullable } from "babylonjs/types";
  12163. import { Vector2 } from "babylonjs/Maths/math.vector";
  12164. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12165. import { Ray } from "babylonjs/Culling/ray";
  12166. /**
  12167. * Gather the list of pointer event types as constants.
  12168. */
  12169. export class PointerEventTypes {
  12170. /**
  12171. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  12172. */
  12173. static readonly POINTERDOWN: number;
  12174. /**
  12175. * The pointerup event is fired when a pointer is no longer active.
  12176. */
  12177. static readonly POINTERUP: number;
  12178. /**
  12179. * The pointermove event is fired when a pointer changes coordinates.
  12180. */
  12181. static readonly POINTERMOVE: number;
  12182. /**
  12183. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12184. */
  12185. static readonly POINTERWHEEL: number;
  12186. /**
  12187. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12188. */
  12189. static readonly POINTERPICK: number;
  12190. /**
  12191. * The pointertap event is fired when a the object has been touched and released without drag.
  12192. */
  12193. static readonly POINTERTAP: number;
  12194. /**
  12195. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12196. */
  12197. static readonly POINTERDOUBLETAP: number;
  12198. }
  12199. /**
  12200. * Base class of pointer info types.
  12201. */
  12202. export class PointerInfoBase {
  12203. /**
  12204. * Defines the type of event (PointerEventTypes)
  12205. */
  12206. type: number;
  12207. /**
  12208. * Defines the related dom event
  12209. */
  12210. event: PointerEvent | MouseWheelEvent;
  12211. /**
  12212. * Instantiates the base class of pointers info.
  12213. * @param type Defines the type of event (PointerEventTypes)
  12214. * @param event Defines the related dom event
  12215. */
  12216. constructor(
  12217. /**
  12218. * Defines the type of event (PointerEventTypes)
  12219. */
  12220. type: number,
  12221. /**
  12222. * Defines the related dom event
  12223. */
  12224. event: PointerEvent | MouseWheelEvent);
  12225. }
  12226. /**
  12227. * This class is used to store pointer related info for the onPrePointerObservable event.
  12228. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12229. */
  12230. export class PointerInfoPre extends PointerInfoBase {
  12231. /**
  12232. * Ray from a pointer if availible (eg. 6dof controller)
  12233. */
  12234. ray: Nullable<Ray>;
  12235. /**
  12236. * Defines the local position of the pointer on the canvas.
  12237. */
  12238. localPosition: Vector2;
  12239. /**
  12240. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12241. */
  12242. skipOnPointerObservable: boolean;
  12243. /**
  12244. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12245. * @param type Defines the type of event (PointerEventTypes)
  12246. * @param event Defines the related dom event
  12247. * @param localX Defines the local x coordinates of the pointer when the event occured
  12248. * @param localY Defines the local y coordinates of the pointer when the event occured
  12249. */
  12250. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12251. }
  12252. /**
  12253. * This type contains all the data related to a pointer event in Babylon.js.
  12254. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  12255. */
  12256. export class PointerInfo extends PointerInfoBase {
  12257. /**
  12258. * Defines the picking info associated to the info (if any)\
  12259. */
  12260. pickInfo: Nullable<PickingInfo>;
  12261. /**
  12262. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12263. * @param type Defines the type of event (PointerEventTypes)
  12264. * @param event Defines the related dom event
  12265. * @param pickInfo Defines the picking info associated to the info (if any)\
  12266. */
  12267. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12268. /**
  12269. * Defines the picking info associated to the info (if any)\
  12270. */
  12271. pickInfo: Nullable<PickingInfo>);
  12272. }
  12273. /**
  12274. * Data relating to a touch event on the screen.
  12275. */
  12276. export interface PointerTouch {
  12277. /**
  12278. * X coordinate of touch.
  12279. */
  12280. x: number;
  12281. /**
  12282. * Y coordinate of touch.
  12283. */
  12284. y: number;
  12285. /**
  12286. * Id of touch. Unique for each finger.
  12287. */
  12288. pointerId: number;
  12289. /**
  12290. * Event type passed from DOM.
  12291. */
  12292. type: any;
  12293. }
  12294. }
  12295. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12296. import { Observable } from "babylonjs/Misc/observable";
  12297. import { Nullable } from "babylonjs/types";
  12298. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12299. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12300. /**
  12301. * Manage the mouse inputs to control the movement of a free camera.
  12302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12303. */
  12304. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12305. /**
  12306. * Define if touch is enabled in the mouse input
  12307. */
  12308. touchEnabled: boolean;
  12309. /**
  12310. * Defines the camera the input is attached to.
  12311. */
  12312. camera: FreeCamera;
  12313. /**
  12314. * Defines the buttons associated with the input to handle camera move.
  12315. */
  12316. buttons: number[];
  12317. /**
  12318. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12319. */
  12320. angularSensibility: number;
  12321. private _pointerInput;
  12322. private _onMouseMove;
  12323. private _observer;
  12324. private previousPosition;
  12325. /**
  12326. * Observable for when a pointer move event occurs containing the move offset
  12327. */
  12328. onPointerMovedObservable: Observable<{
  12329. offsetX: number;
  12330. offsetY: number;
  12331. }>;
  12332. /**
  12333. * @hidden
  12334. * If the camera should be rotated automatically based on pointer movement
  12335. */
  12336. _allowCameraRotation: boolean;
  12337. /**
  12338. * Manage the mouse inputs to control the movement of a free camera.
  12339. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12340. * @param touchEnabled Defines if touch is enabled or not
  12341. */
  12342. constructor(
  12343. /**
  12344. * Define if touch is enabled in the mouse input
  12345. */
  12346. touchEnabled?: boolean);
  12347. /**
  12348. * Attach the input controls to a specific dom element to get the input from.
  12349. * @param element Defines the element the controls should be listened from
  12350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12351. */
  12352. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12353. /**
  12354. * Called on JS contextmenu event.
  12355. * Override this method to provide functionality.
  12356. */
  12357. protected onContextMenu(evt: PointerEvent): void;
  12358. /**
  12359. * Detach the current controls from the specified dom element.
  12360. * @param element Defines the element to stop listening the inputs from
  12361. */
  12362. detachControl(element: Nullable<HTMLElement>): void;
  12363. /**
  12364. * Gets the class name of the current intput.
  12365. * @returns the class name
  12366. */
  12367. getClassName(): string;
  12368. /**
  12369. * Get the friendly name associated with the input class.
  12370. * @returns the input friendly name
  12371. */
  12372. getSimpleName(): string;
  12373. }
  12374. }
  12375. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12376. import { Nullable } from "babylonjs/types";
  12377. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12379. /**
  12380. * Manage the touch inputs to control the movement of a free camera.
  12381. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12382. */
  12383. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12384. /**
  12385. * Defines the camera the input is attached to.
  12386. */
  12387. camera: FreeCamera;
  12388. /**
  12389. * Defines the touch sensibility for rotation.
  12390. * The higher the faster.
  12391. */
  12392. touchAngularSensibility: number;
  12393. /**
  12394. * Defines the touch sensibility for move.
  12395. * The higher the faster.
  12396. */
  12397. touchMoveSensibility: number;
  12398. private _offsetX;
  12399. private _offsetY;
  12400. private _pointerPressed;
  12401. private _pointerInput;
  12402. private _observer;
  12403. private _onLostFocus;
  12404. /**
  12405. * Attach the input controls to a specific dom element to get the input from.
  12406. * @param element Defines the element the controls should be listened from
  12407. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12408. */
  12409. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12410. /**
  12411. * Detach the current controls from the specified dom element.
  12412. * @param element Defines the element to stop listening the inputs from
  12413. */
  12414. detachControl(element: Nullable<HTMLElement>): void;
  12415. /**
  12416. * Update the current camera state depending on the inputs that have been used this frame.
  12417. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12418. */
  12419. checkInputs(): void;
  12420. /**
  12421. * Gets the class name of the current intput.
  12422. * @returns the class name
  12423. */
  12424. getClassName(): string;
  12425. /**
  12426. * Get the friendly name associated with the input class.
  12427. * @returns the input friendly name
  12428. */
  12429. getSimpleName(): string;
  12430. }
  12431. }
  12432. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12433. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12434. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12435. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12436. import { Nullable } from "babylonjs/types";
  12437. /**
  12438. * Default Inputs manager for the FreeCamera.
  12439. * It groups all the default supported inputs for ease of use.
  12440. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12441. */
  12442. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12443. /**
  12444. * @hidden
  12445. */
  12446. _mouseInput: Nullable<FreeCameraMouseInput>;
  12447. /**
  12448. * Instantiates a new FreeCameraInputsManager.
  12449. * @param camera Defines the camera the inputs belong to
  12450. */
  12451. constructor(camera: FreeCamera);
  12452. /**
  12453. * Add keyboard input support to the input manager.
  12454. * @returns the current input manager
  12455. */
  12456. addKeyboard(): FreeCameraInputsManager;
  12457. /**
  12458. * Add mouse input support to the input manager.
  12459. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12460. * @returns the current input manager
  12461. */
  12462. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12463. /**
  12464. * Removes the mouse input support from the manager
  12465. * @returns the current input manager
  12466. */
  12467. removeMouse(): FreeCameraInputsManager;
  12468. /**
  12469. * Add touch input support to the input manager.
  12470. * @returns the current input manager
  12471. */
  12472. addTouch(): FreeCameraInputsManager;
  12473. /**
  12474. * Remove all attached input methods from a camera
  12475. */
  12476. clear(): void;
  12477. }
  12478. }
  12479. declare module "babylonjs/Cameras/freeCamera" {
  12480. import { Vector3 } from "babylonjs/Maths/math.vector";
  12481. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12482. import { Scene } from "babylonjs/scene";
  12483. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12484. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12485. /**
  12486. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12487. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12488. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12489. */
  12490. export class FreeCamera extends TargetCamera {
  12491. /**
  12492. * Define the collision ellipsoid of the camera.
  12493. * This is helpful to simulate a camera body like the player body around the camera
  12494. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12495. */
  12496. ellipsoid: Vector3;
  12497. /**
  12498. * Define an offset for the position of the ellipsoid around the camera.
  12499. * This can be helpful to determine the center of the body near the gravity center of the body
  12500. * instead of its head.
  12501. */
  12502. ellipsoidOffset: Vector3;
  12503. /**
  12504. * Enable or disable collisions of the camera with the rest of the scene objects.
  12505. */
  12506. checkCollisions: boolean;
  12507. /**
  12508. * Enable or disable gravity on the camera.
  12509. */
  12510. applyGravity: boolean;
  12511. /**
  12512. * Define the input manager associated to the camera.
  12513. */
  12514. inputs: FreeCameraInputsManager;
  12515. /**
  12516. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12517. * Higher values reduce sensitivity.
  12518. */
  12519. get angularSensibility(): number;
  12520. /**
  12521. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12522. * Higher values reduce sensitivity.
  12523. */
  12524. set angularSensibility(value: number);
  12525. /**
  12526. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12527. */
  12528. get keysUp(): number[];
  12529. set keysUp(value: number[]);
  12530. /**
  12531. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12532. */
  12533. get keysDown(): number[];
  12534. set keysDown(value: number[]);
  12535. /**
  12536. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12537. */
  12538. get keysLeft(): number[];
  12539. set keysLeft(value: number[]);
  12540. /**
  12541. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12542. */
  12543. get keysRight(): number[];
  12544. set keysRight(value: number[]);
  12545. /**
  12546. * Event raised when the camera collide with a mesh in the scene.
  12547. */
  12548. onCollide: (collidedMesh: AbstractMesh) => void;
  12549. private _collider;
  12550. private _needMoveForGravity;
  12551. private _oldPosition;
  12552. private _diffPosition;
  12553. private _newPosition;
  12554. /** @hidden */
  12555. _localDirection: Vector3;
  12556. /** @hidden */
  12557. _transformedDirection: Vector3;
  12558. /**
  12559. * Instantiates a Free Camera.
  12560. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12561. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12562. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12563. * @param name Define the name of the camera in the scene
  12564. * @param position Define the start position of the camera in the scene
  12565. * @param scene Define the scene the camera belongs to
  12566. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12567. */
  12568. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12569. /**
  12570. * Attached controls to the current camera.
  12571. * @param element Defines the element the controls should be listened from
  12572. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12573. */
  12574. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12575. /**
  12576. * Detach the current controls from the camera.
  12577. * The camera will stop reacting to inputs.
  12578. * @param element Defines the element to stop listening the inputs from
  12579. */
  12580. detachControl(element: HTMLElement): void;
  12581. private _collisionMask;
  12582. /**
  12583. * Define a collision mask to limit the list of object the camera can collide with
  12584. */
  12585. get collisionMask(): number;
  12586. set collisionMask(mask: number);
  12587. /** @hidden */
  12588. _collideWithWorld(displacement: Vector3): void;
  12589. private _onCollisionPositionChange;
  12590. /** @hidden */
  12591. _checkInputs(): void;
  12592. /** @hidden */
  12593. _decideIfNeedsToMove(): boolean;
  12594. /** @hidden */
  12595. _updatePosition(): void;
  12596. /**
  12597. * Destroy the camera and release the current resources hold by it.
  12598. */
  12599. dispose(): void;
  12600. /**
  12601. * Gets the current object class name.
  12602. * @return the class name
  12603. */
  12604. getClassName(): string;
  12605. }
  12606. }
  12607. declare module "babylonjs/Gamepads/gamepad" {
  12608. import { Observable } from "babylonjs/Misc/observable";
  12609. /**
  12610. * Represents a gamepad control stick position
  12611. */
  12612. export class StickValues {
  12613. /**
  12614. * The x component of the control stick
  12615. */
  12616. x: number;
  12617. /**
  12618. * The y component of the control stick
  12619. */
  12620. y: number;
  12621. /**
  12622. * Initializes the gamepad x and y control stick values
  12623. * @param x The x component of the gamepad control stick value
  12624. * @param y The y component of the gamepad control stick value
  12625. */
  12626. constructor(
  12627. /**
  12628. * The x component of the control stick
  12629. */
  12630. x: number,
  12631. /**
  12632. * The y component of the control stick
  12633. */
  12634. y: number);
  12635. }
  12636. /**
  12637. * An interface which manages callbacks for gamepad button changes
  12638. */
  12639. export interface GamepadButtonChanges {
  12640. /**
  12641. * Called when a gamepad has been changed
  12642. */
  12643. changed: boolean;
  12644. /**
  12645. * Called when a gamepad press event has been triggered
  12646. */
  12647. pressChanged: boolean;
  12648. /**
  12649. * Called when a touch event has been triggered
  12650. */
  12651. touchChanged: boolean;
  12652. /**
  12653. * Called when a value has changed
  12654. */
  12655. valueChanged: boolean;
  12656. }
  12657. /**
  12658. * Represents a gamepad
  12659. */
  12660. export class Gamepad {
  12661. /**
  12662. * The id of the gamepad
  12663. */
  12664. id: string;
  12665. /**
  12666. * The index of the gamepad
  12667. */
  12668. index: number;
  12669. /**
  12670. * The browser gamepad
  12671. */
  12672. browserGamepad: any;
  12673. /**
  12674. * Specifies what type of gamepad this represents
  12675. */
  12676. type: number;
  12677. private _leftStick;
  12678. private _rightStick;
  12679. /** @hidden */
  12680. _isConnected: boolean;
  12681. private _leftStickAxisX;
  12682. private _leftStickAxisY;
  12683. private _rightStickAxisX;
  12684. private _rightStickAxisY;
  12685. /**
  12686. * Triggered when the left control stick has been changed
  12687. */
  12688. private _onleftstickchanged;
  12689. /**
  12690. * Triggered when the right control stick has been changed
  12691. */
  12692. private _onrightstickchanged;
  12693. /**
  12694. * Represents a gamepad controller
  12695. */
  12696. static GAMEPAD: number;
  12697. /**
  12698. * Represents a generic controller
  12699. */
  12700. static GENERIC: number;
  12701. /**
  12702. * Represents an XBox controller
  12703. */
  12704. static XBOX: number;
  12705. /**
  12706. * Represents a pose-enabled controller
  12707. */
  12708. static POSE_ENABLED: number;
  12709. /**
  12710. * Represents an Dual Shock controller
  12711. */
  12712. static DUALSHOCK: number;
  12713. /**
  12714. * Specifies whether the left control stick should be Y-inverted
  12715. */
  12716. protected _invertLeftStickY: boolean;
  12717. /**
  12718. * Specifies if the gamepad has been connected
  12719. */
  12720. get isConnected(): boolean;
  12721. /**
  12722. * Initializes the gamepad
  12723. * @param id The id of the gamepad
  12724. * @param index The index of the gamepad
  12725. * @param browserGamepad The browser gamepad
  12726. * @param leftStickX The x component of the left joystick
  12727. * @param leftStickY The y component of the left joystick
  12728. * @param rightStickX The x component of the right joystick
  12729. * @param rightStickY The y component of the right joystick
  12730. */
  12731. constructor(
  12732. /**
  12733. * The id of the gamepad
  12734. */
  12735. id: string,
  12736. /**
  12737. * The index of the gamepad
  12738. */
  12739. index: number,
  12740. /**
  12741. * The browser gamepad
  12742. */
  12743. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12744. /**
  12745. * Callback triggered when the left joystick has changed
  12746. * @param callback
  12747. */
  12748. onleftstickchanged(callback: (values: StickValues) => void): void;
  12749. /**
  12750. * Callback triggered when the right joystick has changed
  12751. * @param callback
  12752. */
  12753. onrightstickchanged(callback: (values: StickValues) => void): void;
  12754. /**
  12755. * Gets the left joystick
  12756. */
  12757. get leftStick(): StickValues;
  12758. /**
  12759. * Sets the left joystick values
  12760. */
  12761. set leftStick(newValues: StickValues);
  12762. /**
  12763. * Gets the right joystick
  12764. */
  12765. get rightStick(): StickValues;
  12766. /**
  12767. * Sets the right joystick value
  12768. */
  12769. set rightStick(newValues: StickValues);
  12770. /**
  12771. * Updates the gamepad joystick positions
  12772. */
  12773. update(): void;
  12774. /**
  12775. * Disposes the gamepad
  12776. */
  12777. dispose(): void;
  12778. }
  12779. /**
  12780. * Represents a generic gamepad
  12781. */
  12782. export class GenericPad extends Gamepad {
  12783. private _buttons;
  12784. private _onbuttondown;
  12785. private _onbuttonup;
  12786. /**
  12787. * Observable triggered when a button has been pressed
  12788. */
  12789. onButtonDownObservable: Observable<number>;
  12790. /**
  12791. * Observable triggered when a button has been released
  12792. */
  12793. onButtonUpObservable: Observable<number>;
  12794. /**
  12795. * Callback triggered when a button has been pressed
  12796. * @param callback Called when a button has been pressed
  12797. */
  12798. onbuttondown(callback: (buttonPressed: number) => void): void;
  12799. /**
  12800. * Callback triggered when a button has been released
  12801. * @param callback Called when a button has been released
  12802. */
  12803. onbuttonup(callback: (buttonReleased: number) => void): void;
  12804. /**
  12805. * Initializes the generic gamepad
  12806. * @param id The id of the generic gamepad
  12807. * @param index The index of the generic gamepad
  12808. * @param browserGamepad The browser gamepad
  12809. */
  12810. constructor(id: string, index: number, browserGamepad: any);
  12811. private _setButtonValue;
  12812. /**
  12813. * Updates the generic gamepad
  12814. */
  12815. update(): void;
  12816. /**
  12817. * Disposes the generic gamepad
  12818. */
  12819. dispose(): void;
  12820. }
  12821. }
  12822. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12823. import { Nullable } from "babylonjs/types";
  12824. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12825. import { Scene } from "babylonjs/scene";
  12826. module "babylonjs/Engines/engine" {
  12827. interface Engine {
  12828. /**
  12829. * Creates a raw texture
  12830. * @param data defines the data to store in the texture
  12831. * @param width defines the width of the texture
  12832. * @param height defines the height of the texture
  12833. * @param format defines the format of the data
  12834. * @param generateMipMaps defines if the engine should generate the mip levels
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12837. * @param compression defines the compression used (null by default)
  12838. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12839. * @returns the raw texture inside an InternalTexture
  12840. */
  12841. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12842. /**
  12843. * Update a raw texture
  12844. * @param texture defines the texture to update
  12845. * @param data defines the data to store in the texture
  12846. * @param format defines the format of the data
  12847. * @param invertY defines if data must be stored with Y axis inverted
  12848. */
  12849. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12850. /**
  12851. * Update a raw texture
  12852. * @param texture defines the texture to update
  12853. * @param data defines the data to store in the texture
  12854. * @param format defines the format of the data
  12855. * @param invertY defines if data must be stored with Y axis inverted
  12856. * @param compression defines the compression used (null by default)
  12857. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12858. */
  12859. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12860. /**
  12861. * Creates a new raw cube texture
  12862. * @param data defines the array of data to use to create each face
  12863. * @param size defines the size of the textures
  12864. * @param format defines the format of the data
  12865. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12866. * @param generateMipMaps defines if the engine should generate the mip levels
  12867. * @param invertY defines if data must be stored with Y axis inverted
  12868. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12869. * @param compression defines the compression used (null by default)
  12870. * @returns the cube texture as an InternalTexture
  12871. */
  12872. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12873. /**
  12874. * Update a raw cube texture
  12875. * @param texture defines the texture to udpdate
  12876. * @param data defines the data to store
  12877. * @param format defines the data format
  12878. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12879. * @param invertY defines if data must be stored with Y axis inverted
  12880. */
  12881. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12882. /**
  12883. * Update a raw cube texture
  12884. * @param texture defines the texture to udpdate
  12885. * @param data defines the data to store
  12886. * @param format defines the data format
  12887. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12888. * @param invertY defines if data must be stored with Y axis inverted
  12889. * @param compression defines the compression used (null by default)
  12890. */
  12891. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12892. /**
  12893. * Update a raw cube texture
  12894. * @param texture defines the texture to udpdate
  12895. * @param data defines the data to store
  12896. * @param format defines the data format
  12897. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12898. * @param invertY defines if data must be stored with Y axis inverted
  12899. * @param compression defines the compression used (null by default)
  12900. * @param level defines which level of the texture to update
  12901. */
  12902. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12903. /**
  12904. * Creates a new raw cube texture from a specified url
  12905. * @param url defines the url where the data is located
  12906. * @param scene defines the current scene
  12907. * @param size defines the size of the textures
  12908. * @param format defines the format of the data
  12909. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12910. * @param noMipmap defines if the engine should avoid generating the mip levels
  12911. * @param callback defines a callback used to extract texture data from loaded data
  12912. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12913. * @param onLoad defines a callback called when texture is loaded
  12914. * @param onError defines a callback called if there is an error
  12915. * @returns the cube texture as an InternalTexture
  12916. */
  12917. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12918. /**
  12919. * Creates a new raw cube texture from a specified url
  12920. * @param url defines the url where the data is located
  12921. * @param scene defines the current scene
  12922. * @param size defines the size of the textures
  12923. * @param format defines the format of the data
  12924. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12925. * @param noMipmap defines if the engine should avoid generating the mip levels
  12926. * @param callback defines a callback used to extract texture data from loaded data
  12927. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12928. * @param onLoad defines a callback called when texture is loaded
  12929. * @param onError defines a callback called if there is an error
  12930. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12931. * @param invertY defines if data must be stored with Y axis inverted
  12932. * @returns the cube texture as an InternalTexture
  12933. */
  12934. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12935. /**
  12936. * Creates a new raw 3D texture
  12937. * @param data defines the data used to create the texture
  12938. * @param width defines the width of the texture
  12939. * @param height defines the height of the texture
  12940. * @param depth defines the depth of the texture
  12941. * @param format defines the format of the texture
  12942. * @param generateMipMaps defines if the engine must generate mip levels
  12943. * @param invertY defines if data must be stored with Y axis inverted
  12944. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12945. * @param compression defines the compressed used (can be null)
  12946. * @param textureType defines the compressed used (can be null)
  12947. * @returns a new raw 3D texture (stored in an InternalTexture)
  12948. */
  12949. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12950. /**
  12951. * Update a raw 3D texture
  12952. * @param texture defines the texture to update
  12953. * @param data defines the data to store
  12954. * @param format defines the data format
  12955. * @param invertY defines if data must be stored with Y axis inverted
  12956. */
  12957. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12958. /**
  12959. * Update a raw 3D texture
  12960. * @param texture defines the texture to update
  12961. * @param data defines the data to store
  12962. * @param format defines the data format
  12963. * @param invertY defines if data must be stored with Y axis inverted
  12964. * @param compression defines the used compression (can be null)
  12965. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12966. */
  12967. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12968. /**
  12969. * Creates a new raw 2D array texture
  12970. * @param data defines the data used to create the texture
  12971. * @param width defines the width of the texture
  12972. * @param height defines the height of the texture
  12973. * @param depth defines the number of layers of the texture
  12974. * @param format defines the format of the texture
  12975. * @param generateMipMaps defines if the engine must generate mip levels
  12976. * @param invertY defines if data must be stored with Y axis inverted
  12977. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12978. * @param compression defines the compressed used (can be null)
  12979. * @param textureType defines the compressed used (can be null)
  12980. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12981. */
  12982. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12983. /**
  12984. * Update a raw 2D array texture
  12985. * @param texture defines the texture to update
  12986. * @param data defines the data to store
  12987. * @param format defines the data format
  12988. * @param invertY defines if data must be stored with Y axis inverted
  12989. */
  12990. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12991. /**
  12992. * Update a raw 2D array texture
  12993. * @param texture defines the texture to update
  12994. * @param data defines the data to store
  12995. * @param format defines the data format
  12996. * @param invertY defines if data must be stored with Y axis inverted
  12997. * @param compression defines the used compression (can be null)
  12998. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12999. */
  13000. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  13001. }
  13002. }
  13003. }
  13004. declare module "babylonjs/Materials/Textures/rawTexture" {
  13005. import { Scene } from "babylonjs/scene";
  13006. import { Texture } from "babylonjs/Materials/Textures/texture";
  13007. import "babylonjs/Engines/Extensions/engine.rawTexture";
  13008. /**
  13009. * Raw texture can help creating a texture directly from an array of data.
  13010. * This can be super useful if you either get the data from an uncompressed source or
  13011. * if you wish to create your texture pixel by pixel.
  13012. */
  13013. export class RawTexture extends Texture {
  13014. /**
  13015. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13016. */
  13017. format: number;
  13018. private _engine;
  13019. /**
  13020. * Instantiates a new RawTexture.
  13021. * Raw texture can help creating a texture directly from an array of data.
  13022. * This can be super useful if you either get the data from an uncompressed source or
  13023. * if you wish to create your texture pixel by pixel.
  13024. * @param data define the array of data to use to create the texture
  13025. * @param width define the width of the texture
  13026. * @param height define the height of the texture
  13027. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13028. * @param scene define the scene the texture belongs to
  13029. * @param generateMipMaps define whether mip maps should be generated or not
  13030. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13031. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13032. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13033. */
  13034. constructor(data: ArrayBufferView, width: number, height: number,
  13035. /**
  13036. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13037. */
  13038. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  13039. /**
  13040. * Updates the texture underlying data.
  13041. * @param data Define the new data of the texture
  13042. */
  13043. update(data: ArrayBufferView): void;
  13044. /**
  13045. * Creates a luminance texture from some data.
  13046. * @param data Define the texture data
  13047. * @param width Define the width of the texture
  13048. * @param height Define the height of the texture
  13049. * @param scene Define the scene the texture belongs to
  13050. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13051. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13052. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13053. * @returns the luminance texture
  13054. */
  13055. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13056. /**
  13057. * Creates a luminance alpha texture from some data.
  13058. * @param data Define the texture data
  13059. * @param width Define the width of the texture
  13060. * @param height Define the height of the texture
  13061. * @param scene Define the scene the texture belongs to
  13062. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13063. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13064. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13065. * @returns the luminance alpha texture
  13066. */
  13067. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13068. /**
  13069. * Creates an alpha texture from some data.
  13070. * @param data Define the texture data
  13071. * @param width Define the width of the texture
  13072. * @param height Define the height of the texture
  13073. * @param scene Define the scene the texture belongs to
  13074. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13075. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13076. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13077. * @returns the alpha texture
  13078. */
  13079. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13080. /**
  13081. * Creates a RGB texture from some data.
  13082. * @param data Define the texture data
  13083. * @param width Define the width of the texture
  13084. * @param height Define the height of the texture
  13085. * @param scene Define the scene the texture belongs to
  13086. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13087. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13088. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13089. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13090. * @returns the RGB alpha texture
  13091. */
  13092. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13093. /**
  13094. * Creates a RGBA texture from some data.
  13095. * @param data Define the texture data
  13096. * @param width Define the width of the texture
  13097. * @param height Define the height of the texture
  13098. * @param scene Define the scene the texture belongs to
  13099. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13100. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13101. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13102. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13103. * @returns the RGBA texture
  13104. */
  13105. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13106. /**
  13107. * Creates a R texture from some data.
  13108. * @param data Define the texture data
  13109. * @param width Define the width of the texture
  13110. * @param height Define the height of the texture
  13111. * @param scene Define the scene the texture belongs to
  13112. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13113. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13114. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13115. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13116. * @returns the R texture
  13117. */
  13118. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13119. }
  13120. }
  13121. declare module "babylonjs/Maths/math.size" {
  13122. /**
  13123. * Interface for the size containing width and height
  13124. */
  13125. export interface ISize {
  13126. /**
  13127. * Width
  13128. */
  13129. width: number;
  13130. /**
  13131. * Heighht
  13132. */
  13133. height: number;
  13134. }
  13135. /**
  13136. * Size containing widht and height
  13137. */
  13138. export class Size implements ISize {
  13139. /**
  13140. * Width
  13141. */
  13142. width: number;
  13143. /**
  13144. * Height
  13145. */
  13146. height: number;
  13147. /**
  13148. * Creates a Size object from the given width and height (floats).
  13149. * @param width width of the new size
  13150. * @param height height of the new size
  13151. */
  13152. constructor(width: number, height: number);
  13153. /**
  13154. * Returns a string with the Size width and height
  13155. * @returns a string with the Size width and height
  13156. */
  13157. toString(): string;
  13158. /**
  13159. * "Size"
  13160. * @returns the string "Size"
  13161. */
  13162. getClassName(): string;
  13163. /**
  13164. * Returns the Size hash code.
  13165. * @returns a hash code for a unique width and height
  13166. */
  13167. getHashCode(): number;
  13168. /**
  13169. * Updates the current size from the given one.
  13170. * @param src the given size
  13171. */
  13172. copyFrom(src: Size): void;
  13173. /**
  13174. * Updates in place the current Size from the given floats.
  13175. * @param width width of the new size
  13176. * @param height height of the new size
  13177. * @returns the updated Size.
  13178. */
  13179. copyFromFloats(width: number, height: number): Size;
  13180. /**
  13181. * Updates in place the current Size from the given floats.
  13182. * @param width width to set
  13183. * @param height height to set
  13184. * @returns the updated Size.
  13185. */
  13186. set(width: number, height: number): Size;
  13187. /**
  13188. * Multiplies the width and height by numbers
  13189. * @param w factor to multiple the width by
  13190. * @param h factor to multiple the height by
  13191. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13192. */
  13193. multiplyByFloats(w: number, h: number): Size;
  13194. /**
  13195. * Clones the size
  13196. * @returns a new Size copied from the given one.
  13197. */
  13198. clone(): Size;
  13199. /**
  13200. * True if the current Size and the given one width and height are strictly equal.
  13201. * @param other the other size to compare against
  13202. * @returns True if the current Size and the given one width and height are strictly equal.
  13203. */
  13204. equals(other: Size): boolean;
  13205. /**
  13206. * The surface of the Size : width * height (float).
  13207. */
  13208. get surface(): number;
  13209. /**
  13210. * Create a new size of zero
  13211. * @returns a new Size set to (0.0, 0.0)
  13212. */
  13213. static Zero(): Size;
  13214. /**
  13215. * Sums the width and height of two sizes
  13216. * @param otherSize size to add to this size
  13217. * @returns a new Size set as the addition result of the current Size and the given one.
  13218. */
  13219. add(otherSize: Size): Size;
  13220. /**
  13221. * Subtracts the width and height of two
  13222. * @param otherSize size to subtract to this size
  13223. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13224. */
  13225. subtract(otherSize: Size): Size;
  13226. /**
  13227. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13228. * @param start starting size to lerp between
  13229. * @param end end size to lerp between
  13230. * @param amount amount to lerp between the start and end values
  13231. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13232. */
  13233. static Lerp(start: Size, end: Size, amount: number): Size;
  13234. }
  13235. }
  13236. declare module "babylonjs/Animations/runtimeAnimation" {
  13237. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13238. import { Animatable } from "babylonjs/Animations/animatable";
  13239. import { Scene } from "babylonjs/scene";
  13240. /**
  13241. * Defines a runtime animation
  13242. */
  13243. export class RuntimeAnimation {
  13244. private _events;
  13245. /**
  13246. * The current frame of the runtime animation
  13247. */
  13248. private _currentFrame;
  13249. /**
  13250. * The animation used by the runtime animation
  13251. */
  13252. private _animation;
  13253. /**
  13254. * The target of the runtime animation
  13255. */
  13256. private _target;
  13257. /**
  13258. * The initiating animatable
  13259. */
  13260. private _host;
  13261. /**
  13262. * The original value of the runtime animation
  13263. */
  13264. private _originalValue;
  13265. /**
  13266. * The original blend value of the runtime animation
  13267. */
  13268. private _originalBlendValue;
  13269. /**
  13270. * The offsets cache of the runtime animation
  13271. */
  13272. private _offsetsCache;
  13273. /**
  13274. * The high limits cache of the runtime animation
  13275. */
  13276. private _highLimitsCache;
  13277. /**
  13278. * Specifies if the runtime animation has been stopped
  13279. */
  13280. private _stopped;
  13281. /**
  13282. * The blending factor of the runtime animation
  13283. */
  13284. private _blendingFactor;
  13285. /**
  13286. * The BabylonJS scene
  13287. */
  13288. private _scene;
  13289. /**
  13290. * The current value of the runtime animation
  13291. */
  13292. private _currentValue;
  13293. /** @hidden */
  13294. _animationState: _IAnimationState;
  13295. /**
  13296. * The active target of the runtime animation
  13297. */
  13298. private _activeTargets;
  13299. private _currentActiveTarget;
  13300. private _directTarget;
  13301. /**
  13302. * The target path of the runtime animation
  13303. */
  13304. private _targetPath;
  13305. /**
  13306. * The weight of the runtime animation
  13307. */
  13308. private _weight;
  13309. /**
  13310. * The ratio offset of the runtime animation
  13311. */
  13312. private _ratioOffset;
  13313. /**
  13314. * The previous delay of the runtime animation
  13315. */
  13316. private _previousDelay;
  13317. /**
  13318. * The previous ratio of the runtime animation
  13319. */
  13320. private _previousRatio;
  13321. private _enableBlending;
  13322. private _keys;
  13323. private _minFrame;
  13324. private _maxFrame;
  13325. private _minValue;
  13326. private _maxValue;
  13327. private _targetIsArray;
  13328. /**
  13329. * Gets the current frame of the runtime animation
  13330. */
  13331. get currentFrame(): number;
  13332. /**
  13333. * Gets the weight of the runtime animation
  13334. */
  13335. get weight(): number;
  13336. /**
  13337. * Gets the current value of the runtime animation
  13338. */
  13339. get currentValue(): any;
  13340. /**
  13341. * Gets the target path of the runtime animation
  13342. */
  13343. get targetPath(): string;
  13344. /**
  13345. * Gets the actual target of the runtime animation
  13346. */
  13347. get target(): any;
  13348. /** @hidden */
  13349. _onLoop: () => void;
  13350. /**
  13351. * Create a new RuntimeAnimation object
  13352. * @param target defines the target of the animation
  13353. * @param animation defines the source animation object
  13354. * @param scene defines the hosting scene
  13355. * @param host defines the initiating Animatable
  13356. */
  13357. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13358. private _preparePath;
  13359. /**
  13360. * Gets the animation from the runtime animation
  13361. */
  13362. get animation(): Animation;
  13363. /**
  13364. * Resets the runtime animation to the beginning
  13365. * @param restoreOriginal defines whether to restore the target property to the original value
  13366. */
  13367. reset(restoreOriginal?: boolean): void;
  13368. /**
  13369. * Specifies if the runtime animation is stopped
  13370. * @returns Boolean specifying if the runtime animation is stopped
  13371. */
  13372. isStopped(): boolean;
  13373. /**
  13374. * Disposes of the runtime animation
  13375. */
  13376. dispose(): void;
  13377. /**
  13378. * Apply the interpolated value to the target
  13379. * @param currentValue defines the value computed by the animation
  13380. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13381. */
  13382. setValue(currentValue: any, weight: number): void;
  13383. private _getOriginalValues;
  13384. private _setValue;
  13385. /**
  13386. * Gets the loop pmode of the runtime animation
  13387. * @returns Loop Mode
  13388. */
  13389. private _getCorrectLoopMode;
  13390. /**
  13391. * Move the current animation to a given frame
  13392. * @param frame defines the frame to move to
  13393. */
  13394. goToFrame(frame: number): void;
  13395. /**
  13396. * @hidden Internal use only
  13397. */
  13398. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13399. /**
  13400. * Execute the current animation
  13401. * @param delay defines the delay to add to the current frame
  13402. * @param from defines the lower bound of the animation range
  13403. * @param to defines the upper bound of the animation range
  13404. * @param loop defines if the current animation must loop
  13405. * @param speedRatio defines the current speed ratio
  13406. * @param weight defines the weight of the animation (default is -1 so no weight)
  13407. * @param onLoop optional callback called when animation loops
  13408. * @returns a boolean indicating if the animation is running
  13409. */
  13410. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13411. }
  13412. }
  13413. declare module "babylonjs/Animations/animatable" {
  13414. import { Animation } from "babylonjs/Animations/animation";
  13415. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13416. import { Nullable } from "babylonjs/types";
  13417. import { Observable } from "babylonjs/Misc/observable";
  13418. import { Scene } from "babylonjs/scene";
  13419. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13420. import { Node } from "babylonjs/node";
  13421. /**
  13422. * Class used to store an actual running animation
  13423. */
  13424. export class Animatable {
  13425. /** defines the target object */
  13426. target: any;
  13427. /** defines the starting frame number (default is 0) */
  13428. fromFrame: number;
  13429. /** defines the ending frame number (default is 100) */
  13430. toFrame: number;
  13431. /** defines if the animation must loop (default is false) */
  13432. loopAnimation: boolean;
  13433. /** defines a callback to call when animation ends if it is not looping */
  13434. onAnimationEnd?: (() => void) | null | undefined;
  13435. /** defines a callback to call when animation loops */
  13436. onAnimationLoop?: (() => void) | null | undefined;
  13437. private _localDelayOffset;
  13438. private _pausedDelay;
  13439. private _runtimeAnimations;
  13440. private _paused;
  13441. private _scene;
  13442. private _speedRatio;
  13443. private _weight;
  13444. private _syncRoot;
  13445. /**
  13446. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13447. * This will only apply for non looping animation (default is true)
  13448. */
  13449. disposeOnEnd: boolean;
  13450. /**
  13451. * Gets a boolean indicating if the animation has started
  13452. */
  13453. animationStarted: boolean;
  13454. /**
  13455. * Observer raised when the animation ends
  13456. */
  13457. onAnimationEndObservable: Observable<Animatable>;
  13458. /**
  13459. * Observer raised when the animation loops
  13460. */
  13461. onAnimationLoopObservable: Observable<Animatable>;
  13462. /**
  13463. * Gets the root Animatable used to synchronize and normalize animations
  13464. */
  13465. get syncRoot(): Nullable<Animatable>;
  13466. /**
  13467. * Gets the current frame of the first RuntimeAnimation
  13468. * Used to synchronize Animatables
  13469. */
  13470. get masterFrame(): number;
  13471. /**
  13472. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13473. */
  13474. get weight(): number;
  13475. set weight(value: number);
  13476. /**
  13477. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13478. */
  13479. get speedRatio(): number;
  13480. set speedRatio(value: number);
  13481. /**
  13482. * Creates a new Animatable
  13483. * @param scene defines the hosting scene
  13484. * @param target defines the target object
  13485. * @param fromFrame defines the starting frame number (default is 0)
  13486. * @param toFrame defines the ending frame number (default is 100)
  13487. * @param loopAnimation defines if the animation must loop (default is false)
  13488. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13489. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13490. * @param animations defines a group of animation to add to the new Animatable
  13491. * @param onAnimationLoop defines a callback to call when animation loops
  13492. */
  13493. constructor(scene: Scene,
  13494. /** defines the target object */
  13495. target: any,
  13496. /** defines the starting frame number (default is 0) */
  13497. fromFrame?: number,
  13498. /** defines the ending frame number (default is 100) */
  13499. toFrame?: number,
  13500. /** defines if the animation must loop (default is false) */
  13501. loopAnimation?: boolean, speedRatio?: number,
  13502. /** defines a callback to call when animation ends if it is not looping */
  13503. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13504. /** defines a callback to call when animation loops */
  13505. onAnimationLoop?: (() => void) | null | undefined);
  13506. /**
  13507. * Synchronize and normalize current Animatable with a source Animatable
  13508. * This is useful when using animation weights and when animations are not of the same length
  13509. * @param root defines the root Animatable to synchronize with
  13510. * @returns the current Animatable
  13511. */
  13512. syncWith(root: Animatable): Animatable;
  13513. /**
  13514. * Gets the list of runtime animations
  13515. * @returns an array of RuntimeAnimation
  13516. */
  13517. getAnimations(): RuntimeAnimation[];
  13518. /**
  13519. * Adds more animations to the current animatable
  13520. * @param target defines the target of the animations
  13521. * @param animations defines the new animations to add
  13522. */
  13523. appendAnimations(target: any, animations: Animation[]): void;
  13524. /**
  13525. * Gets the source animation for a specific property
  13526. * @param property defines the propertyu to look for
  13527. * @returns null or the source animation for the given property
  13528. */
  13529. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13530. /**
  13531. * Gets the runtime animation for a specific property
  13532. * @param property defines the propertyu to look for
  13533. * @returns null or the runtime animation for the given property
  13534. */
  13535. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13536. /**
  13537. * Resets the animatable to its original state
  13538. */
  13539. reset(): void;
  13540. /**
  13541. * Allows the animatable to blend with current running animations
  13542. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13543. * @param blendingSpeed defines the blending speed to use
  13544. */
  13545. enableBlending(blendingSpeed: number): void;
  13546. /**
  13547. * Disable animation blending
  13548. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13549. */
  13550. disableBlending(): void;
  13551. /**
  13552. * Jump directly to a given frame
  13553. * @param frame defines the frame to jump to
  13554. */
  13555. goToFrame(frame: number): void;
  13556. /**
  13557. * Pause the animation
  13558. */
  13559. pause(): void;
  13560. /**
  13561. * Restart the animation
  13562. */
  13563. restart(): void;
  13564. private _raiseOnAnimationEnd;
  13565. /**
  13566. * Stop and delete the current animation
  13567. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13568. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13569. */
  13570. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13571. /**
  13572. * Wait asynchronously for the animation to end
  13573. * @returns a promise which will be fullfilled when the animation ends
  13574. */
  13575. waitAsync(): Promise<Animatable>;
  13576. /** @hidden */
  13577. _animate(delay: number): boolean;
  13578. }
  13579. module "babylonjs/scene" {
  13580. interface Scene {
  13581. /** @hidden */
  13582. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13583. /** @hidden */
  13584. _processLateAnimationBindingsForMatrices(holder: {
  13585. totalWeight: number;
  13586. animations: RuntimeAnimation[];
  13587. originalValue: Matrix;
  13588. }): any;
  13589. /** @hidden */
  13590. _processLateAnimationBindingsForQuaternions(holder: {
  13591. totalWeight: number;
  13592. animations: RuntimeAnimation[];
  13593. originalValue: Quaternion;
  13594. }, refQuaternion: Quaternion): Quaternion;
  13595. /** @hidden */
  13596. _processLateAnimationBindings(): void;
  13597. /**
  13598. * Will start the animation sequence of a given target
  13599. * @param target defines the target
  13600. * @param from defines from which frame should animation start
  13601. * @param to defines until which frame should animation run.
  13602. * @param weight defines the weight to apply to the animation (1.0 by default)
  13603. * @param loop defines if the animation loops
  13604. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13605. * @param onAnimationEnd defines the function to be executed when the animation ends
  13606. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13607. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13608. * @param onAnimationLoop defines the callback to call when an animation loops
  13609. * @returns the animatable object created for this animation
  13610. */
  13611. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13612. /**
  13613. * Will start the animation sequence of a given target
  13614. * @param target defines the target
  13615. * @param from defines from which frame should animation start
  13616. * @param to defines until which frame should animation run.
  13617. * @param loop defines if the animation loops
  13618. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13619. * @param onAnimationEnd defines the function to be executed when the animation ends
  13620. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13621. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13622. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13623. * @param onAnimationLoop defines the callback to call when an animation loops
  13624. * @returns the animatable object created for this animation
  13625. */
  13626. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13627. /**
  13628. * Will start the animation sequence of a given target and its hierarchy
  13629. * @param target defines the target
  13630. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13631. * @param from defines from which frame should animation start
  13632. * @param to defines until which frame should animation run.
  13633. * @param loop defines if the animation loops
  13634. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13635. * @param onAnimationEnd defines the function to be executed when the animation ends
  13636. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13637. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13638. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13639. * @param onAnimationLoop defines the callback to call when an animation loops
  13640. * @returns the list of created animatables
  13641. */
  13642. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13643. /**
  13644. * Begin a new animation on a given node
  13645. * @param target defines the target where the animation will take place
  13646. * @param animations defines the list of animations to start
  13647. * @param from defines the initial value
  13648. * @param to defines the final value
  13649. * @param loop defines if you want animation to loop (off by default)
  13650. * @param speedRatio defines the speed ratio to apply to all animations
  13651. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13652. * @param onAnimationLoop defines the callback to call when an animation loops
  13653. * @returns the list of created animatables
  13654. */
  13655. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13656. /**
  13657. * Begin a new animation on a given node and its hierarchy
  13658. * @param target defines the root node where the animation will take place
  13659. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13660. * @param animations defines the list of animations to start
  13661. * @param from defines the initial value
  13662. * @param to defines the final value
  13663. * @param loop defines if you want animation to loop (off by default)
  13664. * @param speedRatio defines the speed ratio to apply to all animations
  13665. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13666. * @param onAnimationLoop defines the callback to call when an animation loops
  13667. * @returns the list of animatables created for all nodes
  13668. */
  13669. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13670. /**
  13671. * Gets the animatable associated with a specific target
  13672. * @param target defines the target of the animatable
  13673. * @returns the required animatable if found
  13674. */
  13675. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13676. /**
  13677. * Gets all animatables associated with a given target
  13678. * @param target defines the target to look animatables for
  13679. * @returns an array of Animatables
  13680. */
  13681. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13682. /**
  13683. * Stops and removes all animations that have been applied to the scene
  13684. */
  13685. stopAllAnimations(): void;
  13686. /**
  13687. * Gets the current delta time used by animation engine
  13688. */
  13689. deltaTime: number;
  13690. }
  13691. }
  13692. module "babylonjs/Bones/bone" {
  13693. interface Bone {
  13694. /**
  13695. * Copy an animation range from another bone
  13696. * @param source defines the source bone
  13697. * @param rangeName defines the range name to copy
  13698. * @param frameOffset defines the frame offset
  13699. * @param rescaleAsRequired defines if rescaling must be applied if required
  13700. * @param skelDimensionsRatio defines the scaling ratio
  13701. * @returns true if operation was successful
  13702. */
  13703. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13704. }
  13705. }
  13706. }
  13707. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13708. /**
  13709. * Class used to override all child animations of a given target
  13710. */
  13711. export class AnimationPropertiesOverride {
  13712. /**
  13713. * Gets or sets a value indicating if animation blending must be used
  13714. */
  13715. enableBlending: boolean;
  13716. /**
  13717. * Gets or sets the blending speed to use when enableBlending is true
  13718. */
  13719. blendingSpeed: number;
  13720. /**
  13721. * Gets or sets the default loop mode to use
  13722. */
  13723. loopMode: number;
  13724. }
  13725. }
  13726. declare module "babylonjs/Bones/skeleton" {
  13727. import { Bone } from "babylonjs/Bones/bone";
  13728. import { Observable } from "babylonjs/Misc/observable";
  13729. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13730. import { Scene } from "babylonjs/scene";
  13731. import { Nullable } from "babylonjs/types";
  13732. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13733. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13734. import { Animatable } from "babylonjs/Animations/animatable";
  13735. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13736. import { Animation } from "babylonjs/Animations/animation";
  13737. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13738. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13739. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13740. /**
  13741. * Class used to handle skinning animations
  13742. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13743. */
  13744. export class Skeleton implements IAnimatable {
  13745. /** defines the skeleton name */
  13746. name: string;
  13747. /** defines the skeleton Id */
  13748. id: string;
  13749. /**
  13750. * Defines the list of child bones
  13751. */
  13752. bones: Bone[];
  13753. /**
  13754. * Defines an estimate of the dimension of the skeleton at rest
  13755. */
  13756. dimensionsAtRest: Vector3;
  13757. /**
  13758. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13759. */
  13760. needInitialSkinMatrix: boolean;
  13761. /**
  13762. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13763. */
  13764. overrideMesh: Nullable<AbstractMesh>;
  13765. /**
  13766. * Gets the list of animations attached to this skeleton
  13767. */
  13768. animations: Array<Animation>;
  13769. private _scene;
  13770. private _isDirty;
  13771. private _transformMatrices;
  13772. private _transformMatrixTexture;
  13773. private _meshesWithPoseMatrix;
  13774. private _animatables;
  13775. private _identity;
  13776. private _synchronizedWithMesh;
  13777. private _ranges;
  13778. private _lastAbsoluteTransformsUpdateId;
  13779. private _canUseTextureForBones;
  13780. private _uniqueId;
  13781. /** @hidden */
  13782. _numBonesWithLinkedTransformNode: number;
  13783. /** @hidden */
  13784. _hasWaitingData: Nullable<boolean>;
  13785. /**
  13786. * Specifies if the skeleton should be serialized
  13787. */
  13788. doNotSerialize: boolean;
  13789. private _useTextureToStoreBoneMatrices;
  13790. /**
  13791. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13792. * Please note that this option is not available if the hardware does not support it
  13793. */
  13794. get useTextureToStoreBoneMatrices(): boolean;
  13795. set useTextureToStoreBoneMatrices(value: boolean);
  13796. private _animationPropertiesOverride;
  13797. /**
  13798. * Gets or sets the animation properties override
  13799. */
  13800. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  13801. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  13802. /**
  13803. * List of inspectable custom properties (used by the Inspector)
  13804. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13805. */
  13806. inspectableCustomProperties: IInspectable[];
  13807. /**
  13808. * An observable triggered before computing the skeleton's matrices
  13809. */
  13810. onBeforeComputeObservable: Observable<Skeleton>;
  13811. /**
  13812. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13813. */
  13814. get isUsingTextureForMatrices(): boolean;
  13815. /**
  13816. * Gets the unique ID of this skeleton
  13817. */
  13818. get uniqueId(): number;
  13819. /**
  13820. * Creates a new skeleton
  13821. * @param name defines the skeleton name
  13822. * @param id defines the skeleton Id
  13823. * @param scene defines the hosting scene
  13824. */
  13825. constructor(
  13826. /** defines the skeleton name */
  13827. name: string,
  13828. /** defines the skeleton Id */
  13829. id: string, scene: Scene);
  13830. /**
  13831. * Gets the current object class name.
  13832. * @return the class name
  13833. */
  13834. getClassName(): string;
  13835. /**
  13836. * Returns an array containing the root bones
  13837. * @returns an array containing the root bones
  13838. */
  13839. getChildren(): Array<Bone>;
  13840. /**
  13841. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13842. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13843. * @returns a Float32Array containing matrices data
  13844. */
  13845. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13846. /**
  13847. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13848. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13849. * @returns a raw texture containing the data
  13850. */
  13851. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13852. /**
  13853. * Gets the current hosting scene
  13854. * @returns a scene object
  13855. */
  13856. getScene(): Scene;
  13857. /**
  13858. * Gets a string representing the current skeleton data
  13859. * @param fullDetails defines a boolean indicating if we want a verbose version
  13860. * @returns a string representing the current skeleton data
  13861. */
  13862. toString(fullDetails?: boolean): string;
  13863. /**
  13864. * Get bone's index searching by name
  13865. * @param name defines bone's name to search for
  13866. * @return the indice of the bone. Returns -1 if not found
  13867. */
  13868. getBoneIndexByName(name: string): number;
  13869. /**
  13870. * Creater a new animation range
  13871. * @param name defines the name of the range
  13872. * @param from defines the start key
  13873. * @param to defines the end key
  13874. */
  13875. createAnimationRange(name: string, from: number, to: number): void;
  13876. /**
  13877. * Delete a specific animation range
  13878. * @param name defines the name of the range
  13879. * @param deleteFrames defines if frames must be removed as well
  13880. */
  13881. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13882. /**
  13883. * Gets a specific animation range
  13884. * @param name defines the name of the range to look for
  13885. * @returns the requested animation range or null if not found
  13886. */
  13887. getAnimationRange(name: string): Nullable<AnimationRange>;
  13888. /**
  13889. * Gets the list of all animation ranges defined on this skeleton
  13890. * @returns an array
  13891. */
  13892. getAnimationRanges(): Nullable<AnimationRange>[];
  13893. /**
  13894. * Copy animation range from a source skeleton.
  13895. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13896. * @param source defines the source skeleton
  13897. * @param name defines the name of the range to copy
  13898. * @param rescaleAsRequired defines if rescaling must be applied if required
  13899. * @returns true if operation was successful
  13900. */
  13901. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13902. /**
  13903. * Forces the skeleton to go to rest pose
  13904. */
  13905. returnToRest(): void;
  13906. private _getHighestAnimationFrame;
  13907. /**
  13908. * Begin a specific animation range
  13909. * @param name defines the name of the range to start
  13910. * @param loop defines if looping must be turned on (false by default)
  13911. * @param speedRatio defines the speed ratio to apply (1 by default)
  13912. * @param onAnimationEnd defines a callback which will be called when animation will end
  13913. * @returns a new animatable
  13914. */
  13915. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13916. /** @hidden */
  13917. _markAsDirty(): void;
  13918. /** @hidden */
  13919. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13920. /** @hidden */
  13921. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13922. private _computeTransformMatrices;
  13923. /**
  13924. * Build all resources required to render a skeleton
  13925. */
  13926. prepare(): void;
  13927. /**
  13928. * Gets the list of animatables currently running for this skeleton
  13929. * @returns an array of animatables
  13930. */
  13931. getAnimatables(): IAnimatable[];
  13932. /**
  13933. * Clone the current skeleton
  13934. * @param name defines the name of the new skeleton
  13935. * @param id defines the id of the new skeleton
  13936. * @returns the new skeleton
  13937. */
  13938. clone(name: string, id?: string): Skeleton;
  13939. /**
  13940. * Enable animation blending for this skeleton
  13941. * @param blendingSpeed defines the blending speed to apply
  13942. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13943. */
  13944. enableBlending(blendingSpeed?: number): void;
  13945. /**
  13946. * Releases all resources associated with the current skeleton
  13947. */
  13948. dispose(): void;
  13949. /**
  13950. * Serialize the skeleton in a JSON object
  13951. * @returns a JSON object
  13952. */
  13953. serialize(): any;
  13954. /**
  13955. * Creates a new skeleton from serialized data
  13956. * @param parsedSkeleton defines the serialized data
  13957. * @param scene defines the hosting scene
  13958. * @returns a new skeleton
  13959. */
  13960. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13961. /**
  13962. * Compute all node absolute transforms
  13963. * @param forceUpdate defines if computation must be done even if cache is up to date
  13964. */
  13965. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13966. /**
  13967. * Gets the root pose matrix
  13968. * @returns a matrix
  13969. */
  13970. getPoseMatrix(): Nullable<Matrix>;
  13971. /**
  13972. * Sorts bones per internal index
  13973. */
  13974. sortBones(): void;
  13975. private _sortBones;
  13976. }
  13977. }
  13978. declare module "babylonjs/Bones/bone" {
  13979. import { Skeleton } from "babylonjs/Bones/skeleton";
  13980. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13981. import { Nullable } from "babylonjs/types";
  13982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13983. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13984. import { Node } from "babylonjs/node";
  13985. import { Space } from "babylonjs/Maths/math.axis";
  13986. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13987. /**
  13988. * Class used to store bone information
  13989. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13990. */
  13991. export class Bone extends Node {
  13992. /**
  13993. * defines the bone name
  13994. */
  13995. name: string;
  13996. private static _tmpVecs;
  13997. private static _tmpQuat;
  13998. private static _tmpMats;
  13999. /**
  14000. * Gets the list of child bones
  14001. */
  14002. children: Bone[];
  14003. /** Gets the animations associated with this bone */
  14004. animations: import("babylonjs/Animations/animation").Animation[];
  14005. /**
  14006. * Gets or sets bone length
  14007. */
  14008. length: number;
  14009. /**
  14010. * @hidden Internal only
  14011. * Set this value to map this bone to a different index in the transform matrices
  14012. * Set this value to -1 to exclude the bone from the transform matrices
  14013. */
  14014. _index: Nullable<number>;
  14015. private _skeleton;
  14016. private _localMatrix;
  14017. private _restPose;
  14018. private _baseMatrix;
  14019. private _absoluteTransform;
  14020. private _invertedAbsoluteTransform;
  14021. private _parent;
  14022. private _scalingDeterminant;
  14023. private _worldTransform;
  14024. private _localScaling;
  14025. private _localRotation;
  14026. private _localPosition;
  14027. private _needToDecompose;
  14028. private _needToCompose;
  14029. /** @hidden */
  14030. _linkedTransformNode: Nullable<TransformNode>;
  14031. /** @hidden */
  14032. _waitingTransformNodeId: Nullable<string>;
  14033. /** @hidden */
  14034. get _matrix(): Matrix;
  14035. /** @hidden */
  14036. set _matrix(value: Matrix);
  14037. /**
  14038. * Create a new bone
  14039. * @param name defines the bone name
  14040. * @param skeleton defines the parent skeleton
  14041. * @param parentBone defines the parent (can be null if the bone is the root)
  14042. * @param localMatrix defines the local matrix
  14043. * @param restPose defines the rest pose matrix
  14044. * @param baseMatrix defines the base matrix
  14045. * @param index defines index of the bone in the hiearchy
  14046. */
  14047. constructor(
  14048. /**
  14049. * defines the bone name
  14050. */
  14051. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  14052. /**
  14053. * Gets the current object class name.
  14054. * @return the class name
  14055. */
  14056. getClassName(): string;
  14057. /**
  14058. * Gets the parent skeleton
  14059. * @returns a skeleton
  14060. */
  14061. getSkeleton(): Skeleton;
  14062. /**
  14063. * Gets parent bone
  14064. * @returns a bone or null if the bone is the root of the bone hierarchy
  14065. */
  14066. getParent(): Nullable<Bone>;
  14067. /**
  14068. * Returns an array containing the root bones
  14069. * @returns an array containing the root bones
  14070. */
  14071. getChildren(): Array<Bone>;
  14072. /**
  14073. * Gets the node index in matrix array generated for rendering
  14074. * @returns the node index
  14075. */
  14076. getIndex(): number;
  14077. /**
  14078. * Sets the parent bone
  14079. * @param parent defines the parent (can be null if the bone is the root)
  14080. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14081. */
  14082. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  14083. /**
  14084. * Gets the local matrix
  14085. * @returns a matrix
  14086. */
  14087. getLocalMatrix(): Matrix;
  14088. /**
  14089. * Gets the base matrix (initial matrix which remains unchanged)
  14090. * @returns a matrix
  14091. */
  14092. getBaseMatrix(): Matrix;
  14093. /**
  14094. * Gets the rest pose matrix
  14095. * @returns a matrix
  14096. */
  14097. getRestPose(): Matrix;
  14098. /**
  14099. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  14100. */
  14101. getWorldMatrix(): Matrix;
  14102. /**
  14103. * Sets the local matrix to rest pose matrix
  14104. */
  14105. returnToRest(): void;
  14106. /**
  14107. * Gets the inverse of the absolute transform matrix.
  14108. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  14109. * @returns a matrix
  14110. */
  14111. getInvertedAbsoluteTransform(): Matrix;
  14112. /**
  14113. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  14114. * @returns a matrix
  14115. */
  14116. getAbsoluteTransform(): Matrix;
  14117. /**
  14118. * Links with the given transform node.
  14119. * The local matrix of this bone is copied from the transform node every frame.
  14120. * @param transformNode defines the transform node to link to
  14121. */
  14122. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  14123. /**
  14124. * Gets the node used to drive the bone's transformation
  14125. * @returns a transform node or null
  14126. */
  14127. getTransformNode(): Nullable<TransformNode>;
  14128. /** Gets or sets current position (in local space) */
  14129. get position(): Vector3;
  14130. set position(newPosition: Vector3);
  14131. /** Gets or sets current rotation (in local space) */
  14132. get rotation(): Vector3;
  14133. set rotation(newRotation: Vector3);
  14134. /** Gets or sets current rotation quaternion (in local space) */
  14135. get rotationQuaternion(): Quaternion;
  14136. set rotationQuaternion(newRotation: Quaternion);
  14137. /** Gets or sets current scaling (in local space) */
  14138. get scaling(): Vector3;
  14139. set scaling(newScaling: Vector3);
  14140. /**
  14141. * Gets the animation properties override
  14142. */
  14143. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  14144. private _decompose;
  14145. private _compose;
  14146. /**
  14147. * Update the base and local matrices
  14148. * @param matrix defines the new base or local matrix
  14149. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14150. * @param updateLocalMatrix defines if the local matrix should be updated
  14151. */
  14152. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14153. /** @hidden */
  14154. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14155. /**
  14156. * Flag the bone as dirty (Forcing it to update everything)
  14157. */
  14158. markAsDirty(): void;
  14159. /** @hidden */
  14160. _markAsDirtyAndCompose(): void;
  14161. private _markAsDirtyAndDecompose;
  14162. /**
  14163. * Translate the bone in local or world space
  14164. * @param vec The amount to translate the bone
  14165. * @param space The space that the translation is in
  14166. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14167. */
  14168. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14169. /**
  14170. * Set the postion of the bone in local or world space
  14171. * @param position The position to set the bone
  14172. * @param space The space that the position is in
  14173. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14174. */
  14175. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14176. /**
  14177. * Set the absolute position of the bone (world space)
  14178. * @param position The position to set the bone
  14179. * @param mesh The mesh that this bone is attached to
  14180. */
  14181. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14182. /**
  14183. * Scale the bone on the x, y and z axes (in local space)
  14184. * @param x The amount to scale the bone on the x axis
  14185. * @param y The amount to scale the bone on the y axis
  14186. * @param z The amount to scale the bone on the z axis
  14187. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14188. */
  14189. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14190. /**
  14191. * Set the bone scaling in local space
  14192. * @param scale defines the scaling vector
  14193. */
  14194. setScale(scale: Vector3): void;
  14195. /**
  14196. * Gets the current scaling in local space
  14197. * @returns the current scaling vector
  14198. */
  14199. getScale(): Vector3;
  14200. /**
  14201. * Gets the current scaling in local space and stores it in a target vector
  14202. * @param result defines the target vector
  14203. */
  14204. getScaleToRef(result: Vector3): void;
  14205. /**
  14206. * Set the yaw, pitch, and roll of the bone in local or world space
  14207. * @param yaw The rotation of the bone on the y axis
  14208. * @param pitch The rotation of the bone on the x axis
  14209. * @param roll The rotation of the bone on the z axis
  14210. * @param space The space that the axes of rotation are in
  14211. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14212. */
  14213. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14214. /**
  14215. * Add a rotation to the bone on an axis in local or world space
  14216. * @param axis The axis to rotate the bone on
  14217. * @param amount The amount to rotate the bone
  14218. * @param space The space that the axis is in
  14219. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14220. */
  14221. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14222. /**
  14223. * Set the rotation of the bone to a particular axis angle in local or world space
  14224. * @param axis The axis to rotate the bone on
  14225. * @param angle The angle that the bone should be rotated to
  14226. * @param space The space that the axis is in
  14227. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14228. */
  14229. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14230. /**
  14231. * Set the euler rotation of the bone in local of world space
  14232. * @param rotation The euler rotation that the bone should be set to
  14233. * @param space The space that the rotation is in
  14234. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14235. */
  14236. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14237. /**
  14238. * Set the quaternion rotation of the bone in local of world space
  14239. * @param quat The quaternion rotation that the bone should be set to
  14240. * @param space The space that the rotation is in
  14241. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14242. */
  14243. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14244. /**
  14245. * Set the rotation matrix of the bone in local of world space
  14246. * @param rotMat The rotation matrix that the bone should be set to
  14247. * @param space The space that the rotation is in
  14248. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14249. */
  14250. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14251. private _rotateWithMatrix;
  14252. private _getNegativeRotationToRef;
  14253. /**
  14254. * Get the position of the bone in local or world space
  14255. * @param space The space that the returned position is in
  14256. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14257. * @returns The position of the bone
  14258. */
  14259. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14260. /**
  14261. * Copy the position of the bone to a vector3 in local or world space
  14262. * @param space The space that the returned position is in
  14263. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14264. * @param result The vector3 to copy the position to
  14265. */
  14266. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14267. /**
  14268. * Get the absolute position of the bone (world space)
  14269. * @param mesh The mesh that this bone is attached to
  14270. * @returns The absolute position of the bone
  14271. */
  14272. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14273. /**
  14274. * Copy the absolute position of the bone (world space) to the result param
  14275. * @param mesh The mesh that this bone is attached to
  14276. * @param result The vector3 to copy the absolute position to
  14277. */
  14278. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14279. /**
  14280. * Compute the absolute transforms of this bone and its children
  14281. */
  14282. computeAbsoluteTransforms(): void;
  14283. /**
  14284. * Get the world direction from an axis that is in the local space of the bone
  14285. * @param localAxis The local direction that is used to compute the world direction
  14286. * @param mesh The mesh that this bone is attached to
  14287. * @returns The world direction
  14288. */
  14289. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14290. /**
  14291. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14292. * @param localAxis The local direction that is used to compute the world direction
  14293. * @param mesh The mesh that this bone is attached to
  14294. * @param result The vector3 that the world direction will be copied to
  14295. */
  14296. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14297. /**
  14298. * Get the euler rotation of the bone in local or world space
  14299. * @param space The space that the rotation should be in
  14300. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14301. * @returns The euler rotation
  14302. */
  14303. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14304. /**
  14305. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14306. * @param space The space that the rotation should be in
  14307. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14308. * @param result The vector3 that the rotation should be copied to
  14309. */
  14310. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14311. /**
  14312. * Get the quaternion rotation of the bone in either local or world space
  14313. * @param space The space that the rotation should be in
  14314. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14315. * @returns The quaternion rotation
  14316. */
  14317. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14318. /**
  14319. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14320. * @param space The space that the rotation should be in
  14321. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14322. * @param result The quaternion that the rotation should be copied to
  14323. */
  14324. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14325. /**
  14326. * Get the rotation matrix of the bone in local or world space
  14327. * @param space The space that the rotation should be in
  14328. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14329. * @returns The rotation matrix
  14330. */
  14331. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14332. /**
  14333. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14334. * @param space The space that the rotation should be in
  14335. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14336. * @param result The quaternion that the rotation should be copied to
  14337. */
  14338. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14339. /**
  14340. * Get the world position of a point that is in the local space of the bone
  14341. * @param position The local position
  14342. * @param mesh The mesh that this bone is attached to
  14343. * @returns The world position
  14344. */
  14345. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14346. /**
  14347. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14348. * @param position The local position
  14349. * @param mesh The mesh that this bone is attached to
  14350. * @param result The vector3 that the world position should be copied to
  14351. */
  14352. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14353. /**
  14354. * Get the local position of a point that is in world space
  14355. * @param position The world position
  14356. * @param mesh The mesh that this bone is attached to
  14357. * @returns The local position
  14358. */
  14359. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14360. /**
  14361. * Get the local position of a point that is in world space and copy it to the result param
  14362. * @param position The world position
  14363. * @param mesh The mesh that this bone is attached to
  14364. * @param result The vector3 that the local position should be copied to
  14365. */
  14366. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14367. }
  14368. }
  14369. declare module "babylonjs/Meshes/transformNode" {
  14370. import { DeepImmutable } from "babylonjs/types";
  14371. import { Observable } from "babylonjs/Misc/observable";
  14372. import { Nullable } from "babylonjs/types";
  14373. import { Camera } from "babylonjs/Cameras/camera";
  14374. import { Scene } from "babylonjs/scene";
  14375. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14376. import { Node } from "babylonjs/node";
  14377. import { Bone } from "babylonjs/Bones/bone";
  14378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14379. import { Space } from "babylonjs/Maths/math.axis";
  14380. /**
  14381. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  14382. * @see https://doc.babylonjs.com/how_to/transformnode
  14383. */
  14384. export class TransformNode extends Node {
  14385. /**
  14386. * Object will not rotate to face the camera
  14387. */
  14388. static BILLBOARDMODE_NONE: number;
  14389. /**
  14390. * Object will rotate to face the camera but only on the x axis
  14391. */
  14392. static BILLBOARDMODE_X: number;
  14393. /**
  14394. * Object will rotate to face the camera but only on the y axis
  14395. */
  14396. static BILLBOARDMODE_Y: number;
  14397. /**
  14398. * Object will rotate to face the camera but only on the z axis
  14399. */
  14400. static BILLBOARDMODE_Z: number;
  14401. /**
  14402. * Object will rotate to face the camera
  14403. */
  14404. static BILLBOARDMODE_ALL: number;
  14405. /**
  14406. * Object will rotate to face the camera's position instead of orientation
  14407. */
  14408. static BILLBOARDMODE_USE_POSITION: number;
  14409. private _forward;
  14410. private _forwardInverted;
  14411. private _up;
  14412. private _right;
  14413. private _rightInverted;
  14414. private _position;
  14415. private _rotation;
  14416. private _rotationQuaternion;
  14417. protected _scaling: Vector3;
  14418. protected _isDirty: boolean;
  14419. private _transformToBoneReferal;
  14420. private _isAbsoluteSynced;
  14421. private _billboardMode;
  14422. /**
  14423. * Gets or sets the billboard mode. Default is 0.
  14424. *
  14425. * | Value | Type | Description |
  14426. * | --- | --- | --- |
  14427. * | 0 | BILLBOARDMODE_NONE | |
  14428. * | 1 | BILLBOARDMODE_X | |
  14429. * | 2 | BILLBOARDMODE_Y | |
  14430. * | 4 | BILLBOARDMODE_Z | |
  14431. * | 7 | BILLBOARDMODE_ALL | |
  14432. *
  14433. */
  14434. get billboardMode(): number;
  14435. set billboardMode(value: number);
  14436. private _preserveParentRotationForBillboard;
  14437. /**
  14438. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14439. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14440. */
  14441. get preserveParentRotationForBillboard(): boolean;
  14442. set preserveParentRotationForBillboard(value: boolean);
  14443. /**
  14444. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14445. */
  14446. scalingDeterminant: number;
  14447. private _infiniteDistance;
  14448. /**
  14449. * Gets or sets the distance of the object to max, often used by skybox
  14450. */
  14451. get infiniteDistance(): boolean;
  14452. set infiniteDistance(value: boolean);
  14453. /**
  14454. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14455. * By default the system will update normals to compensate
  14456. */
  14457. ignoreNonUniformScaling: boolean;
  14458. /**
  14459. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14460. */
  14461. reIntegrateRotationIntoRotationQuaternion: boolean;
  14462. /** @hidden */
  14463. _poseMatrix: Nullable<Matrix>;
  14464. /** @hidden */
  14465. _localMatrix: Matrix;
  14466. private _usePivotMatrix;
  14467. private _absolutePosition;
  14468. private _absoluteScaling;
  14469. private _absoluteRotationQuaternion;
  14470. private _pivotMatrix;
  14471. private _pivotMatrixInverse;
  14472. protected _postMultiplyPivotMatrix: boolean;
  14473. protected _isWorldMatrixFrozen: boolean;
  14474. /** @hidden */
  14475. _indexInSceneTransformNodesArray: number;
  14476. /**
  14477. * An event triggered after the world matrix is updated
  14478. */
  14479. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14480. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14481. /**
  14482. * Gets a string identifying the name of the class
  14483. * @returns "TransformNode" string
  14484. */
  14485. getClassName(): string;
  14486. /**
  14487. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14488. */
  14489. get position(): Vector3;
  14490. set position(newPosition: Vector3);
  14491. /**
  14492. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14493. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14494. */
  14495. get rotation(): Vector3;
  14496. set rotation(newRotation: Vector3);
  14497. /**
  14498. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14499. */
  14500. get scaling(): Vector3;
  14501. set scaling(newScaling: Vector3);
  14502. /**
  14503. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14504. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14505. */
  14506. get rotationQuaternion(): Nullable<Quaternion>;
  14507. set rotationQuaternion(quaternion: Nullable<Quaternion>);
  14508. /**
  14509. * The forward direction of that transform in world space.
  14510. */
  14511. get forward(): Vector3;
  14512. /**
  14513. * The up direction of that transform in world space.
  14514. */
  14515. get up(): Vector3;
  14516. /**
  14517. * The right direction of that transform in world space.
  14518. */
  14519. get right(): Vector3;
  14520. /**
  14521. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14522. * @param matrix the matrix to copy the pose from
  14523. * @returns this TransformNode.
  14524. */
  14525. updatePoseMatrix(matrix: Matrix): TransformNode;
  14526. /**
  14527. * Returns the mesh Pose matrix.
  14528. * @returns the pose matrix
  14529. */
  14530. getPoseMatrix(): Matrix;
  14531. /** @hidden */
  14532. _isSynchronized(): boolean;
  14533. /** @hidden */
  14534. _initCache(): void;
  14535. /**
  14536. * Flag the transform node as dirty (Forcing it to update everything)
  14537. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14538. * @returns this transform node
  14539. */
  14540. markAsDirty(property: string): TransformNode;
  14541. /**
  14542. * Returns the current mesh absolute position.
  14543. * Returns a Vector3.
  14544. */
  14545. get absolutePosition(): Vector3;
  14546. /**
  14547. * Returns the current mesh absolute scaling.
  14548. * Returns a Vector3.
  14549. */
  14550. get absoluteScaling(): Vector3;
  14551. /**
  14552. * Returns the current mesh absolute rotation.
  14553. * Returns a Quaternion.
  14554. */
  14555. get absoluteRotationQuaternion(): Quaternion;
  14556. /**
  14557. * Sets a new matrix to apply before all other transformation
  14558. * @param matrix defines the transform matrix
  14559. * @returns the current TransformNode
  14560. */
  14561. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14562. /**
  14563. * Sets a new pivot matrix to the current node
  14564. * @param matrix defines the new pivot matrix to use
  14565. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14566. * @returns the current TransformNode
  14567. */
  14568. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14569. /**
  14570. * Returns the mesh pivot matrix.
  14571. * Default : Identity.
  14572. * @returns the matrix
  14573. */
  14574. getPivotMatrix(): Matrix;
  14575. /**
  14576. * Instantiate (when possible) or clone that node with its hierarchy
  14577. * @param newParent defines the new parent to use for the instance (or clone)
  14578. * @param options defines options to configure how copy is done
  14579. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14580. * @returns an instance (or a clone) of the current node with its hiearchy
  14581. */
  14582. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14583. doNotInstantiate: boolean;
  14584. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14585. /**
  14586. * Prevents the World matrix to be computed any longer
  14587. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14588. * @returns the TransformNode.
  14589. */
  14590. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14591. /**
  14592. * Allows back the World matrix computation.
  14593. * @returns the TransformNode.
  14594. */
  14595. unfreezeWorldMatrix(): this;
  14596. /**
  14597. * True if the World matrix has been frozen.
  14598. */
  14599. get isWorldMatrixFrozen(): boolean;
  14600. /**
  14601. * Retuns the mesh absolute position in the World.
  14602. * @returns a Vector3.
  14603. */
  14604. getAbsolutePosition(): Vector3;
  14605. /**
  14606. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14607. * @param absolutePosition the absolute position to set
  14608. * @returns the TransformNode.
  14609. */
  14610. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14611. /**
  14612. * Sets the mesh position in its local space.
  14613. * @param vector3 the position to set in localspace
  14614. * @returns the TransformNode.
  14615. */
  14616. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14617. /**
  14618. * Returns the mesh position in the local space from the current World matrix values.
  14619. * @returns a new Vector3.
  14620. */
  14621. getPositionExpressedInLocalSpace(): Vector3;
  14622. /**
  14623. * Translates the mesh along the passed Vector3 in its local space.
  14624. * @param vector3 the distance to translate in localspace
  14625. * @returns the TransformNode.
  14626. */
  14627. locallyTranslate(vector3: Vector3): TransformNode;
  14628. private static _lookAtVectorCache;
  14629. /**
  14630. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14631. * @param targetPoint the position (must be in same space as current mesh) to look at
  14632. * @param yawCor optional yaw (y-axis) correction in radians
  14633. * @param pitchCor optional pitch (x-axis) correction in radians
  14634. * @param rollCor optional roll (z-axis) correction in radians
  14635. * @param space the choosen space of the target
  14636. * @returns the TransformNode.
  14637. */
  14638. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14639. /**
  14640. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14641. * This Vector3 is expressed in the World space.
  14642. * @param localAxis axis to rotate
  14643. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14644. */
  14645. getDirection(localAxis: Vector3): Vector3;
  14646. /**
  14647. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14648. * localAxis is expressed in the mesh local space.
  14649. * result is computed in the Wordl space from the mesh World matrix.
  14650. * @param localAxis axis to rotate
  14651. * @param result the resulting transformnode
  14652. * @returns this TransformNode.
  14653. */
  14654. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14655. /**
  14656. * Sets this transform node rotation to the given local axis.
  14657. * @param localAxis the axis in local space
  14658. * @param yawCor optional yaw (y-axis) correction in radians
  14659. * @param pitchCor optional pitch (x-axis) correction in radians
  14660. * @param rollCor optional roll (z-axis) correction in radians
  14661. * @returns this TransformNode
  14662. */
  14663. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14664. /**
  14665. * Sets a new pivot point to the current node
  14666. * @param point defines the new pivot point to use
  14667. * @param space defines if the point is in world or local space (local by default)
  14668. * @returns the current TransformNode
  14669. */
  14670. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14671. /**
  14672. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14673. * @returns the pivot point
  14674. */
  14675. getPivotPoint(): Vector3;
  14676. /**
  14677. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14678. * @param result the vector3 to store the result
  14679. * @returns this TransformNode.
  14680. */
  14681. getPivotPointToRef(result: Vector3): TransformNode;
  14682. /**
  14683. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14684. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14685. */
  14686. getAbsolutePivotPoint(): Vector3;
  14687. /**
  14688. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14689. * @param result vector3 to store the result
  14690. * @returns this TransformNode.
  14691. */
  14692. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14693. /**
  14694. * Defines the passed node as the parent of the current node.
  14695. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14696. * @see https://doc.babylonjs.com/how_to/parenting
  14697. * @param node the node ot set as the parent
  14698. * @returns this TransformNode.
  14699. */
  14700. setParent(node: Nullable<Node>): TransformNode;
  14701. private _nonUniformScaling;
  14702. /**
  14703. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14704. */
  14705. get nonUniformScaling(): boolean;
  14706. /** @hidden */
  14707. _updateNonUniformScalingState(value: boolean): boolean;
  14708. /**
  14709. * Attach the current TransformNode to another TransformNode associated with a bone
  14710. * @param bone Bone affecting the TransformNode
  14711. * @param affectedTransformNode TransformNode associated with the bone
  14712. * @returns this object
  14713. */
  14714. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14715. /**
  14716. * Detach the transform node if its associated with a bone
  14717. * @returns this object
  14718. */
  14719. detachFromBone(): TransformNode;
  14720. private static _rotationAxisCache;
  14721. /**
  14722. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14723. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14724. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14725. * The passed axis is also normalized.
  14726. * @param axis the axis to rotate around
  14727. * @param amount the amount to rotate in radians
  14728. * @param space Space to rotate in (Default: local)
  14729. * @returns the TransformNode.
  14730. */
  14731. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14732. /**
  14733. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14734. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14735. * The passed axis is also normalized. .
  14736. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14737. * @param point the point to rotate around
  14738. * @param axis the axis to rotate around
  14739. * @param amount the amount to rotate in radians
  14740. * @returns the TransformNode
  14741. */
  14742. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14743. /**
  14744. * Translates the mesh along the axis vector for the passed distance in the given space.
  14745. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14746. * @param axis the axis to translate in
  14747. * @param distance the distance to translate
  14748. * @param space Space to rotate in (Default: local)
  14749. * @returns the TransformNode.
  14750. */
  14751. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14752. /**
  14753. * Adds a rotation step to the mesh current rotation.
  14754. * x, y, z are Euler angles expressed in radians.
  14755. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14756. * This means this rotation is made in the mesh local space only.
  14757. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14758. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14759. * ```javascript
  14760. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14761. * ```
  14762. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14763. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14764. * @param x Rotation to add
  14765. * @param y Rotation to add
  14766. * @param z Rotation to add
  14767. * @returns the TransformNode.
  14768. */
  14769. addRotation(x: number, y: number, z: number): TransformNode;
  14770. /**
  14771. * @hidden
  14772. */
  14773. protected _getEffectiveParent(): Nullable<Node>;
  14774. /**
  14775. * Computes the world matrix of the node
  14776. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14777. * @returns the world matrix
  14778. */
  14779. computeWorldMatrix(force?: boolean): Matrix;
  14780. protected _afterComputeWorldMatrix(): void;
  14781. /**
  14782. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14783. * @param func callback function to add
  14784. *
  14785. * @returns the TransformNode.
  14786. */
  14787. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14788. /**
  14789. * Removes a registered callback function.
  14790. * @param func callback function to remove
  14791. * @returns the TransformNode.
  14792. */
  14793. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14794. /**
  14795. * Gets the position of the current mesh in camera space
  14796. * @param camera defines the camera to use
  14797. * @returns a position
  14798. */
  14799. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14800. /**
  14801. * Returns the distance from the mesh to the active camera
  14802. * @param camera defines the camera to use
  14803. * @returns the distance
  14804. */
  14805. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14806. /**
  14807. * Clone the current transform node
  14808. * @param name Name of the new clone
  14809. * @param newParent New parent for the clone
  14810. * @param doNotCloneChildren Do not clone children hierarchy
  14811. * @returns the new transform node
  14812. */
  14813. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14814. /**
  14815. * Serializes the objects information.
  14816. * @param currentSerializationObject defines the object to serialize in
  14817. * @returns the serialized object
  14818. */
  14819. serialize(currentSerializationObject?: any): any;
  14820. /**
  14821. * Returns a new TransformNode object parsed from the source provided.
  14822. * @param parsedTransformNode is the source.
  14823. * @param scene the scne the object belongs to
  14824. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14825. * @returns a new TransformNode object parsed from the source provided.
  14826. */
  14827. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14828. /**
  14829. * Get all child-transformNodes of this node
  14830. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14831. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14832. * @returns an array of TransformNode
  14833. */
  14834. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14835. /**
  14836. * Releases resources associated with this transform node.
  14837. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14838. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14839. */
  14840. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14841. /**
  14842. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14843. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14844. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14845. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14846. * @returns the current mesh
  14847. */
  14848. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14849. private _syncAbsoluteScalingAndRotation;
  14850. }
  14851. }
  14852. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14853. import { Observable } from "babylonjs/Misc/observable";
  14854. import { Nullable } from "babylonjs/types";
  14855. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14856. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14858. import { Ray } from "babylonjs/Culling/ray";
  14859. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14860. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14861. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14862. /**
  14863. * Defines the types of pose enabled controllers that are supported
  14864. */
  14865. export enum PoseEnabledControllerType {
  14866. /**
  14867. * HTC Vive
  14868. */
  14869. VIVE = 0,
  14870. /**
  14871. * Oculus Rift
  14872. */
  14873. OCULUS = 1,
  14874. /**
  14875. * Windows mixed reality
  14876. */
  14877. WINDOWS = 2,
  14878. /**
  14879. * Samsung gear VR
  14880. */
  14881. GEAR_VR = 3,
  14882. /**
  14883. * Google Daydream
  14884. */
  14885. DAYDREAM = 4,
  14886. /**
  14887. * Generic
  14888. */
  14889. GENERIC = 5
  14890. }
  14891. /**
  14892. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14893. */
  14894. export interface MutableGamepadButton {
  14895. /**
  14896. * Value of the button/trigger
  14897. */
  14898. value: number;
  14899. /**
  14900. * If the button/trigger is currently touched
  14901. */
  14902. touched: boolean;
  14903. /**
  14904. * If the button/trigger is currently pressed
  14905. */
  14906. pressed: boolean;
  14907. }
  14908. /**
  14909. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14910. * @hidden
  14911. */
  14912. export interface ExtendedGamepadButton extends GamepadButton {
  14913. /**
  14914. * If the button/trigger is currently pressed
  14915. */
  14916. readonly pressed: boolean;
  14917. /**
  14918. * If the button/trigger is currently touched
  14919. */
  14920. readonly touched: boolean;
  14921. /**
  14922. * Value of the button/trigger
  14923. */
  14924. readonly value: number;
  14925. }
  14926. /** @hidden */
  14927. export interface _GamePadFactory {
  14928. /**
  14929. * Returns wether or not the current gamepad can be created for this type of controller.
  14930. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14931. * @returns true if it can be created, otherwise false
  14932. */
  14933. canCreate(gamepadInfo: any): boolean;
  14934. /**
  14935. * Creates a new instance of the Gamepad.
  14936. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14937. * @returns the new gamepad instance
  14938. */
  14939. create(gamepadInfo: any): Gamepad;
  14940. }
  14941. /**
  14942. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14943. */
  14944. export class PoseEnabledControllerHelper {
  14945. /** @hidden */
  14946. static _ControllerFactories: _GamePadFactory[];
  14947. /** @hidden */
  14948. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14949. /**
  14950. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14951. * @param vrGamepad the gamepad to initialized
  14952. * @returns a vr controller of the type the gamepad identified as
  14953. */
  14954. static InitiateController(vrGamepad: any): Gamepad;
  14955. }
  14956. /**
  14957. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14958. */
  14959. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14960. /**
  14961. * If the controller is used in a webXR session
  14962. */
  14963. isXR: boolean;
  14964. private _deviceRoomPosition;
  14965. private _deviceRoomRotationQuaternion;
  14966. /**
  14967. * The device position in babylon space
  14968. */
  14969. devicePosition: Vector3;
  14970. /**
  14971. * The device rotation in babylon space
  14972. */
  14973. deviceRotationQuaternion: Quaternion;
  14974. /**
  14975. * The scale factor of the device in babylon space
  14976. */
  14977. deviceScaleFactor: number;
  14978. /**
  14979. * (Likely devicePosition should be used instead) The device position in its room space
  14980. */
  14981. position: Vector3;
  14982. /**
  14983. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14984. */
  14985. rotationQuaternion: Quaternion;
  14986. /**
  14987. * The type of controller (Eg. Windows mixed reality)
  14988. */
  14989. controllerType: PoseEnabledControllerType;
  14990. protected _calculatedPosition: Vector3;
  14991. private _calculatedRotation;
  14992. /**
  14993. * The raw pose from the device
  14994. */
  14995. rawPose: DevicePose;
  14996. private _trackPosition;
  14997. private _maxRotationDistFromHeadset;
  14998. private _draggedRoomRotation;
  14999. /**
  15000. * @hidden
  15001. */
  15002. _disableTrackPosition(fixedPosition: Vector3): void;
  15003. /**
  15004. * Internal, the mesh attached to the controller
  15005. * @hidden
  15006. */
  15007. _mesh: Nullable<AbstractMesh>;
  15008. private _poseControlledCamera;
  15009. private _leftHandSystemQuaternion;
  15010. /**
  15011. * Internal, matrix used to convert room space to babylon space
  15012. * @hidden
  15013. */
  15014. _deviceToWorld: Matrix;
  15015. /**
  15016. * Node to be used when casting a ray from the controller
  15017. * @hidden
  15018. */
  15019. _pointingPoseNode: Nullable<TransformNode>;
  15020. /**
  15021. * Name of the child mesh that can be used to cast a ray from the controller
  15022. */
  15023. static readonly POINTING_POSE: string;
  15024. /**
  15025. * Creates a new PoseEnabledController from a gamepad
  15026. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  15027. */
  15028. constructor(browserGamepad: any);
  15029. private _workingMatrix;
  15030. /**
  15031. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  15032. */
  15033. update(): void;
  15034. /**
  15035. * Updates only the pose device and mesh without doing any button event checking
  15036. */
  15037. protected _updatePoseAndMesh(): void;
  15038. /**
  15039. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  15040. * @param poseData raw pose fromthe device
  15041. */
  15042. updateFromDevice(poseData: DevicePose): void;
  15043. /**
  15044. * @hidden
  15045. */
  15046. _meshAttachedObservable: Observable<AbstractMesh>;
  15047. /**
  15048. * Attaches a mesh to the controller
  15049. * @param mesh the mesh to be attached
  15050. */
  15051. attachToMesh(mesh: AbstractMesh): void;
  15052. /**
  15053. * Attaches the controllers mesh to a camera
  15054. * @param camera the camera the mesh should be attached to
  15055. */
  15056. attachToPoseControlledCamera(camera: TargetCamera): void;
  15057. /**
  15058. * Disposes of the controller
  15059. */
  15060. dispose(): void;
  15061. /**
  15062. * The mesh that is attached to the controller
  15063. */
  15064. get mesh(): Nullable<AbstractMesh>;
  15065. /**
  15066. * Gets the ray of the controller in the direction the controller is pointing
  15067. * @param length the length the resulting ray should be
  15068. * @returns a ray in the direction the controller is pointing
  15069. */
  15070. getForwardRay(length?: number): Ray;
  15071. }
  15072. }
  15073. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  15074. import { Observable } from "babylonjs/Misc/observable";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  15077. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  15078. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  15079. import { Nullable } from "babylonjs/types";
  15080. /**
  15081. * Defines the WebVRController object that represents controllers tracked in 3D space
  15082. */
  15083. export abstract class WebVRController extends PoseEnabledController {
  15084. /**
  15085. * Internal, the default controller model for the controller
  15086. */
  15087. protected _defaultModel: Nullable<AbstractMesh>;
  15088. /**
  15089. * Fired when the trigger state has changed
  15090. */
  15091. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  15092. /**
  15093. * Fired when the main button state has changed
  15094. */
  15095. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  15096. /**
  15097. * Fired when the secondary button state has changed
  15098. */
  15099. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  15100. /**
  15101. * Fired when the pad state has changed
  15102. */
  15103. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  15104. /**
  15105. * Fired when controllers stick values have changed
  15106. */
  15107. onPadValuesChangedObservable: Observable<StickValues>;
  15108. /**
  15109. * Array of button availible on the controller
  15110. */
  15111. protected _buttons: Array<MutableGamepadButton>;
  15112. private _onButtonStateChange;
  15113. /**
  15114. * Fired when a controller button's state has changed
  15115. * @param callback the callback containing the button that was modified
  15116. */
  15117. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  15118. /**
  15119. * X and Y axis corresponding to the controllers joystick
  15120. */
  15121. pad: StickValues;
  15122. /**
  15123. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  15124. */
  15125. hand: string;
  15126. /**
  15127. * The default controller model for the controller
  15128. */
  15129. get defaultModel(): Nullable<AbstractMesh>;
  15130. /**
  15131. * Creates a new WebVRController from a gamepad
  15132. * @param vrGamepad the gamepad that the WebVRController should be created from
  15133. */
  15134. constructor(vrGamepad: any);
  15135. /**
  15136. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  15137. */
  15138. update(): void;
  15139. /**
  15140. * Function to be called when a button is modified
  15141. */
  15142. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  15143. /**
  15144. * Loads a mesh and attaches it to the controller
  15145. * @param scene the scene the mesh should be added to
  15146. * @param meshLoaded callback for when the mesh has been loaded
  15147. */
  15148. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15149. private _setButtonValue;
  15150. private _changes;
  15151. private _checkChanges;
  15152. /**
  15153. * Disposes of th webVRCOntroller
  15154. */
  15155. dispose(): void;
  15156. }
  15157. }
  15158. declare module "babylonjs/Lights/hemisphericLight" {
  15159. import { Nullable } from "babylonjs/types";
  15160. import { Scene } from "babylonjs/scene";
  15161. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15162. import { Color3 } from "babylonjs/Maths/math.color";
  15163. import { Effect } from "babylonjs/Materials/effect";
  15164. import { Light } from "babylonjs/Lights/light";
  15165. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15166. /**
  15167. * The HemisphericLight simulates the ambient environment light,
  15168. * so the passed direction is the light reflection direction, not the incoming direction.
  15169. */
  15170. export class HemisphericLight extends Light {
  15171. /**
  15172. * The groundColor is the light in the opposite direction to the one specified during creation.
  15173. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  15174. */
  15175. groundColor: Color3;
  15176. /**
  15177. * The light reflection direction, not the incoming direction.
  15178. */
  15179. direction: Vector3;
  15180. /**
  15181. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15182. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15183. * The HemisphericLight can't cast shadows.
  15184. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15185. * @param name The friendly name of the light
  15186. * @param direction The direction of the light reflection
  15187. * @param scene The scene the light belongs to
  15188. */
  15189. constructor(name: string, direction: Vector3, scene: Scene);
  15190. protected _buildUniformLayout(): void;
  15191. /**
  15192. * Returns the string "HemisphericLight".
  15193. * @return The class name
  15194. */
  15195. getClassName(): string;
  15196. /**
  15197. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15198. * Returns the updated direction.
  15199. * @param target The target the direction should point to
  15200. * @return The computed direction
  15201. */
  15202. setDirectionToTarget(target: Vector3): Vector3;
  15203. /**
  15204. * Returns the shadow generator associated to the light.
  15205. * @returns Always null for hemispheric lights because it does not support shadows.
  15206. */
  15207. getShadowGenerator(): Nullable<IShadowGenerator>;
  15208. /**
  15209. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15210. * @param effect The effect to update
  15211. * @param lightIndex The index of the light in the effect to update
  15212. * @returns The hemispheric light
  15213. */
  15214. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15215. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15216. /**
  15217. * Computes the world matrix of the node
  15218. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15219. * @param useWasUpdatedFlag defines a reserved property
  15220. * @returns the world matrix
  15221. */
  15222. computeWorldMatrix(): Matrix;
  15223. /**
  15224. * Returns the integer 3.
  15225. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15226. */
  15227. getTypeID(): number;
  15228. /**
  15229. * Prepares the list of defines specific to the light type.
  15230. * @param defines the list of defines
  15231. * @param lightIndex defines the index of the light for the effect
  15232. */
  15233. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15234. }
  15235. }
  15236. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15237. /** @hidden */
  15238. export var vrMultiviewToSingleviewPixelShader: {
  15239. name: string;
  15240. shader: string;
  15241. };
  15242. }
  15243. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15244. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15245. import { Scene } from "babylonjs/scene";
  15246. /**
  15247. * Renders to multiple views with a single draw call
  15248. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15249. */
  15250. export class MultiviewRenderTarget extends RenderTargetTexture {
  15251. /**
  15252. * Creates a multiview render target
  15253. * @param scene scene used with the render target
  15254. * @param size the size of the render target (used for each view)
  15255. */
  15256. constructor(scene: Scene, size?: number | {
  15257. width: number;
  15258. height: number;
  15259. } | {
  15260. ratio: number;
  15261. });
  15262. /**
  15263. * @hidden
  15264. * @param faceIndex the face index, if its a cube texture
  15265. */
  15266. _bindFrameBuffer(faceIndex?: number): void;
  15267. /**
  15268. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15269. * @returns the view count
  15270. */
  15271. getViewCount(): number;
  15272. }
  15273. }
  15274. declare module "babylonjs/Maths/math.frustum" {
  15275. import { Matrix } from "babylonjs/Maths/math.vector";
  15276. import { DeepImmutable } from "babylonjs/types";
  15277. import { Plane } from "babylonjs/Maths/math.plane";
  15278. /**
  15279. * Represents a camera frustum
  15280. */
  15281. export class Frustum {
  15282. /**
  15283. * Gets the planes representing the frustum
  15284. * @param transform matrix to be applied to the returned planes
  15285. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15286. */
  15287. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15288. /**
  15289. * Gets the near frustum plane transformed by the transform matrix
  15290. * @param transform transformation matrix to be applied to the resulting frustum plane
  15291. * @param frustumPlane the resuling frustum plane
  15292. */
  15293. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15294. /**
  15295. * Gets the far frustum plane transformed by the transform matrix
  15296. * @param transform transformation matrix to be applied to the resulting frustum plane
  15297. * @param frustumPlane the resuling frustum plane
  15298. */
  15299. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15300. /**
  15301. * Gets the left frustum plane transformed by the transform matrix
  15302. * @param transform transformation matrix to be applied to the resulting frustum plane
  15303. * @param frustumPlane the resuling frustum plane
  15304. */
  15305. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15306. /**
  15307. * Gets the right frustum plane transformed by the transform matrix
  15308. * @param transform transformation matrix to be applied to the resulting frustum plane
  15309. * @param frustumPlane the resuling frustum plane
  15310. */
  15311. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15312. /**
  15313. * Gets the top frustum plane transformed by the transform matrix
  15314. * @param transform transformation matrix to be applied to the resulting frustum plane
  15315. * @param frustumPlane the resuling frustum plane
  15316. */
  15317. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15318. /**
  15319. * Gets the bottom frustum plane transformed by the transform matrix
  15320. * @param transform transformation matrix to be applied to the resulting frustum plane
  15321. * @param frustumPlane the resuling frustum plane
  15322. */
  15323. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15324. /**
  15325. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15326. * @param transform transformation matrix to be applied to the resulting frustum planes
  15327. * @param frustumPlanes the resuling frustum planes
  15328. */
  15329. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15330. }
  15331. }
  15332. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15333. import { Camera } from "babylonjs/Cameras/camera";
  15334. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15335. import { Nullable } from "babylonjs/types";
  15336. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15337. import { Matrix } from "babylonjs/Maths/math.vector";
  15338. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15339. module "babylonjs/Engines/engine" {
  15340. interface Engine {
  15341. /**
  15342. * Creates a new multiview render target
  15343. * @param width defines the width of the texture
  15344. * @param height defines the height of the texture
  15345. * @returns the created multiview texture
  15346. */
  15347. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15348. /**
  15349. * Binds a multiview framebuffer to be drawn to
  15350. * @param multiviewTexture texture to bind
  15351. */
  15352. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15353. }
  15354. }
  15355. module "babylonjs/Cameras/camera" {
  15356. interface Camera {
  15357. /**
  15358. * @hidden
  15359. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15360. */
  15361. _useMultiviewToSingleView: boolean;
  15362. /**
  15363. * @hidden
  15364. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15365. */
  15366. _multiviewTexture: Nullable<RenderTargetTexture>;
  15367. /**
  15368. * @hidden
  15369. * ensures the multiview texture of the camera exists and has the specified width/height
  15370. * @param width height to set on the multiview texture
  15371. * @param height width to set on the multiview texture
  15372. */
  15373. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15374. }
  15375. }
  15376. module "babylonjs/scene" {
  15377. interface Scene {
  15378. /** @hidden */
  15379. _transformMatrixR: Matrix;
  15380. /** @hidden */
  15381. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15382. /** @hidden */
  15383. _createMultiviewUbo(): void;
  15384. /** @hidden */
  15385. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15386. /** @hidden */
  15387. _renderMultiviewToSingleView(camera: Camera): void;
  15388. }
  15389. }
  15390. }
  15391. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15392. import { Camera } from "babylonjs/Cameras/camera";
  15393. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15394. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15395. import "babylonjs/Engines/Extensions/engine.multiview";
  15396. /**
  15397. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15398. * This will not be used for webXR as it supports displaying texture arrays directly
  15399. */
  15400. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15401. /**
  15402. * Initializes a VRMultiviewToSingleview
  15403. * @param name name of the post process
  15404. * @param camera camera to be applied to
  15405. * @param scaleFactor scaling factor to the size of the output texture
  15406. */
  15407. constructor(name: string, camera: Camera, scaleFactor: number);
  15408. }
  15409. }
  15410. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15411. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15412. import { Nullable } from "babylonjs/types";
  15413. import { Size } from "babylonjs/Maths/math.size";
  15414. import { Observable } from "babylonjs/Misc/observable";
  15415. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15416. /**
  15417. * Interface used to define additional presentation attributes
  15418. */
  15419. export interface IVRPresentationAttributes {
  15420. /**
  15421. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15422. */
  15423. highRefreshRate: boolean;
  15424. /**
  15425. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15426. */
  15427. foveationLevel: number;
  15428. }
  15429. module "babylonjs/Engines/engine" {
  15430. interface Engine {
  15431. /** @hidden */
  15432. _vrDisplay: any;
  15433. /** @hidden */
  15434. _vrSupported: boolean;
  15435. /** @hidden */
  15436. _oldSize: Size;
  15437. /** @hidden */
  15438. _oldHardwareScaleFactor: number;
  15439. /** @hidden */
  15440. _vrExclusivePointerMode: boolean;
  15441. /** @hidden */
  15442. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15443. /** @hidden */
  15444. _onVRDisplayPointerRestricted: () => void;
  15445. /** @hidden */
  15446. _onVRDisplayPointerUnrestricted: () => void;
  15447. /** @hidden */
  15448. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15449. /** @hidden */
  15450. _onVrDisplayDisconnect: Nullable<() => void>;
  15451. /** @hidden */
  15452. _onVrDisplayPresentChange: Nullable<() => void>;
  15453. /**
  15454. * Observable signaled when VR display mode changes
  15455. */
  15456. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15457. /**
  15458. * Observable signaled when VR request present is complete
  15459. */
  15460. onVRRequestPresentComplete: Observable<boolean>;
  15461. /**
  15462. * Observable signaled when VR request present starts
  15463. */
  15464. onVRRequestPresentStart: Observable<Engine>;
  15465. /**
  15466. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15467. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15468. */
  15469. isInVRExclusivePointerMode: boolean;
  15470. /**
  15471. * Gets a boolean indicating if a webVR device was detected
  15472. * @returns true if a webVR device was detected
  15473. */
  15474. isVRDevicePresent(): boolean;
  15475. /**
  15476. * Gets the current webVR device
  15477. * @returns the current webVR device (or null)
  15478. */
  15479. getVRDevice(): any;
  15480. /**
  15481. * Initializes a webVR display and starts listening to display change events
  15482. * The onVRDisplayChangedObservable will be notified upon these changes
  15483. * @returns A promise containing a VRDisplay and if vr is supported
  15484. */
  15485. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15486. /** @hidden */
  15487. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15488. /**
  15489. * Gets or sets the presentation attributes used to configure VR rendering
  15490. */
  15491. vrPresentationAttributes?: IVRPresentationAttributes;
  15492. /**
  15493. * Call this function to switch to webVR mode
  15494. * Will do nothing if webVR is not supported or if there is no webVR device
  15495. * @param options the webvr options provided to the camera. mainly used for multiview
  15496. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15497. */
  15498. enableVR(options: WebVROptions): void;
  15499. /** @hidden */
  15500. _onVRFullScreenTriggered(): void;
  15501. }
  15502. }
  15503. }
  15504. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15505. import { Nullable } from "babylonjs/types";
  15506. import { Observable } from "babylonjs/Misc/observable";
  15507. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15508. import { Scene } from "babylonjs/scene";
  15509. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15510. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15511. import { Node } from "babylonjs/node";
  15512. import { Ray } from "babylonjs/Culling/ray";
  15513. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15514. import "babylonjs/Engines/Extensions/engine.webVR";
  15515. /**
  15516. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15517. * IMPORTANT!! The data is right-hand data.
  15518. * @export
  15519. * @interface DevicePose
  15520. */
  15521. export interface DevicePose {
  15522. /**
  15523. * The position of the device, values in array are [x,y,z].
  15524. */
  15525. readonly position: Nullable<Float32Array>;
  15526. /**
  15527. * The linearVelocity of the device, values in array are [x,y,z].
  15528. */
  15529. readonly linearVelocity: Nullable<Float32Array>;
  15530. /**
  15531. * The linearAcceleration of the device, values in array are [x,y,z].
  15532. */
  15533. readonly linearAcceleration: Nullable<Float32Array>;
  15534. /**
  15535. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15536. */
  15537. readonly orientation: Nullable<Float32Array>;
  15538. /**
  15539. * The angularVelocity of the device, values in array are [x,y,z].
  15540. */
  15541. readonly angularVelocity: Nullable<Float32Array>;
  15542. /**
  15543. * The angularAcceleration of the device, values in array are [x,y,z].
  15544. */
  15545. readonly angularAcceleration: Nullable<Float32Array>;
  15546. }
  15547. /**
  15548. * Interface representing a pose controlled object in Babylon.
  15549. * A pose controlled object has both regular pose values as well as pose values
  15550. * from an external device such as a VR head mounted display
  15551. */
  15552. export interface PoseControlled {
  15553. /**
  15554. * The position of the object in babylon space.
  15555. */
  15556. position: Vector3;
  15557. /**
  15558. * The rotation quaternion of the object in babylon space.
  15559. */
  15560. rotationQuaternion: Quaternion;
  15561. /**
  15562. * The position of the device in babylon space.
  15563. */
  15564. devicePosition?: Vector3;
  15565. /**
  15566. * The rotation quaternion of the device in babylon space.
  15567. */
  15568. deviceRotationQuaternion: Quaternion;
  15569. /**
  15570. * The raw pose coming from the device.
  15571. */
  15572. rawPose: Nullable<DevicePose>;
  15573. /**
  15574. * The scale of the device to be used when translating from device space to babylon space.
  15575. */
  15576. deviceScaleFactor: number;
  15577. /**
  15578. * Updates the poseControlled values based on the input device pose.
  15579. * @param poseData the pose data to update the object with
  15580. */
  15581. updateFromDevice(poseData: DevicePose): void;
  15582. }
  15583. /**
  15584. * Set of options to customize the webVRCamera
  15585. */
  15586. export interface WebVROptions {
  15587. /**
  15588. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15589. */
  15590. trackPosition?: boolean;
  15591. /**
  15592. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15593. */
  15594. positionScale?: number;
  15595. /**
  15596. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15597. */
  15598. displayName?: string;
  15599. /**
  15600. * Should the native controller meshes be initialized. (default: true)
  15601. */
  15602. controllerMeshes?: boolean;
  15603. /**
  15604. * Creating a default HemiLight only on controllers. (default: true)
  15605. */
  15606. defaultLightingOnControllers?: boolean;
  15607. /**
  15608. * If you don't want to use the default VR button of the helper. (default: false)
  15609. */
  15610. useCustomVRButton?: boolean;
  15611. /**
  15612. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15613. */
  15614. customVRButton?: HTMLButtonElement;
  15615. /**
  15616. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15617. */
  15618. rayLength?: number;
  15619. /**
  15620. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15621. */
  15622. defaultHeight?: number;
  15623. /**
  15624. * If multiview should be used if availible (default: false)
  15625. */
  15626. useMultiview?: boolean;
  15627. }
  15628. /**
  15629. * This represents a WebVR camera.
  15630. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15631. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15632. */
  15633. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15634. private webVROptions;
  15635. /**
  15636. * @hidden
  15637. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15638. */
  15639. _vrDevice: any;
  15640. /**
  15641. * The rawPose of the vrDevice.
  15642. */
  15643. rawPose: Nullable<DevicePose>;
  15644. private _onVREnabled;
  15645. private _specsVersion;
  15646. private _attached;
  15647. private _frameData;
  15648. protected _descendants: Array<Node>;
  15649. private _deviceRoomPosition;
  15650. /** @hidden */
  15651. _deviceRoomRotationQuaternion: Quaternion;
  15652. private _standingMatrix;
  15653. /**
  15654. * Represents device position in babylon space.
  15655. */
  15656. devicePosition: Vector3;
  15657. /**
  15658. * Represents device rotation in babylon space.
  15659. */
  15660. deviceRotationQuaternion: Quaternion;
  15661. /**
  15662. * The scale of the device to be used when translating from device space to babylon space.
  15663. */
  15664. deviceScaleFactor: number;
  15665. private _deviceToWorld;
  15666. private _worldToDevice;
  15667. /**
  15668. * References to the webVR controllers for the vrDevice.
  15669. */
  15670. controllers: Array<WebVRController>;
  15671. /**
  15672. * Emits an event when a controller is attached.
  15673. */
  15674. onControllersAttachedObservable: Observable<WebVRController[]>;
  15675. /**
  15676. * Emits an event when a controller's mesh has been loaded;
  15677. */
  15678. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15679. /**
  15680. * Emits an event when the HMD's pose has been updated.
  15681. */
  15682. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15683. private _poseSet;
  15684. /**
  15685. * If the rig cameras be used as parent instead of this camera.
  15686. */
  15687. rigParenting: boolean;
  15688. private _lightOnControllers;
  15689. private _defaultHeight?;
  15690. /**
  15691. * Instantiates a WebVRFreeCamera.
  15692. * @param name The name of the WebVRFreeCamera
  15693. * @param position The starting anchor position for the camera
  15694. * @param scene The scene the camera belongs to
  15695. * @param webVROptions a set of customizable options for the webVRCamera
  15696. */
  15697. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15698. /**
  15699. * Gets the device distance from the ground in meters.
  15700. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15701. */
  15702. deviceDistanceToRoomGround(): number;
  15703. /**
  15704. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15705. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15706. */
  15707. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15708. /**
  15709. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15710. * @returns A promise with a boolean set to if the standing matrix is supported.
  15711. */
  15712. useStandingMatrixAsync(): Promise<boolean>;
  15713. /**
  15714. * Disposes the camera
  15715. */
  15716. dispose(): void;
  15717. /**
  15718. * Gets a vrController by name.
  15719. * @param name The name of the controller to retreive
  15720. * @returns the controller matching the name specified or null if not found
  15721. */
  15722. getControllerByName(name: string): Nullable<WebVRController>;
  15723. private _leftController;
  15724. /**
  15725. * The controller corresponding to the users left hand.
  15726. */
  15727. get leftController(): Nullable<WebVRController>;
  15728. private _rightController;
  15729. /**
  15730. * The controller corresponding to the users right hand.
  15731. */
  15732. get rightController(): Nullable<WebVRController>;
  15733. /**
  15734. * Casts a ray forward from the vrCamera's gaze.
  15735. * @param length Length of the ray (default: 100)
  15736. * @returns the ray corresponding to the gaze
  15737. */
  15738. getForwardRay(length?: number): Ray;
  15739. /**
  15740. * @hidden
  15741. * Updates the camera based on device's frame data
  15742. */
  15743. _checkInputs(): void;
  15744. /**
  15745. * Updates the poseControlled values based on the input device pose.
  15746. * @param poseData Pose coming from the device
  15747. */
  15748. updateFromDevice(poseData: DevicePose): void;
  15749. private _htmlElementAttached;
  15750. private _detachIfAttached;
  15751. /**
  15752. * WebVR's attach control will start broadcasting frames to the device.
  15753. * Note that in certain browsers (chrome for example) this function must be called
  15754. * within a user-interaction callback. Example:
  15755. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15756. *
  15757. * @param element html element to attach the vrDevice to
  15758. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15759. */
  15760. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15761. /**
  15762. * Detaches the camera from the html element and disables VR
  15763. *
  15764. * @param element html element to detach from
  15765. */
  15766. detachControl(element: HTMLElement): void;
  15767. /**
  15768. * @returns the name of this class
  15769. */
  15770. getClassName(): string;
  15771. /**
  15772. * Calls resetPose on the vrDisplay
  15773. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15774. */
  15775. resetToCurrentRotation(): void;
  15776. /**
  15777. * @hidden
  15778. * Updates the rig cameras (left and right eye)
  15779. */
  15780. _updateRigCameras(): void;
  15781. private _workingVector;
  15782. private _oneVector;
  15783. private _workingMatrix;
  15784. private updateCacheCalled;
  15785. private _correctPositionIfNotTrackPosition;
  15786. /**
  15787. * @hidden
  15788. * Updates the cached values of the camera
  15789. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15790. */
  15791. _updateCache(ignoreParentClass?: boolean): void;
  15792. /**
  15793. * @hidden
  15794. * Get current device position in babylon world
  15795. */
  15796. _computeDevicePosition(): void;
  15797. /**
  15798. * Updates the current device position and rotation in the babylon world
  15799. */
  15800. update(): void;
  15801. /**
  15802. * @hidden
  15803. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15804. * @returns an identity matrix
  15805. */
  15806. _getViewMatrix(): Matrix;
  15807. private _tmpMatrix;
  15808. /**
  15809. * This function is called by the two RIG cameras.
  15810. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15811. * @hidden
  15812. */
  15813. _getWebVRViewMatrix(): Matrix;
  15814. /** @hidden */
  15815. _getWebVRProjectionMatrix(): Matrix;
  15816. private _onGamepadConnectedObserver;
  15817. private _onGamepadDisconnectedObserver;
  15818. private _updateCacheWhenTrackingDisabledObserver;
  15819. /**
  15820. * Initializes the controllers and their meshes
  15821. */
  15822. initControllers(): void;
  15823. }
  15824. }
  15825. declare module "babylonjs/PostProcesses/postProcess" {
  15826. import { Nullable } from "babylonjs/types";
  15827. import { SmartArray } from "babylonjs/Misc/smartArray";
  15828. import { Observable } from "babylonjs/Misc/observable";
  15829. import { Vector2 } from "babylonjs/Maths/math.vector";
  15830. import { Camera } from "babylonjs/Cameras/camera";
  15831. import { Effect } from "babylonjs/Materials/effect";
  15832. import "babylonjs/Shaders/postprocess.vertex";
  15833. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15834. import { Engine } from "babylonjs/Engines/engine";
  15835. import { Color4 } from "babylonjs/Maths/math.color";
  15836. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15837. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15838. /**
  15839. * Size options for a post process
  15840. */
  15841. export type PostProcessOptions = {
  15842. width: number;
  15843. height: number;
  15844. };
  15845. /**
  15846. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15847. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15848. */
  15849. export class PostProcess {
  15850. /** Name of the PostProcess. */
  15851. name: string;
  15852. /**
  15853. * Gets or sets the unique id of the post process
  15854. */
  15855. uniqueId: number;
  15856. /**
  15857. * Width of the texture to apply the post process on
  15858. */
  15859. width: number;
  15860. /**
  15861. * Height of the texture to apply the post process on
  15862. */
  15863. height: number;
  15864. /**
  15865. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15866. * @hidden
  15867. */
  15868. _outputTexture: Nullable<InternalTexture>;
  15869. /**
  15870. * Sampling mode used by the shader
  15871. * See https://doc.babylonjs.com/classes/3.1/texture
  15872. */
  15873. renderTargetSamplingMode: number;
  15874. /**
  15875. * Clear color to use when screen clearing
  15876. */
  15877. clearColor: Color4;
  15878. /**
  15879. * If the buffer needs to be cleared before applying the post process. (default: true)
  15880. * Should be set to false if shader will overwrite all previous pixels.
  15881. */
  15882. autoClear: boolean;
  15883. /**
  15884. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15885. */
  15886. alphaMode: number;
  15887. /**
  15888. * Sets the setAlphaBlendConstants of the babylon engine
  15889. */
  15890. alphaConstants: Color4;
  15891. /**
  15892. * Animations to be used for the post processing
  15893. */
  15894. animations: import("babylonjs/Animations/animation").Animation[];
  15895. /**
  15896. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15897. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15898. */
  15899. enablePixelPerfectMode: boolean;
  15900. /**
  15901. * Force the postprocess to be applied without taking in account viewport
  15902. */
  15903. forceFullscreenViewport: boolean;
  15904. /**
  15905. * List of inspectable custom properties (used by the Inspector)
  15906. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15907. */
  15908. inspectableCustomProperties: IInspectable[];
  15909. /**
  15910. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15911. *
  15912. * | Value | Type | Description |
  15913. * | ----- | ----------------------------------- | ----------- |
  15914. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15915. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15916. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15917. *
  15918. */
  15919. scaleMode: number;
  15920. /**
  15921. * Force textures to be a power of two (default: false)
  15922. */
  15923. alwaysForcePOT: boolean;
  15924. private _samples;
  15925. /**
  15926. * Number of sample textures (default: 1)
  15927. */
  15928. get samples(): number;
  15929. set samples(n: number);
  15930. /**
  15931. * Modify the scale of the post process to be the same as the viewport (default: false)
  15932. */
  15933. adaptScaleToCurrentViewport: boolean;
  15934. private _camera;
  15935. private _scene;
  15936. private _engine;
  15937. private _options;
  15938. private _reusable;
  15939. private _textureType;
  15940. private _textureFormat;
  15941. /**
  15942. * Smart array of input and output textures for the post process.
  15943. * @hidden
  15944. */
  15945. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15946. /**
  15947. * The index in _textures that corresponds to the output texture.
  15948. * @hidden
  15949. */
  15950. _currentRenderTextureInd: number;
  15951. private _effect;
  15952. private _samplers;
  15953. private _fragmentUrl;
  15954. private _vertexUrl;
  15955. private _parameters;
  15956. private _scaleRatio;
  15957. protected _indexParameters: any;
  15958. private _shareOutputWithPostProcess;
  15959. private _texelSize;
  15960. private _forcedOutputTexture;
  15961. /**
  15962. * Returns the fragment url or shader name used in the post process.
  15963. * @returns the fragment url or name in the shader store.
  15964. */
  15965. getEffectName(): string;
  15966. /**
  15967. * An event triggered when the postprocess is activated.
  15968. */
  15969. onActivateObservable: Observable<Camera>;
  15970. private _onActivateObserver;
  15971. /**
  15972. * A function that is added to the onActivateObservable
  15973. */
  15974. set onActivate(callback: Nullable<(camera: Camera) => void>);
  15975. /**
  15976. * An event triggered when the postprocess changes its size.
  15977. */
  15978. onSizeChangedObservable: Observable<PostProcess>;
  15979. private _onSizeChangedObserver;
  15980. /**
  15981. * A function that is added to the onSizeChangedObservable
  15982. */
  15983. set onSizeChanged(callback: (postProcess: PostProcess) => void);
  15984. /**
  15985. * An event triggered when the postprocess applies its effect.
  15986. */
  15987. onApplyObservable: Observable<Effect>;
  15988. private _onApplyObserver;
  15989. /**
  15990. * A function that is added to the onApplyObservable
  15991. */
  15992. set onApply(callback: (effect: Effect) => void);
  15993. /**
  15994. * An event triggered before rendering the postprocess
  15995. */
  15996. onBeforeRenderObservable: Observable<Effect>;
  15997. private _onBeforeRenderObserver;
  15998. /**
  15999. * A function that is added to the onBeforeRenderObservable
  16000. */
  16001. set onBeforeRender(callback: (effect: Effect) => void);
  16002. /**
  16003. * An event triggered after rendering the postprocess
  16004. */
  16005. onAfterRenderObservable: Observable<Effect>;
  16006. private _onAfterRenderObserver;
  16007. /**
  16008. * A function that is added to the onAfterRenderObservable
  16009. */
  16010. set onAfterRender(callback: (efect: Effect) => void);
  16011. /**
  16012. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  16013. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  16014. */
  16015. get inputTexture(): InternalTexture;
  16016. set inputTexture(value: InternalTexture);
  16017. /**
  16018. * Gets the camera which post process is applied to.
  16019. * @returns The camera the post process is applied to.
  16020. */
  16021. getCamera(): Camera;
  16022. /**
  16023. * Gets the texel size of the postprocess.
  16024. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  16025. */
  16026. get texelSize(): Vector2;
  16027. /**
  16028. * Creates a new instance PostProcess
  16029. * @param name The name of the PostProcess.
  16030. * @param fragmentUrl The url of the fragment shader to be used.
  16031. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  16032. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  16033. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16034. * @param camera The camera to apply the render pass to.
  16035. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16036. * @param engine The engine which the post process will be applied. (default: current engine)
  16037. * @param reusable If the post process can be reused on the same frame. (default: false)
  16038. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  16039. * @param textureType Type of textures used when performing the post process. (default: 0)
  16040. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  16041. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  16042. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  16043. * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
  16044. */
  16045. constructor(
  16046. /** Name of the PostProcess. */
  16047. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean, textureFormat?: number);
  16048. /**
  16049. * Gets a string idenfifying the name of the class
  16050. * @returns "PostProcess" string
  16051. */
  16052. getClassName(): string;
  16053. /**
  16054. * Gets the engine which this post process belongs to.
  16055. * @returns The engine the post process was enabled with.
  16056. */
  16057. getEngine(): Engine;
  16058. /**
  16059. * The effect that is created when initializing the post process.
  16060. * @returns The created effect corresponding the the postprocess.
  16061. */
  16062. getEffect(): Effect;
  16063. /**
  16064. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  16065. * @param postProcess The post process to share the output with.
  16066. * @returns This post process.
  16067. */
  16068. shareOutputWith(postProcess: PostProcess): PostProcess;
  16069. /**
  16070. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  16071. * This should be called if the post process that shares output with this post process is disabled/disposed.
  16072. */
  16073. useOwnOutput(): void;
  16074. /**
  16075. * Updates the effect with the current post process compile time values and recompiles the shader.
  16076. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16077. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16078. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16079. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  16080. * @param onCompiled Called when the shader has been compiled.
  16081. * @param onError Called if there is an error when compiling a shader.
  16082. */
  16083. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16084. /**
  16085. * The post process is reusable if it can be used multiple times within one frame.
  16086. * @returns If the post process is reusable
  16087. */
  16088. isReusable(): boolean;
  16089. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  16090. markTextureDirty(): void;
  16091. /**
  16092. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  16093. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  16094. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  16095. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  16096. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  16097. * @returns The target texture that was bound to be written to.
  16098. */
  16099. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  16100. /**
  16101. * If the post process is supported.
  16102. */
  16103. get isSupported(): boolean;
  16104. /**
  16105. * The aspect ratio of the output texture.
  16106. */
  16107. get aspectRatio(): number;
  16108. /**
  16109. * Get a value indicating if the post-process is ready to be used
  16110. * @returns true if the post-process is ready (shader is compiled)
  16111. */
  16112. isReady(): boolean;
  16113. /**
  16114. * Binds all textures and uniforms to the shader, this will be run on every pass.
  16115. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  16116. */
  16117. apply(): Nullable<Effect>;
  16118. private _disposeTextures;
  16119. /**
  16120. * Disposes the post process.
  16121. * @param camera The camera to dispose the post process on.
  16122. */
  16123. dispose(camera?: Camera): void;
  16124. }
  16125. }
  16126. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  16127. /** @hidden */
  16128. export var kernelBlurVaryingDeclaration: {
  16129. name: string;
  16130. shader: string;
  16131. };
  16132. }
  16133. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  16134. /** @hidden */
  16135. export var kernelBlurFragment: {
  16136. name: string;
  16137. shader: string;
  16138. };
  16139. }
  16140. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  16141. /** @hidden */
  16142. export var kernelBlurFragment2: {
  16143. name: string;
  16144. shader: string;
  16145. };
  16146. }
  16147. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16148. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16149. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16150. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16151. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16152. /** @hidden */
  16153. export var kernelBlurPixelShader: {
  16154. name: string;
  16155. shader: string;
  16156. };
  16157. }
  16158. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16159. /** @hidden */
  16160. export var kernelBlurVertex: {
  16161. name: string;
  16162. shader: string;
  16163. };
  16164. }
  16165. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16166. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16167. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16168. /** @hidden */
  16169. export var kernelBlurVertexShader: {
  16170. name: string;
  16171. shader: string;
  16172. };
  16173. }
  16174. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16175. import { Vector2 } from "babylonjs/Maths/math.vector";
  16176. import { Nullable } from "babylonjs/types";
  16177. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16178. import { Camera } from "babylonjs/Cameras/camera";
  16179. import { Effect } from "babylonjs/Materials/effect";
  16180. import { Engine } from "babylonjs/Engines/engine";
  16181. import "babylonjs/Shaders/kernelBlur.fragment";
  16182. import "babylonjs/Shaders/kernelBlur.vertex";
  16183. /**
  16184. * The Blur Post Process which blurs an image based on a kernel and direction.
  16185. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16186. */
  16187. export class BlurPostProcess extends PostProcess {
  16188. /** The direction in which to blur the image. */
  16189. direction: Vector2;
  16190. private blockCompilation;
  16191. protected _kernel: number;
  16192. protected _idealKernel: number;
  16193. protected _packedFloat: boolean;
  16194. private _staticDefines;
  16195. /**
  16196. * Sets the length in pixels of the blur sample region
  16197. */
  16198. set kernel(v: number);
  16199. /**
  16200. * Gets the length in pixels of the blur sample region
  16201. */
  16202. get kernel(): number;
  16203. /**
  16204. * Sets wether or not the blur needs to unpack/repack floats
  16205. */
  16206. set packedFloat(v: boolean);
  16207. /**
  16208. * Gets wether or not the blur is unpacking/repacking floats
  16209. */
  16210. get packedFloat(): boolean;
  16211. /**
  16212. * Creates a new instance BlurPostProcess
  16213. * @param name The name of the effect.
  16214. * @param direction The direction in which to blur the image.
  16215. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  16216. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16217. * @param camera The camera to apply the render pass to.
  16218. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16219. * @param engine The engine which the post process will be applied. (default: current engine)
  16220. * @param reusable If the post process can be reused on the same frame. (default: false)
  16221. * @param textureType Type of textures used when performing the post process. (default: 0)
  16222. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  16223. */
  16224. constructor(name: string,
  16225. /** The direction in which to blur the image. */
  16226. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16227. /**
  16228. * Updates the effect with the current post process compile time values and recompiles the shader.
  16229. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16230. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16231. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16232. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  16233. * @param onCompiled Called when the shader has been compiled.
  16234. * @param onError Called if there is an error when compiling a shader.
  16235. */
  16236. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16237. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16238. /**
  16239. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16240. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16241. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16242. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16243. * The gaps between physical kernels are compensated for in the weighting of the samples
  16244. * @param idealKernel Ideal blur kernel.
  16245. * @return Nearest best kernel.
  16246. */
  16247. protected _nearestBestKernel(idealKernel: number): number;
  16248. /**
  16249. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16250. * @param x The point on the Gaussian distribution to sample.
  16251. * @return the value of the Gaussian function at x.
  16252. */
  16253. protected _gaussianWeight(x: number): number;
  16254. /**
  16255. * Generates a string that can be used as a floating point number in GLSL.
  16256. * @param x Value to print.
  16257. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16258. * @return GLSL float string.
  16259. */
  16260. protected _glslFloat(x: number, decimalFigures?: number): string;
  16261. }
  16262. }
  16263. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16264. import { Scene } from "babylonjs/scene";
  16265. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16266. import { Plane } from "babylonjs/Maths/math.plane";
  16267. /**
  16268. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16269. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16270. * You can then easily use it as a reflectionTexture on a flat surface.
  16271. * In case the surface is not a plane, please consider relying on reflection probes.
  16272. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16273. */
  16274. export class MirrorTexture extends RenderTargetTexture {
  16275. private scene;
  16276. /**
  16277. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16278. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  16279. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16280. */
  16281. mirrorPlane: Plane;
  16282. /**
  16283. * Define the blur ratio used to blur the reflection if needed.
  16284. */
  16285. set blurRatio(value: number);
  16286. get blurRatio(): number;
  16287. /**
  16288. * Define the adaptive blur kernel used to blur the reflection if needed.
  16289. * This will autocompute the closest best match for the `blurKernel`
  16290. */
  16291. set adaptiveBlurKernel(value: number);
  16292. /**
  16293. * Define the blur kernel used to blur the reflection if needed.
  16294. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16295. */
  16296. set blurKernel(value: number);
  16297. /**
  16298. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16299. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16300. */
  16301. set blurKernelX(value: number);
  16302. get blurKernelX(): number;
  16303. /**
  16304. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16305. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16306. */
  16307. set blurKernelY(value: number);
  16308. get blurKernelY(): number;
  16309. private _autoComputeBlurKernel;
  16310. protected _onRatioRescale(): void;
  16311. private _updateGammaSpace;
  16312. private _imageProcessingConfigChangeObserver;
  16313. private _transformMatrix;
  16314. private _mirrorMatrix;
  16315. private _savedViewMatrix;
  16316. private _blurX;
  16317. private _blurY;
  16318. private _adaptiveBlurKernel;
  16319. private _blurKernelX;
  16320. private _blurKernelY;
  16321. private _blurRatio;
  16322. /**
  16323. * Instantiates a Mirror Texture.
  16324. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16325. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16326. * You can then easily use it as a reflectionTexture on a flat surface.
  16327. * In case the surface is not a plane, please consider relying on reflection probes.
  16328. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16329. * @param name
  16330. * @param size
  16331. * @param scene
  16332. * @param generateMipMaps
  16333. * @param type
  16334. * @param samplingMode
  16335. * @param generateDepthBuffer
  16336. */
  16337. constructor(name: string, size: number | {
  16338. width: number;
  16339. height: number;
  16340. } | {
  16341. ratio: number;
  16342. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16343. private _preparePostProcesses;
  16344. /**
  16345. * Clone the mirror texture.
  16346. * @returns the cloned texture
  16347. */
  16348. clone(): MirrorTexture;
  16349. /**
  16350. * Serialize the texture to a JSON representation you could use in Parse later on
  16351. * @returns the serialized JSON representation
  16352. */
  16353. serialize(): any;
  16354. /**
  16355. * Dispose the texture and release its associated resources.
  16356. */
  16357. dispose(): void;
  16358. }
  16359. }
  16360. declare module "babylonjs/Materials/Textures/texture" {
  16361. import { Observable } from "babylonjs/Misc/observable";
  16362. import { Nullable } from "babylonjs/types";
  16363. import { Matrix } from "babylonjs/Maths/math.vector";
  16364. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16365. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16366. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16367. import { Scene } from "babylonjs/scene";
  16368. /**
  16369. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16370. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16371. */
  16372. export class Texture extends BaseTexture {
  16373. /**
  16374. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16375. */
  16376. static SerializeBuffers: boolean;
  16377. /** @hidden */
  16378. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16379. /** @hidden */
  16380. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16381. /** @hidden */
  16382. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16383. /** nearest is mag = nearest and min = nearest and mip = linear */
  16384. static readonly NEAREST_SAMPLINGMODE: number;
  16385. /** nearest is mag = nearest and min = nearest and mip = linear */
  16386. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16387. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16388. static readonly BILINEAR_SAMPLINGMODE: number;
  16389. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16390. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16391. /** Trilinear is mag = linear and min = linear and mip = linear */
  16392. static readonly TRILINEAR_SAMPLINGMODE: number;
  16393. /** Trilinear is mag = linear and min = linear and mip = linear */
  16394. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16395. /** mag = nearest and min = nearest and mip = nearest */
  16396. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16397. /** mag = nearest and min = linear and mip = nearest */
  16398. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16399. /** mag = nearest and min = linear and mip = linear */
  16400. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16401. /** mag = nearest and min = linear and mip = none */
  16402. static readonly NEAREST_LINEAR: number;
  16403. /** mag = nearest and min = nearest and mip = none */
  16404. static readonly NEAREST_NEAREST: number;
  16405. /** mag = linear and min = nearest and mip = nearest */
  16406. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16407. /** mag = linear and min = nearest and mip = linear */
  16408. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16409. /** mag = linear and min = linear and mip = none */
  16410. static readonly LINEAR_LINEAR: number;
  16411. /** mag = linear and min = nearest and mip = none */
  16412. static readonly LINEAR_NEAREST: number;
  16413. /** Explicit coordinates mode */
  16414. static readonly EXPLICIT_MODE: number;
  16415. /** Spherical coordinates mode */
  16416. static readonly SPHERICAL_MODE: number;
  16417. /** Planar coordinates mode */
  16418. static readonly PLANAR_MODE: number;
  16419. /** Cubic coordinates mode */
  16420. static readonly CUBIC_MODE: number;
  16421. /** Projection coordinates mode */
  16422. static readonly PROJECTION_MODE: number;
  16423. /** Inverse Cubic coordinates mode */
  16424. static readonly SKYBOX_MODE: number;
  16425. /** Inverse Cubic coordinates mode */
  16426. static readonly INVCUBIC_MODE: number;
  16427. /** Equirectangular coordinates mode */
  16428. static readonly EQUIRECTANGULAR_MODE: number;
  16429. /** Equirectangular Fixed coordinates mode */
  16430. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16431. /** Equirectangular Fixed Mirrored coordinates mode */
  16432. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16433. /** Texture is not repeating outside of 0..1 UVs */
  16434. static readonly CLAMP_ADDRESSMODE: number;
  16435. /** Texture is repeating outside of 0..1 UVs */
  16436. static readonly WRAP_ADDRESSMODE: number;
  16437. /** Texture is repeating and mirrored */
  16438. static readonly MIRROR_ADDRESSMODE: number;
  16439. /**
  16440. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  16441. */
  16442. static UseSerializedUrlIfAny: boolean;
  16443. /**
  16444. * Define the url of the texture.
  16445. */
  16446. url: Nullable<string>;
  16447. /**
  16448. * Define an offset on the texture to offset the u coordinates of the UVs
  16449. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16450. */
  16451. uOffset: number;
  16452. /**
  16453. * Define an offset on the texture to offset the v coordinates of the UVs
  16454. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16455. */
  16456. vOffset: number;
  16457. /**
  16458. * Define an offset on the texture to scale the u coordinates of the UVs
  16459. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16460. */
  16461. uScale: number;
  16462. /**
  16463. * Define an offset on the texture to scale the v coordinates of the UVs
  16464. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16465. */
  16466. vScale: number;
  16467. /**
  16468. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16469. * @see http://doc.babylonjs.com/how_to/more_materials
  16470. */
  16471. uAng: number;
  16472. /**
  16473. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16474. * @see http://doc.babylonjs.com/how_to/more_materials
  16475. */
  16476. vAng: number;
  16477. /**
  16478. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16479. * @see http://doc.babylonjs.com/how_to/more_materials
  16480. */
  16481. wAng: number;
  16482. /**
  16483. * Defines the center of rotation (U)
  16484. */
  16485. uRotationCenter: number;
  16486. /**
  16487. * Defines the center of rotation (V)
  16488. */
  16489. vRotationCenter: number;
  16490. /**
  16491. * Defines the center of rotation (W)
  16492. */
  16493. wRotationCenter: number;
  16494. /**
  16495. * Are mip maps generated for this texture or not.
  16496. */
  16497. get noMipmap(): boolean;
  16498. /**
  16499. * List of inspectable custom properties (used by the Inspector)
  16500. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16501. */
  16502. inspectableCustomProperties: Nullable<IInspectable[]>;
  16503. private _noMipmap;
  16504. /** @hidden */
  16505. _invertY: boolean;
  16506. private _rowGenerationMatrix;
  16507. private _cachedTextureMatrix;
  16508. private _projectionModeMatrix;
  16509. private _t0;
  16510. private _t1;
  16511. private _t2;
  16512. private _cachedUOffset;
  16513. private _cachedVOffset;
  16514. private _cachedUScale;
  16515. private _cachedVScale;
  16516. private _cachedUAng;
  16517. private _cachedVAng;
  16518. private _cachedWAng;
  16519. private _cachedProjectionMatrixId;
  16520. private _cachedCoordinatesMode;
  16521. /** @hidden */
  16522. protected _initialSamplingMode: number;
  16523. /** @hidden */
  16524. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16525. private _deleteBuffer;
  16526. protected _format: Nullable<number>;
  16527. private _delayedOnLoad;
  16528. private _delayedOnError;
  16529. private _mimeType?;
  16530. /**
  16531. * Observable triggered once the texture has been loaded.
  16532. */
  16533. onLoadObservable: Observable<Texture>;
  16534. protected _isBlocking: boolean;
  16535. /**
  16536. * Is the texture preventing material to render while loading.
  16537. * If false, a default texture will be used instead of the loading one during the preparation step.
  16538. */
  16539. set isBlocking(value: boolean);
  16540. get isBlocking(): boolean;
  16541. /**
  16542. * Get the current sampling mode associated with the texture.
  16543. */
  16544. get samplingMode(): number;
  16545. /**
  16546. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16547. */
  16548. get invertY(): boolean;
  16549. /**
  16550. * Instantiates a new texture.
  16551. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16552. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16553. * @param url defines the url of the picture to load as a texture
  16554. * @param scene defines the scene or engine the texture will belong to
  16555. * @param noMipmap defines if the texture will require mip maps or not
  16556. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16557. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16558. * @param onLoad defines a callback triggered when the texture has been loaded
  16559. * @param onError defines a callback triggered when an error occurred during the loading session
  16560. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16561. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16562. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16563. * @param mimeType defines an optional mime type information
  16564. */
  16565. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16566. /**
  16567. * Update the url (and optional buffer) of this texture if url was null during construction.
  16568. * @param url the url of the texture
  16569. * @param buffer the buffer of the texture (defaults to null)
  16570. * @param onLoad callback called when the texture is loaded (defaults to null)
  16571. */
  16572. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16573. /**
  16574. * Finish the loading sequence of a texture flagged as delayed load.
  16575. * @hidden
  16576. */
  16577. delayLoad(): void;
  16578. private _prepareRowForTextureGeneration;
  16579. /**
  16580. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16581. * @returns the transform matrix of the texture.
  16582. */
  16583. getTextureMatrix(uBase?: number): Matrix;
  16584. /**
  16585. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16586. * @returns The reflection texture transform
  16587. */
  16588. getReflectionTextureMatrix(): Matrix;
  16589. /**
  16590. * Clones the texture.
  16591. * @returns the cloned texture
  16592. */
  16593. clone(): Texture;
  16594. /**
  16595. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16596. * @returns The JSON representation of the texture
  16597. */
  16598. serialize(): any;
  16599. /**
  16600. * Get the current class name of the texture useful for serialization or dynamic coding.
  16601. * @returns "Texture"
  16602. */
  16603. getClassName(): string;
  16604. /**
  16605. * Dispose the texture and release its associated resources.
  16606. */
  16607. dispose(): void;
  16608. /**
  16609. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16610. * @param parsedTexture Define the JSON representation of the texture
  16611. * @param scene Define the scene the parsed texture should be instantiated in
  16612. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16613. * @returns The parsed texture if successful
  16614. */
  16615. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16616. /**
  16617. * Creates a texture from its base 64 representation.
  16618. * @param data Define the base64 payload without the data: prefix
  16619. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16620. * @param scene Define the scene the texture should belong to
  16621. * @param noMipmap Forces the texture to not create mip map information if true
  16622. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16623. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16624. * @param onLoad define a callback triggered when the texture has been loaded
  16625. * @param onError define a callback triggered when an error occurred during the loading session
  16626. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16627. * @returns the created texture
  16628. */
  16629. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16630. /**
  16631. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16632. * @param data Define the base64 payload without the data: prefix
  16633. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16634. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16635. * @param scene Define the scene the texture should belong to
  16636. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16637. * @param noMipmap Forces the texture to not create mip map information if true
  16638. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16639. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16640. * @param onLoad define a callback triggered when the texture has been loaded
  16641. * @param onError define a callback triggered when an error occurred during the loading session
  16642. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16643. * @returns the created texture
  16644. */
  16645. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16646. }
  16647. }
  16648. declare module "babylonjs/PostProcesses/postProcessManager" {
  16649. import { Nullable } from "babylonjs/types";
  16650. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16651. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16652. import { Scene } from "babylonjs/scene";
  16653. /**
  16654. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16655. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16656. */
  16657. export class PostProcessManager {
  16658. private _scene;
  16659. private _indexBuffer;
  16660. private _vertexBuffers;
  16661. /**
  16662. * Creates a new instance PostProcess
  16663. * @param scene The scene that the post process is associated with.
  16664. */
  16665. constructor(scene: Scene);
  16666. private _prepareBuffers;
  16667. private _buildIndexBuffer;
  16668. /**
  16669. * Rebuilds the vertex buffers of the manager.
  16670. * @hidden
  16671. */
  16672. _rebuild(): void;
  16673. /**
  16674. * Prepares a frame to be run through a post process.
  16675. * @param sourceTexture The input texture to the post procesess. (default: null)
  16676. * @param postProcesses An array of post processes to be run. (default: null)
  16677. * @returns True if the post processes were able to be run.
  16678. * @hidden
  16679. */
  16680. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16681. /**
  16682. * Manually render a set of post processes to a texture.
  16683. * @param postProcesses An array of post processes to be run.
  16684. * @param targetTexture The target texture to render to.
  16685. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16686. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16687. * @param lodLevel defines which lod of the texture to render to
  16688. */
  16689. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16690. /**
  16691. * Finalize the result of the output of the postprocesses.
  16692. * @param doNotPresent If true the result will not be displayed to the screen.
  16693. * @param targetTexture The target texture to render to.
  16694. * @param faceIndex The index of the face to bind the target texture to.
  16695. * @param postProcesses The array of post processes to render.
  16696. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16697. * @hidden
  16698. */
  16699. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16700. /**
  16701. * Disposes of the post process manager.
  16702. */
  16703. dispose(): void;
  16704. }
  16705. }
  16706. declare module "babylonjs/Misc/gradients" {
  16707. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16708. /** Interface used by value gradients (color, factor, ...) */
  16709. export interface IValueGradient {
  16710. /**
  16711. * Gets or sets the gradient value (between 0 and 1)
  16712. */
  16713. gradient: number;
  16714. }
  16715. /** Class used to store color4 gradient */
  16716. export class ColorGradient implements IValueGradient {
  16717. /**
  16718. * Gets or sets the gradient value (between 0 and 1)
  16719. */
  16720. gradient: number;
  16721. /**
  16722. * Gets or sets first associated color
  16723. */
  16724. color1: Color4;
  16725. /**
  16726. * Gets or sets second associated color
  16727. */
  16728. color2?: Color4;
  16729. /**
  16730. * Will get a color picked randomly between color1 and color2.
  16731. * If color2 is undefined then color1 will be used
  16732. * @param result defines the target Color4 to store the result in
  16733. */
  16734. getColorToRef(result: Color4): void;
  16735. }
  16736. /** Class used to store color 3 gradient */
  16737. export class Color3Gradient implements IValueGradient {
  16738. /**
  16739. * Gets or sets the gradient value (between 0 and 1)
  16740. */
  16741. gradient: number;
  16742. /**
  16743. * Gets or sets the associated color
  16744. */
  16745. color: Color3;
  16746. }
  16747. /** Class used to store factor gradient */
  16748. export class FactorGradient implements IValueGradient {
  16749. /**
  16750. * Gets or sets the gradient value (between 0 and 1)
  16751. */
  16752. gradient: number;
  16753. /**
  16754. * Gets or sets first associated factor
  16755. */
  16756. factor1: number;
  16757. /**
  16758. * Gets or sets second associated factor
  16759. */
  16760. factor2?: number;
  16761. /**
  16762. * Will get a number picked randomly between factor1 and factor2.
  16763. * If factor2 is undefined then factor1 will be used
  16764. * @returns the picked number
  16765. */
  16766. getFactor(): number;
  16767. }
  16768. /**
  16769. * Helper used to simplify some generic gradient tasks
  16770. */
  16771. export class GradientHelper {
  16772. /**
  16773. * Gets the current gradient from an array of IValueGradient
  16774. * @param ratio defines the current ratio to get
  16775. * @param gradients defines the array of IValueGradient
  16776. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16777. */
  16778. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16779. }
  16780. }
  16781. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16782. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16783. import { Nullable } from "babylonjs/types";
  16784. module "babylonjs/Engines/thinEngine" {
  16785. interface ThinEngine {
  16786. /**
  16787. * Creates a dynamic texture
  16788. * @param width defines the width of the texture
  16789. * @param height defines the height of the texture
  16790. * @param generateMipMaps defines if the engine should generate the mip levels
  16791. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16792. * @returns the dynamic texture inside an InternalTexture
  16793. */
  16794. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16795. /**
  16796. * Update the content of a dynamic texture
  16797. * @param texture defines the texture to update
  16798. * @param canvas defines the canvas containing the source
  16799. * @param invertY defines if data must be stored with Y axis inverted
  16800. * @param premulAlpha defines if alpha is stored as premultiplied
  16801. * @param format defines the format of the data
  16802. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16803. */
  16804. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16805. }
  16806. }
  16807. }
  16808. declare module "babylonjs/Misc/canvasGenerator" {
  16809. /**
  16810. * Helper class used to generate a canvas to manipulate images
  16811. */
  16812. export class CanvasGenerator {
  16813. /**
  16814. * Create a new canvas (or offscreen canvas depending on the context)
  16815. * @param width defines the expected width
  16816. * @param height defines the expected height
  16817. * @return a new canvas or offscreen canvas
  16818. */
  16819. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16820. }
  16821. }
  16822. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16823. import { Scene } from "babylonjs/scene";
  16824. import { Texture } from "babylonjs/Materials/Textures/texture";
  16825. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16826. /**
  16827. * A class extending Texture allowing drawing on a texture
  16828. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16829. */
  16830. export class DynamicTexture extends Texture {
  16831. private _generateMipMaps;
  16832. private _canvas;
  16833. private _context;
  16834. private _engine;
  16835. /**
  16836. * Creates a DynamicTexture
  16837. * @param name defines the name of the texture
  16838. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16839. * @param scene defines the scene where you want the texture
  16840. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16841. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16842. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16843. */
  16844. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16845. /**
  16846. * Get the current class name of the texture useful for serialization or dynamic coding.
  16847. * @returns "DynamicTexture"
  16848. */
  16849. getClassName(): string;
  16850. /**
  16851. * Gets the current state of canRescale
  16852. */
  16853. get canRescale(): boolean;
  16854. private _recreate;
  16855. /**
  16856. * Scales the texture
  16857. * @param ratio the scale factor to apply to both width and height
  16858. */
  16859. scale(ratio: number): void;
  16860. /**
  16861. * Resizes the texture
  16862. * @param width the new width
  16863. * @param height the new height
  16864. */
  16865. scaleTo(width: number, height: number): void;
  16866. /**
  16867. * Gets the context of the canvas used by the texture
  16868. * @returns the canvas context of the dynamic texture
  16869. */
  16870. getContext(): CanvasRenderingContext2D;
  16871. /**
  16872. * Clears the texture
  16873. */
  16874. clear(): void;
  16875. /**
  16876. * Updates the texture
  16877. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16878. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16879. */
  16880. update(invertY?: boolean, premulAlpha?: boolean): void;
  16881. /**
  16882. * Draws text onto the texture
  16883. * @param text defines the text to be drawn
  16884. * @param x defines the placement of the text from the left
  16885. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16886. * @param font defines the font to be used with font-style, font-size, font-name
  16887. * @param color defines the color used for the text
  16888. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16889. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16890. * @param update defines whether texture is immediately update (default is true)
  16891. */
  16892. drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16893. /**
  16894. * Clones the texture
  16895. * @returns the clone of the texture.
  16896. */
  16897. clone(): DynamicTexture;
  16898. /**
  16899. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16900. * @returns a serialized dynamic texture object
  16901. */
  16902. serialize(): any;
  16903. /** @hidden */
  16904. _rebuild(): void;
  16905. }
  16906. }
  16907. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16908. import { Scene } from "babylonjs/scene";
  16909. import { ISceneComponent } from "babylonjs/sceneComponent";
  16910. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16911. module "babylonjs/abstractScene" {
  16912. interface AbstractScene {
  16913. /**
  16914. * The list of procedural textures added to the scene
  16915. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16916. */
  16917. proceduralTextures: Array<ProceduralTexture>;
  16918. }
  16919. }
  16920. /**
  16921. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16922. * in a given scene.
  16923. */
  16924. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16925. /**
  16926. * The component name helpfull to identify the component in the list of scene components.
  16927. */
  16928. readonly name: string;
  16929. /**
  16930. * The scene the component belongs to.
  16931. */
  16932. scene: Scene;
  16933. /**
  16934. * Creates a new instance of the component for the given scene
  16935. * @param scene Defines the scene to register the component in
  16936. */
  16937. constructor(scene: Scene);
  16938. /**
  16939. * Registers the component in a given scene
  16940. */
  16941. register(): void;
  16942. /**
  16943. * Rebuilds the elements related to this component in case of
  16944. * context lost for instance.
  16945. */
  16946. rebuild(): void;
  16947. /**
  16948. * Disposes the component and the associated ressources.
  16949. */
  16950. dispose(): void;
  16951. private _beforeClear;
  16952. }
  16953. }
  16954. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16955. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16956. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16957. module "babylonjs/Engines/thinEngine" {
  16958. interface ThinEngine {
  16959. /**
  16960. * Creates a new render target cube texture
  16961. * @param size defines the size of the texture
  16962. * @param options defines the options used to create the texture
  16963. * @returns a new render target cube texture stored in an InternalTexture
  16964. */
  16965. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16966. }
  16967. }
  16968. }
  16969. declare module "babylonjs/Shaders/procedural.vertex" {
  16970. /** @hidden */
  16971. export var proceduralVertexShader: {
  16972. name: string;
  16973. shader: string;
  16974. };
  16975. }
  16976. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16977. import { Observable } from "babylonjs/Misc/observable";
  16978. import { Nullable } from "babylonjs/types";
  16979. import { Scene } from "babylonjs/scene";
  16980. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16981. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16982. import { Effect } from "babylonjs/Materials/effect";
  16983. import { Texture } from "babylonjs/Materials/Textures/texture";
  16984. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16985. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16986. import "babylonjs/Shaders/procedural.vertex";
  16987. /**
  16988. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16989. * This is the base class of any Procedural texture and contains most of the shareable code.
  16990. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16991. */
  16992. export class ProceduralTexture extends Texture {
  16993. isCube: boolean;
  16994. /**
  16995. * Define if the texture is enabled or not (disabled texture will not render)
  16996. */
  16997. isEnabled: boolean;
  16998. /**
  16999. * Define if the texture must be cleared before rendering (default is true)
  17000. */
  17001. autoClear: boolean;
  17002. /**
  17003. * Callback called when the texture is generated
  17004. */
  17005. onGenerated: () => void;
  17006. /**
  17007. * Event raised when the texture is generated
  17008. */
  17009. onGeneratedObservable: Observable<ProceduralTexture>;
  17010. /** @hidden */
  17011. _generateMipMaps: boolean;
  17012. /** @hidden **/
  17013. _effect: Effect;
  17014. /** @hidden */
  17015. _textures: {
  17016. [key: string]: Texture;
  17017. };
  17018. private _size;
  17019. private _currentRefreshId;
  17020. private _frameId;
  17021. private _refreshRate;
  17022. private _vertexBuffers;
  17023. private _indexBuffer;
  17024. private _uniforms;
  17025. private _samplers;
  17026. private _fragment;
  17027. private _floats;
  17028. private _ints;
  17029. private _floatsArrays;
  17030. private _colors3;
  17031. private _colors4;
  17032. private _vectors2;
  17033. private _vectors3;
  17034. private _matrices;
  17035. private _fallbackTexture;
  17036. private _fallbackTextureUsed;
  17037. private _engine;
  17038. private _cachedDefines;
  17039. private _contentUpdateId;
  17040. private _contentData;
  17041. /**
  17042. * Instantiates a new procedural texture.
  17043. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  17044. * This is the base class of any Procedural texture and contains most of the shareable code.
  17045. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  17046. * @param name Define the name of the texture
  17047. * @param size Define the size of the texture to create
  17048. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  17049. * @param scene Define the scene the texture belongs to
  17050. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  17051. * @param generateMipMaps Define if the texture should creates mip maps or not
  17052. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  17053. */
  17054. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  17055. /**
  17056. * The effect that is created when initializing the post process.
  17057. * @returns The created effect corresponding the the postprocess.
  17058. */
  17059. getEffect(): Effect;
  17060. /**
  17061. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  17062. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  17063. */
  17064. getContent(): Nullable<ArrayBufferView>;
  17065. private _createIndexBuffer;
  17066. /** @hidden */
  17067. _rebuild(): void;
  17068. /**
  17069. * Resets the texture in order to recreate its associated resources.
  17070. * This can be called in case of context loss
  17071. */
  17072. reset(): void;
  17073. protected _getDefines(): string;
  17074. /**
  17075. * Is the texture ready to be used ? (rendered at least once)
  17076. * @returns true if ready, otherwise, false.
  17077. */
  17078. isReady(): boolean;
  17079. /**
  17080. * Resets the refresh counter of the texture and start bak from scratch.
  17081. * Could be useful to regenerate the texture if it is setup to render only once.
  17082. */
  17083. resetRefreshCounter(): void;
  17084. /**
  17085. * Set the fragment shader to use in order to render the texture.
  17086. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  17087. */
  17088. setFragment(fragment: any): void;
  17089. /**
  17090. * Define the refresh rate of the texture or the rendering frequency.
  17091. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  17092. */
  17093. get refreshRate(): number;
  17094. set refreshRate(value: number);
  17095. /** @hidden */
  17096. _shouldRender(): boolean;
  17097. /**
  17098. * Get the size the texture is rendering at.
  17099. * @returns the size (texture is always squared)
  17100. */
  17101. getRenderSize(): number;
  17102. /**
  17103. * Resize the texture to new value.
  17104. * @param size Define the new size the texture should have
  17105. * @param generateMipMaps Define whether the new texture should create mip maps
  17106. */
  17107. resize(size: number, generateMipMaps: boolean): void;
  17108. private _checkUniform;
  17109. /**
  17110. * Set a texture in the shader program used to render.
  17111. * @param name Define the name of the uniform samplers as defined in the shader
  17112. * @param texture Define the texture to bind to this sampler
  17113. * @return the texture itself allowing "fluent" like uniform updates
  17114. */
  17115. setTexture(name: string, texture: Texture): ProceduralTexture;
  17116. /**
  17117. * Set a float in the shader.
  17118. * @param name Define the name of the uniform as defined in the shader
  17119. * @param value Define the value to give to the uniform
  17120. * @return the texture itself allowing "fluent" like uniform updates
  17121. */
  17122. setFloat(name: string, value: number): ProceduralTexture;
  17123. /**
  17124. * Set a int in the shader.
  17125. * @param name Define the name of the uniform as defined in the shader
  17126. * @param value Define the value to give to the uniform
  17127. * @return the texture itself allowing "fluent" like uniform updates
  17128. */
  17129. setInt(name: string, value: number): ProceduralTexture;
  17130. /**
  17131. * Set an array of floats in the shader.
  17132. * @param name Define the name of the uniform as defined in the shader
  17133. * @param value Define the value to give to the uniform
  17134. * @return the texture itself allowing "fluent" like uniform updates
  17135. */
  17136. setFloats(name: string, value: number[]): ProceduralTexture;
  17137. /**
  17138. * Set a vec3 in the shader from a Color3.
  17139. * @param name Define the name of the uniform as defined in the shader
  17140. * @param value Define the value to give to the uniform
  17141. * @return the texture itself allowing "fluent" like uniform updates
  17142. */
  17143. setColor3(name: string, value: Color3): ProceduralTexture;
  17144. /**
  17145. * Set a vec4 in the shader from a Color4.
  17146. * @param name Define the name of the uniform as defined in the shader
  17147. * @param value Define the value to give to the uniform
  17148. * @return the texture itself allowing "fluent" like uniform updates
  17149. */
  17150. setColor4(name: string, value: Color4): ProceduralTexture;
  17151. /**
  17152. * Set a vec2 in the shader from a Vector2.
  17153. * @param name Define the name of the uniform as defined in the shader
  17154. * @param value Define the value to give to the uniform
  17155. * @return the texture itself allowing "fluent" like uniform updates
  17156. */
  17157. setVector2(name: string, value: Vector2): ProceduralTexture;
  17158. /**
  17159. * Set a vec3 in the shader from a Vector3.
  17160. * @param name Define the name of the uniform as defined in the shader
  17161. * @param value Define the value to give to the uniform
  17162. * @return the texture itself allowing "fluent" like uniform updates
  17163. */
  17164. setVector3(name: string, value: Vector3): ProceduralTexture;
  17165. /**
  17166. * Set a mat4 in the shader from a MAtrix.
  17167. * @param name Define the name of the uniform as defined in the shader
  17168. * @param value Define the value to give to the uniform
  17169. * @return the texture itself allowing "fluent" like uniform updates
  17170. */
  17171. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17172. /**
  17173. * Render the texture to its associated render target.
  17174. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17175. */
  17176. render(useCameraPostProcess?: boolean): void;
  17177. /**
  17178. * Clone the texture.
  17179. * @returns the cloned texture
  17180. */
  17181. clone(): ProceduralTexture;
  17182. /**
  17183. * Dispose the texture and release its asoociated resources.
  17184. */
  17185. dispose(): void;
  17186. }
  17187. }
  17188. declare module "babylonjs/Particles/baseParticleSystem" {
  17189. import { Nullable } from "babylonjs/types";
  17190. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17192. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17193. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17194. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17195. import { Scene } from "babylonjs/scene";
  17196. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17197. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17198. import { Texture } from "babylonjs/Materials/Textures/texture";
  17199. import { Color4 } from "babylonjs/Maths/math.color";
  17200. import { Animation } from "babylonjs/Animations/animation";
  17201. /**
  17202. * This represents the base class for particle system in Babylon.
  17203. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17204. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17205. * @example https://doc.babylonjs.com/babylon101/particles
  17206. */
  17207. export class BaseParticleSystem {
  17208. /**
  17209. * Source color is added to the destination color without alpha affecting the result
  17210. */
  17211. static BLENDMODE_ONEONE: number;
  17212. /**
  17213. * Blend current color and particle color using particle’s alpha
  17214. */
  17215. static BLENDMODE_STANDARD: number;
  17216. /**
  17217. * Add current color and particle color multiplied by particle’s alpha
  17218. */
  17219. static BLENDMODE_ADD: number;
  17220. /**
  17221. * Multiply current color with particle color
  17222. */
  17223. static BLENDMODE_MULTIPLY: number;
  17224. /**
  17225. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17226. */
  17227. static BLENDMODE_MULTIPLYADD: number;
  17228. /**
  17229. * List of animations used by the particle system.
  17230. */
  17231. animations: Animation[];
  17232. /**
  17233. * The id of the Particle system.
  17234. */
  17235. id: string;
  17236. /**
  17237. * The friendly name of the Particle system.
  17238. */
  17239. name: string;
  17240. /**
  17241. * The rendering group used by the Particle system to chose when to render.
  17242. */
  17243. renderingGroupId: number;
  17244. /**
  17245. * The emitter represents the Mesh or position we are attaching the particle system to.
  17246. */
  17247. emitter: Nullable<AbstractMesh | Vector3>;
  17248. /**
  17249. * The maximum number of particles to emit per frame
  17250. */
  17251. emitRate: number;
  17252. /**
  17253. * If you want to launch only a few particles at once, that can be done, as well.
  17254. */
  17255. manualEmitCount: number;
  17256. /**
  17257. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17258. */
  17259. updateSpeed: number;
  17260. /**
  17261. * The amount of time the particle system is running (depends of the overall update speed).
  17262. */
  17263. targetStopDuration: number;
  17264. /**
  17265. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17266. */
  17267. disposeOnStop: boolean;
  17268. /**
  17269. * Minimum power of emitting particles.
  17270. */
  17271. minEmitPower: number;
  17272. /**
  17273. * Maximum power of emitting particles.
  17274. */
  17275. maxEmitPower: number;
  17276. /**
  17277. * Minimum life time of emitting particles.
  17278. */
  17279. minLifeTime: number;
  17280. /**
  17281. * Maximum life time of emitting particles.
  17282. */
  17283. maxLifeTime: number;
  17284. /**
  17285. * Minimum Size of emitting particles.
  17286. */
  17287. minSize: number;
  17288. /**
  17289. * Maximum Size of emitting particles.
  17290. */
  17291. maxSize: number;
  17292. /**
  17293. * Minimum scale of emitting particles on X axis.
  17294. */
  17295. minScaleX: number;
  17296. /**
  17297. * Maximum scale of emitting particles on X axis.
  17298. */
  17299. maxScaleX: number;
  17300. /**
  17301. * Minimum scale of emitting particles on Y axis.
  17302. */
  17303. minScaleY: number;
  17304. /**
  17305. * Maximum scale of emitting particles on Y axis.
  17306. */
  17307. maxScaleY: number;
  17308. /**
  17309. * Gets or sets the minimal initial rotation in radians.
  17310. */
  17311. minInitialRotation: number;
  17312. /**
  17313. * Gets or sets the maximal initial rotation in radians.
  17314. */
  17315. maxInitialRotation: number;
  17316. /**
  17317. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17318. */
  17319. minAngularSpeed: number;
  17320. /**
  17321. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17322. */
  17323. maxAngularSpeed: number;
  17324. /**
  17325. * The texture used to render each particle. (this can be a spritesheet)
  17326. */
  17327. particleTexture: Nullable<Texture>;
  17328. /**
  17329. * The layer mask we are rendering the particles through.
  17330. */
  17331. layerMask: number;
  17332. /**
  17333. * This can help using your own shader to render the particle system.
  17334. * The according effect will be created
  17335. */
  17336. customShader: any;
  17337. /**
  17338. * By default particle system starts as soon as they are created. This prevents the
  17339. * automatic start to happen and let you decide when to start emitting particles.
  17340. */
  17341. preventAutoStart: boolean;
  17342. private _noiseTexture;
  17343. /**
  17344. * Gets or sets a texture used to add random noise to particle positions
  17345. */
  17346. get noiseTexture(): Nullable<ProceduralTexture>;
  17347. set noiseTexture(value: Nullable<ProceduralTexture>);
  17348. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17349. noiseStrength: Vector3;
  17350. /**
  17351. * Callback triggered when the particle animation is ending.
  17352. */
  17353. onAnimationEnd: Nullable<() => void>;
  17354. /**
  17355. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17356. */
  17357. blendMode: number;
  17358. /**
  17359. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17360. * to override the particles.
  17361. */
  17362. forceDepthWrite: boolean;
  17363. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  17364. preWarmCycles: number;
  17365. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17366. preWarmStepOffset: number;
  17367. /**
  17368. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  17369. */
  17370. spriteCellChangeSpeed: number;
  17371. /**
  17372. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17373. */
  17374. startSpriteCellID: number;
  17375. /**
  17376. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17377. */
  17378. endSpriteCellID: number;
  17379. /**
  17380. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17381. */
  17382. spriteCellWidth: number;
  17383. /**
  17384. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17385. */
  17386. spriteCellHeight: number;
  17387. /**
  17388. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17389. */
  17390. spriteRandomStartCell: boolean;
  17391. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17392. translationPivot: Vector2;
  17393. /** @hidden */
  17394. protected _isAnimationSheetEnabled: boolean;
  17395. /**
  17396. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17397. */
  17398. beginAnimationOnStart: boolean;
  17399. /**
  17400. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17401. */
  17402. beginAnimationFrom: number;
  17403. /**
  17404. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17405. */
  17406. beginAnimationTo: number;
  17407. /**
  17408. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17409. */
  17410. beginAnimationLoop: boolean;
  17411. /**
  17412. * Gets or sets a world offset applied to all particles
  17413. */
  17414. worldOffset: Vector3;
  17415. /**
  17416. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17417. */
  17418. get isAnimationSheetEnabled(): boolean;
  17419. set isAnimationSheetEnabled(value: boolean);
  17420. /**
  17421. * Get hosting scene
  17422. * @returns the scene
  17423. */
  17424. getScene(): Scene;
  17425. /**
  17426. * You can use gravity if you want to give an orientation to your particles.
  17427. */
  17428. gravity: Vector3;
  17429. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17430. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17431. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17432. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17433. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17434. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17435. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17436. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17437. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17438. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17439. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17440. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17441. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17442. /**
  17443. * Defines the delay in milliseconds before starting the system (0 by default)
  17444. */
  17445. startDelay: number;
  17446. /**
  17447. * Gets the current list of drag gradients.
  17448. * You must use addDragGradient and removeDragGradient to udpate this list
  17449. * @returns the list of drag gradients
  17450. */
  17451. getDragGradients(): Nullable<Array<FactorGradient>>;
  17452. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17453. limitVelocityDamping: number;
  17454. /**
  17455. * Gets the current list of limit velocity gradients.
  17456. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17457. * @returns the list of limit velocity gradients
  17458. */
  17459. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17460. /**
  17461. * Gets the current list of color gradients.
  17462. * You must use addColorGradient and removeColorGradient to udpate this list
  17463. * @returns the list of color gradients
  17464. */
  17465. getColorGradients(): Nullable<Array<ColorGradient>>;
  17466. /**
  17467. * Gets the current list of size gradients.
  17468. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17469. * @returns the list of size gradients
  17470. */
  17471. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17472. /**
  17473. * Gets the current list of color remap gradients.
  17474. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17475. * @returns the list of color remap gradients
  17476. */
  17477. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17478. /**
  17479. * Gets the current list of alpha remap gradients.
  17480. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17481. * @returns the list of alpha remap gradients
  17482. */
  17483. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17484. /**
  17485. * Gets the current list of life time gradients.
  17486. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17487. * @returns the list of life time gradients
  17488. */
  17489. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17490. /**
  17491. * Gets the current list of angular speed gradients.
  17492. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17493. * @returns the list of angular speed gradients
  17494. */
  17495. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17496. /**
  17497. * Gets the current list of velocity gradients.
  17498. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17499. * @returns the list of velocity gradients
  17500. */
  17501. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17502. /**
  17503. * Gets the current list of start size gradients.
  17504. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17505. * @returns the list of start size gradients
  17506. */
  17507. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17508. /**
  17509. * Gets the current list of emit rate gradients.
  17510. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17511. * @returns the list of emit rate gradients
  17512. */
  17513. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17514. /**
  17515. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17516. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17517. */
  17518. get direction1(): Vector3;
  17519. set direction1(value: Vector3);
  17520. /**
  17521. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17522. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17523. */
  17524. get direction2(): Vector3;
  17525. set direction2(value: Vector3);
  17526. /**
  17527. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17528. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17529. */
  17530. get minEmitBox(): Vector3;
  17531. set minEmitBox(value: Vector3);
  17532. /**
  17533. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17534. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17535. */
  17536. get maxEmitBox(): Vector3;
  17537. set maxEmitBox(value: Vector3);
  17538. /**
  17539. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17540. */
  17541. color1: Color4;
  17542. /**
  17543. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17544. */
  17545. color2: Color4;
  17546. /**
  17547. * Color the particle will have at the end of its lifetime
  17548. */
  17549. colorDead: Color4;
  17550. /**
  17551. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17552. */
  17553. textureMask: Color4;
  17554. /**
  17555. * The particle emitter type defines the emitter used by the particle system.
  17556. * It can be for example box, sphere, or cone...
  17557. */
  17558. particleEmitterType: IParticleEmitterType;
  17559. /** @hidden */
  17560. _isSubEmitter: boolean;
  17561. /**
  17562. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17563. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17564. */
  17565. billboardMode: number;
  17566. protected _isBillboardBased: boolean;
  17567. /**
  17568. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17569. */
  17570. get isBillboardBased(): boolean;
  17571. set isBillboardBased(value: boolean);
  17572. /**
  17573. * The scene the particle system belongs to.
  17574. */
  17575. protected _scene: Scene;
  17576. /**
  17577. * Local cache of defines for image processing.
  17578. */
  17579. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17580. /**
  17581. * Default configuration related to image processing available in the standard Material.
  17582. */
  17583. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17584. /**
  17585. * Gets the image processing configuration used either in this material.
  17586. */
  17587. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  17588. /**
  17589. * Sets the Default image processing configuration used either in the this material.
  17590. *
  17591. * If sets to null, the scene one is in use.
  17592. */
  17593. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  17594. /**
  17595. * Attaches a new image processing configuration to the Standard Material.
  17596. * @param configuration
  17597. */
  17598. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17599. /** @hidden */
  17600. protected _reset(): void;
  17601. /** @hidden */
  17602. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17603. /**
  17604. * Instantiates a particle system.
  17605. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17606. * @param name The name of the particle system
  17607. */
  17608. constructor(name: string);
  17609. /**
  17610. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17611. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17612. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17613. * @returns the emitter
  17614. */
  17615. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17616. /**
  17617. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17618. * @param radius The radius of the hemisphere to emit from
  17619. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17620. * @returns the emitter
  17621. */
  17622. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17623. /**
  17624. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17625. * @param radius The radius of the sphere to emit from
  17626. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17627. * @returns the emitter
  17628. */
  17629. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17630. /**
  17631. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17632. * @param radius The radius of the sphere to emit from
  17633. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17634. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17635. * @returns the emitter
  17636. */
  17637. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17638. /**
  17639. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17640. * @param radius The radius of the emission cylinder
  17641. * @param height The height of the emission cylinder
  17642. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17643. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17644. * @returns the emitter
  17645. */
  17646. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17647. /**
  17648. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17649. * @param radius The radius of the cylinder to emit from
  17650. * @param height The height of the emission cylinder
  17651. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17652. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17653. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17654. * @returns the emitter
  17655. */
  17656. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17657. /**
  17658. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17659. * @param radius The radius of the cone to emit from
  17660. * @param angle The base angle of the cone
  17661. * @returns the emitter
  17662. */
  17663. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17664. /**
  17665. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17666. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17667. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17668. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17669. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17670. * @returns the emitter
  17671. */
  17672. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17673. }
  17674. }
  17675. declare module "babylonjs/Particles/subEmitter" {
  17676. import { Scene } from "babylonjs/scene";
  17677. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17678. /**
  17679. * Type of sub emitter
  17680. */
  17681. export enum SubEmitterType {
  17682. /**
  17683. * Attached to the particle over it's lifetime
  17684. */
  17685. ATTACHED = 0,
  17686. /**
  17687. * Created when the particle dies
  17688. */
  17689. END = 1
  17690. }
  17691. /**
  17692. * Sub emitter class used to emit particles from an existing particle
  17693. */
  17694. export class SubEmitter {
  17695. /**
  17696. * the particle system to be used by the sub emitter
  17697. */
  17698. particleSystem: ParticleSystem;
  17699. /**
  17700. * Type of the submitter (Default: END)
  17701. */
  17702. type: SubEmitterType;
  17703. /**
  17704. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17705. * Note: This only is supported when using an emitter of type Mesh
  17706. */
  17707. inheritDirection: boolean;
  17708. /**
  17709. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17710. */
  17711. inheritedVelocityAmount: number;
  17712. /**
  17713. * Creates a sub emitter
  17714. * @param particleSystem the particle system to be used by the sub emitter
  17715. */
  17716. constructor(
  17717. /**
  17718. * the particle system to be used by the sub emitter
  17719. */
  17720. particleSystem: ParticleSystem);
  17721. /**
  17722. * Clones the sub emitter
  17723. * @returns the cloned sub emitter
  17724. */
  17725. clone(): SubEmitter;
  17726. /**
  17727. * Serialize current object to a JSON object
  17728. * @returns the serialized object
  17729. */
  17730. serialize(): any;
  17731. /** @hidden */
  17732. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17733. /**
  17734. * Creates a new SubEmitter from a serialized JSON version
  17735. * @param serializationObject defines the JSON object to read from
  17736. * @param scene defines the hosting scene
  17737. * @param rootUrl defines the rootUrl for data loading
  17738. * @returns a new SubEmitter
  17739. */
  17740. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17741. /** Release associated resources */
  17742. dispose(): void;
  17743. }
  17744. }
  17745. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17746. /** @hidden */
  17747. export var clipPlaneFragmentDeclaration: {
  17748. name: string;
  17749. shader: string;
  17750. };
  17751. }
  17752. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17753. /** @hidden */
  17754. export var imageProcessingDeclaration: {
  17755. name: string;
  17756. shader: string;
  17757. };
  17758. }
  17759. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17760. /** @hidden */
  17761. export var imageProcessingFunctions: {
  17762. name: string;
  17763. shader: string;
  17764. };
  17765. }
  17766. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17767. /** @hidden */
  17768. export var clipPlaneFragment: {
  17769. name: string;
  17770. shader: string;
  17771. };
  17772. }
  17773. declare module "babylonjs/Shaders/particles.fragment" {
  17774. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17775. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17776. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17777. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17778. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17779. /** @hidden */
  17780. export var particlesPixelShader: {
  17781. name: string;
  17782. shader: string;
  17783. };
  17784. }
  17785. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17786. /** @hidden */
  17787. export var clipPlaneVertexDeclaration: {
  17788. name: string;
  17789. shader: string;
  17790. };
  17791. }
  17792. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17793. /** @hidden */
  17794. export var clipPlaneVertex: {
  17795. name: string;
  17796. shader: string;
  17797. };
  17798. }
  17799. declare module "babylonjs/Shaders/particles.vertex" {
  17800. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17801. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17802. /** @hidden */
  17803. export var particlesVertexShader: {
  17804. name: string;
  17805. shader: string;
  17806. };
  17807. }
  17808. declare module "babylonjs/Particles/particleSystem" {
  17809. import { Nullable } from "babylonjs/types";
  17810. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17811. import { Observable } from "babylonjs/Misc/observable";
  17812. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17813. import { Effect } from "babylonjs/Materials/effect";
  17814. import { Scene, IDisposable } from "babylonjs/scene";
  17815. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17816. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17817. import { Particle } from "babylonjs/Particles/particle";
  17818. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17820. import "babylonjs/Shaders/particles.fragment";
  17821. import "babylonjs/Shaders/particles.vertex";
  17822. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17823. /**
  17824. * This represents a particle system in Babylon.
  17825. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17826. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17827. * @example https://doc.babylonjs.com/babylon101/particles
  17828. */
  17829. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17830. /**
  17831. * Billboard mode will only apply to Y axis
  17832. */
  17833. static readonly BILLBOARDMODE_Y: number;
  17834. /**
  17835. * Billboard mode will apply to all axes
  17836. */
  17837. static readonly BILLBOARDMODE_ALL: number;
  17838. /**
  17839. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17840. */
  17841. static readonly BILLBOARDMODE_STRETCHED: number;
  17842. /**
  17843. * This function can be defined to provide custom update for active particles.
  17844. * This function will be called instead of regular update (age, position, color, etc.).
  17845. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17846. */
  17847. updateFunction: (particles: Particle[]) => void;
  17848. private _emitterWorldMatrix;
  17849. /**
  17850. * This function can be defined to specify initial direction for every new particle.
  17851. * It by default use the emitterType defined function
  17852. */
  17853. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17854. /**
  17855. * This function can be defined to specify initial position for every new particle.
  17856. * It by default use the emitterType defined function
  17857. */
  17858. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17859. /**
  17860. * @hidden
  17861. */
  17862. _inheritedVelocityOffset: Vector3;
  17863. /**
  17864. * An event triggered when the system is disposed
  17865. */
  17866. onDisposeObservable: Observable<ParticleSystem>;
  17867. private _onDisposeObserver;
  17868. /**
  17869. * Sets a callback that will be triggered when the system is disposed
  17870. */
  17871. set onDispose(callback: () => void);
  17872. private _particles;
  17873. private _epsilon;
  17874. private _capacity;
  17875. private _stockParticles;
  17876. private _newPartsExcess;
  17877. private _vertexData;
  17878. private _vertexBuffer;
  17879. private _vertexBuffers;
  17880. private _spriteBuffer;
  17881. private _indexBuffer;
  17882. private _effect;
  17883. private _customEffect;
  17884. private _cachedDefines;
  17885. private _scaledColorStep;
  17886. private _colorDiff;
  17887. private _scaledDirection;
  17888. private _scaledGravity;
  17889. private _currentRenderId;
  17890. private _alive;
  17891. private _useInstancing;
  17892. private _started;
  17893. private _stopped;
  17894. private _actualFrame;
  17895. private _scaledUpdateSpeed;
  17896. private _vertexBufferSize;
  17897. /** @hidden */
  17898. _currentEmitRateGradient: Nullable<FactorGradient>;
  17899. /** @hidden */
  17900. _currentEmitRate1: number;
  17901. /** @hidden */
  17902. _currentEmitRate2: number;
  17903. /** @hidden */
  17904. _currentStartSizeGradient: Nullable<FactorGradient>;
  17905. /** @hidden */
  17906. _currentStartSize1: number;
  17907. /** @hidden */
  17908. _currentStartSize2: number;
  17909. private readonly _rawTextureWidth;
  17910. private _rampGradientsTexture;
  17911. private _useRampGradients;
  17912. /** Gets or sets a boolean indicating that ramp gradients must be used
  17913. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17914. */
  17915. get useRampGradients(): boolean;
  17916. set useRampGradients(value: boolean);
  17917. /**
  17918. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17919. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17920. */
  17921. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17922. private _subEmitters;
  17923. /**
  17924. * @hidden
  17925. * If the particle systems emitter should be disposed when the particle system is disposed
  17926. */
  17927. _disposeEmitterOnDispose: boolean;
  17928. /**
  17929. * The current active Sub-systems, this property is used by the root particle system only.
  17930. */
  17931. activeSubSystems: Array<ParticleSystem>;
  17932. private _rootParticleSystem;
  17933. /**
  17934. * Gets the current list of active particles
  17935. */
  17936. get particles(): Particle[];
  17937. /**
  17938. * Returns the string "ParticleSystem"
  17939. * @returns a string containing the class name
  17940. */
  17941. getClassName(): string;
  17942. /**
  17943. * Instantiates a particle system.
  17944. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17945. * @param name The name of the particle system
  17946. * @param capacity The max number of particles alive at the same time
  17947. * @param scene The scene the particle system belongs to
  17948. * @param customEffect a custom effect used to change the way particles are rendered by default
  17949. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17950. * @param epsilon Offset used to render the particles
  17951. */
  17952. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17953. private _addFactorGradient;
  17954. private _removeFactorGradient;
  17955. /**
  17956. * Adds a new life time gradient
  17957. * @param gradient defines the gradient to use (between 0 and 1)
  17958. * @param factor defines the life time factor to affect to the specified gradient
  17959. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17960. * @returns the current particle system
  17961. */
  17962. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17963. /**
  17964. * Remove a specific life time gradient
  17965. * @param gradient defines the gradient to remove
  17966. * @returns the current particle system
  17967. */
  17968. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17969. /**
  17970. * Adds a new size gradient
  17971. * @param gradient defines the gradient to use (between 0 and 1)
  17972. * @param factor defines the size factor to affect to the specified gradient
  17973. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17974. * @returns the current particle system
  17975. */
  17976. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17977. /**
  17978. * Remove a specific size gradient
  17979. * @param gradient defines the gradient to remove
  17980. * @returns the current particle system
  17981. */
  17982. removeSizeGradient(gradient: number): IParticleSystem;
  17983. /**
  17984. * Adds a new color remap gradient
  17985. * @param gradient defines the gradient to use (between 0 and 1)
  17986. * @param min defines the color remap minimal range
  17987. * @param max defines the color remap maximal range
  17988. * @returns the current particle system
  17989. */
  17990. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17991. /**
  17992. * Remove a specific color remap gradient
  17993. * @param gradient defines the gradient to remove
  17994. * @returns the current particle system
  17995. */
  17996. removeColorRemapGradient(gradient: number): IParticleSystem;
  17997. /**
  17998. * Adds a new alpha remap gradient
  17999. * @param gradient defines the gradient to use (between 0 and 1)
  18000. * @param min defines the alpha remap minimal range
  18001. * @param max defines the alpha remap maximal range
  18002. * @returns the current particle system
  18003. */
  18004. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18005. /**
  18006. * Remove a specific alpha remap gradient
  18007. * @param gradient defines the gradient to remove
  18008. * @returns the current particle system
  18009. */
  18010. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  18011. /**
  18012. * Adds a new angular speed gradient
  18013. * @param gradient defines the gradient to use (between 0 and 1)
  18014. * @param factor defines the angular speed to affect to the specified gradient
  18015. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18016. * @returns the current particle system
  18017. */
  18018. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18019. /**
  18020. * Remove a specific angular speed gradient
  18021. * @param gradient defines the gradient to remove
  18022. * @returns the current particle system
  18023. */
  18024. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18025. /**
  18026. * Adds a new velocity gradient
  18027. * @param gradient defines the gradient to use (between 0 and 1)
  18028. * @param factor defines the velocity to affect to the specified gradient
  18029. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18030. * @returns the current particle system
  18031. */
  18032. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18033. /**
  18034. * Remove a specific velocity gradient
  18035. * @param gradient defines the gradient to remove
  18036. * @returns the current particle system
  18037. */
  18038. removeVelocityGradient(gradient: number): IParticleSystem;
  18039. /**
  18040. * Adds a new limit velocity gradient
  18041. * @param gradient defines the gradient to use (between 0 and 1)
  18042. * @param factor defines the limit velocity value to affect to the specified gradient
  18043. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18044. * @returns the current particle system
  18045. */
  18046. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18047. /**
  18048. * Remove a specific limit velocity gradient
  18049. * @param gradient defines the gradient to remove
  18050. * @returns the current particle system
  18051. */
  18052. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18053. /**
  18054. * Adds a new drag gradient
  18055. * @param gradient defines the gradient to use (between 0 and 1)
  18056. * @param factor defines the drag value to affect to the specified gradient
  18057. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18058. * @returns the current particle system
  18059. */
  18060. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18061. /**
  18062. * Remove a specific drag gradient
  18063. * @param gradient defines the gradient to remove
  18064. * @returns the current particle system
  18065. */
  18066. removeDragGradient(gradient: number): IParticleSystem;
  18067. /**
  18068. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18069. * @param gradient defines the gradient to use (between 0 and 1)
  18070. * @param factor defines the emit rate value to affect to the specified gradient
  18071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18072. * @returns the current particle system
  18073. */
  18074. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18075. /**
  18076. * Remove a specific emit rate gradient
  18077. * @param gradient defines the gradient to remove
  18078. * @returns the current particle system
  18079. */
  18080. removeEmitRateGradient(gradient: number): IParticleSystem;
  18081. /**
  18082. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18083. * @param gradient defines the gradient to use (between 0 and 1)
  18084. * @param factor defines the start size value to affect to the specified gradient
  18085. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18086. * @returns the current particle system
  18087. */
  18088. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18089. /**
  18090. * Remove a specific start size gradient
  18091. * @param gradient defines the gradient to remove
  18092. * @returns the current particle system
  18093. */
  18094. removeStartSizeGradient(gradient: number): IParticleSystem;
  18095. private _createRampGradientTexture;
  18096. /**
  18097. * Gets the current list of ramp gradients.
  18098. * You must use addRampGradient and removeRampGradient to udpate this list
  18099. * @returns the list of ramp gradients
  18100. */
  18101. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18102. /**
  18103. * Adds a new ramp gradient used to remap particle colors
  18104. * @param gradient defines the gradient to use (between 0 and 1)
  18105. * @param color defines the color to affect to the specified gradient
  18106. * @returns the current particle system
  18107. */
  18108. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  18109. /**
  18110. * Remove a specific ramp gradient
  18111. * @param gradient defines the gradient to remove
  18112. * @returns the current particle system
  18113. */
  18114. removeRampGradient(gradient: number): ParticleSystem;
  18115. /**
  18116. * Adds a new color gradient
  18117. * @param gradient defines the gradient to use (between 0 and 1)
  18118. * @param color1 defines the color to affect to the specified gradient
  18119. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18120. * @returns this particle system
  18121. */
  18122. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18123. /**
  18124. * Remove a specific color gradient
  18125. * @param gradient defines the gradient to remove
  18126. * @returns this particle system
  18127. */
  18128. removeColorGradient(gradient: number): IParticleSystem;
  18129. private _fetchR;
  18130. protected _reset(): void;
  18131. private _resetEffect;
  18132. private _createVertexBuffers;
  18133. private _createIndexBuffer;
  18134. /**
  18135. * Gets the maximum number of particles active at the same time.
  18136. * @returns The max number of active particles.
  18137. */
  18138. getCapacity(): number;
  18139. /**
  18140. * Gets whether there are still active particles in the system.
  18141. * @returns True if it is alive, otherwise false.
  18142. */
  18143. isAlive(): boolean;
  18144. /**
  18145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18146. * @returns True if it has been started, otherwise false.
  18147. */
  18148. isStarted(): boolean;
  18149. private _prepareSubEmitterInternalArray;
  18150. /**
  18151. * Starts the particle system and begins to emit
  18152. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  18153. */
  18154. start(delay?: number): void;
  18155. /**
  18156. * Stops the particle system.
  18157. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  18158. */
  18159. stop(stopSubEmitters?: boolean): void;
  18160. /**
  18161. * Remove all active particles
  18162. */
  18163. reset(): void;
  18164. /**
  18165. * @hidden (for internal use only)
  18166. */
  18167. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18168. /**
  18169. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18170. * Its lifetime will start back at 0.
  18171. */
  18172. recycleParticle: (particle: Particle) => void;
  18173. private _stopSubEmitters;
  18174. private _createParticle;
  18175. private _removeFromRoot;
  18176. private _emitFromParticle;
  18177. private _update;
  18178. /** @hidden */
  18179. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18180. /** @hidden */
  18181. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18182. /** @hidden */
  18183. private _getEffect;
  18184. /**
  18185. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18186. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18187. */
  18188. animate(preWarmOnly?: boolean): void;
  18189. private _appendParticleVertices;
  18190. /**
  18191. * Rebuilds the particle system.
  18192. */
  18193. rebuild(): void;
  18194. /**
  18195. * Is this system ready to be used/rendered
  18196. * @return true if the system is ready
  18197. */
  18198. isReady(): boolean;
  18199. private _render;
  18200. /**
  18201. * Renders the particle system in its current state.
  18202. * @returns the current number of particles
  18203. */
  18204. render(): number;
  18205. /**
  18206. * Disposes the particle system and free the associated resources
  18207. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18208. */
  18209. dispose(disposeTexture?: boolean): void;
  18210. /**
  18211. * Clones the particle system.
  18212. * @param name The name of the cloned object
  18213. * @param newEmitter The new emitter to use
  18214. * @returns the cloned particle system
  18215. */
  18216. clone(name: string, newEmitter: any): ParticleSystem;
  18217. /**
  18218. * Serializes the particle system to a JSON object.
  18219. * @returns the JSON object
  18220. */
  18221. serialize(): any;
  18222. /** @hidden */
  18223. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18224. /** @hidden */
  18225. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18226. /**
  18227. * Parses a JSON object to create a particle system.
  18228. * @param parsedParticleSystem The JSON object to parse
  18229. * @param scene The scene to create the particle system in
  18230. * @param rootUrl The root url to use to load external dependencies like texture
  18231. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18232. * @returns the Parsed particle system
  18233. */
  18234. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18235. }
  18236. }
  18237. declare module "babylonjs/Particles/particle" {
  18238. import { Nullable } from "babylonjs/types";
  18239. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18240. import { Color4 } from "babylonjs/Maths/math.color";
  18241. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18242. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18243. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18244. /**
  18245. * A particle represents one of the element emitted by a particle system.
  18246. * This is mainly define by its coordinates, direction, velocity and age.
  18247. */
  18248. export class Particle {
  18249. /**
  18250. * The particle system the particle belongs to.
  18251. */
  18252. particleSystem: ParticleSystem;
  18253. private static _Count;
  18254. /**
  18255. * Unique ID of the particle
  18256. */
  18257. id: number;
  18258. /**
  18259. * The world position of the particle in the scene.
  18260. */
  18261. position: Vector3;
  18262. /**
  18263. * The world direction of the particle in the scene.
  18264. */
  18265. direction: Vector3;
  18266. /**
  18267. * The color of the particle.
  18268. */
  18269. color: Color4;
  18270. /**
  18271. * The color change of the particle per step.
  18272. */
  18273. colorStep: Color4;
  18274. /**
  18275. * Defines how long will the life of the particle be.
  18276. */
  18277. lifeTime: number;
  18278. /**
  18279. * The current age of the particle.
  18280. */
  18281. age: number;
  18282. /**
  18283. * The current size of the particle.
  18284. */
  18285. size: number;
  18286. /**
  18287. * The current scale of the particle.
  18288. */
  18289. scale: Vector2;
  18290. /**
  18291. * The current angle of the particle.
  18292. */
  18293. angle: number;
  18294. /**
  18295. * Defines how fast is the angle changing.
  18296. */
  18297. angularSpeed: number;
  18298. /**
  18299. * Defines the cell index used by the particle to be rendered from a sprite.
  18300. */
  18301. cellIndex: number;
  18302. /**
  18303. * The information required to support color remapping
  18304. */
  18305. remapData: Vector4;
  18306. /** @hidden */
  18307. _randomCellOffset?: number;
  18308. /** @hidden */
  18309. _initialDirection: Nullable<Vector3>;
  18310. /** @hidden */
  18311. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18312. /** @hidden */
  18313. _initialStartSpriteCellID: number;
  18314. /** @hidden */
  18315. _initialEndSpriteCellID: number;
  18316. /** @hidden */
  18317. _currentColorGradient: Nullable<ColorGradient>;
  18318. /** @hidden */
  18319. _currentColor1: Color4;
  18320. /** @hidden */
  18321. _currentColor2: Color4;
  18322. /** @hidden */
  18323. _currentSizeGradient: Nullable<FactorGradient>;
  18324. /** @hidden */
  18325. _currentSize1: number;
  18326. /** @hidden */
  18327. _currentSize2: number;
  18328. /** @hidden */
  18329. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18330. /** @hidden */
  18331. _currentAngularSpeed1: number;
  18332. /** @hidden */
  18333. _currentAngularSpeed2: number;
  18334. /** @hidden */
  18335. _currentVelocityGradient: Nullable<FactorGradient>;
  18336. /** @hidden */
  18337. _currentVelocity1: number;
  18338. /** @hidden */
  18339. _currentVelocity2: number;
  18340. /** @hidden */
  18341. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18342. /** @hidden */
  18343. _currentLimitVelocity1: number;
  18344. /** @hidden */
  18345. _currentLimitVelocity2: number;
  18346. /** @hidden */
  18347. _currentDragGradient: Nullable<FactorGradient>;
  18348. /** @hidden */
  18349. _currentDrag1: number;
  18350. /** @hidden */
  18351. _currentDrag2: number;
  18352. /** @hidden */
  18353. _randomNoiseCoordinates1: Vector3;
  18354. /** @hidden */
  18355. _randomNoiseCoordinates2: Vector3;
  18356. /**
  18357. * Creates a new instance Particle
  18358. * @param particleSystem the particle system the particle belongs to
  18359. */
  18360. constructor(
  18361. /**
  18362. * The particle system the particle belongs to.
  18363. */
  18364. particleSystem: ParticleSystem);
  18365. private updateCellInfoFromSystem;
  18366. /**
  18367. * Defines how the sprite cell index is updated for the particle
  18368. */
  18369. updateCellIndex(): void;
  18370. /** @hidden */
  18371. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18372. /** @hidden */
  18373. _inheritParticleInfoToSubEmitters(): void;
  18374. /** @hidden */
  18375. _reset(): void;
  18376. /**
  18377. * Copy the properties of particle to another one.
  18378. * @param other the particle to copy the information to.
  18379. */
  18380. copyTo(other: Particle): void;
  18381. }
  18382. }
  18383. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18384. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18385. import { Effect } from "babylonjs/Materials/effect";
  18386. import { Particle } from "babylonjs/Particles/particle";
  18387. /**
  18388. * Particle emitter represents a volume emitting particles.
  18389. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18390. */
  18391. export interface IParticleEmitterType {
  18392. /**
  18393. * Called by the particle System when the direction is computed for the created particle.
  18394. * @param worldMatrix is the world matrix of the particle system
  18395. * @param directionToUpdate is the direction vector to update with the result
  18396. * @param particle is the particle we are computed the direction for
  18397. */
  18398. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18399. /**
  18400. * Called by the particle System when the position is computed for the created particle.
  18401. * @param worldMatrix is the world matrix of the particle system
  18402. * @param positionToUpdate is the position vector to update with the result
  18403. * @param particle is the particle we are computed the position for
  18404. */
  18405. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18406. /**
  18407. * Clones the current emitter and returns a copy of it
  18408. * @returns the new emitter
  18409. */
  18410. clone(): IParticleEmitterType;
  18411. /**
  18412. * Called by the GPUParticleSystem to setup the update shader
  18413. * @param effect defines the update shader
  18414. */
  18415. applyToShader(effect: Effect): void;
  18416. /**
  18417. * Returns a string to use to update the GPU particles update shader
  18418. * @returns the effect defines string
  18419. */
  18420. getEffectDefines(): string;
  18421. /**
  18422. * Returns a string representing the class name
  18423. * @returns a string containing the class name
  18424. */
  18425. getClassName(): string;
  18426. /**
  18427. * Serializes the particle system to a JSON object.
  18428. * @returns the JSON object
  18429. */
  18430. serialize(): any;
  18431. /**
  18432. * Parse properties from a JSON object
  18433. * @param serializationObject defines the JSON object
  18434. */
  18435. parse(serializationObject: any): void;
  18436. }
  18437. }
  18438. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18439. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18440. import { Effect } from "babylonjs/Materials/effect";
  18441. import { Particle } from "babylonjs/Particles/particle";
  18442. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18443. /**
  18444. * Particle emitter emitting particles from the inside of a box.
  18445. * It emits the particles randomly between 2 given directions.
  18446. */
  18447. export class BoxParticleEmitter implements IParticleEmitterType {
  18448. /**
  18449. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18450. */
  18451. direction1: Vector3;
  18452. /**
  18453. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18454. */
  18455. direction2: Vector3;
  18456. /**
  18457. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18458. */
  18459. minEmitBox: Vector3;
  18460. /**
  18461. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18462. */
  18463. maxEmitBox: Vector3;
  18464. /**
  18465. * Creates a new instance BoxParticleEmitter
  18466. */
  18467. constructor();
  18468. /**
  18469. * Called by the particle System when the direction is computed for the created particle.
  18470. * @param worldMatrix is the world matrix of the particle system
  18471. * @param directionToUpdate is the direction vector to update with the result
  18472. * @param particle is the particle we are computed the direction for
  18473. */
  18474. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18475. /**
  18476. * Called by the particle System when the position is computed for the created particle.
  18477. * @param worldMatrix is the world matrix of the particle system
  18478. * @param positionToUpdate is the position vector to update with the result
  18479. * @param particle is the particle we are computed the position for
  18480. */
  18481. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18482. /**
  18483. * Clones the current emitter and returns a copy of it
  18484. * @returns the new emitter
  18485. */
  18486. clone(): BoxParticleEmitter;
  18487. /**
  18488. * Called by the GPUParticleSystem to setup the update shader
  18489. * @param effect defines the update shader
  18490. */
  18491. applyToShader(effect: Effect): void;
  18492. /**
  18493. * Returns a string to use to update the GPU particles update shader
  18494. * @returns a string containng the defines string
  18495. */
  18496. getEffectDefines(): string;
  18497. /**
  18498. * Returns the string "BoxParticleEmitter"
  18499. * @returns a string containing the class name
  18500. */
  18501. getClassName(): string;
  18502. /**
  18503. * Serializes the particle system to a JSON object.
  18504. * @returns the JSON object
  18505. */
  18506. serialize(): any;
  18507. /**
  18508. * Parse properties from a JSON object
  18509. * @param serializationObject defines the JSON object
  18510. */
  18511. parse(serializationObject: any): void;
  18512. }
  18513. }
  18514. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18515. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18516. import { Effect } from "babylonjs/Materials/effect";
  18517. import { Particle } from "babylonjs/Particles/particle";
  18518. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18519. /**
  18520. * Particle emitter emitting particles from the inside of a cone.
  18521. * It emits the particles alongside the cone volume from the base to the particle.
  18522. * The emission direction might be randomized.
  18523. */
  18524. export class ConeParticleEmitter implements IParticleEmitterType {
  18525. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18526. directionRandomizer: number;
  18527. private _radius;
  18528. private _angle;
  18529. private _height;
  18530. /**
  18531. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18532. */
  18533. radiusRange: number;
  18534. /**
  18535. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18536. */
  18537. heightRange: number;
  18538. /**
  18539. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18540. */
  18541. emitFromSpawnPointOnly: boolean;
  18542. /**
  18543. * Gets or sets the radius of the emission cone
  18544. */
  18545. get radius(): number;
  18546. set radius(value: number);
  18547. /**
  18548. * Gets or sets the angle of the emission cone
  18549. */
  18550. get angle(): number;
  18551. set angle(value: number);
  18552. private _buildHeight;
  18553. /**
  18554. * Creates a new instance ConeParticleEmitter
  18555. * @param radius the radius of the emission cone (1 by default)
  18556. * @param angle the cone base angle (PI by default)
  18557. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18558. */
  18559. constructor(radius?: number, angle?: number,
  18560. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18561. directionRandomizer?: number);
  18562. /**
  18563. * Called by the particle System when the direction is computed for the created particle.
  18564. * @param worldMatrix is the world matrix of the particle system
  18565. * @param directionToUpdate is the direction vector to update with the result
  18566. * @param particle is the particle we are computed the direction for
  18567. */
  18568. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18569. /**
  18570. * Called by the particle System when the position is computed for the created particle.
  18571. * @param worldMatrix is the world matrix of the particle system
  18572. * @param positionToUpdate is the position vector to update with the result
  18573. * @param particle is the particle we are computed the position for
  18574. */
  18575. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18576. /**
  18577. * Clones the current emitter and returns a copy of it
  18578. * @returns the new emitter
  18579. */
  18580. clone(): ConeParticleEmitter;
  18581. /**
  18582. * Called by the GPUParticleSystem to setup the update shader
  18583. * @param effect defines the update shader
  18584. */
  18585. applyToShader(effect: Effect): void;
  18586. /**
  18587. * Returns a string to use to update the GPU particles update shader
  18588. * @returns a string containng the defines string
  18589. */
  18590. getEffectDefines(): string;
  18591. /**
  18592. * Returns the string "ConeParticleEmitter"
  18593. * @returns a string containing the class name
  18594. */
  18595. getClassName(): string;
  18596. /**
  18597. * Serializes the particle system to a JSON object.
  18598. * @returns the JSON object
  18599. */
  18600. serialize(): any;
  18601. /**
  18602. * Parse properties from a JSON object
  18603. * @param serializationObject defines the JSON object
  18604. */
  18605. parse(serializationObject: any): void;
  18606. }
  18607. }
  18608. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18609. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18610. import { Effect } from "babylonjs/Materials/effect";
  18611. import { Particle } from "babylonjs/Particles/particle";
  18612. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18613. /**
  18614. * Particle emitter emitting particles from the inside of a cylinder.
  18615. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18616. */
  18617. export class CylinderParticleEmitter implements IParticleEmitterType {
  18618. /**
  18619. * The radius of the emission cylinder.
  18620. */
  18621. radius: number;
  18622. /**
  18623. * The height of the emission cylinder.
  18624. */
  18625. height: number;
  18626. /**
  18627. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18628. */
  18629. radiusRange: number;
  18630. /**
  18631. * How much to randomize the particle direction [0-1].
  18632. */
  18633. directionRandomizer: number;
  18634. /**
  18635. * Creates a new instance CylinderParticleEmitter
  18636. * @param radius the radius of the emission cylinder (1 by default)
  18637. * @param height the height of the emission cylinder (1 by default)
  18638. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18639. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18640. */
  18641. constructor(
  18642. /**
  18643. * The radius of the emission cylinder.
  18644. */
  18645. radius?: number,
  18646. /**
  18647. * The height of the emission cylinder.
  18648. */
  18649. height?: number,
  18650. /**
  18651. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18652. */
  18653. radiusRange?: number,
  18654. /**
  18655. * How much to randomize the particle direction [0-1].
  18656. */
  18657. directionRandomizer?: number);
  18658. /**
  18659. * Called by the particle System when the direction is computed for the created particle.
  18660. * @param worldMatrix is the world matrix of the particle system
  18661. * @param directionToUpdate is the direction vector to update with the result
  18662. * @param particle is the particle we are computed the direction for
  18663. */
  18664. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18665. /**
  18666. * Called by the particle System when the position is computed for the created particle.
  18667. * @param worldMatrix is the world matrix of the particle system
  18668. * @param positionToUpdate is the position vector to update with the result
  18669. * @param particle is the particle we are computed the position for
  18670. */
  18671. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18672. /**
  18673. * Clones the current emitter and returns a copy of it
  18674. * @returns the new emitter
  18675. */
  18676. clone(): CylinderParticleEmitter;
  18677. /**
  18678. * Called by the GPUParticleSystem to setup the update shader
  18679. * @param effect defines the update shader
  18680. */
  18681. applyToShader(effect: Effect): void;
  18682. /**
  18683. * Returns a string to use to update the GPU particles update shader
  18684. * @returns a string containng the defines string
  18685. */
  18686. getEffectDefines(): string;
  18687. /**
  18688. * Returns the string "CylinderParticleEmitter"
  18689. * @returns a string containing the class name
  18690. */
  18691. getClassName(): string;
  18692. /**
  18693. * Serializes the particle system to a JSON object.
  18694. * @returns the JSON object
  18695. */
  18696. serialize(): any;
  18697. /**
  18698. * Parse properties from a JSON object
  18699. * @param serializationObject defines the JSON object
  18700. */
  18701. parse(serializationObject: any): void;
  18702. }
  18703. /**
  18704. * Particle emitter emitting particles from the inside of a cylinder.
  18705. * It emits the particles randomly between two vectors.
  18706. */
  18707. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18708. /**
  18709. * The min limit of the emission direction.
  18710. */
  18711. direction1: Vector3;
  18712. /**
  18713. * The max limit of the emission direction.
  18714. */
  18715. direction2: Vector3;
  18716. /**
  18717. * Creates a new instance CylinderDirectedParticleEmitter
  18718. * @param radius the radius of the emission cylinder (1 by default)
  18719. * @param height the height of the emission cylinder (1 by default)
  18720. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18721. * @param direction1 the min limit of the emission direction (up vector by default)
  18722. * @param direction2 the max limit of the emission direction (up vector by default)
  18723. */
  18724. constructor(radius?: number, height?: number, radiusRange?: number,
  18725. /**
  18726. * The min limit of the emission direction.
  18727. */
  18728. direction1?: Vector3,
  18729. /**
  18730. * The max limit of the emission direction.
  18731. */
  18732. direction2?: Vector3);
  18733. /**
  18734. * Called by the particle System when the direction is computed for the created particle.
  18735. * @param worldMatrix is the world matrix of the particle system
  18736. * @param directionToUpdate is the direction vector to update with the result
  18737. * @param particle is the particle we are computed the direction for
  18738. */
  18739. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18740. /**
  18741. * Clones the current emitter and returns a copy of it
  18742. * @returns the new emitter
  18743. */
  18744. clone(): CylinderDirectedParticleEmitter;
  18745. /**
  18746. * Called by the GPUParticleSystem to setup the update shader
  18747. * @param effect defines the update shader
  18748. */
  18749. applyToShader(effect: Effect): void;
  18750. /**
  18751. * Returns a string to use to update the GPU particles update shader
  18752. * @returns a string containng the defines string
  18753. */
  18754. getEffectDefines(): string;
  18755. /**
  18756. * Returns the string "CylinderDirectedParticleEmitter"
  18757. * @returns a string containing the class name
  18758. */
  18759. getClassName(): string;
  18760. /**
  18761. * Serializes the particle system to a JSON object.
  18762. * @returns the JSON object
  18763. */
  18764. serialize(): any;
  18765. /**
  18766. * Parse properties from a JSON object
  18767. * @param serializationObject defines the JSON object
  18768. */
  18769. parse(serializationObject: any): void;
  18770. }
  18771. }
  18772. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18774. import { Effect } from "babylonjs/Materials/effect";
  18775. import { Particle } from "babylonjs/Particles/particle";
  18776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18777. /**
  18778. * Particle emitter emitting particles from the inside of a hemisphere.
  18779. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18780. */
  18781. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18782. /**
  18783. * The radius of the emission hemisphere.
  18784. */
  18785. radius: number;
  18786. /**
  18787. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18788. */
  18789. radiusRange: number;
  18790. /**
  18791. * How much to randomize the particle direction [0-1].
  18792. */
  18793. directionRandomizer: number;
  18794. /**
  18795. * Creates a new instance HemisphericParticleEmitter
  18796. * @param radius the radius of the emission hemisphere (1 by default)
  18797. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18798. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18799. */
  18800. constructor(
  18801. /**
  18802. * The radius of the emission hemisphere.
  18803. */
  18804. radius?: number,
  18805. /**
  18806. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18807. */
  18808. radiusRange?: number,
  18809. /**
  18810. * How much to randomize the particle direction [0-1].
  18811. */
  18812. directionRandomizer?: number);
  18813. /**
  18814. * Called by the particle System when the direction is computed for the created particle.
  18815. * @param worldMatrix is the world matrix of the particle system
  18816. * @param directionToUpdate is the direction vector to update with the result
  18817. * @param particle is the particle we are computed the direction for
  18818. */
  18819. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18820. /**
  18821. * Called by the particle System when the position is computed for the created particle.
  18822. * @param worldMatrix is the world matrix of the particle system
  18823. * @param positionToUpdate is the position vector to update with the result
  18824. * @param particle is the particle we are computed the position for
  18825. */
  18826. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18827. /**
  18828. * Clones the current emitter and returns a copy of it
  18829. * @returns the new emitter
  18830. */
  18831. clone(): HemisphericParticleEmitter;
  18832. /**
  18833. * Called by the GPUParticleSystem to setup the update shader
  18834. * @param effect defines the update shader
  18835. */
  18836. applyToShader(effect: Effect): void;
  18837. /**
  18838. * Returns a string to use to update the GPU particles update shader
  18839. * @returns a string containng the defines string
  18840. */
  18841. getEffectDefines(): string;
  18842. /**
  18843. * Returns the string "HemisphericParticleEmitter"
  18844. * @returns a string containing the class name
  18845. */
  18846. getClassName(): string;
  18847. /**
  18848. * Serializes the particle system to a JSON object.
  18849. * @returns the JSON object
  18850. */
  18851. serialize(): any;
  18852. /**
  18853. * Parse properties from a JSON object
  18854. * @param serializationObject defines the JSON object
  18855. */
  18856. parse(serializationObject: any): void;
  18857. }
  18858. }
  18859. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18860. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18861. import { Effect } from "babylonjs/Materials/effect";
  18862. import { Particle } from "babylonjs/Particles/particle";
  18863. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18864. /**
  18865. * Particle emitter emitting particles from a point.
  18866. * It emits the particles randomly between 2 given directions.
  18867. */
  18868. export class PointParticleEmitter implements IParticleEmitterType {
  18869. /**
  18870. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18871. */
  18872. direction1: Vector3;
  18873. /**
  18874. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18875. */
  18876. direction2: Vector3;
  18877. /**
  18878. * Creates a new instance PointParticleEmitter
  18879. */
  18880. constructor();
  18881. /**
  18882. * Called by the particle System when the direction is computed for the created particle.
  18883. * @param worldMatrix is the world matrix of the particle system
  18884. * @param directionToUpdate is the direction vector to update with the result
  18885. * @param particle is the particle we are computed the direction for
  18886. */
  18887. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18888. /**
  18889. * Called by the particle System when the position is computed for the created particle.
  18890. * @param worldMatrix is the world matrix of the particle system
  18891. * @param positionToUpdate is the position vector to update with the result
  18892. * @param particle is the particle we are computed the position for
  18893. */
  18894. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18895. /**
  18896. * Clones the current emitter and returns a copy of it
  18897. * @returns the new emitter
  18898. */
  18899. clone(): PointParticleEmitter;
  18900. /**
  18901. * Called by the GPUParticleSystem to setup the update shader
  18902. * @param effect defines the update shader
  18903. */
  18904. applyToShader(effect: Effect): void;
  18905. /**
  18906. * Returns a string to use to update the GPU particles update shader
  18907. * @returns a string containng the defines string
  18908. */
  18909. getEffectDefines(): string;
  18910. /**
  18911. * Returns the string "PointParticleEmitter"
  18912. * @returns a string containing the class name
  18913. */
  18914. getClassName(): string;
  18915. /**
  18916. * Serializes the particle system to a JSON object.
  18917. * @returns the JSON object
  18918. */
  18919. serialize(): any;
  18920. /**
  18921. * Parse properties from a JSON object
  18922. * @param serializationObject defines the JSON object
  18923. */
  18924. parse(serializationObject: any): void;
  18925. }
  18926. }
  18927. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18928. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18929. import { Effect } from "babylonjs/Materials/effect";
  18930. import { Particle } from "babylonjs/Particles/particle";
  18931. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18932. /**
  18933. * Particle emitter emitting particles from the inside of a sphere.
  18934. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18935. */
  18936. export class SphereParticleEmitter implements IParticleEmitterType {
  18937. /**
  18938. * The radius of the emission sphere.
  18939. */
  18940. radius: number;
  18941. /**
  18942. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18943. */
  18944. radiusRange: number;
  18945. /**
  18946. * How much to randomize the particle direction [0-1].
  18947. */
  18948. directionRandomizer: number;
  18949. /**
  18950. * Creates a new instance SphereParticleEmitter
  18951. * @param radius the radius of the emission sphere (1 by default)
  18952. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18953. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18954. */
  18955. constructor(
  18956. /**
  18957. * The radius of the emission sphere.
  18958. */
  18959. radius?: number,
  18960. /**
  18961. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18962. */
  18963. radiusRange?: number,
  18964. /**
  18965. * How much to randomize the particle direction [0-1].
  18966. */
  18967. directionRandomizer?: number);
  18968. /**
  18969. * Called by the particle System when the direction is computed for the created particle.
  18970. * @param worldMatrix is the world matrix of the particle system
  18971. * @param directionToUpdate is the direction vector to update with the result
  18972. * @param particle is the particle we are computed the direction for
  18973. */
  18974. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18975. /**
  18976. * Called by the particle System when the position is computed for the created particle.
  18977. * @param worldMatrix is the world matrix of the particle system
  18978. * @param positionToUpdate is the position vector to update with the result
  18979. * @param particle is the particle we are computed the position for
  18980. */
  18981. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18982. /**
  18983. * Clones the current emitter and returns a copy of it
  18984. * @returns the new emitter
  18985. */
  18986. clone(): SphereParticleEmitter;
  18987. /**
  18988. * Called by the GPUParticleSystem to setup the update shader
  18989. * @param effect defines the update shader
  18990. */
  18991. applyToShader(effect: Effect): void;
  18992. /**
  18993. * Returns a string to use to update the GPU particles update shader
  18994. * @returns a string containng the defines string
  18995. */
  18996. getEffectDefines(): string;
  18997. /**
  18998. * Returns the string "SphereParticleEmitter"
  18999. * @returns a string containing the class name
  19000. */
  19001. getClassName(): string;
  19002. /**
  19003. * Serializes the particle system to a JSON object.
  19004. * @returns the JSON object
  19005. */
  19006. serialize(): any;
  19007. /**
  19008. * Parse properties from a JSON object
  19009. * @param serializationObject defines the JSON object
  19010. */
  19011. parse(serializationObject: any): void;
  19012. }
  19013. /**
  19014. * Particle emitter emitting particles from the inside of a sphere.
  19015. * It emits the particles randomly between two vectors.
  19016. */
  19017. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  19018. /**
  19019. * The min limit of the emission direction.
  19020. */
  19021. direction1: Vector3;
  19022. /**
  19023. * The max limit of the emission direction.
  19024. */
  19025. direction2: Vector3;
  19026. /**
  19027. * Creates a new instance SphereDirectedParticleEmitter
  19028. * @param radius the radius of the emission sphere (1 by default)
  19029. * @param direction1 the min limit of the emission direction (up vector by default)
  19030. * @param direction2 the max limit of the emission direction (up vector by default)
  19031. */
  19032. constructor(radius?: number,
  19033. /**
  19034. * The min limit of the emission direction.
  19035. */
  19036. direction1?: Vector3,
  19037. /**
  19038. * The max limit of the emission direction.
  19039. */
  19040. direction2?: Vector3);
  19041. /**
  19042. * Called by the particle System when the direction is computed for the created particle.
  19043. * @param worldMatrix is the world matrix of the particle system
  19044. * @param directionToUpdate is the direction vector to update with the result
  19045. * @param particle is the particle we are computed the direction for
  19046. */
  19047. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  19048. /**
  19049. * Clones the current emitter and returns a copy of it
  19050. * @returns the new emitter
  19051. */
  19052. clone(): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Called by the GPUParticleSystem to setup the update shader
  19055. * @param effect defines the update shader
  19056. */
  19057. applyToShader(effect: Effect): void;
  19058. /**
  19059. * Returns a string to use to update the GPU particles update shader
  19060. * @returns a string containng the defines string
  19061. */
  19062. getEffectDefines(): string;
  19063. /**
  19064. * Returns the string "SphereDirectedParticleEmitter"
  19065. * @returns a string containing the class name
  19066. */
  19067. getClassName(): string;
  19068. /**
  19069. * Serializes the particle system to a JSON object.
  19070. * @returns the JSON object
  19071. */
  19072. serialize(): any;
  19073. /**
  19074. * Parse properties from a JSON object
  19075. * @param serializationObject defines the JSON object
  19076. */
  19077. parse(serializationObject: any): void;
  19078. }
  19079. }
  19080. declare module "babylonjs/Particles/EmitterTypes/customParticleEmitter" {
  19081. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19082. import { Effect } from "babylonjs/Materials/effect";
  19083. import { Particle } from "babylonjs/Particles/particle";
  19084. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  19085. import { Nullable } from "babylonjs/types";
  19086. /**
  19087. * Particle emitter emitting particles from a custom list of positions.
  19088. */
  19089. export class CustomParticleEmitter implements IParticleEmitterType {
  19090. /**
  19091. * Gets or sets the position generator that will create the inital position of each particle.
  19092. * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  19093. */
  19094. particlePositionGenerator: (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
  19095. /**
  19096. * Gets or sets the destination generator that will create the final destination of each particle.
  19097. * * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  19098. */
  19099. particleDestinationGenerator: (index: number, particle: Nullable<Particle>, outDestination: Vector3) => void;
  19100. /**
  19101. * Creates a new instance CustomParticleEmitter
  19102. */
  19103. constructor();
  19104. /**
  19105. * Called by the particle System when the direction is computed for the created particle.
  19106. * @param worldMatrix is the world matrix of the particle system
  19107. * @param directionToUpdate is the direction vector to update with the result
  19108. * @param particle is the particle we are computed the direction for
  19109. */
  19110. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  19111. /**
  19112. * Called by the particle System when the position is computed for the created particle.
  19113. * @param worldMatrix is the world matrix of the particle system
  19114. * @param positionToUpdate is the position vector to update with the result
  19115. * @param particle is the particle we are computed the position for
  19116. */
  19117. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  19118. /**
  19119. * Clones the current emitter and returns a copy of it
  19120. * @returns the new emitter
  19121. */
  19122. clone(): CustomParticleEmitter;
  19123. /**
  19124. * Called by the GPUParticleSystem to setup the update shader
  19125. * @param effect defines the update shader
  19126. */
  19127. applyToShader(effect: Effect): void;
  19128. /**
  19129. * Returns a string to use to update the GPU particles update shader
  19130. * @returns a string containng the defines string
  19131. */
  19132. getEffectDefines(): string;
  19133. /**
  19134. * Returns the string "PointParticleEmitter"
  19135. * @returns a string containing the class name
  19136. */
  19137. getClassName(): string;
  19138. /**
  19139. * Serializes the particle system to a JSON object.
  19140. * @returns the JSON object
  19141. */
  19142. serialize(): any;
  19143. /**
  19144. * Parse properties from a JSON object
  19145. * @param serializationObject defines the JSON object
  19146. */
  19147. parse(serializationObject: any): void;
  19148. }
  19149. }
  19150. declare module "babylonjs/Particles/EmitterTypes/index" {
  19151. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  19152. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  19153. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  19154. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  19155. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  19156. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  19157. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  19158. export * from "babylonjs/Particles/EmitterTypes/customParticleEmitter";
  19159. }
  19160. declare module "babylonjs/Particles/IParticleSystem" {
  19161. import { Nullable } from "babylonjs/types";
  19162. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  19163. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19165. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19166. import { Texture } from "babylonjs/Materials/Textures/texture";
  19167. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  19168. import { Scene } from "babylonjs/scene";
  19169. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  19170. import { Animation } from "babylonjs/Animations/animation";
  19171. /**
  19172. * Interface representing a particle system in Babylon.js.
  19173. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  19174. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  19175. */
  19176. export interface IParticleSystem {
  19177. /**
  19178. * List of animations used by the particle system.
  19179. */
  19180. animations: Animation[];
  19181. /**
  19182. * The id of the Particle system.
  19183. */
  19184. id: string;
  19185. /**
  19186. * The name of the Particle system.
  19187. */
  19188. name: string;
  19189. /**
  19190. * The emitter represents the Mesh or position we are attaching the particle system to.
  19191. */
  19192. emitter: Nullable<AbstractMesh | Vector3>;
  19193. /**
  19194. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  19195. */
  19196. isBillboardBased: boolean;
  19197. /**
  19198. * The rendering group used by the Particle system to chose when to render.
  19199. */
  19200. renderingGroupId: number;
  19201. /**
  19202. * The layer mask we are rendering the particles through.
  19203. */
  19204. layerMask: number;
  19205. /**
  19206. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  19207. */
  19208. updateSpeed: number;
  19209. /**
  19210. * The amount of time the particle system is running (depends of the overall update speed).
  19211. */
  19212. targetStopDuration: number;
  19213. /**
  19214. * The texture used to render each particle. (this can be a spritesheet)
  19215. */
  19216. particleTexture: Nullable<Texture>;
  19217. /**
  19218. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  19219. */
  19220. blendMode: number;
  19221. /**
  19222. * Minimum life time of emitting particles.
  19223. */
  19224. minLifeTime: number;
  19225. /**
  19226. * Maximum life time of emitting particles.
  19227. */
  19228. maxLifeTime: number;
  19229. /**
  19230. * Minimum Size of emitting particles.
  19231. */
  19232. minSize: number;
  19233. /**
  19234. * Maximum Size of emitting particles.
  19235. */
  19236. maxSize: number;
  19237. /**
  19238. * Minimum scale of emitting particles on X axis.
  19239. */
  19240. minScaleX: number;
  19241. /**
  19242. * Maximum scale of emitting particles on X axis.
  19243. */
  19244. maxScaleX: number;
  19245. /**
  19246. * Minimum scale of emitting particles on Y axis.
  19247. */
  19248. minScaleY: number;
  19249. /**
  19250. * Maximum scale of emitting particles on Y axis.
  19251. */
  19252. maxScaleY: number;
  19253. /**
  19254. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19255. */
  19256. color1: Color4;
  19257. /**
  19258. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19259. */
  19260. color2: Color4;
  19261. /**
  19262. * Color the particle will have at the end of its lifetime.
  19263. */
  19264. colorDead: Color4;
  19265. /**
  19266. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19267. */
  19268. emitRate: number;
  19269. /**
  19270. * You can use gravity if you want to give an orientation to your particles.
  19271. */
  19272. gravity: Vector3;
  19273. /**
  19274. * Minimum power of emitting particles.
  19275. */
  19276. minEmitPower: number;
  19277. /**
  19278. * Maximum power of emitting particles.
  19279. */
  19280. maxEmitPower: number;
  19281. /**
  19282. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19283. */
  19284. minAngularSpeed: number;
  19285. /**
  19286. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19287. */
  19288. maxAngularSpeed: number;
  19289. /**
  19290. * Gets or sets the minimal initial rotation in radians.
  19291. */
  19292. minInitialRotation: number;
  19293. /**
  19294. * Gets or sets the maximal initial rotation in radians.
  19295. */
  19296. maxInitialRotation: number;
  19297. /**
  19298. * The particle emitter type defines the emitter used by the particle system.
  19299. * It can be for example box, sphere, or cone...
  19300. */
  19301. particleEmitterType: Nullable<IParticleEmitterType>;
  19302. /**
  19303. * Defines the delay in milliseconds before starting the system (0 by default)
  19304. */
  19305. startDelay: number;
  19306. /**
  19307. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  19308. */
  19309. preWarmCycles: number;
  19310. /**
  19311. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19312. */
  19313. preWarmStepOffset: number;
  19314. /**
  19315. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  19316. */
  19317. spriteCellChangeSpeed: number;
  19318. /**
  19319. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19320. */
  19321. startSpriteCellID: number;
  19322. /**
  19323. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19324. */
  19325. endSpriteCellID: number;
  19326. /**
  19327. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19328. */
  19329. spriteCellWidth: number;
  19330. /**
  19331. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19332. */
  19333. spriteCellHeight: number;
  19334. /**
  19335. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19336. */
  19337. spriteRandomStartCell: boolean;
  19338. /**
  19339. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19340. */
  19341. isAnimationSheetEnabled: boolean;
  19342. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19343. translationPivot: Vector2;
  19344. /**
  19345. * Gets or sets a texture used to add random noise to particle positions
  19346. */
  19347. noiseTexture: Nullable<BaseTexture>;
  19348. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19349. noiseStrength: Vector3;
  19350. /**
  19351. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19352. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19353. */
  19354. billboardMode: number;
  19355. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19356. limitVelocityDamping: number;
  19357. /**
  19358. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19359. */
  19360. beginAnimationOnStart: boolean;
  19361. /**
  19362. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19363. */
  19364. beginAnimationFrom: number;
  19365. /**
  19366. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19367. */
  19368. beginAnimationTo: number;
  19369. /**
  19370. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19371. */
  19372. beginAnimationLoop: boolean;
  19373. /**
  19374. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19375. */
  19376. disposeOnStop: boolean;
  19377. /**
  19378. * Gets the maximum number of particles active at the same time.
  19379. * @returns The max number of active particles.
  19380. */
  19381. getCapacity(): number;
  19382. /**
  19383. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19384. * @returns True if it has been started, otherwise false.
  19385. */
  19386. isStarted(): boolean;
  19387. /**
  19388. * Animates the particle system for this frame.
  19389. */
  19390. animate(): void;
  19391. /**
  19392. * Renders the particle system in its current state.
  19393. * @returns the current number of particles
  19394. */
  19395. render(): number;
  19396. /**
  19397. * Dispose the particle system and frees its associated resources.
  19398. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19399. */
  19400. dispose(disposeTexture?: boolean): void;
  19401. /**
  19402. * Clones the particle system.
  19403. * @param name The name of the cloned object
  19404. * @param newEmitter The new emitter to use
  19405. * @returns the cloned particle system
  19406. */
  19407. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19408. /**
  19409. * Serializes the particle system to a JSON object.
  19410. * @returns the JSON object
  19411. */
  19412. serialize(): any;
  19413. /**
  19414. * Rebuild the particle system
  19415. */
  19416. rebuild(): void;
  19417. /**
  19418. * Starts the particle system and begins to emit
  19419. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19420. */
  19421. start(delay?: number): void;
  19422. /**
  19423. * Stops the particle system.
  19424. */
  19425. stop(): void;
  19426. /**
  19427. * Remove all active particles
  19428. */
  19429. reset(): void;
  19430. /**
  19431. * Is this system ready to be used/rendered
  19432. * @return true if the system is ready
  19433. */
  19434. isReady(): boolean;
  19435. /**
  19436. * Adds a new color gradient
  19437. * @param gradient defines the gradient to use (between 0 and 1)
  19438. * @param color1 defines the color to affect to the specified gradient
  19439. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19440. * @returns the current particle system
  19441. */
  19442. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19443. /**
  19444. * Remove a specific color gradient
  19445. * @param gradient defines the gradient to remove
  19446. * @returns the current particle system
  19447. */
  19448. removeColorGradient(gradient: number): IParticleSystem;
  19449. /**
  19450. * Adds a new size gradient
  19451. * @param gradient defines the gradient to use (between 0 and 1)
  19452. * @param factor defines the size factor to affect to the specified gradient
  19453. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19454. * @returns the current particle system
  19455. */
  19456. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19457. /**
  19458. * Remove a specific size gradient
  19459. * @param gradient defines the gradient to remove
  19460. * @returns the current particle system
  19461. */
  19462. removeSizeGradient(gradient: number): IParticleSystem;
  19463. /**
  19464. * Gets the current list of color gradients.
  19465. * You must use addColorGradient and removeColorGradient to udpate this list
  19466. * @returns the list of color gradients
  19467. */
  19468. getColorGradients(): Nullable<Array<ColorGradient>>;
  19469. /**
  19470. * Gets the current list of size gradients.
  19471. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19472. * @returns the list of size gradients
  19473. */
  19474. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19475. /**
  19476. * Gets the current list of angular speed gradients.
  19477. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19478. * @returns the list of angular speed gradients
  19479. */
  19480. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19481. /**
  19482. * Adds a new angular speed gradient
  19483. * @param gradient defines the gradient to use (between 0 and 1)
  19484. * @param factor defines the angular speed to affect to the specified gradient
  19485. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19486. * @returns the current particle system
  19487. */
  19488. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19489. /**
  19490. * Remove a specific angular speed gradient
  19491. * @param gradient defines the gradient to remove
  19492. * @returns the current particle system
  19493. */
  19494. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19495. /**
  19496. * Gets the current list of velocity gradients.
  19497. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19498. * @returns the list of velocity gradients
  19499. */
  19500. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19501. /**
  19502. * Adds a new velocity gradient
  19503. * @param gradient defines the gradient to use (between 0 and 1)
  19504. * @param factor defines the velocity to affect to the specified gradient
  19505. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19506. * @returns the current particle system
  19507. */
  19508. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19509. /**
  19510. * Remove a specific velocity gradient
  19511. * @param gradient defines the gradient to remove
  19512. * @returns the current particle system
  19513. */
  19514. removeVelocityGradient(gradient: number): IParticleSystem;
  19515. /**
  19516. * Gets the current list of limit velocity gradients.
  19517. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19518. * @returns the list of limit velocity gradients
  19519. */
  19520. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19521. /**
  19522. * Adds a new limit velocity gradient
  19523. * @param gradient defines the gradient to use (between 0 and 1)
  19524. * @param factor defines the limit velocity to affect to the specified gradient
  19525. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19526. * @returns the current particle system
  19527. */
  19528. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19529. /**
  19530. * Remove a specific limit velocity gradient
  19531. * @param gradient defines the gradient to remove
  19532. * @returns the current particle system
  19533. */
  19534. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19535. /**
  19536. * Adds a new drag gradient
  19537. * @param gradient defines the gradient to use (between 0 and 1)
  19538. * @param factor defines the drag to affect to the specified gradient
  19539. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19540. * @returns the current particle system
  19541. */
  19542. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19543. /**
  19544. * Remove a specific drag gradient
  19545. * @param gradient defines the gradient to remove
  19546. * @returns the current particle system
  19547. */
  19548. removeDragGradient(gradient: number): IParticleSystem;
  19549. /**
  19550. * Gets the current list of drag gradients.
  19551. * You must use addDragGradient and removeDragGradient to udpate this list
  19552. * @returns the list of drag gradients
  19553. */
  19554. getDragGradients(): Nullable<Array<FactorGradient>>;
  19555. /**
  19556. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19557. * @param gradient defines the gradient to use (between 0 and 1)
  19558. * @param factor defines the emit rate to affect to the specified gradient
  19559. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19560. * @returns the current particle system
  19561. */
  19562. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19563. /**
  19564. * Remove a specific emit rate gradient
  19565. * @param gradient defines the gradient to remove
  19566. * @returns the current particle system
  19567. */
  19568. removeEmitRateGradient(gradient: number): IParticleSystem;
  19569. /**
  19570. * Gets the current list of emit rate gradients.
  19571. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19572. * @returns the list of emit rate gradients
  19573. */
  19574. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19575. /**
  19576. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19577. * @param gradient defines the gradient to use (between 0 and 1)
  19578. * @param factor defines the start size to affect to the specified gradient
  19579. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19580. * @returns the current particle system
  19581. */
  19582. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19583. /**
  19584. * Remove a specific start size gradient
  19585. * @param gradient defines the gradient to remove
  19586. * @returns the current particle system
  19587. */
  19588. removeStartSizeGradient(gradient: number): IParticleSystem;
  19589. /**
  19590. * Gets the current list of start size gradients.
  19591. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19592. * @returns the list of start size gradients
  19593. */
  19594. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19595. /**
  19596. * Adds a new life time gradient
  19597. * @param gradient defines the gradient to use (between 0 and 1)
  19598. * @param factor defines the life time factor to affect to the specified gradient
  19599. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19600. * @returns the current particle system
  19601. */
  19602. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19603. /**
  19604. * Remove a specific life time gradient
  19605. * @param gradient defines the gradient to remove
  19606. * @returns the current particle system
  19607. */
  19608. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19609. /**
  19610. * Gets the current list of life time gradients.
  19611. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19612. * @returns the list of life time gradients
  19613. */
  19614. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19615. /**
  19616. * Gets the current list of color gradients.
  19617. * You must use addColorGradient and removeColorGradient to udpate this list
  19618. * @returns the list of color gradients
  19619. */
  19620. getColorGradients(): Nullable<Array<ColorGradient>>;
  19621. /**
  19622. * Adds a new ramp gradient used to remap particle colors
  19623. * @param gradient defines the gradient to use (between 0 and 1)
  19624. * @param color defines the color to affect to the specified gradient
  19625. * @returns the current particle system
  19626. */
  19627. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19628. /**
  19629. * Gets the current list of ramp gradients.
  19630. * You must use addRampGradient and removeRampGradient to udpate this list
  19631. * @returns the list of ramp gradients
  19632. */
  19633. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19634. /** Gets or sets a boolean indicating that ramp gradients must be used
  19635. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19636. */
  19637. useRampGradients: boolean;
  19638. /**
  19639. * Adds a new color remap gradient
  19640. * @param gradient defines the gradient to use (between 0 and 1)
  19641. * @param min defines the color remap minimal range
  19642. * @param max defines the color remap maximal range
  19643. * @returns the current particle system
  19644. */
  19645. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19646. /**
  19647. * Gets the current list of color remap gradients.
  19648. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19649. * @returns the list of color remap gradients
  19650. */
  19651. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19652. /**
  19653. * Adds a new alpha remap gradient
  19654. * @param gradient defines the gradient to use (between 0 and 1)
  19655. * @param min defines the alpha remap minimal range
  19656. * @param max defines the alpha remap maximal range
  19657. * @returns the current particle system
  19658. */
  19659. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19660. /**
  19661. * Gets the current list of alpha remap gradients.
  19662. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19663. * @returns the list of alpha remap gradients
  19664. */
  19665. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19666. /**
  19667. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19668. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19669. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19670. * @returns the emitter
  19671. */
  19672. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19673. /**
  19674. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19675. * @param radius The radius of the hemisphere to emit from
  19676. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19677. * @returns the emitter
  19678. */
  19679. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19680. /**
  19681. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19682. * @param radius The radius of the sphere to emit from
  19683. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19684. * @returns the emitter
  19685. */
  19686. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19687. /**
  19688. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19689. * @param radius The radius of the sphere to emit from
  19690. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19691. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19692. * @returns the emitter
  19693. */
  19694. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19695. /**
  19696. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19697. * @param radius The radius of the emission cylinder
  19698. * @param height The height of the emission cylinder
  19699. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19700. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19701. * @returns the emitter
  19702. */
  19703. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19704. /**
  19705. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19706. * @param radius The radius of the cylinder to emit from
  19707. * @param height The height of the emission cylinder
  19708. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19709. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19710. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19711. * @returns the emitter
  19712. */
  19713. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19714. /**
  19715. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19716. * @param radius The radius of the cone to emit from
  19717. * @param angle The base angle of the cone
  19718. * @returns the emitter
  19719. */
  19720. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19721. /**
  19722. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19723. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19724. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19725. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19726. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19727. * @returns the emitter
  19728. */
  19729. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19730. /**
  19731. * Get hosting scene
  19732. * @returns the scene
  19733. */
  19734. getScene(): Scene;
  19735. }
  19736. }
  19737. declare module "babylonjs/Meshes/instancedMesh" {
  19738. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19739. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19740. import { Camera } from "babylonjs/Cameras/camera";
  19741. import { Node } from "babylonjs/node";
  19742. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19743. import { Mesh } from "babylonjs/Meshes/mesh";
  19744. import { Material } from "babylonjs/Materials/material";
  19745. import { Skeleton } from "babylonjs/Bones/skeleton";
  19746. import { Light } from "babylonjs/Lights/light";
  19747. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19748. /**
  19749. * Creates an instance based on a source mesh.
  19750. */
  19751. export class InstancedMesh extends AbstractMesh {
  19752. private _sourceMesh;
  19753. private _currentLOD;
  19754. /** @hidden */
  19755. _indexInSourceMeshInstanceArray: number;
  19756. constructor(name: string, source: Mesh);
  19757. /**
  19758. * Returns the string "InstancedMesh".
  19759. */
  19760. getClassName(): string;
  19761. /** Gets the list of lights affecting that mesh */
  19762. get lightSources(): Light[];
  19763. _resyncLightSources(): void;
  19764. _resyncLightSource(light: Light): void;
  19765. _removeLightSource(light: Light, dispose: boolean): void;
  19766. /**
  19767. * If the source mesh receives shadows
  19768. */
  19769. get receiveShadows(): boolean;
  19770. /**
  19771. * The material of the source mesh
  19772. */
  19773. get material(): Nullable<Material>;
  19774. /**
  19775. * Visibility of the source mesh
  19776. */
  19777. get visibility(): number;
  19778. /**
  19779. * Skeleton of the source mesh
  19780. */
  19781. get skeleton(): Nullable<Skeleton>;
  19782. /**
  19783. * Rendering ground id of the source mesh
  19784. */
  19785. get renderingGroupId(): number;
  19786. set renderingGroupId(value: number);
  19787. /**
  19788. * Returns the total number of vertices (integer).
  19789. */
  19790. getTotalVertices(): number;
  19791. /**
  19792. * Returns a positive integer : the total number of indices in this mesh geometry.
  19793. * @returns the numner of indices or zero if the mesh has no geometry.
  19794. */
  19795. getTotalIndices(): number;
  19796. /**
  19797. * The source mesh of the instance
  19798. */
  19799. get sourceMesh(): Mesh;
  19800. /**
  19801. * Is this node ready to be used/rendered
  19802. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19803. * @return {boolean} is it ready
  19804. */
  19805. isReady(completeCheck?: boolean): boolean;
  19806. /**
  19807. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19808. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19809. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19810. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19811. */
  19812. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19813. /**
  19814. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19815. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19816. * The `data` are either a numeric array either a Float32Array.
  19817. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19818. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19819. * Note that a new underlying VertexBuffer object is created each call.
  19820. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19821. *
  19822. * Possible `kind` values :
  19823. * - VertexBuffer.PositionKind
  19824. * - VertexBuffer.UVKind
  19825. * - VertexBuffer.UV2Kind
  19826. * - VertexBuffer.UV3Kind
  19827. * - VertexBuffer.UV4Kind
  19828. * - VertexBuffer.UV5Kind
  19829. * - VertexBuffer.UV6Kind
  19830. * - VertexBuffer.ColorKind
  19831. * - VertexBuffer.MatricesIndicesKind
  19832. * - VertexBuffer.MatricesIndicesExtraKind
  19833. * - VertexBuffer.MatricesWeightsKind
  19834. * - VertexBuffer.MatricesWeightsExtraKind
  19835. *
  19836. * Returns the Mesh.
  19837. */
  19838. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19839. /**
  19840. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19841. * If the mesh has no geometry, it is simply returned as it is.
  19842. * The `data` are either a numeric array either a Float32Array.
  19843. * No new underlying VertexBuffer object is created.
  19844. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19845. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19846. *
  19847. * Possible `kind` values :
  19848. * - VertexBuffer.PositionKind
  19849. * - VertexBuffer.UVKind
  19850. * - VertexBuffer.UV2Kind
  19851. * - VertexBuffer.UV3Kind
  19852. * - VertexBuffer.UV4Kind
  19853. * - VertexBuffer.UV5Kind
  19854. * - VertexBuffer.UV6Kind
  19855. * - VertexBuffer.ColorKind
  19856. * - VertexBuffer.MatricesIndicesKind
  19857. * - VertexBuffer.MatricesIndicesExtraKind
  19858. * - VertexBuffer.MatricesWeightsKind
  19859. * - VertexBuffer.MatricesWeightsExtraKind
  19860. *
  19861. * Returns the Mesh.
  19862. */
  19863. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19864. /**
  19865. * Sets the mesh indices.
  19866. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19867. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19868. * This method creates a new index buffer each call.
  19869. * Returns the Mesh.
  19870. */
  19871. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19872. /**
  19873. * Boolean : True if the mesh owns the requested kind of data.
  19874. */
  19875. isVerticesDataPresent(kind: string): boolean;
  19876. /**
  19877. * Returns an array of indices (IndicesArray).
  19878. */
  19879. getIndices(): Nullable<IndicesArray>;
  19880. get _positions(): Nullable<Vector3[]>;
  19881. /**
  19882. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19883. * This means the mesh underlying bounding box and sphere are recomputed.
  19884. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19885. * @returns the current mesh
  19886. */
  19887. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19888. /** @hidden */
  19889. _preActivate(): InstancedMesh;
  19890. /** @hidden */
  19891. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19892. /** @hidden */
  19893. _postActivate(): void;
  19894. getWorldMatrix(): Matrix;
  19895. get isAnInstance(): boolean;
  19896. /**
  19897. * Returns the current associated LOD AbstractMesh.
  19898. */
  19899. getLOD(camera: Camera): AbstractMesh;
  19900. /** @hidden */
  19901. _syncSubMeshes(): InstancedMesh;
  19902. /** @hidden */
  19903. _generatePointsArray(): boolean;
  19904. /**
  19905. * Creates a new InstancedMesh from the current mesh.
  19906. * - name (string) : the cloned mesh name
  19907. * - newParent (optional Node) : the optional Node to parent the clone to.
  19908. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19909. *
  19910. * Returns the clone.
  19911. */
  19912. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): InstancedMesh;
  19913. /**
  19914. * Disposes the InstancedMesh.
  19915. * Returns nothing.
  19916. */
  19917. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19918. }
  19919. module "babylonjs/Meshes/mesh" {
  19920. interface Mesh {
  19921. /**
  19922. * Register a custom buffer that will be instanced
  19923. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19924. * @param kind defines the buffer kind
  19925. * @param stride defines the stride in floats
  19926. */
  19927. registerInstancedBuffer(kind: string, stride: number): void;
  19928. /** @hidden */
  19929. _userInstancedBuffersStorage: {
  19930. data: {
  19931. [key: string]: Float32Array;
  19932. };
  19933. sizes: {
  19934. [key: string]: number;
  19935. };
  19936. vertexBuffers: {
  19937. [key: string]: Nullable<VertexBuffer>;
  19938. };
  19939. strides: {
  19940. [key: string]: number;
  19941. };
  19942. };
  19943. }
  19944. }
  19945. module "babylonjs/Meshes/abstractMesh" {
  19946. interface AbstractMesh {
  19947. /**
  19948. * Object used to store instanced buffers defined by user
  19949. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19950. */
  19951. instancedBuffers: {
  19952. [key: string]: any;
  19953. };
  19954. }
  19955. }
  19956. }
  19957. declare module "babylonjs/Materials/shaderMaterial" {
  19958. import { Scene } from "babylonjs/scene";
  19959. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19960. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19961. import { Mesh } from "babylonjs/Meshes/mesh";
  19962. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19963. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19964. import { Texture } from "babylonjs/Materials/Textures/texture";
  19965. import { Material } from "babylonjs/Materials/material";
  19966. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19967. /**
  19968. * Defines the options associated with the creation of a shader material.
  19969. */
  19970. export interface IShaderMaterialOptions {
  19971. /**
  19972. * Does the material work in alpha blend mode
  19973. */
  19974. needAlphaBlending: boolean;
  19975. /**
  19976. * Does the material work in alpha test mode
  19977. */
  19978. needAlphaTesting: boolean;
  19979. /**
  19980. * The list of attribute names used in the shader
  19981. */
  19982. attributes: string[];
  19983. /**
  19984. * The list of unifrom names used in the shader
  19985. */
  19986. uniforms: string[];
  19987. /**
  19988. * The list of UBO names used in the shader
  19989. */
  19990. uniformBuffers: string[];
  19991. /**
  19992. * The list of sampler names used in the shader
  19993. */
  19994. samplers: string[];
  19995. /**
  19996. * The list of defines used in the shader
  19997. */
  19998. defines: string[];
  19999. }
  20000. /**
  20001. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  20002. *
  20003. * This returned material effects how the mesh will look based on the code in the shaders.
  20004. *
  20005. * @see http://doc.babylonjs.com/how_to/shader_material
  20006. */
  20007. export class ShaderMaterial extends Material {
  20008. private _shaderPath;
  20009. private _options;
  20010. private _textures;
  20011. private _textureArrays;
  20012. private _floats;
  20013. private _ints;
  20014. private _floatsArrays;
  20015. private _colors3;
  20016. private _colors3Arrays;
  20017. private _colors4;
  20018. private _colors4Arrays;
  20019. private _vectors2;
  20020. private _vectors3;
  20021. private _vectors4;
  20022. private _matrices;
  20023. private _matrixArrays;
  20024. private _matrices3x3;
  20025. private _matrices2x2;
  20026. private _vectors2Arrays;
  20027. private _vectors3Arrays;
  20028. private _vectors4Arrays;
  20029. private _cachedWorldViewMatrix;
  20030. private _cachedWorldViewProjectionMatrix;
  20031. private _renderId;
  20032. private _multiview;
  20033. /**
  20034. * Instantiate a new shader material.
  20035. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  20036. * This returned material effects how the mesh will look based on the code in the shaders.
  20037. * @see http://doc.babylonjs.com/how_to/shader_material
  20038. * @param name Define the name of the material in the scene
  20039. * @param scene Define the scene the material belongs to
  20040. * @param shaderPath Defines the route to the shader code in one of three ways:
  20041. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  20042. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  20043. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  20044. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  20045. * @param options Define the options used to create the shader
  20046. */
  20047. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  20048. /**
  20049. * Gets the shader path used to define the shader code
  20050. * It can be modified to trigger a new compilation
  20051. */
  20052. get shaderPath(): any;
  20053. /**
  20054. * Sets the shader path used to define the shader code
  20055. * It can be modified to trigger a new compilation
  20056. */
  20057. set shaderPath(shaderPath: any);
  20058. /**
  20059. * Gets the options used to compile the shader.
  20060. * They can be modified to trigger a new compilation
  20061. */
  20062. get options(): IShaderMaterialOptions;
  20063. /**
  20064. * Gets the current class name of the material e.g. "ShaderMaterial"
  20065. * Mainly use in serialization.
  20066. * @returns the class name
  20067. */
  20068. getClassName(): string;
  20069. /**
  20070. * Specifies if the material will require alpha blending
  20071. * @returns a boolean specifying if alpha blending is needed
  20072. */
  20073. needAlphaBlending(): boolean;
  20074. /**
  20075. * Specifies if this material should be rendered in alpha test mode
  20076. * @returns a boolean specifying if an alpha test is needed.
  20077. */
  20078. needAlphaTesting(): boolean;
  20079. private _checkUniform;
  20080. /**
  20081. * Set a texture in the shader.
  20082. * @param name Define the name of the uniform samplers as defined in the shader
  20083. * @param texture Define the texture to bind to this sampler
  20084. * @return the material itself allowing "fluent" like uniform updates
  20085. */
  20086. setTexture(name: string, texture: Texture): ShaderMaterial;
  20087. /**
  20088. * Set a texture array in the shader.
  20089. * @param name Define the name of the uniform sampler array as defined in the shader
  20090. * @param textures Define the list of textures to bind to this sampler
  20091. * @return the material itself allowing "fluent" like uniform updates
  20092. */
  20093. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  20094. /**
  20095. * Set a float in the shader.
  20096. * @param name Define the name of the uniform as defined in the shader
  20097. * @param value Define the value to give to the uniform
  20098. * @return the material itself allowing "fluent" like uniform updates
  20099. */
  20100. setFloat(name: string, value: number): ShaderMaterial;
  20101. /**
  20102. * Set a int in the shader.
  20103. * @param name Define the name of the uniform as defined in the shader
  20104. * @param value Define the value to give to the uniform
  20105. * @return the material itself allowing "fluent" like uniform updates
  20106. */
  20107. setInt(name: string, value: number): ShaderMaterial;
  20108. /**
  20109. * Set an array of floats in the shader.
  20110. * @param name Define the name of the uniform as defined in the shader
  20111. * @param value Define the value to give to the uniform
  20112. * @return the material itself allowing "fluent" like uniform updates
  20113. */
  20114. setFloats(name: string, value: number[]): ShaderMaterial;
  20115. /**
  20116. * Set a vec3 in the shader from a Color3.
  20117. * @param name Define the name of the uniform as defined in the shader
  20118. * @param value Define the value to give to the uniform
  20119. * @return the material itself allowing "fluent" like uniform updates
  20120. */
  20121. setColor3(name: string, value: Color3): ShaderMaterial;
  20122. /**
  20123. * Set a vec3 array in the shader from a Color3 array.
  20124. * @param name Define the name of the uniform as defined in the shader
  20125. * @param value Define the value to give to the uniform
  20126. * @return the material itself allowing "fluent" like uniform updates
  20127. */
  20128. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  20129. /**
  20130. * Set a vec4 in the shader from a Color4.
  20131. * @param name Define the name of the uniform as defined in the shader
  20132. * @param value Define the value to give to the uniform
  20133. * @return the material itself allowing "fluent" like uniform updates
  20134. */
  20135. setColor4(name: string, value: Color4): ShaderMaterial;
  20136. /**
  20137. * Set a vec4 array in the shader from a Color4 array.
  20138. * @param name Define the name of the uniform as defined in the shader
  20139. * @param value Define the value to give to the uniform
  20140. * @return the material itself allowing "fluent" like uniform updates
  20141. */
  20142. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  20143. /**
  20144. * Set a vec2 in the shader from a Vector2.
  20145. * @param name Define the name of the uniform as defined in the shader
  20146. * @param value Define the value to give to the uniform
  20147. * @return the material itself allowing "fluent" like uniform updates
  20148. */
  20149. setVector2(name: string, value: Vector2): ShaderMaterial;
  20150. /**
  20151. * Set a vec3 in the shader from a Vector3.
  20152. * @param name Define the name of the uniform as defined in the shader
  20153. * @param value Define the value to give to the uniform
  20154. * @return the material itself allowing "fluent" like uniform updates
  20155. */
  20156. setVector3(name: string, value: Vector3): ShaderMaterial;
  20157. /**
  20158. * Set a vec4 in the shader from a Vector4.
  20159. * @param name Define the name of the uniform as defined in the shader
  20160. * @param value Define the value to give to the uniform
  20161. * @return the material itself allowing "fluent" like uniform updates
  20162. */
  20163. setVector4(name: string, value: Vector4): ShaderMaterial;
  20164. /**
  20165. * Set a mat4 in the shader from a Matrix.
  20166. * @param name Define the name of the uniform as defined in the shader
  20167. * @param value Define the value to give to the uniform
  20168. * @return the material itself allowing "fluent" like uniform updates
  20169. */
  20170. setMatrix(name: string, value: Matrix): ShaderMaterial;
  20171. /**
  20172. * Set a float32Array in the shader from a matrix array.
  20173. * @param name Define the name of the uniform as defined in the shader
  20174. * @param value Define the value to give to the uniform
  20175. * @return the material itself allowing "fluent" like uniform updates
  20176. */
  20177. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  20178. /**
  20179. * Set a mat3 in the shader from a Float32Array.
  20180. * @param name Define the name of the uniform as defined in the shader
  20181. * @param value Define the value to give to the uniform
  20182. * @return the material itself allowing "fluent" like uniform updates
  20183. */
  20184. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  20185. /**
  20186. * Set a mat2 in the shader from a Float32Array.
  20187. * @param name Define the name of the uniform as defined in the shader
  20188. * @param value Define the value to give to the uniform
  20189. * @return the material itself allowing "fluent" like uniform updates
  20190. */
  20191. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  20192. /**
  20193. * Set a vec2 array in the shader from a number array.
  20194. * @param name Define the name of the uniform as defined in the shader
  20195. * @param value Define the value to give to the uniform
  20196. * @return the material itself allowing "fluent" like uniform updates
  20197. */
  20198. setArray2(name: string, value: number[]): ShaderMaterial;
  20199. /**
  20200. * Set a vec3 array in the shader from a number array.
  20201. * @param name Define the name of the uniform as defined in the shader
  20202. * @param value Define the value to give to the uniform
  20203. * @return the material itself allowing "fluent" like uniform updates
  20204. */
  20205. setArray3(name: string, value: number[]): ShaderMaterial;
  20206. /**
  20207. * Set a vec4 array in the shader from a number array.
  20208. * @param name Define the name of the uniform as defined in the shader
  20209. * @param value Define the value to give to the uniform
  20210. * @return the material itself allowing "fluent" like uniform updates
  20211. */
  20212. setArray4(name: string, value: number[]): ShaderMaterial;
  20213. private _checkCache;
  20214. /**
  20215. * Specifies that the submesh is ready to be used
  20216. * @param mesh defines the mesh to check
  20217. * @param subMesh defines which submesh to check
  20218. * @param useInstances specifies that instances should be used
  20219. * @returns a boolean indicating that the submesh is ready or not
  20220. */
  20221. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20222. /**
  20223. * Checks if the material is ready to render the requested mesh
  20224. * @param mesh Define the mesh to render
  20225. * @param useInstances Define whether or not the material is used with instances
  20226. * @returns true if ready, otherwise false
  20227. */
  20228. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20229. /**
  20230. * Binds the world matrix to the material
  20231. * @param world defines the world transformation matrix
  20232. */
  20233. bindOnlyWorldMatrix(world: Matrix): void;
  20234. /**
  20235. * Binds the material to the mesh
  20236. * @param world defines the world transformation matrix
  20237. * @param mesh defines the mesh to bind the material to
  20238. */
  20239. bind(world: Matrix, mesh?: Mesh): void;
  20240. /**
  20241. * Gets the active textures from the material
  20242. * @returns an array of textures
  20243. */
  20244. getActiveTextures(): BaseTexture[];
  20245. /**
  20246. * Specifies if the material uses a texture
  20247. * @param texture defines the texture to check against the material
  20248. * @returns a boolean specifying if the material uses the texture
  20249. */
  20250. hasTexture(texture: BaseTexture): boolean;
  20251. /**
  20252. * Makes a duplicate of the material, and gives it a new name
  20253. * @param name defines the new name for the duplicated material
  20254. * @returns the cloned material
  20255. */
  20256. clone(name: string): ShaderMaterial;
  20257. /**
  20258. * Disposes the material
  20259. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20260. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20261. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20262. */
  20263. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20264. /**
  20265. * Serializes this material in a JSON representation
  20266. * @returns the serialized material object
  20267. */
  20268. serialize(): any;
  20269. /**
  20270. * Creates a shader material from parsed shader material data
  20271. * @param source defines the JSON represnetation of the material
  20272. * @param scene defines the hosting scene
  20273. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20274. * @returns a new material
  20275. */
  20276. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20277. }
  20278. }
  20279. declare module "babylonjs/Shaders/color.fragment" {
  20280. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20281. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20282. /** @hidden */
  20283. export var colorPixelShader: {
  20284. name: string;
  20285. shader: string;
  20286. };
  20287. }
  20288. declare module "babylonjs/Shaders/color.vertex" {
  20289. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20290. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20291. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20292. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20293. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20294. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20295. /** @hidden */
  20296. export var colorVertexShader: {
  20297. name: string;
  20298. shader: string;
  20299. };
  20300. }
  20301. declare module "babylonjs/Meshes/linesMesh" {
  20302. import { Nullable } from "babylonjs/types";
  20303. import { Scene } from "babylonjs/scene";
  20304. import { Color3 } from "babylonjs/Maths/math.color";
  20305. import { Node } from "babylonjs/node";
  20306. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20307. import { Mesh } from "babylonjs/Meshes/mesh";
  20308. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20309. import { Effect } from "babylonjs/Materials/effect";
  20310. import { Material } from "babylonjs/Materials/material";
  20311. import "babylonjs/Shaders/color.fragment";
  20312. import "babylonjs/Shaders/color.vertex";
  20313. /**
  20314. * Line mesh
  20315. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20316. */
  20317. export class LinesMesh extends Mesh {
  20318. /**
  20319. * If vertex color should be applied to the mesh
  20320. */
  20321. readonly useVertexColor?: boolean | undefined;
  20322. /**
  20323. * If vertex alpha should be applied to the mesh
  20324. */
  20325. readonly useVertexAlpha?: boolean | undefined;
  20326. /**
  20327. * Color of the line (Default: White)
  20328. */
  20329. color: Color3;
  20330. /**
  20331. * Alpha of the line (Default: 1)
  20332. */
  20333. alpha: number;
  20334. /**
  20335. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20336. * This margin is expressed in world space coordinates, so its value may vary.
  20337. * Default value is 0.1
  20338. */
  20339. intersectionThreshold: number;
  20340. private _colorShader;
  20341. private color4;
  20342. /**
  20343. * Creates a new LinesMesh
  20344. * @param name defines the name
  20345. * @param scene defines the hosting scene
  20346. * @param parent defines the parent mesh if any
  20347. * @param source defines the optional source LinesMesh used to clone data from
  20348. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20349. * When false, achieved by calling a clone(), also passing False.
  20350. * This will make creation of children, recursive.
  20351. * @param useVertexColor defines if this LinesMesh supports vertex color
  20352. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20353. */
  20354. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20355. /**
  20356. * If vertex color should be applied to the mesh
  20357. */
  20358. useVertexColor?: boolean | undefined,
  20359. /**
  20360. * If vertex alpha should be applied to the mesh
  20361. */
  20362. useVertexAlpha?: boolean | undefined);
  20363. private _addClipPlaneDefine;
  20364. private _removeClipPlaneDefine;
  20365. isReady(): boolean;
  20366. /**
  20367. * Returns the string "LineMesh"
  20368. */
  20369. getClassName(): string;
  20370. /**
  20371. * @hidden
  20372. */
  20373. get material(): Material;
  20374. /**
  20375. * @hidden
  20376. */
  20377. set material(value: Material);
  20378. /**
  20379. * @hidden
  20380. */
  20381. get checkCollisions(): boolean;
  20382. /** @hidden */
  20383. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20384. /** @hidden */
  20385. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20386. /**
  20387. * Disposes of the line mesh
  20388. * @param doNotRecurse If children should be disposed
  20389. */
  20390. dispose(doNotRecurse?: boolean): void;
  20391. /**
  20392. * Returns a new LineMesh object cloned from the current one.
  20393. */
  20394. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): LinesMesh;
  20395. /**
  20396. * Creates a new InstancedLinesMesh object from the mesh model.
  20397. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20398. * @param name defines the name of the new instance
  20399. * @returns a new InstancedLinesMesh
  20400. */
  20401. createInstance(name: string): InstancedLinesMesh;
  20402. }
  20403. /**
  20404. * Creates an instance based on a source LinesMesh
  20405. */
  20406. export class InstancedLinesMesh extends InstancedMesh {
  20407. /**
  20408. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20409. * This margin is expressed in world space coordinates, so its value may vary.
  20410. * Initilized with the intersectionThreshold value of the source LinesMesh
  20411. */
  20412. intersectionThreshold: number;
  20413. constructor(name: string, source: LinesMesh);
  20414. /**
  20415. * Returns the string "InstancedLinesMesh".
  20416. */
  20417. getClassName(): string;
  20418. }
  20419. }
  20420. declare module "babylonjs/Shaders/line.fragment" {
  20421. /** @hidden */
  20422. export var linePixelShader: {
  20423. name: string;
  20424. shader: string;
  20425. };
  20426. }
  20427. declare module "babylonjs/Shaders/line.vertex" {
  20428. /** @hidden */
  20429. export var lineVertexShader: {
  20430. name: string;
  20431. shader: string;
  20432. };
  20433. }
  20434. declare module "babylonjs/Rendering/edgesRenderer" {
  20435. import { Nullable } from "babylonjs/types";
  20436. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20438. import { Vector3 } from "babylonjs/Maths/math.vector";
  20439. import { IDisposable } from "babylonjs/scene";
  20440. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20441. import "babylonjs/Shaders/line.fragment";
  20442. import "babylonjs/Shaders/line.vertex";
  20443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20444. module "babylonjs/Meshes/abstractMesh" {
  20445. interface AbstractMesh {
  20446. /**
  20447. * Gets the edgesRenderer associated with the mesh
  20448. */
  20449. edgesRenderer: Nullable<EdgesRenderer>;
  20450. }
  20451. }
  20452. module "babylonjs/Meshes/linesMesh" {
  20453. interface LinesMesh {
  20454. /**
  20455. * Enables the edge rendering mode on the mesh.
  20456. * This mode makes the mesh edges visible
  20457. * @param epsilon defines the maximal distance between two angles to detect a face
  20458. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20459. * @returns the currentAbstractMesh
  20460. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20461. */
  20462. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20463. }
  20464. }
  20465. module "babylonjs/Meshes/linesMesh" {
  20466. interface InstancedLinesMesh {
  20467. /**
  20468. * Enables the edge rendering mode on the mesh.
  20469. * This mode makes the mesh edges visible
  20470. * @param epsilon defines the maximal distance between two angles to detect a face
  20471. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20472. * @returns the current InstancedLinesMesh
  20473. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20474. */
  20475. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20476. }
  20477. }
  20478. /**
  20479. * Defines the minimum contract an Edges renderer should follow.
  20480. */
  20481. export interface IEdgesRenderer extends IDisposable {
  20482. /**
  20483. * Gets or sets a boolean indicating if the edgesRenderer is active
  20484. */
  20485. isEnabled: boolean;
  20486. /**
  20487. * Renders the edges of the attached mesh,
  20488. */
  20489. render(): void;
  20490. /**
  20491. * Checks wether or not the edges renderer is ready to render.
  20492. * @return true if ready, otherwise false.
  20493. */
  20494. isReady(): boolean;
  20495. }
  20496. /**
  20497. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20498. */
  20499. export class EdgesRenderer implements IEdgesRenderer {
  20500. /**
  20501. * Define the size of the edges with an orthographic camera
  20502. */
  20503. edgesWidthScalerForOrthographic: number;
  20504. /**
  20505. * Define the size of the edges with a perspective camera
  20506. */
  20507. edgesWidthScalerForPerspective: number;
  20508. protected _source: AbstractMesh;
  20509. protected _linesPositions: number[];
  20510. protected _linesNormals: number[];
  20511. protected _linesIndices: number[];
  20512. protected _epsilon: number;
  20513. protected _indicesCount: number;
  20514. protected _lineShader: ShaderMaterial;
  20515. protected _ib: DataBuffer;
  20516. protected _buffers: {
  20517. [key: string]: Nullable<VertexBuffer>;
  20518. };
  20519. protected _checkVerticesInsteadOfIndices: boolean;
  20520. private _meshRebuildObserver;
  20521. private _meshDisposeObserver;
  20522. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20523. isEnabled: boolean;
  20524. /**
  20525. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20526. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20527. * @param source Mesh used to create edges
  20528. * @param epsilon sum of angles in adjacency to check for edge
  20529. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20530. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20531. */
  20532. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20533. protected _prepareRessources(): void;
  20534. /** @hidden */
  20535. _rebuild(): void;
  20536. /**
  20537. * Releases the required resources for the edges renderer
  20538. */
  20539. dispose(): void;
  20540. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20541. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20542. /**
  20543. * Checks if the pair of p0 and p1 is en edge
  20544. * @param faceIndex
  20545. * @param edge
  20546. * @param faceNormals
  20547. * @param p0
  20548. * @param p1
  20549. * @private
  20550. */
  20551. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20552. /**
  20553. * push line into the position, normal and index buffer
  20554. * @protected
  20555. */
  20556. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20557. /**
  20558. * Generates lines edges from adjacencjes
  20559. * @private
  20560. */
  20561. _generateEdgesLines(): void;
  20562. /**
  20563. * Checks wether or not the edges renderer is ready to render.
  20564. * @return true if ready, otherwise false.
  20565. */
  20566. isReady(): boolean;
  20567. /**
  20568. * Renders the edges of the attached mesh,
  20569. */
  20570. render(): void;
  20571. }
  20572. /**
  20573. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20574. */
  20575. export class LineEdgesRenderer extends EdgesRenderer {
  20576. /**
  20577. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20578. * @param source LineMesh used to generate edges
  20579. * @param epsilon not important (specified angle for edge detection)
  20580. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20581. */
  20582. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20583. /**
  20584. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20585. */
  20586. _generateEdgesLines(): void;
  20587. }
  20588. }
  20589. declare module "babylonjs/Rendering/renderingGroup" {
  20590. import { SmartArray } from "babylonjs/Misc/smartArray";
  20591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20592. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20593. import { Nullable } from "babylonjs/types";
  20594. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20595. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20596. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20597. import { Material } from "babylonjs/Materials/material";
  20598. import { Scene } from "babylonjs/scene";
  20599. /**
  20600. * This represents the object necessary to create a rendering group.
  20601. * This is exclusively used and created by the rendering manager.
  20602. * To modify the behavior, you use the available helpers in your scene or meshes.
  20603. * @hidden
  20604. */
  20605. export class RenderingGroup {
  20606. index: number;
  20607. private static _zeroVector;
  20608. private _scene;
  20609. private _opaqueSubMeshes;
  20610. private _transparentSubMeshes;
  20611. private _alphaTestSubMeshes;
  20612. private _depthOnlySubMeshes;
  20613. private _particleSystems;
  20614. private _spriteManagers;
  20615. private _opaqueSortCompareFn;
  20616. private _alphaTestSortCompareFn;
  20617. private _transparentSortCompareFn;
  20618. private _renderOpaque;
  20619. private _renderAlphaTest;
  20620. private _renderTransparent;
  20621. /** @hidden */
  20622. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20623. onBeforeTransparentRendering: () => void;
  20624. /**
  20625. * Set the opaque sort comparison function.
  20626. * If null the sub meshes will be render in the order they were created
  20627. */
  20628. set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20629. /**
  20630. * Set the alpha test sort comparison function.
  20631. * If null the sub meshes will be render in the order they were created
  20632. */
  20633. set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20634. /**
  20635. * Set the transparent sort comparison function.
  20636. * If null the sub meshes will be render in the order they were created
  20637. */
  20638. set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20639. /**
  20640. * Creates a new rendering group.
  20641. * @param index The rendering group index
  20642. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20643. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20644. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20645. */
  20646. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20647. /**
  20648. * Render all the sub meshes contained in the group.
  20649. * @param customRenderFunction Used to override the default render behaviour of the group.
  20650. * @returns true if rendered some submeshes.
  20651. */
  20652. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20653. /**
  20654. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20655. * @param subMeshes The submeshes to render
  20656. */
  20657. private renderOpaqueSorted;
  20658. /**
  20659. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20660. * @param subMeshes The submeshes to render
  20661. */
  20662. private renderAlphaTestSorted;
  20663. /**
  20664. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20665. * @param subMeshes The submeshes to render
  20666. */
  20667. private renderTransparentSorted;
  20668. /**
  20669. * Renders the submeshes in a specified order.
  20670. * @param subMeshes The submeshes to sort before render
  20671. * @param sortCompareFn The comparison function use to sort
  20672. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20673. * @param transparent Specifies to activate blending if true
  20674. */
  20675. private static renderSorted;
  20676. /**
  20677. * Renders the submeshes in the order they were dispatched (no sort applied).
  20678. * @param subMeshes The submeshes to render
  20679. */
  20680. private static renderUnsorted;
  20681. /**
  20682. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20683. * are rendered back to front if in the same alpha index.
  20684. *
  20685. * @param a The first submesh
  20686. * @param b The second submesh
  20687. * @returns The result of the comparison
  20688. */
  20689. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20690. /**
  20691. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20692. * are rendered back to front.
  20693. *
  20694. * @param a The first submesh
  20695. * @param b The second submesh
  20696. * @returns The result of the comparison
  20697. */
  20698. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20699. /**
  20700. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20701. * are rendered front to back (prevent overdraw).
  20702. *
  20703. * @param a The first submesh
  20704. * @param b The second submesh
  20705. * @returns The result of the comparison
  20706. */
  20707. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20708. /**
  20709. * Resets the different lists of submeshes to prepare a new frame.
  20710. */
  20711. prepare(): void;
  20712. dispose(): void;
  20713. /**
  20714. * Inserts the submesh in its correct queue depending on its material.
  20715. * @param subMesh The submesh to dispatch
  20716. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20717. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20718. */
  20719. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20720. dispatchSprites(spriteManager: ISpriteManager): void;
  20721. dispatchParticles(particleSystem: IParticleSystem): void;
  20722. private _renderParticles;
  20723. private _renderSprites;
  20724. }
  20725. }
  20726. declare module "babylonjs/Rendering/renderingManager" {
  20727. import { Nullable } from "babylonjs/types";
  20728. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20729. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20730. import { SmartArray } from "babylonjs/Misc/smartArray";
  20731. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20732. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20733. import { Material } from "babylonjs/Materials/material";
  20734. import { Scene } from "babylonjs/scene";
  20735. import { Camera } from "babylonjs/Cameras/camera";
  20736. /**
  20737. * Interface describing the different options available in the rendering manager
  20738. * regarding Auto Clear between groups.
  20739. */
  20740. export interface IRenderingManagerAutoClearSetup {
  20741. /**
  20742. * Defines whether or not autoclear is enable.
  20743. */
  20744. autoClear: boolean;
  20745. /**
  20746. * Defines whether or not to autoclear the depth buffer.
  20747. */
  20748. depth: boolean;
  20749. /**
  20750. * Defines whether or not to autoclear the stencil buffer.
  20751. */
  20752. stencil: boolean;
  20753. }
  20754. /**
  20755. * This class is used by the onRenderingGroupObservable
  20756. */
  20757. export class RenderingGroupInfo {
  20758. /**
  20759. * The Scene that being rendered
  20760. */
  20761. scene: Scene;
  20762. /**
  20763. * The camera currently used for the rendering pass
  20764. */
  20765. camera: Nullable<Camera>;
  20766. /**
  20767. * The ID of the renderingGroup being processed
  20768. */
  20769. renderingGroupId: number;
  20770. }
  20771. /**
  20772. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20773. * It is enable to manage the different groups as well as the different necessary sort functions.
  20774. * This should not be used directly aside of the few static configurations
  20775. */
  20776. export class RenderingManager {
  20777. /**
  20778. * The max id used for rendering groups (not included)
  20779. */
  20780. static MAX_RENDERINGGROUPS: number;
  20781. /**
  20782. * The min id used for rendering groups (included)
  20783. */
  20784. static MIN_RENDERINGGROUPS: number;
  20785. /**
  20786. * Used to globally prevent autoclearing scenes.
  20787. */
  20788. static AUTOCLEAR: boolean;
  20789. /**
  20790. * @hidden
  20791. */
  20792. _useSceneAutoClearSetup: boolean;
  20793. private _scene;
  20794. private _renderingGroups;
  20795. private _depthStencilBufferAlreadyCleaned;
  20796. private _autoClearDepthStencil;
  20797. private _customOpaqueSortCompareFn;
  20798. private _customAlphaTestSortCompareFn;
  20799. private _customTransparentSortCompareFn;
  20800. private _renderingGroupInfo;
  20801. /**
  20802. * Instantiates a new rendering group for a particular scene
  20803. * @param scene Defines the scene the groups belongs to
  20804. */
  20805. constructor(scene: Scene);
  20806. private _clearDepthStencilBuffer;
  20807. /**
  20808. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20809. * @hidden
  20810. */
  20811. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20812. /**
  20813. * Resets the different information of the group to prepare a new frame
  20814. * @hidden
  20815. */
  20816. reset(): void;
  20817. /**
  20818. * Dispose and release the group and its associated resources.
  20819. * @hidden
  20820. */
  20821. dispose(): void;
  20822. /**
  20823. * Clear the info related to rendering groups preventing retention points during dispose.
  20824. */
  20825. freeRenderingGroups(): void;
  20826. private _prepareRenderingGroup;
  20827. /**
  20828. * Add a sprite manager to the rendering manager in order to render it this frame.
  20829. * @param spriteManager Define the sprite manager to render
  20830. */
  20831. dispatchSprites(spriteManager: ISpriteManager): void;
  20832. /**
  20833. * Add a particle system to the rendering manager in order to render it this frame.
  20834. * @param particleSystem Define the particle system to render
  20835. */
  20836. dispatchParticles(particleSystem: IParticleSystem): void;
  20837. /**
  20838. * Add a submesh to the manager in order to render it this frame
  20839. * @param subMesh The submesh to dispatch
  20840. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20841. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20842. */
  20843. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20844. /**
  20845. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20846. * This allowed control for front to back rendering or reversly depending of the special needs.
  20847. *
  20848. * @param renderingGroupId The rendering group id corresponding to its index
  20849. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20850. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20851. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20852. */
  20853. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20854. /**
  20855. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20856. *
  20857. * @param renderingGroupId The rendering group id corresponding to its index
  20858. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20859. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20860. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20861. */
  20862. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20863. /**
  20864. * Gets the current auto clear configuration for one rendering group of the rendering
  20865. * manager.
  20866. * @param index the rendering group index to get the information for
  20867. * @returns The auto clear setup for the requested rendering group
  20868. */
  20869. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20870. }
  20871. }
  20872. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20873. import { Observable } from "babylonjs/Misc/observable";
  20874. import { SmartArray } from "babylonjs/Misc/smartArray";
  20875. import { Nullable, Immutable } from "babylonjs/types";
  20876. import { Camera } from "babylonjs/Cameras/camera";
  20877. import { Scene } from "babylonjs/scene";
  20878. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20879. import { Color4 } from "babylonjs/Maths/math.color";
  20880. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20881. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20882. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20883. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20884. import { Texture } from "babylonjs/Materials/Textures/texture";
  20885. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20886. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20887. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20888. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20889. import { Engine } from "babylonjs/Engines/engine";
  20890. /**
  20891. * This Helps creating a texture that will be created from a camera in your scene.
  20892. * It is basically a dynamic texture that could be used to create special effects for instance.
  20893. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20894. */
  20895. export class RenderTargetTexture extends Texture {
  20896. isCube: boolean;
  20897. /**
  20898. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20899. */
  20900. static readonly REFRESHRATE_RENDER_ONCE: number;
  20901. /**
  20902. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20903. */
  20904. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20905. /**
  20906. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20907. * the central point of your effect and can save a lot of performances.
  20908. */
  20909. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20910. /**
  20911. * Use this predicate to dynamically define the list of mesh you want to render.
  20912. * If set, the renderList property will be overwritten.
  20913. */
  20914. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20915. private _renderList;
  20916. /**
  20917. * Use this list to define the list of mesh you want to render.
  20918. */
  20919. get renderList(): Nullable<Array<AbstractMesh>>;
  20920. set renderList(value: Nullable<Array<AbstractMesh>>);
  20921. /**
  20922. * Use this function to overload the renderList array at rendering time.
  20923. * Return null to render with the curent renderList, else return the list of meshes to use for rendering.
  20924. * For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of
  20925. * the cube (if the RTT is a cube, else layerOrFace=0).
  20926. * The renderList passed to the function is the current render list (the one that will be used if the function returns null)
  20927. */
  20928. getCustomRenderList: (layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>) => Nullable<Array<AbstractMesh>>;
  20929. private _hookArray;
  20930. /**
  20931. * Define if particles should be rendered in your texture.
  20932. */
  20933. renderParticles: boolean;
  20934. /**
  20935. * Define if sprites should be rendered in your texture.
  20936. */
  20937. renderSprites: boolean;
  20938. /**
  20939. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20940. */
  20941. coordinatesMode: number;
  20942. /**
  20943. * Define the camera used to render the texture.
  20944. */
  20945. activeCamera: Nullable<Camera>;
  20946. /**
  20947. * Override the render function of the texture with your own one.
  20948. */
  20949. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20950. /**
  20951. * Define if camera post processes should be use while rendering the texture.
  20952. */
  20953. useCameraPostProcesses: boolean;
  20954. /**
  20955. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20956. */
  20957. ignoreCameraViewport: boolean;
  20958. private _postProcessManager;
  20959. private _postProcesses;
  20960. private _resizeObserver;
  20961. /**
  20962. * An event triggered when the texture is unbind.
  20963. */
  20964. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20965. /**
  20966. * An event triggered when the texture is unbind.
  20967. */
  20968. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20969. private _onAfterUnbindObserver;
  20970. /**
  20971. * Set a after unbind callback in the texture.
  20972. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20973. */
  20974. set onAfterUnbind(callback: () => void);
  20975. /**
  20976. * An event triggered before rendering the texture
  20977. */
  20978. onBeforeRenderObservable: Observable<number>;
  20979. private _onBeforeRenderObserver;
  20980. /**
  20981. * Set a before render callback in the texture.
  20982. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20983. */
  20984. set onBeforeRender(callback: (faceIndex: number) => void);
  20985. /**
  20986. * An event triggered after rendering the texture
  20987. */
  20988. onAfterRenderObservable: Observable<number>;
  20989. private _onAfterRenderObserver;
  20990. /**
  20991. * Set a after render callback in the texture.
  20992. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20993. */
  20994. set onAfterRender(callback: (faceIndex: number) => void);
  20995. /**
  20996. * An event triggered after the texture clear
  20997. */
  20998. onClearObservable: Observable<Engine>;
  20999. private _onClearObserver;
  21000. /**
  21001. * Set a clear callback in the texture.
  21002. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  21003. */
  21004. set onClear(callback: (Engine: Engine) => void);
  21005. /**
  21006. * An event triggered when the texture is resized.
  21007. */
  21008. onResizeObservable: Observable<RenderTargetTexture>;
  21009. /**
  21010. * Define the clear color of the Render Target if it should be different from the scene.
  21011. */
  21012. clearColor: Color4;
  21013. protected _size: number | {
  21014. width: number;
  21015. height: number;
  21016. layers?: number;
  21017. };
  21018. protected _initialSizeParameter: number | {
  21019. width: number;
  21020. height: number;
  21021. } | {
  21022. ratio: number;
  21023. };
  21024. protected _sizeRatio: Nullable<number>;
  21025. /** @hidden */
  21026. _generateMipMaps: boolean;
  21027. protected _renderingManager: RenderingManager;
  21028. /** @hidden */
  21029. _waitingRenderList: string[];
  21030. protected _doNotChangeAspectRatio: boolean;
  21031. protected _currentRefreshId: number;
  21032. protected _refreshRate: number;
  21033. protected _textureMatrix: Matrix;
  21034. protected _samples: number;
  21035. protected _renderTargetOptions: RenderTargetCreationOptions;
  21036. /**
  21037. * Gets render target creation options that were used.
  21038. */
  21039. get renderTargetOptions(): RenderTargetCreationOptions;
  21040. protected _engine: Engine;
  21041. protected _onRatioRescale(): void;
  21042. /**
  21043. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  21044. * It must define where the camera used to render the texture is set
  21045. */
  21046. boundingBoxPosition: Vector3;
  21047. private _boundingBoxSize;
  21048. /**
  21049. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  21050. * When defined, the cubemap will switch to local mode
  21051. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  21052. * @example https://www.babylonjs-playground.com/#RNASML
  21053. */
  21054. set boundingBoxSize(value: Vector3);
  21055. get boundingBoxSize(): Vector3;
  21056. /**
  21057. * In case the RTT has been created with a depth texture, get the associated
  21058. * depth texture.
  21059. * Otherwise, return null.
  21060. */
  21061. get depthStencilTexture(): Nullable<InternalTexture>;
  21062. /**
  21063. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  21064. * or used a shadow, depth texture...
  21065. * @param name The friendly name of the texture
  21066. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  21067. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  21068. * @param generateMipMaps True if mip maps need to be generated after render.
  21069. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  21070. * @param type The type of the buffer in the RTT (int, half float, float...)
  21071. * @param isCube True if a cube texture needs to be created
  21072. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  21073. * @param generateDepthBuffer True to generate a depth buffer
  21074. * @param generateStencilBuffer True to generate a stencil buffer
  21075. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  21076. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  21077. * @param delayAllocation if the texture allocation should be delayed (default: false)
  21078. */
  21079. constructor(name: string, size: number | {
  21080. width: number;
  21081. height: number;
  21082. layers?: number;
  21083. } | {
  21084. ratio: number;
  21085. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  21086. /**
  21087. * Creates a depth stencil texture.
  21088. * This is only available in WebGL 2 or with the depth texture extension available.
  21089. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  21090. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  21091. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  21092. */
  21093. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  21094. private _processSizeParameter;
  21095. /**
  21096. * Define the number of samples to use in case of MSAA.
  21097. * It defaults to one meaning no MSAA has been enabled.
  21098. */
  21099. get samples(): number;
  21100. set samples(value: number);
  21101. /**
  21102. * Resets the refresh counter of the texture and start bak from scratch.
  21103. * Could be useful to regenerate the texture if it is setup to render only once.
  21104. */
  21105. resetRefreshCounter(): void;
  21106. /**
  21107. * Define the refresh rate of the texture or the rendering frequency.
  21108. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  21109. */
  21110. get refreshRate(): number;
  21111. set refreshRate(value: number);
  21112. /**
  21113. * Adds a post process to the render target rendering passes.
  21114. * @param postProcess define the post process to add
  21115. */
  21116. addPostProcess(postProcess: PostProcess): void;
  21117. /**
  21118. * Clear all the post processes attached to the render target
  21119. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  21120. */
  21121. clearPostProcesses(dispose?: boolean): void;
  21122. /**
  21123. * Remove one of the post process from the list of attached post processes to the texture
  21124. * @param postProcess define the post process to remove from the list
  21125. */
  21126. removePostProcess(postProcess: PostProcess): void;
  21127. /** @hidden */
  21128. _shouldRender(): boolean;
  21129. /**
  21130. * Gets the actual render size of the texture.
  21131. * @returns the width of the render size
  21132. */
  21133. getRenderSize(): number;
  21134. /**
  21135. * Gets the actual render width of the texture.
  21136. * @returns the width of the render size
  21137. */
  21138. getRenderWidth(): number;
  21139. /**
  21140. * Gets the actual render height of the texture.
  21141. * @returns the height of the render size
  21142. */
  21143. getRenderHeight(): number;
  21144. /**
  21145. * Gets the actual number of layers of the texture.
  21146. * @returns the number of layers
  21147. */
  21148. getRenderLayers(): number;
  21149. /**
  21150. * Get if the texture can be rescaled or not.
  21151. */
  21152. get canRescale(): boolean;
  21153. /**
  21154. * Resize the texture using a ratio.
  21155. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  21156. */
  21157. scale(ratio: number): void;
  21158. /**
  21159. * Get the texture reflection matrix used to rotate/transform the reflection.
  21160. * @returns the reflection matrix
  21161. */
  21162. getReflectionTextureMatrix(): Matrix;
  21163. /**
  21164. * Resize the texture to a new desired size.
  21165. * Be carrefull as it will recreate all the data in the new texture.
  21166. * @param size Define the new size. It can be:
  21167. * - a number for squared texture,
  21168. * - an object containing { width: number, height: number }
  21169. * - or an object containing a ratio { ratio: number }
  21170. */
  21171. resize(size: number | {
  21172. width: number;
  21173. height: number;
  21174. } | {
  21175. ratio: number;
  21176. }): void;
  21177. private _defaultRenderListPrepared;
  21178. /**
  21179. * Renders all the objects from the render list into the texture.
  21180. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  21181. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  21182. */
  21183. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  21184. private _bestReflectionRenderTargetDimension;
  21185. private _prepareRenderingManager;
  21186. /**
  21187. * @hidden
  21188. * @param faceIndex face index to bind to if this is a cubetexture
  21189. * @param layer defines the index of the texture to bind in the array
  21190. */
  21191. _bindFrameBuffer(faceIndex?: number, layer?: number): void;
  21192. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  21193. private renderToTarget;
  21194. /**
  21195. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  21196. * This allowed control for front to back rendering or reversly depending of the special needs.
  21197. *
  21198. * @param renderingGroupId The rendering group id corresponding to its index
  21199. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  21200. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  21201. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  21202. */
  21203. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  21204. /**
  21205. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  21206. *
  21207. * @param renderingGroupId The rendering group id corresponding to its index
  21208. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  21209. */
  21210. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  21211. /**
  21212. * Clones the texture.
  21213. * @returns the cloned texture
  21214. */
  21215. clone(): RenderTargetTexture;
  21216. /**
  21217. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  21218. * @returns The JSON representation of the texture
  21219. */
  21220. serialize(): any;
  21221. /**
  21222. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  21223. */
  21224. disposeFramebufferObjects(): void;
  21225. /**
  21226. * Dispose the texture and release its associated resources.
  21227. */
  21228. dispose(): void;
  21229. /** @hidden */
  21230. _rebuild(): void;
  21231. /**
  21232. * Clear the info related to rendering groups preventing retention point in material dispose.
  21233. */
  21234. freeRenderingGroups(): void;
  21235. /**
  21236. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  21237. * @returns the view count
  21238. */
  21239. getViewCount(): number;
  21240. }
  21241. }
  21242. declare module "babylonjs/Materials/material" {
  21243. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  21244. import { SmartArray } from "babylonjs/Misc/smartArray";
  21245. import { Observable } from "babylonjs/Misc/observable";
  21246. import { Nullable } from "babylonjs/types";
  21247. import { Scene } from "babylonjs/scene";
  21248. import { Matrix } from "babylonjs/Maths/math.vector";
  21249. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  21250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21251. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  21252. import { Effect } from "babylonjs/Materials/effect";
  21253. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21254. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  21255. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21256. import { IInspectable } from "babylonjs/Misc/iInspectable";
  21257. import { Mesh } from "babylonjs/Meshes/mesh";
  21258. import { Animation } from "babylonjs/Animations/animation";
  21259. /**
  21260. * Options for compiling materials.
  21261. */
  21262. export interface IMaterialCompilationOptions {
  21263. /**
  21264. * Defines whether clip planes are enabled.
  21265. */
  21266. clipPlane: boolean;
  21267. /**
  21268. * Defines whether instances are enabled.
  21269. */
  21270. useInstances: boolean;
  21271. }
  21272. /**
  21273. * Base class for the main features of a material in Babylon.js
  21274. */
  21275. export class Material implements IAnimatable {
  21276. /**
  21277. * Returns the triangle fill mode
  21278. */
  21279. static readonly TriangleFillMode: number;
  21280. /**
  21281. * Returns the wireframe mode
  21282. */
  21283. static readonly WireFrameFillMode: number;
  21284. /**
  21285. * Returns the point fill mode
  21286. */
  21287. static readonly PointFillMode: number;
  21288. /**
  21289. * Returns the point list draw mode
  21290. */
  21291. static readonly PointListDrawMode: number;
  21292. /**
  21293. * Returns the line list draw mode
  21294. */
  21295. static readonly LineListDrawMode: number;
  21296. /**
  21297. * Returns the line loop draw mode
  21298. */
  21299. static readonly LineLoopDrawMode: number;
  21300. /**
  21301. * Returns the line strip draw mode
  21302. */
  21303. static readonly LineStripDrawMode: number;
  21304. /**
  21305. * Returns the triangle strip draw mode
  21306. */
  21307. static readonly TriangleStripDrawMode: number;
  21308. /**
  21309. * Returns the triangle fan draw mode
  21310. */
  21311. static readonly TriangleFanDrawMode: number;
  21312. /**
  21313. * Stores the clock-wise side orientation
  21314. */
  21315. static readonly ClockWiseSideOrientation: number;
  21316. /**
  21317. * Stores the counter clock-wise side orientation
  21318. */
  21319. static readonly CounterClockWiseSideOrientation: number;
  21320. /**
  21321. * The dirty texture flag value
  21322. */
  21323. static readonly TextureDirtyFlag: number;
  21324. /**
  21325. * The dirty light flag value
  21326. */
  21327. static readonly LightDirtyFlag: number;
  21328. /**
  21329. * The dirty fresnel flag value
  21330. */
  21331. static readonly FresnelDirtyFlag: number;
  21332. /**
  21333. * The dirty attribute flag value
  21334. */
  21335. static readonly AttributesDirtyFlag: number;
  21336. /**
  21337. * The dirty misc flag value
  21338. */
  21339. static readonly MiscDirtyFlag: number;
  21340. /**
  21341. * The all dirty flag value
  21342. */
  21343. static readonly AllDirtyFlag: number;
  21344. /**
  21345. * The ID of the material
  21346. */
  21347. id: string;
  21348. /**
  21349. * Gets or sets the unique id of the material
  21350. */
  21351. uniqueId: number;
  21352. /**
  21353. * The name of the material
  21354. */
  21355. name: string;
  21356. /**
  21357. * Gets or sets user defined metadata
  21358. */
  21359. metadata: any;
  21360. /**
  21361. * For internal use only. Please do not use.
  21362. */
  21363. reservedDataStore: any;
  21364. /**
  21365. * Specifies if the ready state should be checked on each call
  21366. */
  21367. checkReadyOnEveryCall: boolean;
  21368. /**
  21369. * Specifies if the ready state should be checked once
  21370. */
  21371. checkReadyOnlyOnce: boolean;
  21372. /**
  21373. * The state of the material
  21374. */
  21375. state: string;
  21376. /**
  21377. * The alpha value of the material
  21378. */
  21379. protected _alpha: number;
  21380. /**
  21381. * List of inspectable custom properties (used by the Inspector)
  21382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21383. */
  21384. inspectableCustomProperties: IInspectable[];
  21385. /**
  21386. * Sets the alpha value of the material
  21387. */
  21388. set alpha(value: number);
  21389. /**
  21390. * Gets the alpha value of the material
  21391. */
  21392. get alpha(): number;
  21393. /**
  21394. * Specifies if back face culling is enabled
  21395. */
  21396. protected _backFaceCulling: boolean;
  21397. /**
  21398. * Sets the back-face culling state
  21399. */
  21400. set backFaceCulling(value: boolean);
  21401. /**
  21402. * Gets the back-face culling state
  21403. */
  21404. get backFaceCulling(): boolean;
  21405. /**
  21406. * Stores the value for side orientation
  21407. */
  21408. sideOrientation: number;
  21409. /**
  21410. * Callback triggered when the material is compiled
  21411. */
  21412. onCompiled: Nullable<(effect: Effect) => void>;
  21413. /**
  21414. * Callback triggered when an error occurs
  21415. */
  21416. onError: Nullable<(effect: Effect, errors: string) => void>;
  21417. /**
  21418. * Callback triggered to get the render target textures
  21419. */
  21420. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21421. /**
  21422. * Gets a boolean indicating that current material needs to register RTT
  21423. */
  21424. get hasRenderTargetTextures(): boolean;
  21425. /**
  21426. * Specifies if the material should be serialized
  21427. */
  21428. doNotSerialize: boolean;
  21429. /**
  21430. * @hidden
  21431. */
  21432. _storeEffectOnSubMeshes: boolean;
  21433. /**
  21434. * Stores the animations for the material
  21435. */
  21436. animations: Nullable<Array<Animation>>;
  21437. /**
  21438. * An event triggered when the material is disposed
  21439. */
  21440. onDisposeObservable: Observable<Material>;
  21441. /**
  21442. * An observer which watches for dispose events
  21443. */
  21444. private _onDisposeObserver;
  21445. private _onUnBindObservable;
  21446. /**
  21447. * Called during a dispose event
  21448. */
  21449. set onDispose(callback: () => void);
  21450. private _onBindObservable;
  21451. /**
  21452. * An event triggered when the material is bound
  21453. */
  21454. get onBindObservable(): Observable<AbstractMesh>;
  21455. /**
  21456. * An observer which watches for bind events
  21457. */
  21458. private _onBindObserver;
  21459. /**
  21460. * Called during a bind event
  21461. */
  21462. set onBind(callback: (Mesh: AbstractMesh) => void);
  21463. /**
  21464. * An event triggered when the material is unbound
  21465. */
  21466. get onUnBindObservable(): Observable<Material>;
  21467. /**
  21468. * Stores the value of the alpha mode
  21469. */
  21470. private _alphaMode;
  21471. /**
  21472. * Sets the value of the alpha mode.
  21473. *
  21474. * | Value | Type | Description |
  21475. * | --- | --- | --- |
  21476. * | 0 | ALPHA_DISABLE | |
  21477. * | 1 | ALPHA_ADD | |
  21478. * | 2 | ALPHA_COMBINE | |
  21479. * | 3 | ALPHA_SUBTRACT | |
  21480. * | 4 | ALPHA_MULTIPLY | |
  21481. * | 5 | ALPHA_MAXIMIZED | |
  21482. * | 6 | ALPHA_ONEONE | |
  21483. * | 7 | ALPHA_PREMULTIPLIED | |
  21484. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21485. * | 9 | ALPHA_INTERPOLATE | |
  21486. * | 10 | ALPHA_SCREENMODE | |
  21487. *
  21488. */
  21489. set alphaMode(value: number);
  21490. /**
  21491. * Gets the value of the alpha mode
  21492. */
  21493. get alphaMode(): number;
  21494. /**
  21495. * Stores the state of the need depth pre-pass value
  21496. */
  21497. private _needDepthPrePass;
  21498. /**
  21499. * Sets the need depth pre-pass value
  21500. */
  21501. set needDepthPrePass(value: boolean);
  21502. /**
  21503. * Gets the depth pre-pass value
  21504. */
  21505. get needDepthPrePass(): boolean;
  21506. /**
  21507. * Specifies if depth writing should be disabled
  21508. */
  21509. disableDepthWrite: boolean;
  21510. /**
  21511. * Specifies if depth writing should be forced
  21512. */
  21513. forceDepthWrite: boolean;
  21514. /**
  21515. * Specifies the depth function that should be used. 0 means the default engine function
  21516. */
  21517. depthFunction: number;
  21518. /**
  21519. * Specifies if there should be a separate pass for culling
  21520. */
  21521. separateCullingPass: boolean;
  21522. /**
  21523. * Stores the state specifing if fog should be enabled
  21524. */
  21525. private _fogEnabled;
  21526. /**
  21527. * Sets the state for enabling fog
  21528. */
  21529. set fogEnabled(value: boolean);
  21530. /**
  21531. * Gets the value of the fog enabled state
  21532. */
  21533. get fogEnabled(): boolean;
  21534. /**
  21535. * Stores the size of points
  21536. */
  21537. pointSize: number;
  21538. /**
  21539. * Stores the z offset value
  21540. */
  21541. zOffset: number;
  21542. /**
  21543. * Gets a value specifying if wireframe mode is enabled
  21544. */
  21545. get wireframe(): boolean;
  21546. /**
  21547. * Sets the state of wireframe mode
  21548. */
  21549. set wireframe(value: boolean);
  21550. /**
  21551. * Gets the value specifying if point clouds are enabled
  21552. */
  21553. get pointsCloud(): boolean;
  21554. /**
  21555. * Sets the state of point cloud mode
  21556. */
  21557. set pointsCloud(value: boolean);
  21558. /**
  21559. * Gets the material fill mode
  21560. */
  21561. get fillMode(): number;
  21562. /**
  21563. * Sets the material fill mode
  21564. */
  21565. set fillMode(value: number);
  21566. /**
  21567. * @hidden
  21568. * Stores the effects for the material
  21569. */
  21570. _effect: Nullable<Effect>;
  21571. /**
  21572. * Specifies if uniform buffers should be used
  21573. */
  21574. private _useUBO;
  21575. /**
  21576. * Stores a reference to the scene
  21577. */
  21578. private _scene;
  21579. /**
  21580. * Stores the fill mode state
  21581. */
  21582. private _fillMode;
  21583. /**
  21584. * Specifies if the depth write state should be cached
  21585. */
  21586. private _cachedDepthWriteState;
  21587. /**
  21588. * Specifies if the depth function state should be cached
  21589. */
  21590. private _cachedDepthFunctionState;
  21591. /**
  21592. * Stores the uniform buffer
  21593. */
  21594. protected _uniformBuffer: UniformBuffer;
  21595. /** @hidden */
  21596. _indexInSceneMaterialArray: number;
  21597. /** @hidden */
  21598. meshMap: Nullable<{
  21599. [id: string]: AbstractMesh | undefined;
  21600. }>;
  21601. /**
  21602. * Creates a material instance
  21603. * @param name defines the name of the material
  21604. * @param scene defines the scene to reference
  21605. * @param doNotAdd specifies if the material should be added to the scene
  21606. */
  21607. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21608. /**
  21609. * Returns a string representation of the current material
  21610. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21611. * @returns a string with material information
  21612. */
  21613. toString(fullDetails?: boolean): string;
  21614. /**
  21615. * Gets the class name of the material
  21616. * @returns a string with the class name of the material
  21617. */
  21618. getClassName(): string;
  21619. /**
  21620. * Specifies if updates for the material been locked
  21621. */
  21622. get isFrozen(): boolean;
  21623. /**
  21624. * Locks updates for the material
  21625. */
  21626. freeze(): void;
  21627. /**
  21628. * Unlocks updates for the material
  21629. */
  21630. unfreeze(): void;
  21631. /**
  21632. * Specifies if the material is ready to be used
  21633. * @param mesh defines the mesh to check
  21634. * @param useInstances specifies if instances should be used
  21635. * @returns a boolean indicating if the material is ready to be used
  21636. */
  21637. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21638. /**
  21639. * Specifies that the submesh is ready to be used
  21640. * @param mesh defines the mesh to check
  21641. * @param subMesh defines which submesh to check
  21642. * @param useInstances specifies that instances should be used
  21643. * @returns a boolean indicating that the submesh is ready or not
  21644. */
  21645. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21646. /**
  21647. * Returns the material effect
  21648. * @returns the effect associated with the material
  21649. */
  21650. getEffect(): Nullable<Effect>;
  21651. /**
  21652. * Returns the current scene
  21653. * @returns a Scene
  21654. */
  21655. getScene(): Scene;
  21656. /**
  21657. * Specifies if the material will require alpha blending
  21658. * @returns a boolean specifying if alpha blending is needed
  21659. */
  21660. needAlphaBlending(): boolean;
  21661. /**
  21662. * Specifies if the mesh will require alpha blending
  21663. * @param mesh defines the mesh to check
  21664. * @returns a boolean specifying if alpha blending is needed for the mesh
  21665. */
  21666. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21667. /**
  21668. * Specifies if this material should be rendered in alpha test mode
  21669. * @returns a boolean specifying if an alpha test is needed.
  21670. */
  21671. needAlphaTesting(): boolean;
  21672. /**
  21673. * Gets the texture used for the alpha test
  21674. * @returns the texture to use for alpha testing
  21675. */
  21676. getAlphaTestTexture(): Nullable<BaseTexture>;
  21677. /**
  21678. * Marks the material to indicate that it needs to be re-calculated
  21679. */
  21680. markDirty(): void;
  21681. /** @hidden */
  21682. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21683. /**
  21684. * Binds the material to the mesh
  21685. * @param world defines the world transformation matrix
  21686. * @param mesh defines the mesh to bind the material to
  21687. */
  21688. bind(world: Matrix, mesh?: Mesh): void;
  21689. /**
  21690. * Binds the submesh to the material
  21691. * @param world defines the world transformation matrix
  21692. * @param mesh defines the mesh containing the submesh
  21693. * @param subMesh defines the submesh to bind the material to
  21694. */
  21695. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21696. /**
  21697. * Binds the world matrix to the material
  21698. * @param world defines the world transformation matrix
  21699. */
  21700. bindOnlyWorldMatrix(world: Matrix): void;
  21701. /**
  21702. * Binds the scene's uniform buffer to the effect.
  21703. * @param effect defines the effect to bind to the scene uniform buffer
  21704. * @param sceneUbo defines the uniform buffer storing scene data
  21705. */
  21706. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21707. /**
  21708. * Binds the view matrix to the effect
  21709. * @param effect defines the effect to bind the view matrix to
  21710. */
  21711. bindView(effect: Effect): void;
  21712. /**
  21713. * Binds the view projection matrix to the effect
  21714. * @param effect defines the effect to bind the view projection matrix to
  21715. */
  21716. bindViewProjection(effect: Effect): void;
  21717. /**
  21718. * Specifies if material alpha testing should be turned on for the mesh
  21719. * @param mesh defines the mesh to check
  21720. */
  21721. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21722. /**
  21723. * Processes to execute after binding the material to a mesh
  21724. * @param mesh defines the rendered mesh
  21725. */
  21726. protected _afterBind(mesh?: Mesh): void;
  21727. /**
  21728. * Unbinds the material from the mesh
  21729. */
  21730. unbind(): void;
  21731. /**
  21732. * Gets the active textures from the material
  21733. * @returns an array of textures
  21734. */
  21735. getActiveTextures(): BaseTexture[];
  21736. /**
  21737. * Specifies if the material uses a texture
  21738. * @param texture defines the texture to check against the material
  21739. * @returns a boolean specifying if the material uses the texture
  21740. */
  21741. hasTexture(texture: BaseTexture): boolean;
  21742. /**
  21743. * Makes a duplicate of the material, and gives it a new name
  21744. * @param name defines the new name for the duplicated material
  21745. * @returns the cloned material
  21746. */
  21747. clone(name: string): Nullable<Material>;
  21748. /**
  21749. * Gets the meshes bound to the material
  21750. * @returns an array of meshes bound to the material
  21751. */
  21752. getBindedMeshes(): AbstractMesh[];
  21753. /**
  21754. * Force shader compilation
  21755. * @param mesh defines the mesh associated with this material
  21756. * @param onCompiled defines a function to execute once the material is compiled
  21757. * @param options defines the options to configure the compilation
  21758. * @param onError defines a function to execute if the material fails compiling
  21759. */
  21760. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21761. /**
  21762. * Force shader compilation
  21763. * @param mesh defines the mesh that will use this material
  21764. * @param options defines additional options for compiling the shaders
  21765. * @returns a promise that resolves when the compilation completes
  21766. */
  21767. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21768. private static readonly _AllDirtyCallBack;
  21769. private static readonly _ImageProcessingDirtyCallBack;
  21770. private static readonly _TextureDirtyCallBack;
  21771. private static readonly _FresnelDirtyCallBack;
  21772. private static readonly _MiscDirtyCallBack;
  21773. private static readonly _LightsDirtyCallBack;
  21774. private static readonly _AttributeDirtyCallBack;
  21775. private static _FresnelAndMiscDirtyCallBack;
  21776. private static _TextureAndMiscDirtyCallBack;
  21777. private static readonly _DirtyCallbackArray;
  21778. private static readonly _RunDirtyCallBacks;
  21779. /**
  21780. * Marks a define in the material to indicate that it needs to be re-computed
  21781. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21782. */
  21783. markAsDirty(flag: number): void;
  21784. /**
  21785. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21786. * @param func defines a function which checks material defines against the submeshes
  21787. */
  21788. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21789. /**
  21790. * Indicates that we need to re-calculated for all submeshes
  21791. */
  21792. protected _markAllSubMeshesAsAllDirty(): void;
  21793. /**
  21794. * Indicates that image processing needs to be re-calculated for all submeshes
  21795. */
  21796. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21797. /**
  21798. * Indicates that textures need to be re-calculated for all submeshes
  21799. */
  21800. protected _markAllSubMeshesAsTexturesDirty(): void;
  21801. /**
  21802. * Indicates that fresnel needs to be re-calculated for all submeshes
  21803. */
  21804. protected _markAllSubMeshesAsFresnelDirty(): void;
  21805. /**
  21806. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21807. */
  21808. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21809. /**
  21810. * Indicates that lights need to be re-calculated for all submeshes
  21811. */
  21812. protected _markAllSubMeshesAsLightsDirty(): void;
  21813. /**
  21814. * Indicates that attributes need to be re-calculated for all submeshes
  21815. */
  21816. protected _markAllSubMeshesAsAttributesDirty(): void;
  21817. /**
  21818. * Indicates that misc needs to be re-calculated for all submeshes
  21819. */
  21820. protected _markAllSubMeshesAsMiscDirty(): void;
  21821. /**
  21822. * Indicates that textures and misc need to be re-calculated for all submeshes
  21823. */
  21824. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21825. /**
  21826. * Disposes the material
  21827. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21828. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21829. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21830. */
  21831. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21832. /** @hidden */
  21833. private releaseVertexArrayObject;
  21834. /**
  21835. * Serializes this material
  21836. * @returns the serialized material object
  21837. */
  21838. serialize(): any;
  21839. /**
  21840. * Creates a material from parsed material data
  21841. * @param parsedMaterial defines parsed material data
  21842. * @param scene defines the hosting scene
  21843. * @param rootUrl defines the root URL to use to load textures
  21844. * @returns a new material
  21845. */
  21846. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21847. }
  21848. }
  21849. declare module "babylonjs/Materials/multiMaterial" {
  21850. import { Nullable } from "babylonjs/types";
  21851. import { Scene } from "babylonjs/scene";
  21852. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21853. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21855. import { Material } from "babylonjs/Materials/material";
  21856. /**
  21857. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21858. * separate meshes. This can be use to improve performances.
  21859. * @see http://doc.babylonjs.com/how_to/multi_materials
  21860. */
  21861. export class MultiMaterial extends Material {
  21862. private _subMaterials;
  21863. /**
  21864. * Gets or Sets the list of Materials used within the multi material.
  21865. * They need to be ordered according to the submeshes order in the associated mesh
  21866. */
  21867. get subMaterials(): Nullable<Material>[];
  21868. set subMaterials(value: Nullable<Material>[]);
  21869. /**
  21870. * Function used to align with Node.getChildren()
  21871. * @returns the list of Materials used within the multi material
  21872. */
  21873. getChildren(): Nullable<Material>[];
  21874. /**
  21875. * Instantiates a new Multi Material
  21876. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21877. * separate meshes. This can be use to improve performances.
  21878. * @see http://doc.babylonjs.com/how_to/multi_materials
  21879. * @param name Define the name in the scene
  21880. * @param scene Define the scene the material belongs to
  21881. */
  21882. constructor(name: string, scene: Scene);
  21883. private _hookArray;
  21884. /**
  21885. * Get one of the submaterial by its index in the submaterials array
  21886. * @param index The index to look the sub material at
  21887. * @returns The Material if the index has been defined
  21888. */
  21889. getSubMaterial(index: number): Nullable<Material>;
  21890. /**
  21891. * Get the list of active textures for the whole sub materials list.
  21892. * @returns All the textures that will be used during the rendering
  21893. */
  21894. getActiveTextures(): BaseTexture[];
  21895. /**
  21896. * Gets the current class name of the material e.g. "MultiMaterial"
  21897. * Mainly use in serialization.
  21898. * @returns the class name
  21899. */
  21900. getClassName(): string;
  21901. /**
  21902. * Checks if the material is ready to render the requested sub mesh
  21903. * @param mesh Define the mesh the submesh belongs to
  21904. * @param subMesh Define the sub mesh to look readyness for
  21905. * @param useInstances Define whether or not the material is used with instances
  21906. * @returns true if ready, otherwise false
  21907. */
  21908. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21909. /**
  21910. * Clones the current material and its related sub materials
  21911. * @param name Define the name of the newly cloned material
  21912. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21913. * @returns the cloned material
  21914. */
  21915. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21916. /**
  21917. * Serializes the materials into a JSON representation.
  21918. * @returns the JSON representation
  21919. */
  21920. serialize(): any;
  21921. /**
  21922. * Dispose the material and release its associated resources
  21923. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21924. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21925. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21926. */
  21927. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21928. /**
  21929. * Creates a MultiMaterial from parsed MultiMaterial data.
  21930. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21931. * @param scene defines the hosting scene
  21932. * @returns a new MultiMaterial
  21933. */
  21934. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21935. }
  21936. }
  21937. declare module "babylonjs/Meshes/subMesh" {
  21938. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21939. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21940. import { Engine } from "babylonjs/Engines/engine";
  21941. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21942. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21943. import { Effect } from "babylonjs/Materials/effect";
  21944. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21945. import { Plane } from "babylonjs/Maths/math.plane";
  21946. import { Collider } from "babylonjs/Collisions/collider";
  21947. import { Material } from "babylonjs/Materials/material";
  21948. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21950. import { Mesh } from "babylonjs/Meshes/mesh";
  21951. import { Ray } from "babylonjs/Culling/ray";
  21952. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21953. /**
  21954. * Base class for submeshes
  21955. */
  21956. export class BaseSubMesh {
  21957. /** @hidden */
  21958. _materialDefines: Nullable<MaterialDefines>;
  21959. /** @hidden */
  21960. _materialEffect: Nullable<Effect>;
  21961. /**
  21962. * Gets material defines used by the effect associated to the sub mesh
  21963. */
  21964. get materialDefines(): Nullable<MaterialDefines>;
  21965. /**
  21966. * Sets material defines used by the effect associated to the sub mesh
  21967. */
  21968. set materialDefines(defines: Nullable<MaterialDefines>);
  21969. /**
  21970. * Gets associated effect
  21971. */
  21972. get effect(): Nullable<Effect>;
  21973. /**
  21974. * Sets associated effect (effect used to render this submesh)
  21975. * @param effect defines the effect to associate with
  21976. * @param defines defines the set of defines used to compile this effect
  21977. */
  21978. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21979. }
  21980. /**
  21981. * Defines a subdivision inside a mesh
  21982. */
  21983. export class SubMesh extends BaseSubMesh implements ICullable {
  21984. /** the material index to use */
  21985. materialIndex: number;
  21986. /** vertex index start */
  21987. verticesStart: number;
  21988. /** vertices count */
  21989. verticesCount: number;
  21990. /** index start */
  21991. indexStart: number;
  21992. /** indices count */
  21993. indexCount: number;
  21994. /** @hidden */
  21995. _linesIndexCount: number;
  21996. private _mesh;
  21997. private _renderingMesh;
  21998. private _boundingInfo;
  21999. private _linesIndexBuffer;
  22000. /** @hidden */
  22001. _lastColliderWorldVertices: Nullable<Vector3[]>;
  22002. /** @hidden */
  22003. _trianglePlanes: Plane[];
  22004. /** @hidden */
  22005. _lastColliderTransformMatrix: Nullable<Matrix>;
  22006. /** @hidden */
  22007. _renderId: number;
  22008. /** @hidden */
  22009. _alphaIndex: number;
  22010. /** @hidden */
  22011. _distanceToCamera: number;
  22012. /** @hidden */
  22013. _id: number;
  22014. private _currentMaterial;
  22015. /**
  22016. * Add a new submesh to a mesh
  22017. * @param materialIndex defines the material index to use
  22018. * @param verticesStart defines vertex index start
  22019. * @param verticesCount defines vertices count
  22020. * @param indexStart defines index start
  22021. * @param indexCount defines indices count
  22022. * @param mesh defines the parent mesh
  22023. * @param renderingMesh defines an optional rendering mesh
  22024. * @param createBoundingBox defines if bounding box should be created for this submesh
  22025. * @returns the new submesh
  22026. */
  22027. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  22028. /**
  22029. * Creates a new submesh
  22030. * @param materialIndex defines the material index to use
  22031. * @param verticesStart defines vertex index start
  22032. * @param verticesCount defines vertices count
  22033. * @param indexStart defines index start
  22034. * @param indexCount defines indices count
  22035. * @param mesh defines the parent mesh
  22036. * @param renderingMesh defines an optional rendering mesh
  22037. * @param createBoundingBox defines if bounding box should be created for this submesh
  22038. */
  22039. constructor(
  22040. /** the material index to use */
  22041. materialIndex: number,
  22042. /** vertex index start */
  22043. verticesStart: number,
  22044. /** vertices count */
  22045. verticesCount: number,
  22046. /** index start */
  22047. indexStart: number,
  22048. /** indices count */
  22049. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  22050. /**
  22051. * Returns true if this submesh covers the entire parent mesh
  22052. * @ignorenaming
  22053. */
  22054. get IsGlobal(): boolean;
  22055. /**
  22056. * Returns the submesh BoudingInfo object
  22057. * @returns current bounding info (or mesh's one if the submesh is global)
  22058. */
  22059. getBoundingInfo(): BoundingInfo;
  22060. /**
  22061. * Sets the submesh BoundingInfo
  22062. * @param boundingInfo defines the new bounding info to use
  22063. * @returns the SubMesh
  22064. */
  22065. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  22066. /**
  22067. * Returns the mesh of the current submesh
  22068. * @return the parent mesh
  22069. */
  22070. getMesh(): AbstractMesh;
  22071. /**
  22072. * Returns the rendering mesh of the submesh
  22073. * @returns the rendering mesh (could be different from parent mesh)
  22074. */
  22075. getRenderingMesh(): Mesh;
  22076. /**
  22077. * Returns the submesh material
  22078. * @returns null or the current material
  22079. */
  22080. getMaterial(): Nullable<Material>;
  22081. /**
  22082. * Sets a new updated BoundingInfo object to the submesh
  22083. * @param data defines an optional position array to use to determine the bounding info
  22084. * @returns the SubMesh
  22085. */
  22086. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  22087. /** @hidden */
  22088. _checkCollision(collider: Collider): boolean;
  22089. /**
  22090. * Updates the submesh BoundingInfo
  22091. * @param world defines the world matrix to use to update the bounding info
  22092. * @returns the submesh
  22093. */
  22094. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  22095. /**
  22096. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  22097. * @param frustumPlanes defines the frustum planes
  22098. * @returns true if the submesh is intersecting with the frustum
  22099. */
  22100. isInFrustum(frustumPlanes: Plane[]): boolean;
  22101. /**
  22102. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  22103. * @param frustumPlanes defines the frustum planes
  22104. * @returns true if the submesh is inside the frustum
  22105. */
  22106. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  22107. /**
  22108. * Renders the submesh
  22109. * @param enableAlphaMode defines if alpha needs to be used
  22110. * @returns the submesh
  22111. */
  22112. render(enableAlphaMode: boolean): SubMesh;
  22113. /**
  22114. * @hidden
  22115. */
  22116. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  22117. /**
  22118. * Checks if the submesh intersects with a ray
  22119. * @param ray defines the ray to test
  22120. * @returns true is the passed ray intersects the submesh bounding box
  22121. */
  22122. canIntersects(ray: Ray): boolean;
  22123. /**
  22124. * Intersects current submesh with a ray
  22125. * @param ray defines the ray to test
  22126. * @param positions defines mesh's positions array
  22127. * @param indices defines mesh's indices array
  22128. * @param fastCheck defines if only bounding info should be used
  22129. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  22130. * @returns intersection info or null if no intersection
  22131. */
  22132. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  22133. /** @hidden */
  22134. private _intersectLines;
  22135. /** @hidden */
  22136. private _intersectUnIndexedLines;
  22137. /** @hidden */
  22138. private _intersectTriangles;
  22139. /** @hidden */
  22140. private _intersectUnIndexedTriangles;
  22141. /** @hidden */
  22142. _rebuild(): void;
  22143. /**
  22144. * Creates a new submesh from the passed mesh
  22145. * @param newMesh defines the new hosting mesh
  22146. * @param newRenderingMesh defines an optional rendering mesh
  22147. * @returns the new submesh
  22148. */
  22149. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  22150. /**
  22151. * Release associated resources
  22152. */
  22153. dispose(): void;
  22154. /**
  22155. * Gets the class name
  22156. * @returns the string "SubMesh".
  22157. */
  22158. getClassName(): string;
  22159. /**
  22160. * Creates a new submesh from indices data
  22161. * @param materialIndex the index of the main mesh material
  22162. * @param startIndex the index where to start the copy in the mesh indices array
  22163. * @param indexCount the number of indices to copy then from the startIndex
  22164. * @param mesh the main mesh to create the submesh from
  22165. * @param renderingMesh the optional rendering mesh
  22166. * @returns a new submesh
  22167. */
  22168. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  22169. }
  22170. }
  22171. declare module "babylonjs/Loading/sceneLoaderFlags" {
  22172. /**
  22173. * Class used to represent data loading progression
  22174. */
  22175. export class SceneLoaderFlags {
  22176. private static _ForceFullSceneLoadingForIncremental;
  22177. private static _ShowLoadingScreen;
  22178. private static _CleanBoneMatrixWeights;
  22179. private static _loggingLevel;
  22180. /**
  22181. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  22182. */
  22183. static get ForceFullSceneLoadingForIncremental(): boolean;
  22184. static set ForceFullSceneLoadingForIncremental(value: boolean);
  22185. /**
  22186. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  22187. */
  22188. static get ShowLoadingScreen(): boolean;
  22189. static set ShowLoadingScreen(value: boolean);
  22190. /**
  22191. * Defines the current logging level (while loading the scene)
  22192. * @ignorenaming
  22193. */
  22194. static get loggingLevel(): number;
  22195. static set loggingLevel(value: number);
  22196. /**
  22197. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  22198. */
  22199. static get CleanBoneMatrixWeights(): boolean;
  22200. static set CleanBoneMatrixWeights(value: boolean);
  22201. }
  22202. }
  22203. declare module "babylonjs/Meshes/geometry" {
  22204. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  22205. import { Scene } from "babylonjs/scene";
  22206. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  22207. import { Engine } from "babylonjs/Engines/engine";
  22208. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  22209. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  22210. import { Effect } from "babylonjs/Materials/effect";
  22211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  22212. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  22213. import { Mesh } from "babylonjs/Meshes/mesh";
  22214. /**
  22215. * Class used to store geometry data (vertex buffers + index buffer)
  22216. */
  22217. export class Geometry implements IGetSetVerticesData {
  22218. /**
  22219. * Gets or sets the ID of the geometry
  22220. */
  22221. id: string;
  22222. /**
  22223. * Gets or sets the unique ID of the geometry
  22224. */
  22225. uniqueId: number;
  22226. /**
  22227. * Gets the delay loading state of the geometry (none by default which means not delayed)
  22228. */
  22229. delayLoadState: number;
  22230. /**
  22231. * Gets the file containing the data to load when running in delay load state
  22232. */
  22233. delayLoadingFile: Nullable<string>;
  22234. /**
  22235. * Callback called when the geometry is updated
  22236. */
  22237. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  22238. private _scene;
  22239. private _engine;
  22240. private _meshes;
  22241. private _totalVertices;
  22242. /** @hidden */
  22243. _indices: IndicesArray;
  22244. /** @hidden */
  22245. _vertexBuffers: {
  22246. [key: string]: VertexBuffer;
  22247. };
  22248. private _isDisposed;
  22249. private _extend;
  22250. private _boundingBias;
  22251. /** @hidden */
  22252. _delayInfo: Array<string>;
  22253. private _indexBuffer;
  22254. private _indexBufferIsUpdatable;
  22255. /** @hidden */
  22256. _boundingInfo: Nullable<BoundingInfo>;
  22257. /** @hidden */
  22258. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  22259. /** @hidden */
  22260. _softwareSkinningFrameId: number;
  22261. private _vertexArrayObjects;
  22262. private _updatable;
  22263. /** @hidden */
  22264. _positions: Nullable<Vector3[]>;
  22265. /**
  22266. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  22267. */
  22268. get boundingBias(): Vector2;
  22269. /**
  22270. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  22271. */
  22272. set boundingBias(value: Vector2);
  22273. /**
  22274. * Static function used to attach a new empty geometry to a mesh
  22275. * @param mesh defines the mesh to attach the geometry to
  22276. * @returns the new Geometry
  22277. */
  22278. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22279. /**
  22280. * Creates a new geometry
  22281. * @param id defines the unique ID
  22282. * @param scene defines the hosting scene
  22283. * @param vertexData defines the VertexData used to get geometry data
  22284. * @param updatable defines if geometry must be updatable (false by default)
  22285. * @param mesh defines the mesh that will be associated with the geometry
  22286. */
  22287. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22288. /**
  22289. * Gets the current extend of the geometry
  22290. */
  22291. get extend(): {
  22292. minimum: Vector3;
  22293. maximum: Vector3;
  22294. };
  22295. /**
  22296. * Gets the hosting scene
  22297. * @returns the hosting Scene
  22298. */
  22299. getScene(): Scene;
  22300. /**
  22301. * Gets the hosting engine
  22302. * @returns the hosting Engine
  22303. */
  22304. getEngine(): Engine;
  22305. /**
  22306. * Defines if the geometry is ready to use
  22307. * @returns true if the geometry is ready to be used
  22308. */
  22309. isReady(): boolean;
  22310. /**
  22311. * Gets a value indicating that the geometry should not be serialized
  22312. */
  22313. get doNotSerialize(): boolean;
  22314. /** @hidden */
  22315. _rebuild(): void;
  22316. /**
  22317. * Affects all geometry data in one call
  22318. * @param vertexData defines the geometry data
  22319. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22320. */
  22321. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22322. /**
  22323. * Set specific vertex data
  22324. * @param kind defines the data kind (Position, normal, etc...)
  22325. * @param data defines the vertex data to use
  22326. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22327. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22328. */
  22329. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22330. /**
  22331. * Removes a specific vertex data
  22332. * @param kind defines the data kind (Position, normal, etc...)
  22333. */
  22334. removeVerticesData(kind: string): void;
  22335. /**
  22336. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22337. * @param buffer defines the vertex buffer to use
  22338. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22339. */
  22340. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22341. /**
  22342. * Update a specific vertex buffer
  22343. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22344. * It will do nothing if the buffer is not updatable
  22345. * @param kind defines the data kind (Position, normal, etc...)
  22346. * @param data defines the data to use
  22347. * @param offset defines the offset in the target buffer where to store the data
  22348. * @param useBytes set to true if the offset is in bytes
  22349. */
  22350. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22351. /**
  22352. * Update a specific vertex buffer
  22353. * This function will create a new buffer if the current one is not updatable
  22354. * @param kind defines the data kind (Position, normal, etc...)
  22355. * @param data defines the data to use
  22356. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22357. */
  22358. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22359. private _updateBoundingInfo;
  22360. /** @hidden */
  22361. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22362. /**
  22363. * Gets total number of vertices
  22364. * @returns the total number of vertices
  22365. */
  22366. getTotalVertices(): number;
  22367. /**
  22368. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22369. * @param kind defines the data kind (Position, normal, etc...)
  22370. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22371. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22372. * @returns a float array containing vertex data
  22373. */
  22374. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22375. /**
  22376. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22377. * @param kind defines the data kind (Position, normal, etc...)
  22378. * @returns true if the vertex buffer with the specified kind is updatable
  22379. */
  22380. isVertexBufferUpdatable(kind: string): boolean;
  22381. /**
  22382. * Gets a specific vertex buffer
  22383. * @param kind defines the data kind (Position, normal, etc...)
  22384. * @returns a VertexBuffer
  22385. */
  22386. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22387. /**
  22388. * Returns all vertex buffers
  22389. * @return an object holding all vertex buffers indexed by kind
  22390. */
  22391. getVertexBuffers(): Nullable<{
  22392. [key: string]: VertexBuffer;
  22393. }>;
  22394. /**
  22395. * Gets a boolean indicating if specific vertex buffer is present
  22396. * @param kind defines the data kind (Position, normal, etc...)
  22397. * @returns true if data is present
  22398. */
  22399. isVerticesDataPresent(kind: string): boolean;
  22400. /**
  22401. * Gets a list of all attached data kinds (Position, normal, etc...)
  22402. * @returns a list of string containing all kinds
  22403. */
  22404. getVerticesDataKinds(): string[];
  22405. /**
  22406. * Update index buffer
  22407. * @param indices defines the indices to store in the index buffer
  22408. * @param offset defines the offset in the target buffer where to store the data
  22409. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  22410. */
  22411. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22412. /**
  22413. * Creates a new index buffer
  22414. * @param indices defines the indices to store in the index buffer
  22415. * @param totalVertices defines the total number of vertices (could be null)
  22416. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22417. */
  22418. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22419. /**
  22420. * Return the total number of indices
  22421. * @returns the total number of indices
  22422. */
  22423. getTotalIndices(): number;
  22424. /**
  22425. * Gets the index buffer array
  22426. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22427. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22428. * @returns the index buffer array
  22429. */
  22430. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22431. /**
  22432. * Gets the index buffer
  22433. * @return the index buffer
  22434. */
  22435. getIndexBuffer(): Nullable<DataBuffer>;
  22436. /** @hidden */
  22437. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22438. /**
  22439. * Release the associated resources for a specific mesh
  22440. * @param mesh defines the source mesh
  22441. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22442. */
  22443. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22444. /**
  22445. * Apply current geometry to a given mesh
  22446. * @param mesh defines the mesh to apply geometry to
  22447. */
  22448. applyToMesh(mesh: Mesh): void;
  22449. private _updateExtend;
  22450. private _applyToMesh;
  22451. private notifyUpdate;
  22452. /**
  22453. * Load the geometry if it was flagged as delay loaded
  22454. * @param scene defines the hosting scene
  22455. * @param onLoaded defines a callback called when the geometry is loaded
  22456. */
  22457. load(scene: Scene, onLoaded?: () => void): void;
  22458. private _queueLoad;
  22459. /**
  22460. * Invert the geometry to move from a right handed system to a left handed one.
  22461. */
  22462. toLeftHanded(): void;
  22463. /** @hidden */
  22464. _resetPointsArrayCache(): void;
  22465. /** @hidden */
  22466. _generatePointsArray(): boolean;
  22467. /**
  22468. * Gets a value indicating if the geometry is disposed
  22469. * @returns true if the geometry was disposed
  22470. */
  22471. isDisposed(): boolean;
  22472. private _disposeVertexArrayObjects;
  22473. /**
  22474. * Free all associated resources
  22475. */
  22476. dispose(): void;
  22477. /**
  22478. * Clone the current geometry into a new geometry
  22479. * @param id defines the unique ID of the new geometry
  22480. * @returns a new geometry object
  22481. */
  22482. copy(id: string): Geometry;
  22483. /**
  22484. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22485. * @return a JSON representation of the current geometry data (without the vertices data)
  22486. */
  22487. serialize(): any;
  22488. private toNumberArray;
  22489. /**
  22490. * Serialize all vertices data into a JSON oject
  22491. * @returns a JSON representation of the current geometry data
  22492. */
  22493. serializeVerticeData(): any;
  22494. /**
  22495. * Extracts a clone of a mesh geometry
  22496. * @param mesh defines the source mesh
  22497. * @param id defines the unique ID of the new geometry object
  22498. * @returns the new geometry object
  22499. */
  22500. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22501. /**
  22502. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22503. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22504. * Be aware Math.random() could cause collisions, but:
  22505. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  22506. * @returns a string containing a new GUID
  22507. */
  22508. static RandomId(): string;
  22509. /** @hidden */
  22510. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22511. private static _CleanMatricesWeights;
  22512. /**
  22513. * Create a new geometry from persisted data (Using .babylon file format)
  22514. * @param parsedVertexData defines the persisted data
  22515. * @param scene defines the hosting scene
  22516. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22517. * @returns the new geometry object
  22518. */
  22519. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22520. }
  22521. }
  22522. declare module "babylonjs/Meshes/mesh.vertexData" {
  22523. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22524. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22525. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22526. import { Geometry } from "babylonjs/Meshes/geometry";
  22527. import { Mesh } from "babylonjs/Meshes/mesh";
  22528. /**
  22529. * Define an interface for all classes that will get and set the data on vertices
  22530. */
  22531. export interface IGetSetVerticesData {
  22532. /**
  22533. * Gets a boolean indicating if specific vertex data is present
  22534. * @param kind defines the vertex data kind to use
  22535. * @returns true is data kind is present
  22536. */
  22537. isVerticesDataPresent(kind: string): boolean;
  22538. /**
  22539. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22540. * @param kind defines the data kind (Position, normal, etc...)
  22541. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22542. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22543. * @returns a float array containing vertex data
  22544. */
  22545. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22546. /**
  22547. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22548. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  22549. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22550. * @returns the indices array or an empty array if the mesh has no geometry
  22551. */
  22552. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22553. /**
  22554. * Set specific vertex data
  22555. * @param kind defines the data kind (Position, normal, etc...)
  22556. * @param data defines the vertex data to use
  22557. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22558. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22559. */
  22560. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22561. /**
  22562. * Update a specific associated vertex buffer
  22563. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22564. * - VertexBuffer.PositionKind
  22565. * - VertexBuffer.UVKind
  22566. * - VertexBuffer.UV2Kind
  22567. * - VertexBuffer.UV3Kind
  22568. * - VertexBuffer.UV4Kind
  22569. * - VertexBuffer.UV5Kind
  22570. * - VertexBuffer.UV6Kind
  22571. * - VertexBuffer.ColorKind
  22572. * - VertexBuffer.MatricesIndicesKind
  22573. * - VertexBuffer.MatricesIndicesExtraKind
  22574. * - VertexBuffer.MatricesWeightsKind
  22575. * - VertexBuffer.MatricesWeightsExtraKind
  22576. * @param data defines the data source
  22577. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22578. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  22579. */
  22580. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22581. /**
  22582. * Creates a new index buffer
  22583. * @param indices defines the indices to store in the index buffer
  22584. * @param totalVertices defines the total number of vertices (could be null)
  22585. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22586. */
  22587. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22588. }
  22589. /**
  22590. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22591. */
  22592. export class VertexData {
  22593. /**
  22594. * Mesh side orientation : usually the external or front surface
  22595. */
  22596. static readonly FRONTSIDE: number;
  22597. /**
  22598. * Mesh side orientation : usually the internal or back surface
  22599. */
  22600. static readonly BACKSIDE: number;
  22601. /**
  22602. * Mesh side orientation : both internal and external or front and back surfaces
  22603. */
  22604. static readonly DOUBLESIDE: number;
  22605. /**
  22606. * Mesh side orientation : by default, `FRONTSIDE`
  22607. */
  22608. static readonly DEFAULTSIDE: number;
  22609. /**
  22610. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22611. */
  22612. positions: Nullable<FloatArray>;
  22613. /**
  22614. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22615. */
  22616. normals: Nullable<FloatArray>;
  22617. /**
  22618. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22619. */
  22620. tangents: Nullable<FloatArray>;
  22621. /**
  22622. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22623. */
  22624. uvs: Nullable<FloatArray>;
  22625. /**
  22626. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22627. */
  22628. uvs2: Nullable<FloatArray>;
  22629. /**
  22630. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22631. */
  22632. uvs3: Nullable<FloatArray>;
  22633. /**
  22634. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22635. */
  22636. uvs4: Nullable<FloatArray>;
  22637. /**
  22638. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22639. */
  22640. uvs5: Nullable<FloatArray>;
  22641. /**
  22642. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22643. */
  22644. uvs6: Nullable<FloatArray>;
  22645. /**
  22646. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22647. */
  22648. colors: Nullable<FloatArray>;
  22649. /**
  22650. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  22651. */
  22652. matricesIndices: Nullable<FloatArray>;
  22653. /**
  22654. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22655. */
  22656. matricesWeights: Nullable<FloatArray>;
  22657. /**
  22658. * An array extending the number of possible indices
  22659. */
  22660. matricesIndicesExtra: Nullable<FloatArray>;
  22661. /**
  22662. * An array extending the number of possible weights when the number of indices is extended
  22663. */
  22664. matricesWeightsExtra: Nullable<FloatArray>;
  22665. /**
  22666. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22667. */
  22668. indices: Nullable<IndicesArray>;
  22669. /**
  22670. * Uses the passed data array to set the set the values for the specified kind of data
  22671. * @param data a linear array of floating numbers
  22672. * @param kind the type of data that is being set, eg positions, colors etc
  22673. */
  22674. set(data: FloatArray, kind: string): void;
  22675. /**
  22676. * Associates the vertexData to the passed Mesh.
  22677. * Sets it as updatable or not (default `false`)
  22678. * @param mesh the mesh the vertexData is applied to
  22679. * @param updatable when used and having the value true allows new data to update the vertexData
  22680. * @returns the VertexData
  22681. */
  22682. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22683. /**
  22684. * Associates the vertexData to the passed Geometry.
  22685. * Sets it as updatable or not (default `false`)
  22686. * @param geometry the geometry the vertexData is applied to
  22687. * @param updatable when used and having the value true allows new data to update the vertexData
  22688. * @returns VertexData
  22689. */
  22690. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22691. /**
  22692. * Updates the associated mesh
  22693. * @param mesh the mesh to be updated
  22694. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22695. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22696. * @returns VertexData
  22697. */
  22698. updateMesh(mesh: Mesh): VertexData;
  22699. /**
  22700. * Updates the associated geometry
  22701. * @param geometry the geometry to be updated
  22702. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22703. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22704. * @returns VertexData.
  22705. */
  22706. updateGeometry(geometry: Geometry): VertexData;
  22707. private _applyTo;
  22708. private _update;
  22709. /**
  22710. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22711. * @param matrix the transforming matrix
  22712. * @returns the VertexData
  22713. */
  22714. transform(matrix: Matrix): VertexData;
  22715. /**
  22716. * Merges the passed VertexData into the current one
  22717. * @param other the VertexData to be merged into the current one
  22718. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22719. * @returns the modified VertexData
  22720. */
  22721. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22722. private _mergeElement;
  22723. private _validate;
  22724. /**
  22725. * Serializes the VertexData
  22726. * @returns a serialized object
  22727. */
  22728. serialize(): any;
  22729. /**
  22730. * Extracts the vertexData from a mesh
  22731. * @param mesh the mesh from which to extract the VertexData
  22732. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22733. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22734. * @returns the object VertexData associated to the passed mesh
  22735. */
  22736. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22737. /**
  22738. * Extracts the vertexData from the geometry
  22739. * @param geometry the geometry from which to extract the VertexData
  22740. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22741. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22742. * @returns the object VertexData associated to the passed mesh
  22743. */
  22744. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22745. private static _ExtractFrom;
  22746. /**
  22747. * Creates the VertexData for a Ribbon
  22748. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22749. * * pathArray array of paths, each of which an array of successive Vector3
  22750. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22751. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22752. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  22753. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22754. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22755. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22756. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22757. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22758. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22759. * @returns the VertexData of the ribbon
  22760. */
  22761. static CreateRibbon(options: {
  22762. pathArray: Vector3[][];
  22763. closeArray?: boolean;
  22764. closePath?: boolean;
  22765. offset?: number;
  22766. sideOrientation?: number;
  22767. frontUVs?: Vector4;
  22768. backUVs?: Vector4;
  22769. invertUV?: boolean;
  22770. uvs?: Vector2[];
  22771. colors?: Color4[];
  22772. }): VertexData;
  22773. /**
  22774. * Creates the VertexData for a box
  22775. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22776. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22777. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22778. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22779. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22780. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22781. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22782. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22783. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22784. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22785. * @returns the VertexData of the box
  22786. */
  22787. static CreateBox(options: {
  22788. size?: number;
  22789. width?: number;
  22790. height?: number;
  22791. depth?: number;
  22792. faceUV?: Vector4[];
  22793. faceColors?: Color4[];
  22794. sideOrientation?: number;
  22795. frontUVs?: Vector4;
  22796. backUVs?: Vector4;
  22797. }): VertexData;
  22798. /**
  22799. * Creates the VertexData for a tiled box
  22800. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22801. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22802. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22803. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22804. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22805. * @returns the VertexData of the box
  22806. */
  22807. static CreateTiledBox(options: {
  22808. pattern?: number;
  22809. width?: number;
  22810. height?: number;
  22811. depth?: number;
  22812. tileSize?: number;
  22813. tileWidth?: number;
  22814. tileHeight?: number;
  22815. alignHorizontal?: number;
  22816. alignVertical?: number;
  22817. faceUV?: Vector4[];
  22818. faceColors?: Color4[];
  22819. sideOrientation?: number;
  22820. }): VertexData;
  22821. /**
  22822. * Creates the VertexData for a tiled plane
  22823. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22824. * * pattern a limited pattern arrangement depending on the number
  22825. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22826. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22827. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22828. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22829. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22830. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22831. * @returns the VertexData of the tiled plane
  22832. */
  22833. static CreateTiledPlane(options: {
  22834. pattern?: number;
  22835. tileSize?: number;
  22836. tileWidth?: number;
  22837. tileHeight?: number;
  22838. size?: number;
  22839. width?: number;
  22840. height?: number;
  22841. alignHorizontal?: number;
  22842. alignVertical?: number;
  22843. sideOrientation?: number;
  22844. frontUVs?: Vector4;
  22845. backUVs?: Vector4;
  22846. }): VertexData;
  22847. /**
  22848. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22849. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22850. * * segments sets the number of horizontal strips optional, default 32
  22851. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22852. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22853. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22854. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22855. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22856. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22857. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22858. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22859. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22860. * @returns the VertexData of the ellipsoid
  22861. */
  22862. static CreateSphere(options: {
  22863. segments?: number;
  22864. diameter?: number;
  22865. diameterX?: number;
  22866. diameterY?: number;
  22867. diameterZ?: number;
  22868. arc?: number;
  22869. slice?: number;
  22870. sideOrientation?: number;
  22871. frontUVs?: Vector4;
  22872. backUVs?: Vector4;
  22873. }): VertexData;
  22874. /**
  22875. * Creates the VertexData for a cylinder, cone or prism
  22876. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22877. * * height sets the height (y direction) of the cylinder, optional, default 2
  22878. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22879. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22880. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22881. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22882. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22883. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22884. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22885. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22886. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22887. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22888. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22889. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22890. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22891. * @returns the VertexData of the cylinder, cone or prism
  22892. */
  22893. static CreateCylinder(options: {
  22894. height?: number;
  22895. diameterTop?: number;
  22896. diameterBottom?: number;
  22897. diameter?: number;
  22898. tessellation?: number;
  22899. subdivisions?: number;
  22900. arc?: number;
  22901. faceColors?: Color4[];
  22902. faceUV?: Vector4[];
  22903. hasRings?: boolean;
  22904. enclose?: boolean;
  22905. sideOrientation?: number;
  22906. frontUVs?: Vector4;
  22907. backUVs?: Vector4;
  22908. }): VertexData;
  22909. /**
  22910. * Creates the VertexData for a torus
  22911. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22912. * * diameter the diameter of the torus, optional default 1
  22913. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22914. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22915. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22916. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22917. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22918. * @returns the VertexData of the torus
  22919. */
  22920. static CreateTorus(options: {
  22921. diameter?: number;
  22922. thickness?: number;
  22923. tessellation?: number;
  22924. sideOrientation?: number;
  22925. frontUVs?: Vector4;
  22926. backUVs?: Vector4;
  22927. }): VertexData;
  22928. /**
  22929. * Creates the VertexData of the LineSystem
  22930. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22931. * - lines an array of lines, each line being an array of successive Vector3
  22932. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22933. * @returns the VertexData of the LineSystem
  22934. */
  22935. static CreateLineSystem(options: {
  22936. lines: Vector3[][];
  22937. colors?: Nullable<Color4[][]>;
  22938. }): VertexData;
  22939. /**
  22940. * Create the VertexData for a DashedLines
  22941. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22942. * - points an array successive Vector3
  22943. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22944. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22945. * - dashNb the intended total number of dashes, optional, default 200
  22946. * @returns the VertexData for the DashedLines
  22947. */
  22948. static CreateDashedLines(options: {
  22949. points: Vector3[];
  22950. dashSize?: number;
  22951. gapSize?: number;
  22952. dashNb?: number;
  22953. }): VertexData;
  22954. /**
  22955. * Creates the VertexData for a Ground
  22956. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22957. * - width the width (x direction) of the ground, optional, default 1
  22958. * - height the height (z direction) of the ground, optional, default 1
  22959. * - subdivisions the number of subdivisions per side, optional, default 1
  22960. * @returns the VertexData of the Ground
  22961. */
  22962. static CreateGround(options: {
  22963. width?: number;
  22964. height?: number;
  22965. subdivisions?: number;
  22966. subdivisionsX?: number;
  22967. subdivisionsY?: number;
  22968. }): VertexData;
  22969. /**
  22970. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22971. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22972. * * xmin the ground minimum X coordinate, optional, default -1
  22973. * * zmin the ground minimum Z coordinate, optional, default -1
  22974. * * xmax the ground maximum X coordinate, optional, default 1
  22975. * * zmax the ground maximum Z coordinate, optional, default 1
  22976. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22977. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22978. * @returns the VertexData of the TiledGround
  22979. */
  22980. static CreateTiledGround(options: {
  22981. xmin: number;
  22982. zmin: number;
  22983. xmax: number;
  22984. zmax: number;
  22985. subdivisions?: {
  22986. w: number;
  22987. h: number;
  22988. };
  22989. precision?: {
  22990. w: number;
  22991. h: number;
  22992. };
  22993. }): VertexData;
  22994. /**
  22995. * Creates the VertexData of the Ground designed from a heightmap
  22996. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22997. * * width the width (x direction) of the ground
  22998. * * height the height (z direction) of the ground
  22999. * * subdivisions the number of subdivisions per side
  23000. * * minHeight the minimum altitude on the ground, optional, default 0
  23001. * * maxHeight the maximum altitude on the ground, optional default 1
  23002. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  23003. * * buffer the array holding the image color data
  23004. * * bufferWidth the width of image
  23005. * * bufferHeight the height of image
  23006. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  23007. * @returns the VertexData of the Ground designed from a heightmap
  23008. */
  23009. static CreateGroundFromHeightMap(options: {
  23010. width: number;
  23011. height: number;
  23012. subdivisions: number;
  23013. minHeight: number;
  23014. maxHeight: number;
  23015. colorFilter: Color3;
  23016. buffer: Uint8Array;
  23017. bufferWidth: number;
  23018. bufferHeight: number;
  23019. alphaFilter: number;
  23020. }): VertexData;
  23021. /**
  23022. * Creates the VertexData for a Plane
  23023. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  23024. * * size sets the width and height of the plane to the value of size, optional default 1
  23025. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  23026. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  23027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23028. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23029. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23030. * @returns the VertexData of the box
  23031. */
  23032. static CreatePlane(options: {
  23033. size?: number;
  23034. width?: number;
  23035. height?: number;
  23036. sideOrientation?: number;
  23037. frontUVs?: Vector4;
  23038. backUVs?: Vector4;
  23039. }): VertexData;
  23040. /**
  23041. * Creates the VertexData of the Disc or regular Polygon
  23042. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  23043. * * radius the radius of the disc, optional default 0.5
  23044. * * tessellation the number of polygon sides, optional, default 64
  23045. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  23046. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23047. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23048. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23049. * @returns the VertexData of the box
  23050. */
  23051. static CreateDisc(options: {
  23052. radius?: number;
  23053. tessellation?: number;
  23054. arc?: number;
  23055. sideOrientation?: number;
  23056. frontUVs?: Vector4;
  23057. backUVs?: Vector4;
  23058. }): VertexData;
  23059. /**
  23060. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  23061. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  23062. * @param polygon a mesh built from polygonTriangulation.build()
  23063. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23064. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  23065. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  23066. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23067. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23068. * @returns the VertexData of the Polygon
  23069. */
  23070. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  23071. /**
  23072. * Creates the VertexData of the IcoSphere
  23073. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  23074. * * radius the radius of the IcoSphere, optional default 1
  23075. * * radiusX allows stretching in the x direction, optional, default radius
  23076. * * radiusY allows stretching in the y direction, optional, default radius
  23077. * * radiusZ allows stretching in the z direction, optional, default radius
  23078. * * flat when true creates a flat shaded mesh, optional, default true
  23079. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  23080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23081. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23082. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23083. * @returns the VertexData of the IcoSphere
  23084. */
  23085. static CreateIcoSphere(options: {
  23086. radius?: number;
  23087. radiusX?: number;
  23088. radiusY?: number;
  23089. radiusZ?: number;
  23090. flat?: boolean;
  23091. subdivisions?: number;
  23092. sideOrientation?: number;
  23093. frontUVs?: Vector4;
  23094. backUVs?: Vector4;
  23095. }): VertexData;
  23096. /**
  23097. * Creates the VertexData for a Polyhedron
  23098. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  23099. * * type provided types are:
  23100. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  23101. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  23102. * * size the size of the IcoSphere, optional default 1
  23103. * * sizeX allows stretching in the x direction, optional, default size
  23104. * * sizeY allows stretching in the y direction, optional, default size
  23105. * * sizeZ allows stretching in the z direction, optional, default size
  23106. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  23107. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  23108. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  23109. * * flat when true creates a flat shaded mesh, optional, default true
  23110. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  23111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23112. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23113. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23114. * @returns the VertexData of the Polyhedron
  23115. */
  23116. static CreatePolyhedron(options: {
  23117. type?: number;
  23118. size?: number;
  23119. sizeX?: number;
  23120. sizeY?: number;
  23121. sizeZ?: number;
  23122. custom?: any;
  23123. faceUV?: Vector4[];
  23124. faceColors?: Color4[];
  23125. flat?: boolean;
  23126. sideOrientation?: number;
  23127. frontUVs?: Vector4;
  23128. backUVs?: Vector4;
  23129. }): VertexData;
  23130. /**
  23131. * Creates the VertexData for a TorusKnot
  23132. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  23133. * * radius the radius of the torus knot, optional, default 2
  23134. * * tube the thickness of the tube, optional, default 0.5
  23135. * * radialSegments the number of sides on each tube segments, optional, default 32
  23136. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  23137. * * p the number of windings around the z axis, optional, default 2
  23138. * * q the number of windings around the x axis, optional, default 3
  23139. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23140. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  23141. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  23142. * @returns the VertexData of the Torus Knot
  23143. */
  23144. static CreateTorusKnot(options: {
  23145. radius?: number;
  23146. tube?: number;
  23147. radialSegments?: number;
  23148. tubularSegments?: number;
  23149. p?: number;
  23150. q?: number;
  23151. sideOrientation?: number;
  23152. frontUVs?: Vector4;
  23153. backUVs?: Vector4;
  23154. }): VertexData;
  23155. /**
  23156. * Compute normals for given positions and indices
  23157. * @param positions an array of vertex positions, [...., x, y, z, ......]
  23158. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  23159. * @param normals an array of vertex normals, [...., x, y, z, ......]
  23160. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  23161. * * facetNormals : optional array of facet normals (vector3)
  23162. * * facetPositions : optional array of facet positions (vector3)
  23163. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  23164. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  23165. * * bInfo : optional bounding info, required for facetPartitioning computation
  23166. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  23167. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  23168. * * useRightHandedSystem: optional boolean to for right handed system computation
  23169. * * depthSort : optional boolean to enable the facet depth sort computation
  23170. * * distanceTo : optional Vector3 to compute the facet depth from this location
  23171. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  23172. */
  23173. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  23174. facetNormals?: any;
  23175. facetPositions?: any;
  23176. facetPartitioning?: any;
  23177. ratio?: number;
  23178. bInfo?: any;
  23179. bbSize?: Vector3;
  23180. subDiv?: any;
  23181. useRightHandedSystem?: boolean;
  23182. depthSort?: boolean;
  23183. distanceTo?: Vector3;
  23184. depthSortedFacets?: any;
  23185. }): void;
  23186. /** @hidden */
  23187. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  23188. /**
  23189. * Applies VertexData created from the imported parameters to the geometry
  23190. * @param parsedVertexData the parsed data from an imported file
  23191. * @param geometry the geometry to apply the VertexData to
  23192. */
  23193. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  23194. }
  23195. }
  23196. declare module "babylonjs/Morph/morphTarget" {
  23197. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23198. import { Observable } from "babylonjs/Misc/observable";
  23199. import { Nullable, FloatArray } from "babylonjs/types";
  23200. import { Scene } from "babylonjs/scene";
  23201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23202. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  23203. /**
  23204. * Defines a target to use with MorphTargetManager
  23205. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23206. */
  23207. export class MorphTarget implements IAnimatable {
  23208. /** defines the name of the target */
  23209. name: string;
  23210. /**
  23211. * Gets or sets the list of animations
  23212. */
  23213. animations: import("babylonjs/Animations/animation").Animation[];
  23214. private _scene;
  23215. private _positions;
  23216. private _normals;
  23217. private _tangents;
  23218. private _uvs;
  23219. private _influence;
  23220. private _uniqueId;
  23221. /**
  23222. * Observable raised when the influence changes
  23223. */
  23224. onInfluenceChanged: Observable<boolean>;
  23225. /** @hidden */
  23226. _onDataLayoutChanged: Observable<void>;
  23227. /**
  23228. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  23229. */
  23230. get influence(): number;
  23231. set influence(influence: number);
  23232. /**
  23233. * Gets or sets the id of the morph Target
  23234. */
  23235. id: string;
  23236. private _animationPropertiesOverride;
  23237. /**
  23238. * Gets or sets the animation properties override
  23239. */
  23240. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  23241. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  23242. /**
  23243. * Creates a new MorphTarget
  23244. * @param name defines the name of the target
  23245. * @param influence defines the influence to use
  23246. * @param scene defines the scene the morphtarget belongs to
  23247. */
  23248. constructor(
  23249. /** defines the name of the target */
  23250. name: string, influence?: number, scene?: Nullable<Scene>);
  23251. /**
  23252. * Gets the unique ID of this manager
  23253. */
  23254. get uniqueId(): number;
  23255. /**
  23256. * Gets a boolean defining if the target contains position data
  23257. */
  23258. get hasPositions(): boolean;
  23259. /**
  23260. * Gets a boolean defining if the target contains normal data
  23261. */
  23262. get hasNormals(): boolean;
  23263. /**
  23264. * Gets a boolean defining if the target contains tangent data
  23265. */
  23266. get hasTangents(): boolean;
  23267. /**
  23268. * Gets a boolean defining if the target contains texture coordinates data
  23269. */
  23270. get hasUVs(): boolean;
  23271. /**
  23272. * Affects position data to this target
  23273. * @param data defines the position data to use
  23274. */
  23275. setPositions(data: Nullable<FloatArray>): void;
  23276. /**
  23277. * Gets the position data stored in this target
  23278. * @returns a FloatArray containing the position data (or null if not present)
  23279. */
  23280. getPositions(): Nullable<FloatArray>;
  23281. /**
  23282. * Affects normal data to this target
  23283. * @param data defines the normal data to use
  23284. */
  23285. setNormals(data: Nullable<FloatArray>): void;
  23286. /**
  23287. * Gets the normal data stored in this target
  23288. * @returns a FloatArray containing the normal data (or null if not present)
  23289. */
  23290. getNormals(): Nullable<FloatArray>;
  23291. /**
  23292. * Affects tangent data to this target
  23293. * @param data defines the tangent data to use
  23294. */
  23295. setTangents(data: Nullable<FloatArray>): void;
  23296. /**
  23297. * Gets the tangent data stored in this target
  23298. * @returns a FloatArray containing the tangent data (or null if not present)
  23299. */
  23300. getTangents(): Nullable<FloatArray>;
  23301. /**
  23302. * Affects texture coordinates data to this target
  23303. * @param data defines the texture coordinates data to use
  23304. */
  23305. setUVs(data: Nullable<FloatArray>): void;
  23306. /**
  23307. * Gets the texture coordinates data stored in this target
  23308. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23309. */
  23310. getUVs(): Nullable<FloatArray>;
  23311. /**
  23312. * Clone the current target
  23313. * @returns a new MorphTarget
  23314. */
  23315. clone(): MorphTarget;
  23316. /**
  23317. * Serializes the current target into a Serialization object
  23318. * @returns the serialized object
  23319. */
  23320. serialize(): any;
  23321. /**
  23322. * Returns the string "MorphTarget"
  23323. * @returns "MorphTarget"
  23324. */
  23325. getClassName(): string;
  23326. /**
  23327. * Creates a new target from serialized data
  23328. * @param serializationObject defines the serialized data to use
  23329. * @returns a new MorphTarget
  23330. */
  23331. static Parse(serializationObject: any): MorphTarget;
  23332. /**
  23333. * Creates a MorphTarget from mesh data
  23334. * @param mesh defines the source mesh
  23335. * @param name defines the name to use for the new target
  23336. * @param influence defines the influence to attach to the target
  23337. * @returns a new MorphTarget
  23338. */
  23339. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23340. }
  23341. }
  23342. declare module "babylonjs/Morph/morphTargetManager" {
  23343. import { Nullable } from "babylonjs/types";
  23344. import { Scene } from "babylonjs/scene";
  23345. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23346. /**
  23347. * This class is used to deform meshes using morphing between different targets
  23348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23349. */
  23350. export class MorphTargetManager {
  23351. private _targets;
  23352. private _targetInfluenceChangedObservers;
  23353. private _targetDataLayoutChangedObservers;
  23354. private _activeTargets;
  23355. private _scene;
  23356. private _influences;
  23357. private _supportsNormals;
  23358. private _supportsTangents;
  23359. private _supportsUVs;
  23360. private _vertexCount;
  23361. private _uniqueId;
  23362. private _tempInfluences;
  23363. /**
  23364. * Gets or sets a boolean indicating if normals must be morphed
  23365. */
  23366. enableNormalMorphing: boolean;
  23367. /**
  23368. * Gets or sets a boolean indicating if tangents must be morphed
  23369. */
  23370. enableTangentMorphing: boolean;
  23371. /**
  23372. * Gets or sets a boolean indicating if UV must be morphed
  23373. */
  23374. enableUVMorphing: boolean;
  23375. /**
  23376. * Creates a new MorphTargetManager
  23377. * @param scene defines the current scene
  23378. */
  23379. constructor(scene?: Nullable<Scene>);
  23380. /**
  23381. * Gets the unique ID of this manager
  23382. */
  23383. get uniqueId(): number;
  23384. /**
  23385. * Gets the number of vertices handled by this manager
  23386. */
  23387. get vertexCount(): number;
  23388. /**
  23389. * Gets a boolean indicating if this manager supports morphing of normals
  23390. */
  23391. get supportsNormals(): boolean;
  23392. /**
  23393. * Gets a boolean indicating if this manager supports morphing of tangents
  23394. */
  23395. get supportsTangents(): boolean;
  23396. /**
  23397. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23398. */
  23399. get supportsUVs(): boolean;
  23400. /**
  23401. * Gets the number of targets stored in this manager
  23402. */
  23403. get numTargets(): number;
  23404. /**
  23405. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23406. */
  23407. get numInfluencers(): number;
  23408. /**
  23409. * Gets the list of influences (one per target)
  23410. */
  23411. get influences(): Float32Array;
  23412. /**
  23413. * Gets the active target at specified index. An active target is a target with an influence > 0
  23414. * @param index defines the index to check
  23415. * @returns the requested target
  23416. */
  23417. getActiveTarget(index: number): MorphTarget;
  23418. /**
  23419. * Gets the target at specified index
  23420. * @param index defines the index to check
  23421. * @returns the requested target
  23422. */
  23423. getTarget(index: number): MorphTarget;
  23424. /**
  23425. * Add a new target to this manager
  23426. * @param target defines the target to add
  23427. */
  23428. addTarget(target: MorphTarget): void;
  23429. /**
  23430. * Removes a target from the manager
  23431. * @param target defines the target to remove
  23432. */
  23433. removeTarget(target: MorphTarget): void;
  23434. /**
  23435. * Clone the current manager
  23436. * @returns a new MorphTargetManager
  23437. */
  23438. clone(): MorphTargetManager;
  23439. /**
  23440. * Serializes the current manager into a Serialization object
  23441. * @returns the serialized object
  23442. */
  23443. serialize(): any;
  23444. private _syncActiveTargets;
  23445. /**
  23446. * Syncrhonize the targets with all the meshes using this morph target manager
  23447. */
  23448. synchronize(): void;
  23449. /**
  23450. * Creates a new MorphTargetManager from serialized data
  23451. * @param serializationObject defines the serialized data
  23452. * @param scene defines the hosting scene
  23453. * @returns the new MorphTargetManager
  23454. */
  23455. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23456. }
  23457. }
  23458. declare module "babylonjs/Meshes/meshLODLevel" {
  23459. import { Mesh } from "babylonjs/Meshes/mesh";
  23460. import { Nullable } from "babylonjs/types";
  23461. /**
  23462. * Class used to represent a specific level of detail of a mesh
  23463. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23464. */
  23465. export class MeshLODLevel {
  23466. /** Defines the distance where this level should start being displayed */
  23467. distance: number;
  23468. /** Defines the mesh to use to render this level */
  23469. mesh: Nullable<Mesh>;
  23470. /**
  23471. * Creates a new LOD level
  23472. * @param distance defines the distance where this level should star being displayed
  23473. * @param mesh defines the mesh to use to render this level
  23474. */
  23475. constructor(
  23476. /** Defines the distance where this level should start being displayed */
  23477. distance: number,
  23478. /** Defines the mesh to use to render this level */
  23479. mesh: Nullable<Mesh>);
  23480. }
  23481. }
  23482. declare module "babylonjs/Meshes/groundMesh" {
  23483. import { Scene } from "babylonjs/scene";
  23484. import { Vector3 } from "babylonjs/Maths/math.vector";
  23485. import { Mesh } from "babylonjs/Meshes/mesh";
  23486. /**
  23487. * Mesh representing the gorund
  23488. */
  23489. export class GroundMesh extends Mesh {
  23490. /** If octree should be generated */
  23491. generateOctree: boolean;
  23492. private _heightQuads;
  23493. /** @hidden */
  23494. _subdivisionsX: number;
  23495. /** @hidden */
  23496. _subdivisionsY: number;
  23497. /** @hidden */
  23498. _width: number;
  23499. /** @hidden */
  23500. _height: number;
  23501. /** @hidden */
  23502. _minX: number;
  23503. /** @hidden */
  23504. _maxX: number;
  23505. /** @hidden */
  23506. _minZ: number;
  23507. /** @hidden */
  23508. _maxZ: number;
  23509. constructor(name: string, scene: Scene);
  23510. /**
  23511. * "GroundMesh"
  23512. * @returns "GroundMesh"
  23513. */
  23514. getClassName(): string;
  23515. /**
  23516. * The minimum of x and y subdivisions
  23517. */
  23518. get subdivisions(): number;
  23519. /**
  23520. * X subdivisions
  23521. */
  23522. get subdivisionsX(): number;
  23523. /**
  23524. * Y subdivisions
  23525. */
  23526. get subdivisionsY(): number;
  23527. /**
  23528. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23529. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23530. * @param chunksCount the number of subdivisions for x and y
  23531. * @param octreeBlocksSize (Default: 32)
  23532. */
  23533. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23534. /**
  23535. * Returns a height (y) value in the Worl system :
  23536. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23537. * @param x x coordinate
  23538. * @param z z coordinate
  23539. * @returns the ground y position if (x, z) are outside the ground surface.
  23540. */
  23541. getHeightAtCoordinates(x: number, z: number): number;
  23542. /**
  23543. * Returns a normalized vector (Vector3) orthogonal to the ground
  23544. * at the ground coordinates (x, z) expressed in the World system.
  23545. * @param x x coordinate
  23546. * @param z z coordinate
  23547. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23548. */
  23549. getNormalAtCoordinates(x: number, z: number): Vector3;
  23550. /**
  23551. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23552. * at the ground coordinates (x, z) expressed in the World system.
  23553. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23554. * @param x x coordinate
  23555. * @param z z coordinate
  23556. * @param ref vector to store the result
  23557. * @returns the GroundMesh.
  23558. */
  23559. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23560. /**
  23561. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23562. * if the ground has been updated.
  23563. * This can be used in the render loop.
  23564. * @returns the GroundMesh.
  23565. */
  23566. updateCoordinateHeights(): GroundMesh;
  23567. private _getFacetAt;
  23568. private _initHeightQuads;
  23569. private _computeHeightQuads;
  23570. /**
  23571. * Serializes this ground mesh
  23572. * @param serializationObject object to write serialization to
  23573. */
  23574. serialize(serializationObject: any): void;
  23575. /**
  23576. * Parses a serialized ground mesh
  23577. * @param parsedMesh the serialized mesh
  23578. * @param scene the scene to create the ground mesh in
  23579. * @returns the created ground mesh
  23580. */
  23581. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23582. }
  23583. }
  23584. declare module "babylonjs/Physics/physicsJoint" {
  23585. import { Vector3 } from "babylonjs/Maths/math.vector";
  23586. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23587. /**
  23588. * Interface for Physics-Joint data
  23589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23590. */
  23591. export interface PhysicsJointData {
  23592. /**
  23593. * The main pivot of the joint
  23594. */
  23595. mainPivot?: Vector3;
  23596. /**
  23597. * The connected pivot of the joint
  23598. */
  23599. connectedPivot?: Vector3;
  23600. /**
  23601. * The main axis of the joint
  23602. */
  23603. mainAxis?: Vector3;
  23604. /**
  23605. * The connected axis of the joint
  23606. */
  23607. connectedAxis?: Vector3;
  23608. /**
  23609. * The collision of the joint
  23610. */
  23611. collision?: boolean;
  23612. /**
  23613. * Native Oimo/Cannon/Energy data
  23614. */
  23615. nativeParams?: any;
  23616. }
  23617. /**
  23618. * This is a holder class for the physics joint created by the physics plugin
  23619. * It holds a set of functions to control the underlying joint
  23620. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23621. */
  23622. export class PhysicsJoint {
  23623. /**
  23624. * The type of the physics joint
  23625. */
  23626. type: number;
  23627. /**
  23628. * The data for the physics joint
  23629. */
  23630. jointData: PhysicsJointData;
  23631. private _physicsJoint;
  23632. protected _physicsPlugin: IPhysicsEnginePlugin;
  23633. /**
  23634. * Initializes the physics joint
  23635. * @param type The type of the physics joint
  23636. * @param jointData The data for the physics joint
  23637. */
  23638. constructor(
  23639. /**
  23640. * The type of the physics joint
  23641. */
  23642. type: number,
  23643. /**
  23644. * The data for the physics joint
  23645. */
  23646. jointData: PhysicsJointData);
  23647. /**
  23648. * Gets the physics joint
  23649. */
  23650. get physicsJoint(): any;
  23651. /**
  23652. * Sets the physics joint
  23653. */
  23654. set physicsJoint(newJoint: any);
  23655. /**
  23656. * Sets the physics plugin
  23657. */
  23658. set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin);
  23659. /**
  23660. * Execute a function that is physics-plugin specific.
  23661. * @param {Function} func the function that will be executed.
  23662. * It accepts two parameters: the physics world and the physics joint
  23663. */
  23664. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23665. /**
  23666. * Distance-Joint type
  23667. */
  23668. static DistanceJoint: number;
  23669. /**
  23670. * Hinge-Joint type
  23671. */
  23672. static HingeJoint: number;
  23673. /**
  23674. * Ball-and-Socket joint type
  23675. */
  23676. static BallAndSocketJoint: number;
  23677. /**
  23678. * Wheel-Joint type
  23679. */
  23680. static WheelJoint: number;
  23681. /**
  23682. * Slider-Joint type
  23683. */
  23684. static SliderJoint: number;
  23685. /**
  23686. * Prismatic-Joint type
  23687. */
  23688. static PrismaticJoint: number;
  23689. /**
  23690. * Universal-Joint type
  23691. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23692. */
  23693. static UniversalJoint: number;
  23694. /**
  23695. * Hinge-Joint 2 type
  23696. */
  23697. static Hinge2Joint: number;
  23698. /**
  23699. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23700. */
  23701. static PointToPointJoint: number;
  23702. /**
  23703. * Spring-Joint type
  23704. */
  23705. static SpringJoint: number;
  23706. /**
  23707. * Lock-Joint type
  23708. */
  23709. static LockJoint: number;
  23710. }
  23711. /**
  23712. * A class representing a physics distance joint
  23713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23714. */
  23715. export class DistanceJoint extends PhysicsJoint {
  23716. /**
  23717. *
  23718. * @param jointData The data for the Distance-Joint
  23719. */
  23720. constructor(jointData: DistanceJointData);
  23721. /**
  23722. * Update the predefined distance.
  23723. * @param maxDistance The maximum preferred distance
  23724. * @param minDistance The minimum preferred distance
  23725. */
  23726. updateDistance(maxDistance: number, minDistance?: number): void;
  23727. }
  23728. /**
  23729. * Represents a Motor-Enabled Joint
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23733. /**
  23734. * Initializes the Motor-Enabled Joint
  23735. * @param type The type of the joint
  23736. * @param jointData The physica joint data for the joint
  23737. */
  23738. constructor(type: number, jointData: PhysicsJointData);
  23739. /**
  23740. * Set the motor values.
  23741. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23742. * @param force the force to apply
  23743. * @param maxForce max force for this motor.
  23744. */
  23745. setMotor(force?: number, maxForce?: number): void;
  23746. /**
  23747. * Set the motor's limits.
  23748. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23749. * @param upperLimit The upper limit of the motor
  23750. * @param lowerLimit The lower limit of the motor
  23751. */
  23752. setLimit(upperLimit: number, lowerLimit?: number): void;
  23753. }
  23754. /**
  23755. * This class represents a single physics Hinge-Joint
  23756. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23757. */
  23758. export class HingeJoint extends MotorEnabledJoint {
  23759. /**
  23760. * Initializes the Hinge-Joint
  23761. * @param jointData The joint data for the Hinge-Joint
  23762. */
  23763. constructor(jointData: PhysicsJointData);
  23764. /**
  23765. * Set the motor values.
  23766. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23767. * @param {number} force the force to apply
  23768. * @param {number} maxForce max force for this motor.
  23769. */
  23770. setMotor(force?: number, maxForce?: number): void;
  23771. /**
  23772. * Set the motor's limits.
  23773. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23774. * @param upperLimit The upper limit of the motor
  23775. * @param lowerLimit The lower limit of the motor
  23776. */
  23777. setLimit(upperLimit: number, lowerLimit?: number): void;
  23778. }
  23779. /**
  23780. * This class represents a dual hinge physics joint (same as wheel joint)
  23781. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23782. */
  23783. export class Hinge2Joint extends MotorEnabledJoint {
  23784. /**
  23785. * Initializes the Hinge2-Joint
  23786. * @param jointData The joint data for the Hinge2-Joint
  23787. */
  23788. constructor(jointData: PhysicsJointData);
  23789. /**
  23790. * Set the motor values.
  23791. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23792. * @param {number} targetSpeed the speed the motor is to reach
  23793. * @param {number} maxForce max force for this motor.
  23794. * @param {motorIndex} the motor's index, 0 or 1.
  23795. */
  23796. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23797. /**
  23798. * Set the motor limits.
  23799. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23800. * @param {number} upperLimit the upper limit
  23801. * @param {number} lowerLimit lower limit
  23802. * @param {motorIndex} the motor's index, 0 or 1.
  23803. */
  23804. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23805. }
  23806. /**
  23807. * Interface for a motor enabled joint
  23808. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23809. */
  23810. export interface IMotorEnabledJoint {
  23811. /**
  23812. * Physics joint
  23813. */
  23814. physicsJoint: any;
  23815. /**
  23816. * Sets the motor of the motor-enabled joint
  23817. * @param force The force of the motor
  23818. * @param maxForce The maximum force of the motor
  23819. * @param motorIndex The index of the motor
  23820. */
  23821. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23822. /**
  23823. * Sets the limit of the motor
  23824. * @param upperLimit The upper limit of the motor
  23825. * @param lowerLimit The lower limit of the motor
  23826. * @param motorIndex The index of the motor
  23827. */
  23828. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23829. }
  23830. /**
  23831. * Joint data for a Distance-Joint
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface DistanceJointData extends PhysicsJointData {
  23835. /**
  23836. * Max distance the 2 joint objects can be apart
  23837. */
  23838. maxDistance: number;
  23839. }
  23840. /**
  23841. * Joint data from a spring joint
  23842. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23843. */
  23844. export interface SpringJointData extends PhysicsJointData {
  23845. /**
  23846. * Length of the spring
  23847. */
  23848. length: number;
  23849. /**
  23850. * Stiffness of the spring
  23851. */
  23852. stiffness: number;
  23853. /**
  23854. * Damping of the spring
  23855. */
  23856. damping: number;
  23857. /** this callback will be called when applying the force to the impostors. */
  23858. forceApplicationCallback: () => void;
  23859. }
  23860. }
  23861. declare module "babylonjs/Physics/physicsRaycastResult" {
  23862. import { Vector3 } from "babylonjs/Maths/math.vector";
  23863. /**
  23864. * Holds the data for the raycast result
  23865. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23866. */
  23867. export class PhysicsRaycastResult {
  23868. private _hasHit;
  23869. private _hitDistance;
  23870. private _hitNormalWorld;
  23871. private _hitPointWorld;
  23872. private _rayFromWorld;
  23873. private _rayToWorld;
  23874. /**
  23875. * Gets if there was a hit
  23876. */
  23877. get hasHit(): boolean;
  23878. /**
  23879. * Gets the distance from the hit
  23880. */
  23881. get hitDistance(): number;
  23882. /**
  23883. * Gets the hit normal/direction in the world
  23884. */
  23885. get hitNormalWorld(): Vector3;
  23886. /**
  23887. * Gets the hit point in the world
  23888. */
  23889. get hitPointWorld(): Vector3;
  23890. /**
  23891. * Gets the ray "start point" of the ray in the world
  23892. */
  23893. get rayFromWorld(): Vector3;
  23894. /**
  23895. * Gets the ray "end point" of the ray in the world
  23896. */
  23897. get rayToWorld(): Vector3;
  23898. /**
  23899. * Sets the hit data (normal & point in world space)
  23900. * @param hitNormalWorld defines the normal in world space
  23901. * @param hitPointWorld defines the point in world space
  23902. */
  23903. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23904. /**
  23905. * Sets the distance from the start point to the hit point
  23906. * @param distance
  23907. */
  23908. setHitDistance(distance: number): void;
  23909. /**
  23910. * Calculates the distance manually
  23911. */
  23912. calculateHitDistance(): void;
  23913. /**
  23914. * Resets all the values to default
  23915. * @param from The from point on world space
  23916. * @param to The to point on world space
  23917. */
  23918. reset(from?: Vector3, to?: Vector3): void;
  23919. }
  23920. /**
  23921. * Interface for the size containing width and height
  23922. */
  23923. interface IXYZ {
  23924. /**
  23925. * X
  23926. */
  23927. x: number;
  23928. /**
  23929. * Y
  23930. */
  23931. y: number;
  23932. /**
  23933. * Z
  23934. */
  23935. z: number;
  23936. }
  23937. }
  23938. declare module "babylonjs/Physics/IPhysicsEngine" {
  23939. import { Nullable } from "babylonjs/types";
  23940. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23942. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23943. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23944. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23945. /**
  23946. * Interface used to describe a physics joint
  23947. */
  23948. export interface PhysicsImpostorJoint {
  23949. /** Defines the main impostor to which the joint is linked */
  23950. mainImpostor: PhysicsImpostor;
  23951. /** Defines the impostor that is connected to the main impostor using this joint */
  23952. connectedImpostor: PhysicsImpostor;
  23953. /** Defines the joint itself */
  23954. joint: PhysicsJoint;
  23955. }
  23956. /** @hidden */
  23957. export interface IPhysicsEnginePlugin {
  23958. world: any;
  23959. name: string;
  23960. setGravity(gravity: Vector3): void;
  23961. setTimeStep(timeStep: number): void;
  23962. getTimeStep(): number;
  23963. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23964. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23965. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23966. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23967. removePhysicsBody(impostor: PhysicsImpostor): void;
  23968. generateJoint(joint: PhysicsImpostorJoint): void;
  23969. removeJoint(joint: PhysicsImpostorJoint): void;
  23970. isSupported(): boolean;
  23971. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23972. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23973. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23974. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23975. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23976. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23977. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23978. getBodyMass(impostor: PhysicsImpostor): number;
  23979. getBodyFriction(impostor: PhysicsImpostor): number;
  23980. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23981. getBodyRestitution(impostor: PhysicsImpostor): number;
  23982. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23983. getBodyPressure?(impostor: PhysicsImpostor): number;
  23984. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23985. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23986. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23987. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23988. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23989. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23990. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23991. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23992. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23993. sleepBody(impostor: PhysicsImpostor): void;
  23994. wakeUpBody(impostor: PhysicsImpostor): void;
  23995. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23996. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23997. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23998. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23999. getRadius(impostor: PhysicsImpostor): number;
  24000. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  24001. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  24002. dispose(): void;
  24003. }
  24004. /**
  24005. * Interface used to define a physics engine
  24006. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  24007. */
  24008. export interface IPhysicsEngine {
  24009. /**
  24010. * Gets the gravity vector used by the simulation
  24011. */
  24012. gravity: Vector3;
  24013. /**
  24014. * Sets the gravity vector used by the simulation
  24015. * @param gravity defines the gravity vector to use
  24016. */
  24017. setGravity(gravity: Vector3): void;
  24018. /**
  24019. * Set the time step of the physics engine.
  24020. * Default is 1/60.
  24021. * To slow it down, enter 1/600 for example.
  24022. * To speed it up, 1/30
  24023. * @param newTimeStep the new timestep to apply to this world.
  24024. */
  24025. setTimeStep(newTimeStep: number): void;
  24026. /**
  24027. * Get the time step of the physics engine.
  24028. * @returns the current time step
  24029. */
  24030. getTimeStep(): number;
  24031. /**
  24032. * Set the sub time step of the physics engine.
  24033. * Default is 0 meaning there is no sub steps
  24034. * To increase physics resolution precision, set a small value (like 1 ms)
  24035. * @param subTimeStep defines the new sub timestep used for physics resolution.
  24036. */
  24037. setSubTimeStep(subTimeStep: number): void;
  24038. /**
  24039. * Get the sub time step of the physics engine.
  24040. * @returns the current sub time step
  24041. */
  24042. getSubTimeStep(): number;
  24043. /**
  24044. * Release all resources
  24045. */
  24046. dispose(): void;
  24047. /**
  24048. * Gets the name of the current physics plugin
  24049. * @returns the name of the plugin
  24050. */
  24051. getPhysicsPluginName(): string;
  24052. /**
  24053. * Adding a new impostor for the impostor tracking.
  24054. * This will be done by the impostor itself.
  24055. * @param impostor the impostor to add
  24056. */
  24057. addImpostor(impostor: PhysicsImpostor): void;
  24058. /**
  24059. * Remove an impostor from the engine.
  24060. * This impostor and its mesh will not longer be updated by the physics engine.
  24061. * @param impostor the impostor to remove
  24062. */
  24063. removeImpostor(impostor: PhysicsImpostor): void;
  24064. /**
  24065. * Add a joint to the physics engine
  24066. * @param mainImpostor defines the main impostor to which the joint is added.
  24067. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  24068. * @param joint defines the joint that will connect both impostors.
  24069. */
  24070. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  24071. /**
  24072. * Removes a joint from the simulation
  24073. * @param mainImpostor defines the impostor used with the joint
  24074. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  24075. * @param joint defines the joint to remove
  24076. */
  24077. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  24078. /**
  24079. * Gets the current plugin used to run the simulation
  24080. * @returns current plugin
  24081. */
  24082. getPhysicsPlugin(): IPhysicsEnginePlugin;
  24083. /**
  24084. * Gets the list of physic impostors
  24085. * @returns an array of PhysicsImpostor
  24086. */
  24087. getImpostors(): Array<PhysicsImpostor>;
  24088. /**
  24089. * Gets the impostor for a physics enabled object
  24090. * @param object defines the object impersonated by the impostor
  24091. * @returns the PhysicsImpostor or null if not found
  24092. */
  24093. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24094. /**
  24095. * Gets the impostor for a physics body object
  24096. * @param body defines physics body used by the impostor
  24097. * @returns the PhysicsImpostor or null if not found
  24098. */
  24099. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  24100. /**
  24101. * Does a raycast in the physics world
  24102. * @param from when should the ray start?
  24103. * @param to when should the ray end?
  24104. * @returns PhysicsRaycastResult
  24105. */
  24106. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  24107. /**
  24108. * Called by the scene. No need to call it.
  24109. * @param delta defines the timespam between frames
  24110. */
  24111. _step(delta: number): void;
  24112. }
  24113. }
  24114. declare module "babylonjs/Physics/physicsImpostor" {
  24115. import { Nullable, IndicesArray } from "babylonjs/types";
  24116. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  24117. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24119. import { Scene } from "babylonjs/scene";
  24120. import { Bone } from "babylonjs/Bones/bone";
  24121. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  24122. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  24123. import { Space } from "babylonjs/Maths/math.axis";
  24124. /**
  24125. * The interface for the physics imposter parameters
  24126. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24127. */
  24128. export interface PhysicsImpostorParameters {
  24129. /**
  24130. * The mass of the physics imposter
  24131. */
  24132. mass: number;
  24133. /**
  24134. * The friction of the physics imposter
  24135. */
  24136. friction?: number;
  24137. /**
  24138. * The coefficient of restitution of the physics imposter
  24139. */
  24140. restitution?: number;
  24141. /**
  24142. * The native options of the physics imposter
  24143. */
  24144. nativeOptions?: any;
  24145. /**
  24146. * Specifies if the parent should be ignored
  24147. */
  24148. ignoreParent?: boolean;
  24149. /**
  24150. * Specifies if bi-directional transformations should be disabled
  24151. */
  24152. disableBidirectionalTransformation?: boolean;
  24153. /**
  24154. * The pressure inside the physics imposter, soft object only
  24155. */
  24156. pressure?: number;
  24157. /**
  24158. * The stiffness the physics imposter, soft object only
  24159. */
  24160. stiffness?: number;
  24161. /**
  24162. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  24163. */
  24164. velocityIterations?: number;
  24165. /**
  24166. * The number of iterations used in maintaining consistent vertex positions, soft object only
  24167. */
  24168. positionIterations?: number;
  24169. /**
  24170. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  24171. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  24172. * Add to fix multiple points
  24173. */
  24174. fixedPoints?: number;
  24175. /**
  24176. * The collision margin around a soft object
  24177. */
  24178. margin?: number;
  24179. /**
  24180. * The collision margin around a soft object
  24181. */
  24182. damping?: number;
  24183. /**
  24184. * The path for a rope based on an extrusion
  24185. */
  24186. path?: any;
  24187. /**
  24188. * The shape of an extrusion used for a rope based on an extrusion
  24189. */
  24190. shape?: any;
  24191. }
  24192. /**
  24193. * Interface for a physics-enabled object
  24194. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24195. */
  24196. export interface IPhysicsEnabledObject {
  24197. /**
  24198. * The position of the physics-enabled object
  24199. */
  24200. position: Vector3;
  24201. /**
  24202. * The rotation of the physics-enabled object
  24203. */
  24204. rotationQuaternion: Nullable<Quaternion>;
  24205. /**
  24206. * The scale of the physics-enabled object
  24207. */
  24208. scaling: Vector3;
  24209. /**
  24210. * The rotation of the physics-enabled object
  24211. */
  24212. rotation?: Vector3;
  24213. /**
  24214. * The parent of the physics-enabled object
  24215. */
  24216. parent?: any;
  24217. /**
  24218. * The bounding info of the physics-enabled object
  24219. * @returns The bounding info of the physics-enabled object
  24220. */
  24221. getBoundingInfo(): BoundingInfo;
  24222. /**
  24223. * Computes the world matrix
  24224. * @param force Specifies if the world matrix should be computed by force
  24225. * @returns A world matrix
  24226. */
  24227. computeWorldMatrix(force: boolean): Matrix;
  24228. /**
  24229. * Gets the world matrix
  24230. * @returns A world matrix
  24231. */
  24232. getWorldMatrix?(): Matrix;
  24233. /**
  24234. * Gets the child meshes
  24235. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  24236. * @returns An array of abstract meshes
  24237. */
  24238. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  24239. /**
  24240. * Gets the vertex data
  24241. * @param kind The type of vertex data
  24242. * @returns A nullable array of numbers, or a float32 array
  24243. */
  24244. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  24245. /**
  24246. * Gets the indices from the mesh
  24247. * @returns A nullable array of index arrays
  24248. */
  24249. getIndices?(): Nullable<IndicesArray>;
  24250. /**
  24251. * Gets the scene from the mesh
  24252. * @returns the indices array or null
  24253. */
  24254. getScene?(): Scene;
  24255. /**
  24256. * Gets the absolute position from the mesh
  24257. * @returns the absolute position
  24258. */
  24259. getAbsolutePosition(): Vector3;
  24260. /**
  24261. * Gets the absolute pivot point from the mesh
  24262. * @returns the absolute pivot point
  24263. */
  24264. getAbsolutePivotPoint(): Vector3;
  24265. /**
  24266. * Rotates the mesh
  24267. * @param axis The axis of rotation
  24268. * @param amount The amount of rotation
  24269. * @param space The space of the rotation
  24270. * @returns The rotation transform node
  24271. */
  24272. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  24273. /**
  24274. * Translates the mesh
  24275. * @param axis The axis of translation
  24276. * @param distance The distance of translation
  24277. * @param space The space of the translation
  24278. * @returns The transform node
  24279. */
  24280. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  24281. /**
  24282. * Sets the absolute position of the mesh
  24283. * @param absolutePosition The absolute position of the mesh
  24284. * @returns The transform node
  24285. */
  24286. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  24287. /**
  24288. * Gets the class name of the mesh
  24289. * @returns The class name
  24290. */
  24291. getClassName(): string;
  24292. }
  24293. /**
  24294. * Represents a physics imposter
  24295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24296. */
  24297. export class PhysicsImpostor {
  24298. /**
  24299. * The physics-enabled object used as the physics imposter
  24300. */
  24301. object: IPhysicsEnabledObject;
  24302. /**
  24303. * The type of the physics imposter
  24304. */
  24305. type: number;
  24306. private _options;
  24307. private _scene?;
  24308. /**
  24309. * The default object size of the imposter
  24310. */
  24311. static DEFAULT_OBJECT_SIZE: Vector3;
  24312. /**
  24313. * The identity quaternion of the imposter
  24314. */
  24315. static IDENTITY_QUATERNION: Quaternion;
  24316. /** @hidden */
  24317. _pluginData: any;
  24318. private _physicsEngine;
  24319. private _physicsBody;
  24320. private _bodyUpdateRequired;
  24321. private _onBeforePhysicsStepCallbacks;
  24322. private _onAfterPhysicsStepCallbacks;
  24323. /** @hidden */
  24324. _onPhysicsCollideCallbacks: Array<{
  24325. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24326. otherImpostors: Array<PhysicsImpostor>;
  24327. }>;
  24328. private _deltaPosition;
  24329. private _deltaRotation;
  24330. private _deltaRotationConjugated;
  24331. /** @hidden */
  24332. _isFromLine: boolean;
  24333. private _parent;
  24334. private _isDisposed;
  24335. private static _tmpVecs;
  24336. private static _tmpQuat;
  24337. /**
  24338. * Specifies if the physics imposter is disposed
  24339. */
  24340. get isDisposed(): boolean;
  24341. /**
  24342. * Gets the mass of the physics imposter
  24343. */
  24344. get mass(): number;
  24345. set mass(value: number);
  24346. /**
  24347. * Gets the coefficient of friction
  24348. */
  24349. get friction(): number;
  24350. /**
  24351. * Sets the coefficient of friction
  24352. */
  24353. set friction(value: number);
  24354. /**
  24355. * Gets the coefficient of restitution
  24356. */
  24357. get restitution(): number;
  24358. /**
  24359. * Sets the coefficient of restitution
  24360. */
  24361. set restitution(value: number);
  24362. /**
  24363. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24364. */
  24365. get pressure(): number;
  24366. /**
  24367. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24368. */
  24369. set pressure(value: number);
  24370. /**
  24371. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24372. */
  24373. get stiffness(): number;
  24374. /**
  24375. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24376. */
  24377. set stiffness(value: number);
  24378. /**
  24379. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24380. */
  24381. get velocityIterations(): number;
  24382. /**
  24383. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24384. */
  24385. set velocityIterations(value: number);
  24386. /**
  24387. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24388. */
  24389. get positionIterations(): number;
  24390. /**
  24391. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24392. */
  24393. set positionIterations(value: number);
  24394. /**
  24395. * The unique id of the physics imposter
  24396. * set by the physics engine when adding this impostor to the array
  24397. */
  24398. uniqueId: number;
  24399. /**
  24400. * @hidden
  24401. */
  24402. soft: boolean;
  24403. /**
  24404. * @hidden
  24405. */
  24406. segments: number;
  24407. private _joints;
  24408. /**
  24409. * Initializes the physics imposter
  24410. * @param object The physics-enabled object used as the physics imposter
  24411. * @param type The type of the physics imposter
  24412. * @param _options The options for the physics imposter
  24413. * @param _scene The Babylon scene
  24414. */
  24415. constructor(
  24416. /**
  24417. * The physics-enabled object used as the physics imposter
  24418. */
  24419. object: IPhysicsEnabledObject,
  24420. /**
  24421. * The type of the physics imposter
  24422. */
  24423. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24424. /**
  24425. * This function will completly initialize this impostor.
  24426. * It will create a new body - but only if this mesh has no parent.
  24427. * If it has, this impostor will not be used other than to define the impostor
  24428. * of the child mesh.
  24429. * @hidden
  24430. */
  24431. _init(): void;
  24432. private _getPhysicsParent;
  24433. /**
  24434. * Should a new body be generated.
  24435. * @returns boolean specifying if body initialization is required
  24436. */
  24437. isBodyInitRequired(): boolean;
  24438. /**
  24439. * Sets the updated scaling
  24440. * @param updated Specifies if the scaling is updated
  24441. */
  24442. setScalingUpdated(): void;
  24443. /**
  24444. * Force a regeneration of this or the parent's impostor's body.
  24445. * Use under cautious - This will remove all joints already implemented.
  24446. */
  24447. forceUpdate(): void;
  24448. /**
  24449. * Gets the body that holds this impostor. Either its own, or its parent.
  24450. */
  24451. get physicsBody(): any;
  24452. /**
  24453. * Get the parent of the physics imposter
  24454. * @returns Physics imposter or null
  24455. */
  24456. get parent(): Nullable<PhysicsImpostor>;
  24457. /**
  24458. * Sets the parent of the physics imposter
  24459. */
  24460. set parent(value: Nullable<PhysicsImpostor>);
  24461. /**
  24462. * Set the physics body. Used mainly by the physics engine/plugin
  24463. */
  24464. set physicsBody(physicsBody: any);
  24465. /**
  24466. * Resets the update flags
  24467. */
  24468. resetUpdateFlags(): void;
  24469. /**
  24470. * Gets the object extend size
  24471. * @returns the object extend size
  24472. */
  24473. getObjectExtendSize(): Vector3;
  24474. /**
  24475. * Gets the object center
  24476. * @returns The object center
  24477. */
  24478. getObjectCenter(): Vector3;
  24479. /**
  24480. * Get a specific parameter from the options parameters
  24481. * @param paramName The object parameter name
  24482. * @returns The object parameter
  24483. */
  24484. getParam(paramName: string): any;
  24485. /**
  24486. * Sets a specific parameter in the options given to the physics plugin
  24487. * @param paramName The parameter name
  24488. * @param value The value of the parameter
  24489. */
  24490. setParam(paramName: string, value: number): void;
  24491. /**
  24492. * Specifically change the body's mass option. Won't recreate the physics body object
  24493. * @param mass The mass of the physics imposter
  24494. */
  24495. setMass(mass: number): void;
  24496. /**
  24497. * Gets the linear velocity
  24498. * @returns linear velocity or null
  24499. */
  24500. getLinearVelocity(): Nullable<Vector3>;
  24501. /**
  24502. * Sets the linear velocity
  24503. * @param velocity linear velocity or null
  24504. */
  24505. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24506. /**
  24507. * Gets the angular velocity
  24508. * @returns angular velocity or null
  24509. */
  24510. getAngularVelocity(): Nullable<Vector3>;
  24511. /**
  24512. * Sets the angular velocity
  24513. * @param velocity The velocity or null
  24514. */
  24515. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24516. /**
  24517. * Execute a function with the physics plugin native code
  24518. * Provide a function the will have two variables - the world object and the physics body object
  24519. * @param func The function to execute with the physics plugin native code
  24520. */
  24521. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24522. /**
  24523. * Register a function that will be executed before the physics world is stepping forward
  24524. * @param func The function to execute before the physics world is stepped forward
  24525. */
  24526. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24527. /**
  24528. * Unregister a function that will be executed before the physics world is stepping forward
  24529. * @param func The function to execute before the physics world is stepped forward
  24530. */
  24531. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24532. /**
  24533. * Register a function that will be executed after the physics step
  24534. * @param func The function to execute after physics step
  24535. */
  24536. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24537. /**
  24538. * Unregisters a function that will be executed after the physics step
  24539. * @param func The function to execute after physics step
  24540. */
  24541. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24542. /**
  24543. * register a function that will be executed when this impostor collides against a different body
  24544. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24545. * @param func Callback that is executed on collision
  24546. */
  24547. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24548. /**
  24549. * Unregisters the physics imposter on contact
  24550. * @param collideAgainst The physics object to collide against
  24551. * @param func Callback to execute on collision
  24552. */
  24553. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24554. private _tmpQuat;
  24555. private _tmpQuat2;
  24556. /**
  24557. * Get the parent rotation
  24558. * @returns The parent rotation
  24559. */
  24560. getParentsRotation(): Quaternion;
  24561. /**
  24562. * this function is executed by the physics engine.
  24563. */
  24564. beforeStep: () => void;
  24565. /**
  24566. * this function is executed by the physics engine
  24567. */
  24568. afterStep: () => void;
  24569. /**
  24570. * Legacy collision detection event support
  24571. */
  24572. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24573. /**
  24574. * event and body object due to cannon's event-based architecture.
  24575. */
  24576. onCollide: (e: {
  24577. body: any;
  24578. }) => void;
  24579. /**
  24580. * Apply a force
  24581. * @param force The force to apply
  24582. * @param contactPoint The contact point for the force
  24583. * @returns The physics imposter
  24584. */
  24585. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24586. /**
  24587. * Apply an impulse
  24588. * @param force The impulse force
  24589. * @param contactPoint The contact point for the impulse force
  24590. * @returns The physics imposter
  24591. */
  24592. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24593. /**
  24594. * A help function to create a joint
  24595. * @param otherImpostor A physics imposter used to create a joint
  24596. * @param jointType The type of joint
  24597. * @param jointData The data for the joint
  24598. * @returns The physics imposter
  24599. */
  24600. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24601. /**
  24602. * Add a joint to this impostor with a different impostor
  24603. * @param otherImpostor A physics imposter used to add a joint
  24604. * @param joint The joint to add
  24605. * @returns The physics imposter
  24606. */
  24607. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24608. /**
  24609. * Add an anchor to a cloth impostor
  24610. * @param otherImpostor rigid impostor to anchor to
  24611. * @param width ratio across width from 0 to 1
  24612. * @param height ratio up height from 0 to 1
  24613. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24614. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24615. * @returns impostor the soft imposter
  24616. */
  24617. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24618. /**
  24619. * Add a hook to a rope impostor
  24620. * @param otherImpostor rigid impostor to anchor to
  24621. * @param length ratio across rope from 0 to 1
  24622. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24623. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24624. * @returns impostor the rope imposter
  24625. */
  24626. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24627. /**
  24628. * Will keep this body still, in a sleep mode.
  24629. * @returns the physics imposter
  24630. */
  24631. sleep(): PhysicsImpostor;
  24632. /**
  24633. * Wake the body up.
  24634. * @returns The physics imposter
  24635. */
  24636. wakeUp(): PhysicsImpostor;
  24637. /**
  24638. * Clones the physics imposter
  24639. * @param newObject The physics imposter clones to this physics-enabled object
  24640. * @returns A nullable physics imposter
  24641. */
  24642. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24643. /**
  24644. * Disposes the physics imposter
  24645. */
  24646. dispose(): void;
  24647. /**
  24648. * Sets the delta position
  24649. * @param position The delta position amount
  24650. */
  24651. setDeltaPosition(position: Vector3): void;
  24652. /**
  24653. * Sets the delta rotation
  24654. * @param rotation The delta rotation amount
  24655. */
  24656. setDeltaRotation(rotation: Quaternion): void;
  24657. /**
  24658. * Gets the box size of the physics imposter and stores the result in the input parameter
  24659. * @param result Stores the box size
  24660. * @returns The physics imposter
  24661. */
  24662. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24663. /**
  24664. * Gets the radius of the physics imposter
  24665. * @returns Radius of the physics imposter
  24666. */
  24667. getRadius(): number;
  24668. /**
  24669. * Sync a bone with this impostor
  24670. * @param bone The bone to sync to the impostor.
  24671. * @param boneMesh The mesh that the bone is influencing.
  24672. * @param jointPivot The pivot of the joint / bone in local space.
  24673. * @param distToJoint Optional distance from the impostor to the joint.
  24674. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24675. */
  24676. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24677. /**
  24678. * Sync impostor to a bone
  24679. * @param bone The bone that the impostor will be synced to.
  24680. * @param boneMesh The mesh that the bone is influencing.
  24681. * @param jointPivot The pivot of the joint / bone in local space.
  24682. * @param distToJoint Optional distance from the impostor to the joint.
  24683. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24684. * @param boneAxis Optional vector3 axis the bone is aligned with
  24685. */
  24686. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24687. /**
  24688. * No-Imposter type
  24689. */
  24690. static NoImpostor: number;
  24691. /**
  24692. * Sphere-Imposter type
  24693. */
  24694. static SphereImpostor: number;
  24695. /**
  24696. * Box-Imposter type
  24697. */
  24698. static BoxImpostor: number;
  24699. /**
  24700. * Plane-Imposter type
  24701. */
  24702. static PlaneImpostor: number;
  24703. /**
  24704. * Mesh-imposter type
  24705. */
  24706. static MeshImpostor: number;
  24707. /**
  24708. * Capsule-Impostor type (Ammo.js plugin only)
  24709. */
  24710. static CapsuleImpostor: number;
  24711. /**
  24712. * Cylinder-Imposter type
  24713. */
  24714. static CylinderImpostor: number;
  24715. /**
  24716. * Particle-Imposter type
  24717. */
  24718. static ParticleImpostor: number;
  24719. /**
  24720. * Heightmap-Imposter type
  24721. */
  24722. static HeightmapImpostor: number;
  24723. /**
  24724. * ConvexHull-Impostor type (Ammo.js plugin only)
  24725. */
  24726. static ConvexHullImpostor: number;
  24727. /**
  24728. * Custom-Imposter type (Ammo.js plugin only)
  24729. */
  24730. static CustomImpostor: number;
  24731. /**
  24732. * Rope-Imposter type
  24733. */
  24734. static RopeImpostor: number;
  24735. /**
  24736. * Cloth-Imposter type
  24737. */
  24738. static ClothImpostor: number;
  24739. /**
  24740. * Softbody-Imposter type
  24741. */
  24742. static SoftbodyImpostor: number;
  24743. }
  24744. }
  24745. declare module "babylonjs/Meshes/mesh" {
  24746. import { Observable } from "babylonjs/Misc/observable";
  24747. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24748. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24749. import { Camera } from "babylonjs/Cameras/camera";
  24750. import { Scene } from "babylonjs/scene";
  24751. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24752. import { Color4 } from "babylonjs/Maths/math.color";
  24753. import { Engine } from "babylonjs/Engines/engine";
  24754. import { Node } from "babylonjs/node";
  24755. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24756. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24757. import { Buffer } from "babylonjs/Meshes/buffer";
  24758. import { Geometry } from "babylonjs/Meshes/geometry";
  24759. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24760. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24761. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24762. import { Effect } from "babylonjs/Materials/effect";
  24763. import { Material } from "babylonjs/Materials/material";
  24764. import { Skeleton } from "babylonjs/Bones/skeleton";
  24765. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24766. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24767. import { Path3D } from "babylonjs/Maths/math.path";
  24768. import { Plane } from "babylonjs/Maths/math.plane";
  24769. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24770. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24771. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24772. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24773. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24774. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24775. /**
  24776. * @hidden
  24777. **/
  24778. export class _CreationDataStorage {
  24779. closePath?: boolean;
  24780. closeArray?: boolean;
  24781. idx: number[];
  24782. dashSize: number;
  24783. gapSize: number;
  24784. path3D: Path3D;
  24785. pathArray: Vector3[][];
  24786. arc: number;
  24787. radius: number;
  24788. cap: number;
  24789. tessellation: number;
  24790. }
  24791. /**
  24792. * @hidden
  24793. **/
  24794. class _InstanceDataStorage {
  24795. visibleInstances: any;
  24796. batchCache: _InstancesBatch;
  24797. instancesBufferSize: number;
  24798. instancesBuffer: Nullable<Buffer>;
  24799. instancesData: Float32Array;
  24800. overridenInstanceCount: number;
  24801. isFrozen: boolean;
  24802. previousBatch: Nullable<_InstancesBatch>;
  24803. hardwareInstancedRendering: boolean;
  24804. sideOrientation: number;
  24805. manualUpdate: boolean;
  24806. }
  24807. /**
  24808. * @hidden
  24809. **/
  24810. export class _InstancesBatch {
  24811. mustReturn: boolean;
  24812. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24813. renderSelf: boolean[];
  24814. hardwareInstancedRendering: boolean[];
  24815. }
  24816. /**
  24817. * Class used to represent renderable models
  24818. */
  24819. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24820. /**
  24821. * Mesh side orientation : usually the external or front surface
  24822. */
  24823. static readonly FRONTSIDE: number;
  24824. /**
  24825. * Mesh side orientation : usually the internal or back surface
  24826. */
  24827. static readonly BACKSIDE: number;
  24828. /**
  24829. * Mesh side orientation : both internal and external or front and back surfaces
  24830. */
  24831. static readonly DOUBLESIDE: number;
  24832. /**
  24833. * Mesh side orientation : by default, `FRONTSIDE`
  24834. */
  24835. static readonly DEFAULTSIDE: number;
  24836. /**
  24837. * Mesh cap setting : no cap
  24838. */
  24839. static readonly NO_CAP: number;
  24840. /**
  24841. * Mesh cap setting : one cap at the beginning of the mesh
  24842. */
  24843. static readonly CAP_START: number;
  24844. /**
  24845. * Mesh cap setting : one cap at the end of the mesh
  24846. */
  24847. static readonly CAP_END: number;
  24848. /**
  24849. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24850. */
  24851. static readonly CAP_ALL: number;
  24852. /**
  24853. * Mesh pattern setting : no flip or rotate
  24854. */
  24855. static readonly NO_FLIP: number;
  24856. /**
  24857. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24858. */
  24859. static readonly FLIP_TILE: number;
  24860. /**
  24861. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24862. */
  24863. static readonly ROTATE_TILE: number;
  24864. /**
  24865. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24866. */
  24867. static readonly FLIP_ROW: number;
  24868. /**
  24869. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24870. */
  24871. static readonly ROTATE_ROW: number;
  24872. /**
  24873. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24874. */
  24875. static readonly FLIP_N_ROTATE_TILE: number;
  24876. /**
  24877. * Mesh pattern setting : rotate pattern and rotate
  24878. */
  24879. static readonly FLIP_N_ROTATE_ROW: number;
  24880. /**
  24881. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24882. */
  24883. static readonly CENTER: number;
  24884. /**
  24885. * Mesh tile positioning : part tiles on left
  24886. */
  24887. static readonly LEFT: number;
  24888. /**
  24889. * Mesh tile positioning : part tiles on right
  24890. */
  24891. static readonly RIGHT: number;
  24892. /**
  24893. * Mesh tile positioning : part tiles on top
  24894. */
  24895. static readonly TOP: number;
  24896. /**
  24897. * Mesh tile positioning : part tiles on bottom
  24898. */
  24899. static readonly BOTTOM: number;
  24900. /**
  24901. * Gets the default side orientation.
  24902. * @param orientation the orientation to value to attempt to get
  24903. * @returns the default orientation
  24904. * @hidden
  24905. */
  24906. static _GetDefaultSideOrientation(orientation?: number): number;
  24907. private _internalMeshDataInfo;
  24908. /**
  24909. * An event triggered before rendering the mesh
  24910. */
  24911. get onBeforeRenderObservable(): Observable<Mesh>;
  24912. /**
  24913. * An event triggered before binding the mesh
  24914. */
  24915. get onBeforeBindObservable(): Observable<Mesh>;
  24916. /**
  24917. * An event triggered after rendering the mesh
  24918. */
  24919. get onAfterRenderObservable(): Observable<Mesh>;
  24920. /**
  24921. * An event triggered before drawing the mesh
  24922. */
  24923. get onBeforeDrawObservable(): Observable<Mesh>;
  24924. private _onBeforeDrawObserver;
  24925. /**
  24926. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24927. */
  24928. set onBeforeDraw(callback: () => void);
  24929. get hasInstances(): boolean;
  24930. /**
  24931. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24932. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24933. */
  24934. delayLoadState: number;
  24935. /**
  24936. * Gets the list of instances created from this mesh
  24937. * it is not supposed to be modified manually.
  24938. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24939. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24940. */
  24941. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24942. /**
  24943. * Gets the file containing delay loading data for this mesh
  24944. */
  24945. delayLoadingFile: string;
  24946. /** @hidden */
  24947. _binaryInfo: any;
  24948. /**
  24949. * User defined function used to change how LOD level selection is done
  24950. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24951. */
  24952. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24953. /**
  24954. * Gets or sets the morph target manager
  24955. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24956. */
  24957. get morphTargetManager(): Nullable<MorphTargetManager>;
  24958. set morphTargetManager(value: Nullable<MorphTargetManager>);
  24959. /** @hidden */
  24960. _creationDataStorage: Nullable<_CreationDataStorage>;
  24961. /** @hidden */
  24962. _geometry: Nullable<Geometry>;
  24963. /** @hidden */
  24964. _delayInfo: Array<string>;
  24965. /** @hidden */
  24966. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24967. /** @hidden */
  24968. _instanceDataStorage: _InstanceDataStorage;
  24969. private _effectiveMaterial;
  24970. /** @hidden */
  24971. _shouldGenerateFlatShading: boolean;
  24972. /** @hidden */
  24973. _originalBuilderSideOrientation: number;
  24974. /**
  24975. * Use this property to change the original side orientation defined at construction time
  24976. */
  24977. overrideMaterialSideOrientation: Nullable<number>;
  24978. /**
  24979. * Gets the source mesh (the one used to clone this one from)
  24980. */
  24981. get source(): Nullable<Mesh>;
  24982. /**
  24983. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24984. */
  24985. get isUnIndexed(): boolean;
  24986. set isUnIndexed(value: boolean);
  24987. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24988. get worldMatrixInstancedBuffer(): Float32Array;
  24989. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24990. get manualUpdateOfWorldMatrixInstancedBuffer(): boolean;
  24991. set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean);
  24992. /**
  24993. * @constructor
  24994. * @param name The value used by scene.getMeshByName() to do a lookup.
  24995. * @param scene The scene to add this mesh to.
  24996. * @param parent The parent of this mesh, if it has one
  24997. * @param source An optional Mesh from which geometry is shared, cloned.
  24998. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24999. * When false, achieved by calling a clone(), also passing False.
  25000. * This will make creation of children, recursive.
  25001. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  25002. */
  25003. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  25004. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  25005. doNotInstantiate: boolean;
  25006. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  25007. /**
  25008. * Gets the class name
  25009. * @returns the string "Mesh".
  25010. */
  25011. getClassName(): string;
  25012. /** @hidden */
  25013. get _isMesh(): boolean;
  25014. /**
  25015. * Returns a description of this mesh
  25016. * @param fullDetails define if full details about this mesh must be used
  25017. * @returns a descriptive string representing this mesh
  25018. */
  25019. toString(fullDetails?: boolean): string;
  25020. /** @hidden */
  25021. _unBindEffect(): void;
  25022. /**
  25023. * Gets a boolean indicating if this mesh has LOD
  25024. */
  25025. get hasLODLevels(): boolean;
  25026. /**
  25027. * Gets the list of MeshLODLevel associated with the current mesh
  25028. * @returns an array of MeshLODLevel
  25029. */
  25030. getLODLevels(): MeshLODLevel[];
  25031. private _sortLODLevels;
  25032. /**
  25033. * Add a mesh as LOD level triggered at the given distance.
  25034. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25035. * @param distance The distance from the center of the object to show this level
  25036. * @param mesh The mesh to be added as LOD level (can be null)
  25037. * @return This mesh (for chaining)
  25038. */
  25039. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  25040. /**
  25041. * Returns the LOD level mesh at the passed distance or null if not found.
  25042. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25043. * @param distance The distance from the center of the object to show this level
  25044. * @returns a Mesh or `null`
  25045. */
  25046. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  25047. /**
  25048. * Remove a mesh from the LOD array
  25049. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25050. * @param mesh defines the mesh to be removed
  25051. * @return This mesh (for chaining)
  25052. */
  25053. removeLODLevel(mesh: Mesh): Mesh;
  25054. /**
  25055. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  25056. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25057. * @param camera defines the camera to use to compute distance
  25058. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  25059. * @return This mesh (for chaining)
  25060. */
  25061. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  25062. /**
  25063. * Gets the mesh internal Geometry object
  25064. */
  25065. get geometry(): Nullable<Geometry>;
  25066. /**
  25067. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  25068. * @returns the total number of vertices
  25069. */
  25070. getTotalVertices(): number;
  25071. /**
  25072. * Returns the content of an associated vertex buffer
  25073. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25074. * - VertexBuffer.PositionKind
  25075. * - VertexBuffer.UVKind
  25076. * - VertexBuffer.UV2Kind
  25077. * - VertexBuffer.UV3Kind
  25078. * - VertexBuffer.UV4Kind
  25079. * - VertexBuffer.UV5Kind
  25080. * - VertexBuffer.UV6Kind
  25081. * - VertexBuffer.ColorKind
  25082. * - VertexBuffer.MatricesIndicesKind
  25083. * - VertexBuffer.MatricesIndicesExtraKind
  25084. * - VertexBuffer.MatricesWeightsKind
  25085. * - VertexBuffer.MatricesWeightsExtraKind
  25086. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  25087. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  25088. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  25089. */
  25090. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  25091. /**
  25092. * Returns the mesh VertexBuffer object from the requested `kind`
  25093. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25094. * - VertexBuffer.PositionKind
  25095. * - VertexBuffer.NormalKind
  25096. * - VertexBuffer.UVKind
  25097. * - VertexBuffer.UV2Kind
  25098. * - VertexBuffer.UV3Kind
  25099. * - VertexBuffer.UV4Kind
  25100. * - VertexBuffer.UV5Kind
  25101. * - VertexBuffer.UV6Kind
  25102. * - VertexBuffer.ColorKind
  25103. * - VertexBuffer.MatricesIndicesKind
  25104. * - VertexBuffer.MatricesIndicesExtraKind
  25105. * - VertexBuffer.MatricesWeightsKind
  25106. * - VertexBuffer.MatricesWeightsExtraKind
  25107. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  25108. */
  25109. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  25110. /**
  25111. * Tests if a specific vertex buffer is associated with this mesh
  25112. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  25113. * - VertexBuffer.PositionKind
  25114. * - VertexBuffer.NormalKind
  25115. * - VertexBuffer.UVKind
  25116. * - VertexBuffer.UV2Kind
  25117. * - VertexBuffer.UV3Kind
  25118. * - VertexBuffer.UV4Kind
  25119. * - VertexBuffer.UV5Kind
  25120. * - VertexBuffer.UV6Kind
  25121. * - VertexBuffer.ColorKind
  25122. * - VertexBuffer.MatricesIndicesKind
  25123. * - VertexBuffer.MatricesIndicesExtraKind
  25124. * - VertexBuffer.MatricesWeightsKind
  25125. * - VertexBuffer.MatricesWeightsExtraKind
  25126. * @returns a boolean
  25127. */
  25128. isVerticesDataPresent(kind: string): boolean;
  25129. /**
  25130. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  25131. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  25132. * - VertexBuffer.PositionKind
  25133. * - VertexBuffer.UVKind
  25134. * - VertexBuffer.UV2Kind
  25135. * - VertexBuffer.UV3Kind
  25136. * - VertexBuffer.UV4Kind
  25137. * - VertexBuffer.UV5Kind
  25138. * - VertexBuffer.UV6Kind
  25139. * - VertexBuffer.ColorKind
  25140. * - VertexBuffer.MatricesIndicesKind
  25141. * - VertexBuffer.MatricesIndicesExtraKind
  25142. * - VertexBuffer.MatricesWeightsKind
  25143. * - VertexBuffer.MatricesWeightsExtraKind
  25144. * @returns a boolean
  25145. */
  25146. isVertexBufferUpdatable(kind: string): boolean;
  25147. /**
  25148. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  25149. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25150. * - VertexBuffer.PositionKind
  25151. * - VertexBuffer.NormalKind
  25152. * - VertexBuffer.UVKind
  25153. * - VertexBuffer.UV2Kind
  25154. * - VertexBuffer.UV3Kind
  25155. * - VertexBuffer.UV4Kind
  25156. * - VertexBuffer.UV5Kind
  25157. * - VertexBuffer.UV6Kind
  25158. * - VertexBuffer.ColorKind
  25159. * - VertexBuffer.MatricesIndicesKind
  25160. * - VertexBuffer.MatricesIndicesExtraKind
  25161. * - VertexBuffer.MatricesWeightsKind
  25162. * - VertexBuffer.MatricesWeightsExtraKind
  25163. * @returns an array of strings
  25164. */
  25165. getVerticesDataKinds(): string[];
  25166. /**
  25167. * Returns a positive integer : the total number of indices in this mesh geometry.
  25168. * @returns the numner of indices or zero if the mesh has no geometry.
  25169. */
  25170. getTotalIndices(): number;
  25171. /**
  25172. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  25173. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  25174. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  25175. * @returns the indices array or an empty array if the mesh has no geometry
  25176. */
  25177. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  25178. get isBlocked(): boolean;
  25179. /**
  25180. * Determine if the current mesh is ready to be rendered
  25181. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  25182. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  25183. * @returns true if all associated assets are ready (material, textures, shaders)
  25184. */
  25185. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  25186. /**
  25187. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  25188. */
  25189. get areNormalsFrozen(): boolean;
  25190. /**
  25191. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  25192. * @returns the current mesh
  25193. */
  25194. freezeNormals(): Mesh;
  25195. /**
  25196. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  25197. * @returns the current mesh
  25198. */
  25199. unfreezeNormals(): Mesh;
  25200. /**
  25201. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  25202. */
  25203. set overridenInstanceCount(count: number);
  25204. /** @hidden */
  25205. _preActivate(): Mesh;
  25206. /** @hidden */
  25207. _preActivateForIntermediateRendering(renderId: number): Mesh;
  25208. /** @hidden */
  25209. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  25210. /**
  25211. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  25212. * This means the mesh underlying bounding box and sphere are recomputed.
  25213. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  25214. * @returns the current mesh
  25215. */
  25216. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  25217. /** @hidden */
  25218. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  25219. /**
  25220. * This function will subdivide the mesh into multiple submeshes
  25221. * @param count defines the expected number of submeshes
  25222. */
  25223. subdivide(count: number): void;
  25224. /**
  25225. * Copy a FloatArray into a specific associated vertex buffer
  25226. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  25227. * - VertexBuffer.PositionKind
  25228. * - VertexBuffer.UVKind
  25229. * - VertexBuffer.UV2Kind
  25230. * - VertexBuffer.UV3Kind
  25231. * - VertexBuffer.UV4Kind
  25232. * - VertexBuffer.UV5Kind
  25233. * - VertexBuffer.UV6Kind
  25234. * - VertexBuffer.ColorKind
  25235. * - VertexBuffer.MatricesIndicesKind
  25236. * - VertexBuffer.MatricesIndicesExtraKind
  25237. * - VertexBuffer.MatricesWeightsKind
  25238. * - VertexBuffer.MatricesWeightsExtraKind
  25239. * @param data defines the data source
  25240. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  25241. * @param stride defines the data stride size (can be null)
  25242. * @returns the current mesh
  25243. */
  25244. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  25245. /**
  25246. * Delete a vertex buffer associated with this mesh
  25247. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  25248. * - VertexBuffer.PositionKind
  25249. * - VertexBuffer.UVKind
  25250. * - VertexBuffer.UV2Kind
  25251. * - VertexBuffer.UV3Kind
  25252. * - VertexBuffer.UV4Kind
  25253. * - VertexBuffer.UV5Kind
  25254. * - VertexBuffer.UV6Kind
  25255. * - VertexBuffer.ColorKind
  25256. * - VertexBuffer.MatricesIndicesKind
  25257. * - VertexBuffer.MatricesIndicesExtraKind
  25258. * - VertexBuffer.MatricesWeightsKind
  25259. * - VertexBuffer.MatricesWeightsExtraKind
  25260. */
  25261. removeVerticesData(kind: string): void;
  25262. /**
  25263. * Flags an associated vertex buffer as updatable
  25264. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  25265. * - VertexBuffer.PositionKind
  25266. * - VertexBuffer.UVKind
  25267. * - VertexBuffer.UV2Kind
  25268. * - VertexBuffer.UV3Kind
  25269. * - VertexBuffer.UV4Kind
  25270. * - VertexBuffer.UV5Kind
  25271. * - VertexBuffer.UV6Kind
  25272. * - VertexBuffer.ColorKind
  25273. * - VertexBuffer.MatricesIndicesKind
  25274. * - VertexBuffer.MatricesIndicesExtraKind
  25275. * - VertexBuffer.MatricesWeightsKind
  25276. * - VertexBuffer.MatricesWeightsExtraKind
  25277. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  25278. */
  25279. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  25280. /**
  25281. * Sets the mesh global Vertex Buffer
  25282. * @param buffer defines the buffer to use
  25283. * @returns the current mesh
  25284. */
  25285. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  25286. /**
  25287. * Update a specific associated vertex buffer
  25288. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  25289. * - VertexBuffer.PositionKind
  25290. * - VertexBuffer.UVKind
  25291. * - VertexBuffer.UV2Kind
  25292. * - VertexBuffer.UV3Kind
  25293. * - VertexBuffer.UV4Kind
  25294. * - VertexBuffer.UV5Kind
  25295. * - VertexBuffer.UV6Kind
  25296. * - VertexBuffer.ColorKind
  25297. * - VertexBuffer.MatricesIndicesKind
  25298. * - VertexBuffer.MatricesIndicesExtraKind
  25299. * - VertexBuffer.MatricesWeightsKind
  25300. * - VertexBuffer.MatricesWeightsExtraKind
  25301. * @param data defines the data source
  25302. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  25303. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  25304. * @returns the current mesh
  25305. */
  25306. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  25307. /**
  25308. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  25309. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25310. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25311. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25312. * @returns the current mesh
  25313. */
  25314. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25315. /**
  25316. * Creates a un-shared specific occurence of the geometry for the mesh.
  25317. * @returns the current mesh
  25318. */
  25319. makeGeometryUnique(): Mesh;
  25320. /**
  25321. * Set the index buffer of this mesh
  25322. * @param indices defines the source data
  25323. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25324. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25325. * @returns the current mesh
  25326. */
  25327. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25328. /**
  25329. * Update the current index buffer
  25330. * @param indices defines the source data
  25331. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25332. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  25333. * @returns the current mesh
  25334. */
  25335. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25336. /**
  25337. * Invert the geometry to move from a right handed system to a left handed one.
  25338. * @returns the current mesh
  25339. */
  25340. toLeftHanded(): Mesh;
  25341. /** @hidden */
  25342. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25343. /** @hidden */
  25344. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25345. /**
  25346. * Registers for this mesh a javascript function called just before the rendering process
  25347. * @param func defines the function to call before rendering this mesh
  25348. * @returns the current mesh
  25349. */
  25350. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25351. /**
  25352. * Disposes a previously registered javascript function called before the rendering
  25353. * @param func defines the function to remove
  25354. * @returns the current mesh
  25355. */
  25356. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25357. /**
  25358. * Registers for this mesh a javascript function called just after the rendering is complete
  25359. * @param func defines the function to call after rendering this mesh
  25360. * @returns the current mesh
  25361. */
  25362. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25363. /**
  25364. * Disposes a previously registered javascript function called after the rendering.
  25365. * @param func defines the function to remove
  25366. * @returns the current mesh
  25367. */
  25368. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25369. /** @hidden */
  25370. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25371. /** @hidden */
  25372. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25373. /** @hidden */
  25374. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25375. /** @hidden */
  25376. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25377. /** @hidden */
  25378. _rebuild(): void;
  25379. /** @hidden */
  25380. _freeze(): void;
  25381. /** @hidden */
  25382. _unFreeze(): void;
  25383. /**
  25384. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  25385. * @param subMesh defines the subMesh to render
  25386. * @param enableAlphaMode defines if alpha mode can be changed
  25387. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25388. * @returns the current mesh
  25389. */
  25390. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25391. private _onBeforeDraw;
  25392. /**
  25393. * Renormalize the mesh and patch it up if there are no weights
  25394. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25395. * However in the case of zero weights then we set just a single influence to 1.
  25396. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25397. */
  25398. cleanMatrixWeights(): void;
  25399. private normalizeSkinFourWeights;
  25400. private normalizeSkinWeightsAndExtra;
  25401. /**
  25402. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25403. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25404. * the user know there was an issue with importing the mesh
  25405. * @returns a validation object with skinned, valid and report string
  25406. */
  25407. validateSkinning(): {
  25408. skinned: boolean;
  25409. valid: boolean;
  25410. report: string;
  25411. };
  25412. /** @hidden */
  25413. _checkDelayState(): Mesh;
  25414. private _queueLoad;
  25415. /**
  25416. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25417. * A mesh is in the frustum if its bounding box intersects the frustum
  25418. * @param frustumPlanes defines the frustum to test
  25419. * @returns true if the mesh is in the frustum planes
  25420. */
  25421. isInFrustum(frustumPlanes: Plane[]): boolean;
  25422. /**
  25423. * Sets the mesh material by the material or multiMaterial `id` property
  25424. * @param id is a string identifying the material or the multiMaterial
  25425. * @returns the current mesh
  25426. */
  25427. setMaterialByID(id: string): Mesh;
  25428. /**
  25429. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25430. * @returns an array of IAnimatable
  25431. */
  25432. getAnimatables(): IAnimatable[];
  25433. /**
  25434. * Modifies the mesh geometry according to the passed transformation matrix.
  25435. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25436. * The mesh normals are modified using the same transformation.
  25437. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25438. * @param transform defines the transform matrix to use
  25439. * @see http://doc.babylonjs.com/resources/baking_transformations
  25440. * @returns the current mesh
  25441. */
  25442. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25443. /**
  25444. * Modifies the mesh geometry according to its own current World Matrix.
  25445. * The mesh World Matrix is then reset.
  25446. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25447. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25448. * @see http://doc.babylonjs.com/resources/baking_transformations
  25449. * @returns the current mesh
  25450. */
  25451. bakeCurrentTransformIntoVertices(): Mesh;
  25452. /** @hidden */
  25453. get _positions(): Nullable<Vector3[]>;
  25454. /** @hidden */
  25455. _resetPointsArrayCache(): Mesh;
  25456. /** @hidden */
  25457. _generatePointsArray(): boolean;
  25458. /**
  25459. * Returns a new Mesh object generated from the current mesh properties.
  25460. * This method must not get confused with createInstance()
  25461. * @param name is a string, the name given to the new mesh
  25462. * @param newParent can be any Node object (default `null`)
  25463. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25464. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25465. * @returns a new mesh
  25466. */
  25467. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  25468. /**
  25469. * Releases resources associated with this mesh.
  25470. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25471. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25472. */
  25473. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25474. /** @hidden */
  25475. _disposeInstanceSpecificData(): void;
  25476. /**
  25477. * Modifies the mesh geometry according to a displacement map.
  25478. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25479. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25480. * @param url is a string, the URL from the image file is to be downloaded.
  25481. * @param minHeight is the lower limit of the displacement.
  25482. * @param maxHeight is the upper limit of the displacement.
  25483. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25484. * @param uvOffset is an optional vector2 used to offset UV.
  25485. * @param uvScale is an optional vector2 used to scale UV.
  25486. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25487. * @returns the Mesh.
  25488. */
  25489. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25490. /**
  25491. * Modifies the mesh geometry according to a displacementMap buffer.
  25492. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25493. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25494. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25495. * @param heightMapWidth is the width of the buffer image.
  25496. * @param heightMapHeight is the height of the buffer image.
  25497. * @param minHeight is the lower limit of the displacement.
  25498. * @param maxHeight is the upper limit of the displacement.
  25499. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25500. * @param uvOffset is an optional vector2 used to offset UV.
  25501. * @param uvScale is an optional vector2 used to scale UV.
  25502. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25503. * @returns the Mesh.
  25504. */
  25505. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25506. /**
  25507. * Modify the mesh to get a flat shading rendering.
  25508. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25509. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25510. * @returns current mesh
  25511. */
  25512. convertToFlatShadedMesh(): Mesh;
  25513. /**
  25514. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25515. * In other words, more vertices, no more indices and a single bigger VBO.
  25516. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25517. * @returns current mesh
  25518. */
  25519. convertToUnIndexedMesh(): Mesh;
  25520. /**
  25521. * Inverses facet orientations.
  25522. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25523. * @param flipNormals will also inverts the normals
  25524. * @returns current mesh
  25525. */
  25526. flipFaces(flipNormals?: boolean): Mesh;
  25527. /**
  25528. * Increase the number of facets and hence vertices in a mesh
  25529. * Vertex normals are interpolated from existing vertex normals
  25530. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25531. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25532. */
  25533. increaseVertices(numberPerEdge: number): void;
  25534. /**
  25535. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25536. * This will undo any application of covertToFlatShadedMesh
  25537. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25538. */
  25539. forceSharedVertices(): void;
  25540. /** @hidden */
  25541. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25542. /** @hidden */
  25543. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25544. /**
  25545. * Creates a new InstancedMesh object from the mesh model.
  25546. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25547. * @param name defines the name of the new instance
  25548. * @returns a new InstancedMesh
  25549. */
  25550. createInstance(name: string): InstancedMesh;
  25551. /**
  25552. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25553. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25554. * @returns the current mesh
  25555. */
  25556. synchronizeInstances(): Mesh;
  25557. /**
  25558. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25559. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25560. * This should be used together with the simplification to avoid disappearing triangles.
  25561. * @param successCallback an optional success callback to be called after the optimization finished.
  25562. * @returns the current mesh
  25563. */
  25564. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25565. /**
  25566. * Serialize current mesh
  25567. * @param serializationObject defines the object which will receive the serialization data
  25568. */
  25569. serialize(serializationObject: any): void;
  25570. /** @hidden */
  25571. _syncGeometryWithMorphTargetManager(): void;
  25572. /** @hidden */
  25573. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25574. /**
  25575. * Returns a new Mesh object parsed from the source provided.
  25576. * @param parsedMesh is the source
  25577. * @param scene defines the hosting scene
  25578. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25579. * @returns a new Mesh
  25580. */
  25581. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25582. /**
  25583. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25584. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25585. * @param name defines the name of the mesh to create
  25586. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25587. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25588. * @param closePath creates a seam between the first and the last points of each path of the path array
  25589. * @param offset is taken in account only if the `pathArray` is containing a single path
  25590. * @param scene defines the hosting scene
  25591. * @param updatable defines if the mesh must be flagged as updatable
  25592. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25593. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  25594. * @returns a new Mesh
  25595. */
  25596. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25597. /**
  25598. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25599. * @param name defines the name of the mesh to create
  25600. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25601. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25602. * @param scene defines the hosting scene
  25603. * @param updatable defines if the mesh must be flagged as updatable
  25604. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25605. * @returns a new Mesh
  25606. */
  25607. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25608. /**
  25609. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25610. * @param name defines the name of the mesh to create
  25611. * @param size sets the size (float) of each box side (default 1)
  25612. * @param scene defines the hosting scene
  25613. * @param updatable defines if the mesh must be flagged as updatable
  25614. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25615. * @returns a new Mesh
  25616. */
  25617. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25618. /**
  25619. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25620. * @param name defines the name of the mesh to create
  25621. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25622. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25623. * @param scene defines the hosting scene
  25624. * @param updatable defines if the mesh must be flagged as updatable
  25625. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25626. * @returns a new Mesh
  25627. */
  25628. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25629. /**
  25630. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25631. * @param name defines the name of the mesh to create
  25632. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25633. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25634. * @param scene defines the hosting scene
  25635. * @returns a new Mesh
  25636. */
  25637. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25638. /**
  25639. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25640. * @param name defines the name of the mesh to create
  25641. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25642. * @param diameterTop set the top cap diameter (floats, default 1)
  25643. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25644. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25645. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25646. * @param scene defines the hosting scene
  25647. * @param updatable defines if the mesh must be flagged as updatable
  25648. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25649. * @returns a new Mesh
  25650. */
  25651. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25652. /**
  25653. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25654. * @param name defines the name of the mesh to create
  25655. * @param diameter sets the diameter size (float) of the torus (default 1)
  25656. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25657. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25658. * @param scene defines the hosting scene
  25659. * @param updatable defines if the mesh must be flagged as updatable
  25660. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25661. * @returns a new Mesh
  25662. */
  25663. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25664. /**
  25665. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25666. * @param name defines the name of the mesh to create
  25667. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25668. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25669. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25670. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25671. * @param p the number of windings on X axis (positive integers, default 2)
  25672. * @param q the number of windings on Y axis (positive integers, default 3)
  25673. * @param scene defines the hosting scene
  25674. * @param updatable defines if the mesh must be flagged as updatable
  25675. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25676. * @returns a new Mesh
  25677. */
  25678. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25679. /**
  25680. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25681. * @param name defines the name of the mesh to create
  25682. * @param points is an array successive Vector3
  25683. * @param scene defines the hosting scene
  25684. * @param updatable defines if the mesh must be flagged as updatable
  25685. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  25686. * @returns a new Mesh
  25687. */
  25688. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25689. /**
  25690. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25691. * @param name defines the name of the mesh to create
  25692. * @param points is an array successive Vector3
  25693. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25694. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25695. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25696. * @param scene defines the hosting scene
  25697. * @param updatable defines if the mesh must be flagged as updatable
  25698. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  25699. * @returns a new Mesh
  25700. */
  25701. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25702. /**
  25703. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25704. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25705. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  25706. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25707. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25708. * Remember you can only change the shape positions, not their number when updating a polygon.
  25709. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25710. * @param name defines the name of the mesh to create
  25711. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25712. * @param scene defines the hosting scene
  25713. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25714. * @param updatable defines if the mesh must be flagged as updatable
  25715. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25716. * @param earcutInjection can be used to inject your own earcut reference
  25717. * @returns a new Mesh
  25718. */
  25719. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25720. /**
  25721. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25722. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25723. * @param name defines the name of the mesh to create
  25724. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25725. * @param depth defines the height of extrusion
  25726. * @param scene defines the hosting scene
  25727. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25728. * @param updatable defines if the mesh must be flagged as updatable
  25729. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25730. * @param earcutInjection can be used to inject your own earcut reference
  25731. * @returns a new Mesh
  25732. */
  25733. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25734. /**
  25735. * Creates an extruded shape mesh.
  25736. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  25737. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25738. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25739. * @param name defines the name of the mesh to create
  25740. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25741. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25742. * @param scale is the value to scale the shape
  25743. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  25744. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25745. * @param scene defines the hosting scene
  25746. * @param updatable defines if the mesh must be flagged as updatable
  25747. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25748. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  25749. * @returns a new Mesh
  25750. */
  25751. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25752. /**
  25753. * Creates an custom extruded shape mesh.
  25754. * The custom extrusion is a parametric shape.
  25755. * It has no predefined shape. Its final shape will depend on the input parameters.
  25756. * Please consider using the same method from the MeshBuilder class instead
  25757. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25758. * @param name defines the name of the mesh to create
  25759. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25760. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25761. * @param scaleFunction is a custom Javascript function called on each path point
  25762. * @param rotationFunction is a custom Javascript function called on each path point
  25763. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25764. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25765. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25766. * @param scene defines the hosting scene
  25767. * @param updatable defines if the mesh must be flagged as updatable
  25768. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25769. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  25770. * @returns a new Mesh
  25771. */
  25772. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25773. /**
  25774. * Creates lathe mesh.
  25775. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25776. * Please consider using the same method from the MeshBuilder class instead
  25777. * @param name defines the name of the mesh to create
  25778. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  25779. * @param radius is the radius value of the lathe
  25780. * @param tessellation is the side number of the lathe.
  25781. * @param scene defines the hosting scene
  25782. * @param updatable defines if the mesh must be flagged as updatable
  25783. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25784. * @returns a new Mesh
  25785. */
  25786. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25787. /**
  25788. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25789. * @param name defines the name of the mesh to create
  25790. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25791. * @param scene defines the hosting scene
  25792. * @param updatable defines if the mesh must be flagged as updatable
  25793. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25794. * @returns a new Mesh
  25795. */
  25796. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25797. /**
  25798. * Creates a ground mesh.
  25799. * Please consider using the same method from the MeshBuilder class instead
  25800. * @param name defines the name of the mesh to create
  25801. * @param width set the width of the ground
  25802. * @param height set the height of the ground
  25803. * @param subdivisions sets the number of subdivisions per side
  25804. * @param scene defines the hosting scene
  25805. * @param updatable defines if the mesh must be flagged as updatable
  25806. * @returns a new Mesh
  25807. */
  25808. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25809. /**
  25810. * Creates a tiled ground mesh.
  25811. * Please consider using the same method from the MeshBuilder class instead
  25812. * @param name defines the name of the mesh to create
  25813. * @param xmin set the ground minimum X coordinate
  25814. * @param zmin set the ground minimum Y coordinate
  25815. * @param xmax set the ground maximum X coordinate
  25816. * @param zmax set the ground maximum Z coordinate
  25817. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  25818. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  25819. * @param scene defines the hosting scene
  25820. * @param updatable defines if the mesh must be flagged as updatable
  25821. * @returns a new Mesh
  25822. */
  25823. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25824. w: number;
  25825. h: number;
  25826. }, precision: {
  25827. w: number;
  25828. h: number;
  25829. }, scene: Scene, updatable?: boolean): Mesh;
  25830. /**
  25831. * Creates a ground mesh from a height map.
  25832. * Please consider using the same method from the MeshBuilder class instead
  25833. * @see http://doc.babylonjs.com/babylon101/height_map
  25834. * @param name defines the name of the mesh to create
  25835. * @param url sets the URL of the height map image resource
  25836. * @param width set the ground width size
  25837. * @param height set the ground height size
  25838. * @param subdivisions sets the number of subdivision per side
  25839. * @param minHeight is the minimum altitude on the ground
  25840. * @param maxHeight is the maximum altitude on the ground
  25841. * @param scene defines the hosting scene
  25842. * @param updatable defines if the mesh must be flagged as updatable
  25843. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25844. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25845. * @returns a new Mesh
  25846. */
  25847. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25848. /**
  25849. * Creates a tube mesh.
  25850. * The tube is a parametric shape.
  25851. * It has no predefined shape. Its final shape will depend on the input parameters.
  25852. * Please consider using the same method from the MeshBuilder class instead
  25853. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25854. * @param name defines the name of the mesh to create
  25855. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25856. * @param radius sets the tube radius size
  25857. * @param tessellation is the number of sides on the tubular surface
  25858. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25859. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25860. * @param scene defines the hosting scene
  25861. * @param updatable defines if the mesh must be flagged as updatable
  25862. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25863. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25864. * @returns a new Mesh
  25865. */
  25866. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25867. (i: number, distance: number): number;
  25868. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25869. /**
  25870. * Creates a polyhedron mesh.
  25871. * Please consider using the same method from the MeshBuilder class instead.
  25872. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25873. * * The parameter `size` (positive float, default 1) sets the polygon size
  25874. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25875. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25876. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25877. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25878. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25879. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25880. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25881. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25882. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25883. * @param name defines the name of the mesh to create
  25884. * @param options defines the options used to create the mesh
  25885. * @param scene defines the hosting scene
  25886. * @returns a new Mesh
  25887. */
  25888. static CreatePolyhedron(name: string, options: {
  25889. type?: number;
  25890. size?: number;
  25891. sizeX?: number;
  25892. sizeY?: number;
  25893. sizeZ?: number;
  25894. custom?: any;
  25895. faceUV?: Vector4[];
  25896. faceColors?: Color4[];
  25897. updatable?: boolean;
  25898. sideOrientation?: number;
  25899. }, scene: Scene): Mesh;
  25900. /**
  25901. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25902. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25903. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25904. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25905. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25906. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25907. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25909. * @param name defines the name of the mesh
  25910. * @param options defines the options used to create the mesh
  25911. * @param scene defines the hosting scene
  25912. * @returns a new Mesh
  25913. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25914. */
  25915. static CreateIcoSphere(name: string, options: {
  25916. radius?: number;
  25917. flat?: boolean;
  25918. subdivisions?: number;
  25919. sideOrientation?: number;
  25920. updatable?: boolean;
  25921. }, scene: Scene): Mesh;
  25922. /**
  25923. * Creates a decal mesh.
  25924. * Please consider using the same method from the MeshBuilder class instead.
  25925. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25926. * @param name defines the name of the mesh
  25927. * @param sourceMesh defines the mesh receiving the decal
  25928. * @param position sets the position of the decal in world coordinates
  25929. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25930. * @param size sets the decal scaling
  25931. * @param angle sets the angle to rotate the decal
  25932. * @returns a new Mesh
  25933. */
  25934. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25935. /**
  25936. * Prepare internal position array for software CPU skinning
  25937. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25938. */
  25939. setPositionsForCPUSkinning(): Float32Array;
  25940. /**
  25941. * Prepare internal normal array for software CPU skinning
  25942. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25943. */
  25944. setNormalsForCPUSkinning(): Float32Array;
  25945. /**
  25946. * Updates the vertex buffer by applying transformation from the bones
  25947. * @param skeleton defines the skeleton to apply to current mesh
  25948. * @returns the current mesh
  25949. */
  25950. applySkeleton(skeleton: Skeleton): Mesh;
  25951. /**
  25952. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25953. * @param meshes defines the list of meshes to scan
  25954. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25955. */
  25956. static MinMax(meshes: AbstractMesh[]): {
  25957. min: Vector3;
  25958. max: Vector3;
  25959. };
  25960. /**
  25961. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25962. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25963. * @returns a vector3
  25964. */
  25965. static Center(meshesOrMinMaxVector: {
  25966. min: Vector3;
  25967. max: Vector3;
  25968. } | AbstractMesh[]): Vector3;
  25969. /**
  25970. * Merge the array of meshes into a single mesh for performance reasons.
  25971. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25972. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25973. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25974. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25975. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25976. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25977. * @returns a new mesh
  25978. */
  25979. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25980. /** @hidden */
  25981. addInstance(instance: InstancedMesh): void;
  25982. /** @hidden */
  25983. removeInstance(instance: InstancedMesh): void;
  25984. }
  25985. }
  25986. declare module "babylonjs/Cameras/camera" {
  25987. import { SmartArray } from "babylonjs/Misc/smartArray";
  25988. import { Observable } from "babylonjs/Misc/observable";
  25989. import { Nullable } from "babylonjs/types";
  25990. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25991. import { Scene } from "babylonjs/scene";
  25992. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25993. import { Node } from "babylonjs/node";
  25994. import { Mesh } from "babylonjs/Meshes/mesh";
  25995. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25996. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25997. import { Viewport } from "babylonjs/Maths/math.viewport";
  25998. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25999. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  26000. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  26001. import { Ray } from "babylonjs/Culling/ray";
  26002. /**
  26003. * This is the base class of all the camera used in the application.
  26004. * @see http://doc.babylonjs.com/features/cameras
  26005. */
  26006. export class Camera extends Node {
  26007. /** @hidden */
  26008. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  26009. /**
  26010. * This is the default projection mode used by the cameras.
  26011. * It helps recreating a feeling of perspective and better appreciate depth.
  26012. * This is the best way to simulate real life cameras.
  26013. */
  26014. static readonly PERSPECTIVE_CAMERA: number;
  26015. /**
  26016. * This helps creating camera with an orthographic mode.
  26017. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  26018. */
  26019. static readonly ORTHOGRAPHIC_CAMERA: number;
  26020. /**
  26021. * This is the default FOV mode for perspective cameras.
  26022. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  26023. */
  26024. static readonly FOVMODE_VERTICAL_FIXED: number;
  26025. /**
  26026. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  26027. */
  26028. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  26029. /**
  26030. * This specifies ther is no need for a camera rig.
  26031. * Basically only one eye is rendered corresponding to the camera.
  26032. */
  26033. static readonly RIG_MODE_NONE: number;
  26034. /**
  26035. * Simulates a camera Rig with one blue eye and one red eye.
  26036. * This can be use with 3d blue and red glasses.
  26037. */
  26038. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  26039. /**
  26040. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  26041. */
  26042. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  26043. /**
  26044. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  26045. */
  26046. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  26047. /**
  26048. * Defines that both eyes of the camera will be rendered over under each other.
  26049. */
  26050. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  26051. /**
  26052. * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
  26053. */
  26054. static readonly RIG_MODE_STEREOSCOPIC_INTERLACED: number;
  26055. /**
  26056. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  26057. */
  26058. static readonly RIG_MODE_VR: number;
  26059. /**
  26060. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  26061. */
  26062. static readonly RIG_MODE_WEBVR: number;
  26063. /**
  26064. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  26065. */
  26066. static readonly RIG_MODE_CUSTOM: number;
  26067. /**
  26068. * Defines if by default attaching controls should prevent the default javascript event to continue.
  26069. */
  26070. static ForceAttachControlToAlwaysPreventDefault: boolean;
  26071. /**
  26072. * Define the input manager associated with the camera.
  26073. */
  26074. inputs: CameraInputsManager<Camera>;
  26075. /** @hidden */
  26076. _position: Vector3;
  26077. /**
  26078. * Define the current local position of the camera in the scene
  26079. */
  26080. get position(): Vector3;
  26081. set position(newPosition: Vector3);
  26082. /**
  26083. * The vector the camera should consider as up.
  26084. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  26085. */
  26086. upVector: Vector3;
  26087. /**
  26088. * Define the current limit on the left side for an orthographic camera
  26089. * In scene unit
  26090. */
  26091. orthoLeft: Nullable<number>;
  26092. /**
  26093. * Define the current limit on the right side for an orthographic camera
  26094. * In scene unit
  26095. */
  26096. orthoRight: Nullable<number>;
  26097. /**
  26098. * Define the current limit on the bottom side for an orthographic camera
  26099. * In scene unit
  26100. */
  26101. orthoBottom: Nullable<number>;
  26102. /**
  26103. * Define the current limit on the top side for an orthographic camera
  26104. * In scene unit
  26105. */
  26106. orthoTop: Nullable<number>;
  26107. /**
  26108. * Field Of View is set in Radians. (default is 0.8)
  26109. */
  26110. fov: number;
  26111. /**
  26112. * Define the minimum distance the camera can see from.
  26113. * This is important to note that the depth buffer are not infinite and the closer it starts
  26114. * the more your scene might encounter depth fighting issue.
  26115. */
  26116. minZ: number;
  26117. /**
  26118. * Define the maximum distance the camera can see to.
  26119. * This is important to note that the depth buffer are not infinite and the further it end
  26120. * the more your scene might encounter depth fighting issue.
  26121. */
  26122. maxZ: number;
  26123. /**
  26124. * Define the default inertia of the camera.
  26125. * This helps giving a smooth feeling to the camera movement.
  26126. */
  26127. inertia: number;
  26128. /**
  26129. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  26130. */
  26131. mode: number;
  26132. /**
  26133. * Define wether the camera is intermediate.
  26134. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  26135. */
  26136. isIntermediate: boolean;
  26137. /**
  26138. * Define the viewport of the camera.
  26139. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  26140. */
  26141. viewport: Viewport;
  26142. /**
  26143. * Restricts the camera to viewing objects with the same layerMask.
  26144. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  26145. */
  26146. layerMask: number;
  26147. /**
  26148. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  26149. */
  26150. fovMode: number;
  26151. /**
  26152. * Rig mode of the camera.
  26153. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  26154. * This is normally controlled byt the camera themselves as internal use.
  26155. */
  26156. cameraRigMode: number;
  26157. /**
  26158. * Defines the distance between both "eyes" in case of a RIG
  26159. */
  26160. interaxialDistance: number;
  26161. /**
  26162. * Defines if stereoscopic rendering is done side by side or over under.
  26163. */
  26164. isStereoscopicSideBySide: boolean;
  26165. /**
  26166. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  26167. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  26168. * else in the scene. (Eg. security camera)
  26169. *
  26170. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  26171. */
  26172. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  26173. /**
  26174. * When set, the camera will render to this render target instead of the default canvas
  26175. *
  26176. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  26177. */
  26178. outputRenderTarget: Nullable<RenderTargetTexture>;
  26179. /**
  26180. * Observable triggered when the camera view matrix has changed.
  26181. */
  26182. onViewMatrixChangedObservable: Observable<Camera>;
  26183. /**
  26184. * Observable triggered when the camera Projection matrix has changed.
  26185. */
  26186. onProjectionMatrixChangedObservable: Observable<Camera>;
  26187. /**
  26188. * Observable triggered when the inputs have been processed.
  26189. */
  26190. onAfterCheckInputsObservable: Observable<Camera>;
  26191. /**
  26192. * Observable triggered when reset has been called and applied to the camera.
  26193. */
  26194. onRestoreStateObservable: Observable<Camera>;
  26195. /** @hidden */
  26196. _cameraRigParams: any;
  26197. /** @hidden */
  26198. _rigCameras: Camera[];
  26199. /** @hidden */
  26200. _rigPostProcess: Nullable<PostProcess>;
  26201. protected _webvrViewMatrix: Matrix;
  26202. /** @hidden */
  26203. _skipRendering: boolean;
  26204. /** @hidden */
  26205. _projectionMatrix: Matrix;
  26206. /** @hidden */
  26207. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  26208. /** @hidden */
  26209. _activeMeshes: SmartArray<AbstractMesh>;
  26210. protected _globalPosition: Vector3;
  26211. /** @hidden */
  26212. _computedViewMatrix: Matrix;
  26213. private _doNotComputeProjectionMatrix;
  26214. private _transformMatrix;
  26215. private _frustumPlanes;
  26216. private _refreshFrustumPlanes;
  26217. private _storedFov;
  26218. private _stateStored;
  26219. /**
  26220. * Instantiates a new camera object.
  26221. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  26222. * @see http://doc.babylonjs.com/features/cameras
  26223. * @param name Defines the name of the camera in the scene
  26224. * @param position Defines the position of the camera
  26225. * @param scene Defines the scene the camera belongs too
  26226. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  26227. */
  26228. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  26229. /**
  26230. * Store current camera state (fov, position, etc..)
  26231. * @returns the camera
  26232. */
  26233. storeState(): Camera;
  26234. /**
  26235. * Restores the camera state values if it has been stored. You must call storeState() first
  26236. */
  26237. protected _restoreStateValues(): boolean;
  26238. /**
  26239. * Restored camera state. You must call storeState() first.
  26240. * @returns true if restored and false otherwise
  26241. */
  26242. restoreState(): boolean;
  26243. /**
  26244. * Gets the class name of the camera.
  26245. * @returns the class name
  26246. */
  26247. getClassName(): string;
  26248. /** @hidden */
  26249. readonly _isCamera: boolean;
  26250. /**
  26251. * Gets a string representation of the camera useful for debug purpose.
  26252. * @param fullDetails Defines that a more verboe level of logging is required
  26253. * @returns the string representation
  26254. */
  26255. toString(fullDetails?: boolean): string;
  26256. /**
  26257. * Gets the current world space position of the camera.
  26258. */
  26259. get globalPosition(): Vector3;
  26260. /**
  26261. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  26262. * @returns the active meshe list
  26263. */
  26264. getActiveMeshes(): SmartArray<AbstractMesh>;
  26265. /**
  26266. * Check wether a mesh is part of the current active mesh list of the camera
  26267. * @param mesh Defines the mesh to check
  26268. * @returns true if active, false otherwise
  26269. */
  26270. isActiveMesh(mesh: Mesh): boolean;
  26271. /**
  26272. * Is this camera ready to be used/rendered
  26273. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  26274. * @return true if the camera is ready
  26275. */
  26276. isReady(completeCheck?: boolean): boolean;
  26277. /** @hidden */
  26278. _initCache(): void;
  26279. /** @hidden */
  26280. _updateCache(ignoreParentClass?: boolean): void;
  26281. /** @hidden */
  26282. _isSynchronized(): boolean;
  26283. /** @hidden */
  26284. _isSynchronizedViewMatrix(): boolean;
  26285. /** @hidden */
  26286. _isSynchronizedProjectionMatrix(): boolean;
  26287. /**
  26288. * Attach the input controls to a specific dom element to get the input from.
  26289. * @param element Defines the element the controls should be listened from
  26290. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  26291. */
  26292. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  26293. /**
  26294. * Detach the current controls from the specified dom element.
  26295. * @param element Defines the element to stop listening the inputs from
  26296. */
  26297. detachControl(element: HTMLElement): void;
  26298. /**
  26299. * Update the camera state according to the different inputs gathered during the frame.
  26300. */
  26301. update(): void;
  26302. /** @hidden */
  26303. _checkInputs(): void;
  26304. /** @hidden */
  26305. get rigCameras(): Camera[];
  26306. /**
  26307. * Gets the post process used by the rig cameras
  26308. */
  26309. get rigPostProcess(): Nullable<PostProcess>;
  26310. /**
  26311. * Internal, gets the first post proces.
  26312. * @returns the first post process to be run on this camera.
  26313. */
  26314. _getFirstPostProcess(): Nullable<PostProcess>;
  26315. private _cascadePostProcessesToRigCams;
  26316. /**
  26317. * Attach a post process to the camera.
  26318. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26319. * @param postProcess The post process to attach to the camera
  26320. * @param insertAt The position of the post process in case several of them are in use in the scene
  26321. * @returns the position the post process has been inserted at
  26322. */
  26323. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26324. /**
  26325. * Detach a post process to the camera.
  26326. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26327. * @param postProcess The post process to detach from the camera
  26328. */
  26329. detachPostProcess(postProcess: PostProcess): void;
  26330. /**
  26331. * Gets the current world matrix of the camera
  26332. */
  26333. getWorldMatrix(): Matrix;
  26334. /** @hidden */
  26335. _getViewMatrix(): Matrix;
  26336. /**
  26337. * Gets the current view matrix of the camera.
  26338. * @param force forces the camera to recompute the matrix without looking at the cached state
  26339. * @returns the view matrix
  26340. */
  26341. getViewMatrix(force?: boolean): Matrix;
  26342. /**
  26343. * Freeze the projection matrix.
  26344. * It will prevent the cache check of the camera projection compute and can speed up perf
  26345. * if no parameter of the camera are meant to change
  26346. * @param projection Defines manually a projection if necessary
  26347. */
  26348. freezeProjectionMatrix(projection?: Matrix): void;
  26349. /**
  26350. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26351. */
  26352. unfreezeProjectionMatrix(): void;
  26353. /**
  26354. * Gets the current projection matrix of the camera.
  26355. * @param force forces the camera to recompute the matrix without looking at the cached state
  26356. * @returns the projection matrix
  26357. */
  26358. getProjectionMatrix(force?: boolean): Matrix;
  26359. /**
  26360. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26361. * @returns a Matrix
  26362. */
  26363. getTransformationMatrix(): Matrix;
  26364. private _updateFrustumPlanes;
  26365. /**
  26366. * Checks if a cullable object (mesh...) is in the camera frustum
  26367. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26368. * @param target The object to check
  26369. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26370. * @returns true if the object is in frustum otherwise false
  26371. */
  26372. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26373. /**
  26374. * Checks if a cullable object (mesh...) is in the camera frustum
  26375. * Unlike isInFrustum this cheks the full bounding box
  26376. * @param target The object to check
  26377. * @returns true if the object is in frustum otherwise false
  26378. */
  26379. isCompletelyInFrustum(target: ICullable): boolean;
  26380. /**
  26381. * Gets a ray in the forward direction from the camera.
  26382. * @param length Defines the length of the ray to create
  26383. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26384. * @param origin Defines the start point of the ray which defaults to the camera position
  26385. * @returns the forward ray
  26386. */
  26387. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26388. /**
  26389. * Releases resources associated with this node.
  26390. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26391. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26392. */
  26393. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26394. /** @hidden */
  26395. _isLeftCamera: boolean;
  26396. /**
  26397. * Gets the left camera of a rig setup in case of Rigged Camera
  26398. */
  26399. get isLeftCamera(): boolean;
  26400. /** @hidden */
  26401. _isRightCamera: boolean;
  26402. /**
  26403. * Gets the right camera of a rig setup in case of Rigged Camera
  26404. */
  26405. get isRightCamera(): boolean;
  26406. /**
  26407. * Gets the left camera of a rig setup in case of Rigged Camera
  26408. */
  26409. get leftCamera(): Nullable<FreeCamera>;
  26410. /**
  26411. * Gets the right camera of a rig setup in case of Rigged Camera
  26412. */
  26413. get rightCamera(): Nullable<FreeCamera>;
  26414. /**
  26415. * Gets the left camera target of a rig setup in case of Rigged Camera
  26416. * @returns the target position
  26417. */
  26418. getLeftTarget(): Nullable<Vector3>;
  26419. /**
  26420. * Gets the right camera target of a rig setup in case of Rigged Camera
  26421. * @returns the target position
  26422. */
  26423. getRightTarget(): Nullable<Vector3>;
  26424. /**
  26425. * @hidden
  26426. */
  26427. setCameraRigMode(mode: number, rigParams: any): void;
  26428. /** @hidden */
  26429. static _setStereoscopicRigMode(camera: Camera): void;
  26430. /** @hidden */
  26431. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26432. /** @hidden */
  26433. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26434. /** @hidden */
  26435. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26436. /** @hidden */
  26437. _getVRProjectionMatrix(): Matrix;
  26438. protected _updateCameraRotationMatrix(): void;
  26439. protected _updateWebVRCameraRotationMatrix(): void;
  26440. /**
  26441. * This function MUST be overwritten by the different WebVR cameras available.
  26442. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26443. * @hidden
  26444. */
  26445. _getWebVRProjectionMatrix(): Matrix;
  26446. /**
  26447. * This function MUST be overwritten by the different WebVR cameras available.
  26448. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26449. * @hidden
  26450. */
  26451. _getWebVRViewMatrix(): Matrix;
  26452. /** @hidden */
  26453. setCameraRigParameter(name: string, value: any): void;
  26454. /**
  26455. * needs to be overridden by children so sub has required properties to be copied
  26456. * @hidden
  26457. */
  26458. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26459. /**
  26460. * May need to be overridden by children
  26461. * @hidden
  26462. */
  26463. _updateRigCameras(): void;
  26464. /** @hidden */
  26465. _setupInputs(): void;
  26466. /**
  26467. * Serialiaze the camera setup to a json represention
  26468. * @returns the JSON representation
  26469. */
  26470. serialize(): any;
  26471. /**
  26472. * Clones the current camera.
  26473. * @param name The cloned camera name
  26474. * @returns the cloned camera
  26475. */
  26476. clone(name: string): Camera;
  26477. /**
  26478. * Gets the direction of the camera relative to a given local axis.
  26479. * @param localAxis Defines the reference axis to provide a relative direction.
  26480. * @return the direction
  26481. */
  26482. getDirection(localAxis: Vector3): Vector3;
  26483. /**
  26484. * Returns the current camera absolute rotation
  26485. */
  26486. get absoluteRotation(): Quaternion;
  26487. /**
  26488. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26489. * @param localAxis Defines the reference axis to provide a relative direction.
  26490. * @param result Defines the vector to store the result in
  26491. */
  26492. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26493. /**
  26494. * Gets a camera constructor for a given camera type
  26495. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26496. * @param name The name of the camera the result will be able to instantiate
  26497. * @param scene The scene the result will construct the camera in
  26498. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26499. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26500. * @returns a factory method to construc the camera
  26501. */
  26502. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26503. /**
  26504. * Compute the world matrix of the camera.
  26505. * @returns the camera world matrix
  26506. */
  26507. computeWorldMatrix(): Matrix;
  26508. /**
  26509. * Parse a JSON and creates the camera from the parsed information
  26510. * @param parsedCamera The JSON to parse
  26511. * @param scene The scene to instantiate the camera in
  26512. * @returns the newly constructed camera
  26513. */
  26514. static Parse(parsedCamera: any, scene: Scene): Camera;
  26515. }
  26516. }
  26517. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26518. import { Nullable } from "babylonjs/types";
  26519. import { Scene } from "babylonjs/scene";
  26520. import { Vector4 } from "babylonjs/Maths/math.vector";
  26521. import { Mesh } from "babylonjs/Meshes/mesh";
  26522. /**
  26523. * Class containing static functions to help procedurally build meshes
  26524. */
  26525. export class DiscBuilder {
  26526. /**
  26527. * Creates a plane polygonal mesh. By default, this is a disc
  26528. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26529. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  26530. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  26531. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26532. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26534. * @param name defines the name of the mesh
  26535. * @param options defines the options used to create the mesh
  26536. * @param scene defines the hosting scene
  26537. * @returns the plane polygonal mesh
  26538. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26539. */
  26540. static CreateDisc(name: string, options: {
  26541. radius?: number;
  26542. tessellation?: number;
  26543. arc?: number;
  26544. updatable?: boolean;
  26545. sideOrientation?: number;
  26546. frontUVs?: Vector4;
  26547. backUVs?: Vector4;
  26548. }, scene?: Nullable<Scene>): Mesh;
  26549. }
  26550. }
  26551. declare module "babylonjs/Materials/fresnelParameters" {
  26552. import { Color3 } from "babylonjs/Maths/math.color";
  26553. /**
  26554. * This represents all the required information to add a fresnel effect on a material:
  26555. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  26556. */
  26557. export class FresnelParameters {
  26558. private _isEnabled;
  26559. /**
  26560. * Define if the fresnel effect is enable or not.
  26561. */
  26562. get isEnabled(): boolean;
  26563. set isEnabled(value: boolean);
  26564. /**
  26565. * Define the color used on edges (grazing angle)
  26566. */
  26567. leftColor: Color3;
  26568. /**
  26569. * Define the color used on center
  26570. */
  26571. rightColor: Color3;
  26572. /**
  26573. * Define bias applied to computed fresnel term
  26574. */
  26575. bias: number;
  26576. /**
  26577. * Defined the power exponent applied to fresnel term
  26578. */
  26579. power: number;
  26580. /**
  26581. * Clones the current fresnel and its valuues
  26582. * @returns a clone fresnel configuration
  26583. */
  26584. clone(): FresnelParameters;
  26585. /**
  26586. * Serializes the current fresnel parameters to a JSON representation.
  26587. * @return the JSON serialization
  26588. */
  26589. serialize(): any;
  26590. /**
  26591. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  26592. * @param parsedFresnelParameters Define the JSON representation
  26593. * @returns the parsed parameters
  26594. */
  26595. static Parse(parsedFresnelParameters: any): FresnelParameters;
  26596. }
  26597. }
  26598. declare module "babylonjs/Materials/pushMaterial" {
  26599. import { Nullable } from "babylonjs/types";
  26600. import { Scene } from "babylonjs/scene";
  26601. import { Matrix } from "babylonjs/Maths/math.vector";
  26602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26603. import { Mesh } from "babylonjs/Meshes/mesh";
  26604. import { Material } from "babylonjs/Materials/material";
  26605. import { Effect } from "babylonjs/Materials/effect";
  26606. /**
  26607. * Base class of materials working in push mode in babylon JS
  26608. * @hidden
  26609. */
  26610. export class PushMaterial extends Material {
  26611. protected _activeEffect: Effect;
  26612. protected _normalMatrix: Matrix;
  26613. /**
  26614. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  26615. * This means that the material can keep using a previous shader while a new one is being compiled.
  26616. * This is mostly used when shader parallel compilation is supported (true by default)
  26617. */
  26618. allowShaderHotSwapping: boolean;
  26619. constructor(name: string, scene: Scene);
  26620. getEffect(): Effect;
  26621. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  26622. /**
  26623. * Binds the given world matrix to the active effect
  26624. *
  26625. * @param world the matrix to bind
  26626. */
  26627. bindOnlyWorldMatrix(world: Matrix): void;
  26628. /**
  26629. * Binds the given normal matrix to the active effect
  26630. *
  26631. * @param normalMatrix the matrix to bind
  26632. */
  26633. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  26634. bind(world: Matrix, mesh?: Mesh): void;
  26635. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  26636. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  26637. }
  26638. }
  26639. declare module "babylonjs/Materials/materialFlags" {
  26640. /**
  26641. * This groups all the flags used to control the materials channel.
  26642. */
  26643. export class MaterialFlags {
  26644. private static _DiffuseTextureEnabled;
  26645. /**
  26646. * Are diffuse textures enabled in the application.
  26647. */
  26648. static get DiffuseTextureEnabled(): boolean;
  26649. static set DiffuseTextureEnabled(value: boolean);
  26650. private static _AmbientTextureEnabled;
  26651. /**
  26652. * Are ambient textures enabled in the application.
  26653. */
  26654. static get AmbientTextureEnabled(): boolean;
  26655. static set AmbientTextureEnabled(value: boolean);
  26656. private static _OpacityTextureEnabled;
  26657. /**
  26658. * Are opacity textures enabled in the application.
  26659. */
  26660. static get OpacityTextureEnabled(): boolean;
  26661. static set OpacityTextureEnabled(value: boolean);
  26662. private static _ReflectionTextureEnabled;
  26663. /**
  26664. * Are reflection textures enabled in the application.
  26665. */
  26666. static get ReflectionTextureEnabled(): boolean;
  26667. static set ReflectionTextureEnabled(value: boolean);
  26668. private static _EmissiveTextureEnabled;
  26669. /**
  26670. * Are emissive textures enabled in the application.
  26671. */
  26672. static get EmissiveTextureEnabled(): boolean;
  26673. static set EmissiveTextureEnabled(value: boolean);
  26674. private static _SpecularTextureEnabled;
  26675. /**
  26676. * Are specular textures enabled in the application.
  26677. */
  26678. static get SpecularTextureEnabled(): boolean;
  26679. static set SpecularTextureEnabled(value: boolean);
  26680. private static _BumpTextureEnabled;
  26681. /**
  26682. * Are bump textures enabled in the application.
  26683. */
  26684. static get BumpTextureEnabled(): boolean;
  26685. static set BumpTextureEnabled(value: boolean);
  26686. private static _LightmapTextureEnabled;
  26687. /**
  26688. * Are lightmap textures enabled in the application.
  26689. */
  26690. static get LightmapTextureEnabled(): boolean;
  26691. static set LightmapTextureEnabled(value: boolean);
  26692. private static _RefractionTextureEnabled;
  26693. /**
  26694. * Are refraction textures enabled in the application.
  26695. */
  26696. static get RefractionTextureEnabled(): boolean;
  26697. static set RefractionTextureEnabled(value: boolean);
  26698. private static _ColorGradingTextureEnabled;
  26699. /**
  26700. * Are color grading textures enabled in the application.
  26701. */
  26702. static get ColorGradingTextureEnabled(): boolean;
  26703. static set ColorGradingTextureEnabled(value: boolean);
  26704. private static _FresnelEnabled;
  26705. /**
  26706. * Are fresnels enabled in the application.
  26707. */
  26708. static get FresnelEnabled(): boolean;
  26709. static set FresnelEnabled(value: boolean);
  26710. private static _ClearCoatTextureEnabled;
  26711. /**
  26712. * Are clear coat textures enabled in the application.
  26713. */
  26714. static get ClearCoatTextureEnabled(): boolean;
  26715. static set ClearCoatTextureEnabled(value: boolean);
  26716. private static _ClearCoatBumpTextureEnabled;
  26717. /**
  26718. * Are clear coat bump textures enabled in the application.
  26719. */
  26720. static get ClearCoatBumpTextureEnabled(): boolean;
  26721. static set ClearCoatBumpTextureEnabled(value: boolean);
  26722. private static _ClearCoatTintTextureEnabled;
  26723. /**
  26724. * Are clear coat tint textures enabled in the application.
  26725. */
  26726. static get ClearCoatTintTextureEnabled(): boolean;
  26727. static set ClearCoatTintTextureEnabled(value: boolean);
  26728. private static _SheenTextureEnabled;
  26729. /**
  26730. * Are sheen textures enabled in the application.
  26731. */
  26732. static get SheenTextureEnabled(): boolean;
  26733. static set SheenTextureEnabled(value: boolean);
  26734. private static _AnisotropicTextureEnabled;
  26735. /**
  26736. * Are anisotropic textures enabled in the application.
  26737. */
  26738. static get AnisotropicTextureEnabled(): boolean;
  26739. static set AnisotropicTextureEnabled(value: boolean);
  26740. private static _ThicknessTextureEnabled;
  26741. /**
  26742. * Are thickness textures enabled in the application.
  26743. */
  26744. static get ThicknessTextureEnabled(): boolean;
  26745. static set ThicknessTextureEnabled(value: boolean);
  26746. }
  26747. }
  26748. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  26749. /** @hidden */
  26750. export var defaultFragmentDeclaration: {
  26751. name: string;
  26752. shader: string;
  26753. };
  26754. }
  26755. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  26756. /** @hidden */
  26757. export var defaultUboDeclaration: {
  26758. name: string;
  26759. shader: string;
  26760. };
  26761. }
  26762. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  26763. /** @hidden */
  26764. export var lightFragmentDeclaration: {
  26765. name: string;
  26766. shader: string;
  26767. };
  26768. }
  26769. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  26770. /** @hidden */
  26771. export var lightUboDeclaration: {
  26772. name: string;
  26773. shader: string;
  26774. };
  26775. }
  26776. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  26777. /** @hidden */
  26778. export var lightsFragmentFunctions: {
  26779. name: string;
  26780. shader: string;
  26781. };
  26782. }
  26783. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  26784. /** @hidden */
  26785. export var shadowsFragmentFunctions: {
  26786. name: string;
  26787. shader: string;
  26788. };
  26789. }
  26790. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  26791. /** @hidden */
  26792. export var fresnelFunction: {
  26793. name: string;
  26794. shader: string;
  26795. };
  26796. }
  26797. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  26798. /** @hidden */
  26799. export var reflectionFunction: {
  26800. name: string;
  26801. shader: string;
  26802. };
  26803. }
  26804. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  26805. /** @hidden */
  26806. export var bumpFragmentFunctions: {
  26807. name: string;
  26808. shader: string;
  26809. };
  26810. }
  26811. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  26812. /** @hidden */
  26813. export var logDepthDeclaration: {
  26814. name: string;
  26815. shader: string;
  26816. };
  26817. }
  26818. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  26819. /** @hidden */
  26820. export var bumpFragment: {
  26821. name: string;
  26822. shader: string;
  26823. };
  26824. }
  26825. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  26826. /** @hidden */
  26827. export var depthPrePass: {
  26828. name: string;
  26829. shader: string;
  26830. };
  26831. }
  26832. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  26833. /** @hidden */
  26834. export var lightFragment: {
  26835. name: string;
  26836. shader: string;
  26837. };
  26838. }
  26839. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  26840. /** @hidden */
  26841. export var logDepthFragment: {
  26842. name: string;
  26843. shader: string;
  26844. };
  26845. }
  26846. declare module "babylonjs/Shaders/default.fragment" {
  26847. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  26848. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  26849. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  26850. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  26851. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  26852. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  26853. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  26854. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  26855. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  26856. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  26857. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  26858. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  26859. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  26860. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  26861. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  26862. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  26863. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  26864. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  26865. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  26866. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  26867. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  26868. /** @hidden */
  26869. export var defaultPixelShader: {
  26870. name: string;
  26871. shader: string;
  26872. };
  26873. }
  26874. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  26875. /** @hidden */
  26876. export var defaultVertexDeclaration: {
  26877. name: string;
  26878. shader: string;
  26879. };
  26880. }
  26881. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  26882. /** @hidden */
  26883. export var bumpVertexDeclaration: {
  26884. name: string;
  26885. shader: string;
  26886. };
  26887. }
  26888. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  26889. /** @hidden */
  26890. export var bumpVertex: {
  26891. name: string;
  26892. shader: string;
  26893. };
  26894. }
  26895. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  26896. /** @hidden */
  26897. export var fogVertex: {
  26898. name: string;
  26899. shader: string;
  26900. };
  26901. }
  26902. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  26903. /** @hidden */
  26904. export var shadowsVertex: {
  26905. name: string;
  26906. shader: string;
  26907. };
  26908. }
  26909. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  26910. /** @hidden */
  26911. export var pointCloudVertex: {
  26912. name: string;
  26913. shader: string;
  26914. };
  26915. }
  26916. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  26917. /** @hidden */
  26918. export var logDepthVertex: {
  26919. name: string;
  26920. shader: string;
  26921. };
  26922. }
  26923. declare module "babylonjs/Shaders/default.vertex" {
  26924. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  26925. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  26926. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  26927. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  26928. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  26929. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  26930. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  26931. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  26932. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  26933. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  26934. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  26935. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  26936. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  26937. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  26938. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  26939. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  26940. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  26941. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  26942. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  26943. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  26944. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  26945. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  26946. /** @hidden */
  26947. export var defaultVertexShader: {
  26948. name: string;
  26949. shader: string;
  26950. };
  26951. }
  26952. declare module "babylonjs/Materials/standardMaterial" {
  26953. import { SmartArray } from "babylonjs/Misc/smartArray";
  26954. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  26955. import { Nullable } from "babylonjs/types";
  26956. import { Scene } from "babylonjs/scene";
  26957. import { Matrix } from "babylonjs/Maths/math.vector";
  26958. import { Color3 } from "babylonjs/Maths/math.color";
  26959. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26960. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26961. import { Mesh } from "babylonjs/Meshes/mesh";
  26962. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  26963. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  26964. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  26965. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  26966. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  26967. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  26968. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  26969. import "babylonjs/Shaders/default.fragment";
  26970. import "babylonjs/Shaders/default.vertex";
  26971. /** @hidden */
  26972. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  26973. MAINUV1: boolean;
  26974. MAINUV2: boolean;
  26975. DIFFUSE: boolean;
  26976. DIFFUSEDIRECTUV: number;
  26977. AMBIENT: boolean;
  26978. AMBIENTDIRECTUV: number;
  26979. OPACITY: boolean;
  26980. OPACITYDIRECTUV: number;
  26981. OPACITYRGB: boolean;
  26982. REFLECTION: boolean;
  26983. EMISSIVE: boolean;
  26984. EMISSIVEDIRECTUV: number;
  26985. SPECULAR: boolean;
  26986. SPECULARDIRECTUV: number;
  26987. BUMP: boolean;
  26988. BUMPDIRECTUV: number;
  26989. PARALLAX: boolean;
  26990. PARALLAXOCCLUSION: boolean;
  26991. SPECULAROVERALPHA: boolean;
  26992. CLIPPLANE: boolean;
  26993. CLIPPLANE2: boolean;
  26994. CLIPPLANE3: boolean;
  26995. CLIPPLANE4: boolean;
  26996. CLIPPLANE5: boolean;
  26997. CLIPPLANE6: boolean;
  26998. ALPHATEST: boolean;
  26999. DEPTHPREPASS: boolean;
  27000. ALPHAFROMDIFFUSE: boolean;
  27001. POINTSIZE: boolean;
  27002. FOG: boolean;
  27003. SPECULARTERM: boolean;
  27004. DIFFUSEFRESNEL: boolean;
  27005. OPACITYFRESNEL: boolean;
  27006. REFLECTIONFRESNEL: boolean;
  27007. REFRACTIONFRESNEL: boolean;
  27008. EMISSIVEFRESNEL: boolean;
  27009. FRESNEL: boolean;
  27010. NORMAL: boolean;
  27011. UV1: boolean;
  27012. UV2: boolean;
  27013. VERTEXCOLOR: boolean;
  27014. VERTEXALPHA: boolean;
  27015. NUM_BONE_INFLUENCERS: number;
  27016. BonesPerMesh: number;
  27017. BONETEXTURE: boolean;
  27018. INSTANCES: boolean;
  27019. GLOSSINESS: boolean;
  27020. ROUGHNESS: boolean;
  27021. EMISSIVEASILLUMINATION: boolean;
  27022. LINKEMISSIVEWITHDIFFUSE: boolean;
  27023. REFLECTIONFRESNELFROMSPECULAR: boolean;
  27024. LIGHTMAP: boolean;
  27025. LIGHTMAPDIRECTUV: number;
  27026. OBJECTSPACE_NORMALMAP: boolean;
  27027. USELIGHTMAPASSHADOWMAP: boolean;
  27028. REFLECTIONMAP_3D: boolean;
  27029. REFLECTIONMAP_SPHERICAL: boolean;
  27030. REFLECTIONMAP_PLANAR: boolean;
  27031. REFLECTIONMAP_CUBIC: boolean;
  27032. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  27033. REFLECTIONMAP_PROJECTION: boolean;
  27034. REFLECTIONMAP_SKYBOX: boolean;
  27035. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  27036. REFLECTIONMAP_EXPLICIT: boolean;
  27037. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  27038. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  27039. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  27040. INVERTCUBICMAP: boolean;
  27041. LOGARITHMICDEPTH: boolean;
  27042. REFRACTION: boolean;
  27043. REFRACTIONMAP_3D: boolean;
  27044. REFLECTIONOVERALPHA: boolean;
  27045. TWOSIDEDLIGHTING: boolean;
  27046. SHADOWFLOAT: boolean;
  27047. MORPHTARGETS: boolean;
  27048. MORPHTARGETS_NORMAL: boolean;
  27049. MORPHTARGETS_TANGENT: boolean;
  27050. MORPHTARGETS_UV: boolean;
  27051. NUM_MORPH_INFLUENCERS: number;
  27052. NONUNIFORMSCALING: boolean;
  27053. PREMULTIPLYALPHA: boolean;
  27054. IMAGEPROCESSING: boolean;
  27055. VIGNETTE: boolean;
  27056. VIGNETTEBLENDMODEMULTIPLY: boolean;
  27057. VIGNETTEBLENDMODEOPAQUE: boolean;
  27058. TONEMAPPING: boolean;
  27059. TONEMAPPING_ACES: boolean;
  27060. CONTRAST: boolean;
  27061. COLORCURVES: boolean;
  27062. COLORGRADING: boolean;
  27063. COLORGRADING3D: boolean;
  27064. SAMPLER3DGREENDEPTH: boolean;
  27065. SAMPLER3DBGRMAP: boolean;
  27066. IMAGEPROCESSINGPOSTPROCESS: boolean;
  27067. MULTIVIEW: boolean;
  27068. /**
  27069. * If the reflection texture on this material is in linear color space
  27070. * @hidden
  27071. */
  27072. IS_REFLECTION_LINEAR: boolean;
  27073. /**
  27074. * If the refraction texture on this material is in linear color space
  27075. * @hidden
  27076. */
  27077. IS_REFRACTION_LINEAR: boolean;
  27078. EXPOSURE: boolean;
  27079. constructor();
  27080. setReflectionMode(modeToEnable: string): void;
  27081. }
  27082. /**
  27083. * This is the default material used in Babylon. It is the best trade off between quality
  27084. * and performances.
  27085. * @see http://doc.babylonjs.com/babylon101/materials
  27086. */
  27087. export class StandardMaterial extends PushMaterial {
  27088. private _diffuseTexture;
  27089. /**
  27090. * The basic texture of the material as viewed under a light.
  27091. */
  27092. diffuseTexture: Nullable<BaseTexture>;
  27093. private _ambientTexture;
  27094. /**
  27095. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  27096. */
  27097. ambientTexture: Nullable<BaseTexture>;
  27098. private _opacityTexture;
  27099. /**
  27100. * Define the transparency of the material from a texture.
  27101. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  27102. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  27103. */
  27104. opacityTexture: Nullable<BaseTexture>;
  27105. private _reflectionTexture;
  27106. /**
  27107. * Define the texture used to display the reflection.
  27108. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27109. */
  27110. reflectionTexture: Nullable<BaseTexture>;
  27111. private _emissiveTexture;
  27112. /**
  27113. * Define texture of the material as if self lit.
  27114. * This will be mixed in the final result even in the absence of light.
  27115. */
  27116. emissiveTexture: Nullable<BaseTexture>;
  27117. private _specularTexture;
  27118. /**
  27119. * Define how the color and intensity of the highlight given by the light in the material.
  27120. */
  27121. specularTexture: Nullable<BaseTexture>;
  27122. private _bumpTexture;
  27123. /**
  27124. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  27125. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  27126. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  27127. */
  27128. bumpTexture: Nullable<BaseTexture>;
  27129. private _lightmapTexture;
  27130. /**
  27131. * Complex lighting can be computationally expensive to compute at runtime.
  27132. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  27133. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  27134. */
  27135. lightmapTexture: Nullable<BaseTexture>;
  27136. private _refractionTexture;
  27137. /**
  27138. * Define the texture used to display the refraction.
  27139. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27140. */
  27141. refractionTexture: Nullable<BaseTexture>;
  27142. /**
  27143. * The color of the material lit by the environmental background lighting.
  27144. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  27145. */
  27146. ambientColor: Color3;
  27147. /**
  27148. * The basic color of the material as viewed under a light.
  27149. */
  27150. diffuseColor: Color3;
  27151. /**
  27152. * Define how the color and intensity of the highlight given by the light in the material.
  27153. */
  27154. specularColor: Color3;
  27155. /**
  27156. * Define the color of the material as if self lit.
  27157. * This will be mixed in the final result even in the absence of light.
  27158. */
  27159. emissiveColor: Color3;
  27160. /**
  27161. * Defines how sharp are the highlights in the material.
  27162. * The bigger the value the sharper giving a more glossy feeling to the result.
  27163. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  27164. */
  27165. specularPower: number;
  27166. private _useAlphaFromDiffuseTexture;
  27167. /**
  27168. * Does the transparency come from the diffuse texture alpha channel.
  27169. */
  27170. useAlphaFromDiffuseTexture: boolean;
  27171. private _useEmissiveAsIllumination;
  27172. /**
  27173. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  27174. */
  27175. useEmissiveAsIllumination: boolean;
  27176. private _linkEmissiveWithDiffuse;
  27177. /**
  27178. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  27179. * the emissive level when the final color is close to one.
  27180. */
  27181. linkEmissiveWithDiffuse: boolean;
  27182. private _useSpecularOverAlpha;
  27183. /**
  27184. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  27185. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  27186. */
  27187. useSpecularOverAlpha: boolean;
  27188. private _useReflectionOverAlpha;
  27189. /**
  27190. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  27191. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  27192. */
  27193. useReflectionOverAlpha: boolean;
  27194. private _disableLighting;
  27195. /**
  27196. * Does lights from the scene impacts this material.
  27197. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  27198. */
  27199. disableLighting: boolean;
  27200. private _useObjectSpaceNormalMap;
  27201. /**
  27202. * Allows using an object space normal map (instead of tangent space).
  27203. */
  27204. useObjectSpaceNormalMap: boolean;
  27205. private _useParallax;
  27206. /**
  27207. * Is parallax enabled or not.
  27208. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  27209. */
  27210. useParallax: boolean;
  27211. private _useParallaxOcclusion;
  27212. /**
  27213. * Is parallax occlusion enabled or not.
  27214. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  27215. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  27216. */
  27217. useParallaxOcclusion: boolean;
  27218. /**
  27219. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  27220. */
  27221. parallaxScaleBias: number;
  27222. private _roughness;
  27223. /**
  27224. * Helps to define how blurry the reflections should appears in the material.
  27225. */
  27226. roughness: number;
  27227. /**
  27228. * In case of refraction, define the value of the index of refraction.
  27229. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27230. */
  27231. indexOfRefraction: number;
  27232. /**
  27233. * Invert the refraction texture alongside the y axis.
  27234. * It can be useful with procedural textures or probe for instance.
  27235. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27236. */
  27237. invertRefractionY: boolean;
  27238. /**
  27239. * Defines the alpha limits in alpha test mode.
  27240. */
  27241. alphaCutOff: number;
  27242. private _useLightmapAsShadowmap;
  27243. /**
  27244. * In case of light mapping, define whether the map contains light or shadow informations.
  27245. */
  27246. useLightmapAsShadowmap: boolean;
  27247. private _diffuseFresnelParameters;
  27248. /**
  27249. * Define the diffuse fresnel parameters of the material.
  27250. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27251. */
  27252. diffuseFresnelParameters: FresnelParameters;
  27253. private _opacityFresnelParameters;
  27254. /**
  27255. * Define the opacity fresnel parameters of the material.
  27256. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27257. */
  27258. opacityFresnelParameters: FresnelParameters;
  27259. private _reflectionFresnelParameters;
  27260. /**
  27261. * Define the reflection fresnel parameters of the material.
  27262. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27263. */
  27264. reflectionFresnelParameters: FresnelParameters;
  27265. private _refractionFresnelParameters;
  27266. /**
  27267. * Define the refraction fresnel parameters of the material.
  27268. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27269. */
  27270. refractionFresnelParameters: FresnelParameters;
  27271. private _emissiveFresnelParameters;
  27272. /**
  27273. * Define the emissive fresnel parameters of the material.
  27274. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27275. */
  27276. emissiveFresnelParameters: FresnelParameters;
  27277. private _useReflectionFresnelFromSpecular;
  27278. /**
  27279. * If true automatically deducts the fresnels values from the material specularity.
  27280. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27281. */
  27282. useReflectionFresnelFromSpecular: boolean;
  27283. private _useGlossinessFromSpecularMapAlpha;
  27284. /**
  27285. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  27286. */
  27287. useGlossinessFromSpecularMapAlpha: boolean;
  27288. private _maxSimultaneousLights;
  27289. /**
  27290. * Defines the maximum number of lights that can be used in the material
  27291. */
  27292. maxSimultaneousLights: number;
  27293. private _invertNormalMapX;
  27294. /**
  27295. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  27296. */
  27297. invertNormalMapX: boolean;
  27298. private _invertNormalMapY;
  27299. /**
  27300. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  27301. */
  27302. invertNormalMapY: boolean;
  27303. private _twoSidedLighting;
  27304. /**
  27305. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  27306. */
  27307. twoSidedLighting: boolean;
  27308. /**
  27309. * Default configuration related to image processing available in the standard Material.
  27310. */
  27311. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  27312. /**
  27313. * Gets the image processing configuration used either in this material.
  27314. */
  27315. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  27316. /**
  27317. * Sets the Default image processing configuration used either in the this material.
  27318. *
  27319. * If sets to null, the scene one is in use.
  27320. */
  27321. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  27322. /**
  27323. * Keep track of the image processing observer to allow dispose and replace.
  27324. */
  27325. private _imageProcessingObserver;
  27326. /**
  27327. * Attaches a new image processing configuration to the Standard Material.
  27328. * @param configuration
  27329. */
  27330. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  27331. /**
  27332. * Gets wether the color curves effect is enabled.
  27333. */
  27334. get cameraColorCurvesEnabled(): boolean;
  27335. /**
  27336. * Sets wether the color curves effect is enabled.
  27337. */
  27338. set cameraColorCurvesEnabled(value: boolean);
  27339. /**
  27340. * Gets wether the color grading effect is enabled.
  27341. */
  27342. get cameraColorGradingEnabled(): boolean;
  27343. /**
  27344. * Gets wether the color grading effect is enabled.
  27345. */
  27346. set cameraColorGradingEnabled(value: boolean);
  27347. /**
  27348. * Gets wether tonemapping is enabled or not.
  27349. */
  27350. get cameraToneMappingEnabled(): boolean;
  27351. /**
  27352. * Sets wether tonemapping is enabled or not
  27353. */
  27354. set cameraToneMappingEnabled(value: boolean);
  27355. /**
  27356. * The camera exposure used on this material.
  27357. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  27358. * This corresponds to a photographic exposure.
  27359. */
  27360. get cameraExposure(): number;
  27361. /**
  27362. * The camera exposure used on this material.
  27363. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  27364. * This corresponds to a photographic exposure.
  27365. */
  27366. set cameraExposure(value: number);
  27367. /**
  27368. * Gets The camera contrast used on this material.
  27369. */
  27370. get cameraContrast(): number;
  27371. /**
  27372. * Sets The camera contrast used on this material.
  27373. */
  27374. set cameraContrast(value: number);
  27375. /**
  27376. * Gets the Color Grading 2D Lookup Texture.
  27377. */
  27378. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  27379. /**
  27380. * Sets the Color Grading 2D Lookup Texture.
  27381. */
  27382. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  27383. /**
  27384. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  27385. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  27386. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  27387. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  27388. */
  27389. get cameraColorCurves(): Nullable<ColorCurves>;
  27390. /**
  27391. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  27392. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  27393. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  27394. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  27395. */
  27396. set cameraColorCurves(value: Nullable<ColorCurves>);
  27397. /**
  27398. * Custom callback helping to override the default shader used in the material.
  27399. */
  27400. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  27401. protected _renderTargets: SmartArray<RenderTargetTexture>;
  27402. protected _worldViewProjectionMatrix: Matrix;
  27403. protected _globalAmbientColor: Color3;
  27404. protected _useLogarithmicDepth: boolean;
  27405. protected _rebuildInParallel: boolean;
  27406. /**
  27407. * Instantiates a new standard material.
  27408. * This is the default material used in Babylon. It is the best trade off between quality
  27409. * and performances.
  27410. * @see http://doc.babylonjs.com/babylon101/materials
  27411. * @param name Define the name of the material in the scene
  27412. * @param scene Define the scene the material belong to
  27413. */
  27414. constructor(name: string, scene: Scene);
  27415. /**
  27416. * Gets a boolean indicating that current material needs to register RTT
  27417. */
  27418. get hasRenderTargetTextures(): boolean;
  27419. /**
  27420. * Gets the current class name of the material e.g. "StandardMaterial"
  27421. * Mainly use in serialization.
  27422. * @returns the class name
  27423. */
  27424. getClassName(): string;
  27425. /**
  27426. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  27427. * You can try switching to logarithmic depth.
  27428. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  27429. */
  27430. get useLogarithmicDepth(): boolean;
  27431. set useLogarithmicDepth(value: boolean);
  27432. /**
  27433. * Specifies if the material will require alpha blending
  27434. * @returns a boolean specifying if alpha blending is needed
  27435. */
  27436. needAlphaBlending(): boolean;
  27437. /**
  27438. * Specifies if this material should be rendered in alpha test mode
  27439. * @returns a boolean specifying if an alpha test is needed.
  27440. */
  27441. needAlphaTesting(): boolean;
  27442. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  27443. /**
  27444. * Get the texture used for alpha test purpose.
  27445. * @returns the diffuse texture in case of the standard material.
  27446. */
  27447. getAlphaTestTexture(): Nullable<BaseTexture>;
  27448. /**
  27449. * Get if the submesh is ready to be used and all its information available.
  27450. * Child classes can use it to update shaders
  27451. * @param mesh defines the mesh to check
  27452. * @param subMesh defines which submesh to check
  27453. * @param useInstances specifies that instances should be used
  27454. * @returns a boolean indicating that the submesh is ready or not
  27455. */
  27456. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  27457. /**
  27458. * Builds the material UBO layouts.
  27459. * Used internally during the effect preparation.
  27460. */
  27461. buildUniformLayout(): void;
  27462. /**
  27463. * Unbinds the material from the mesh
  27464. */
  27465. unbind(): void;
  27466. /**
  27467. * Binds the submesh to this material by preparing the effect and shader to draw
  27468. * @param world defines the world transformation matrix
  27469. * @param mesh defines the mesh containing the submesh
  27470. * @param subMesh defines the submesh to bind the material to
  27471. */
  27472. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  27473. /**
  27474. * Get the list of animatables in the material.
  27475. * @returns the list of animatables object used in the material
  27476. */
  27477. getAnimatables(): IAnimatable[];
  27478. /**
  27479. * Gets the active textures from the material
  27480. * @returns an array of textures
  27481. */
  27482. getActiveTextures(): BaseTexture[];
  27483. /**
  27484. * Specifies if the material uses a texture
  27485. * @param texture defines the texture to check against the material
  27486. * @returns a boolean specifying if the material uses the texture
  27487. */
  27488. hasTexture(texture: BaseTexture): boolean;
  27489. /**
  27490. * Disposes the material
  27491. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  27492. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  27493. */
  27494. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  27495. /**
  27496. * Makes a duplicate of the material, and gives it a new name
  27497. * @param name defines the new name for the duplicated material
  27498. * @returns the cloned material
  27499. */
  27500. clone(name: string): StandardMaterial;
  27501. /**
  27502. * Serializes this material in a JSON representation
  27503. * @returns the serialized material object
  27504. */
  27505. serialize(): any;
  27506. /**
  27507. * Creates a standard material from parsed material data
  27508. * @param source defines the JSON representation of the material
  27509. * @param scene defines the hosting scene
  27510. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  27511. * @returns a new standard material
  27512. */
  27513. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  27514. /**
  27515. * Are diffuse textures enabled in the application.
  27516. */
  27517. static get DiffuseTextureEnabled(): boolean;
  27518. static set DiffuseTextureEnabled(value: boolean);
  27519. /**
  27520. * Are ambient textures enabled in the application.
  27521. */
  27522. static get AmbientTextureEnabled(): boolean;
  27523. static set AmbientTextureEnabled(value: boolean);
  27524. /**
  27525. * Are opacity textures enabled in the application.
  27526. */
  27527. static get OpacityTextureEnabled(): boolean;
  27528. static set OpacityTextureEnabled(value: boolean);
  27529. /**
  27530. * Are reflection textures enabled in the application.
  27531. */
  27532. static get ReflectionTextureEnabled(): boolean;
  27533. static set ReflectionTextureEnabled(value: boolean);
  27534. /**
  27535. * Are emissive textures enabled in the application.
  27536. */
  27537. static get EmissiveTextureEnabled(): boolean;
  27538. static set EmissiveTextureEnabled(value: boolean);
  27539. /**
  27540. * Are specular textures enabled in the application.
  27541. */
  27542. static get SpecularTextureEnabled(): boolean;
  27543. static set SpecularTextureEnabled(value: boolean);
  27544. /**
  27545. * Are bump textures enabled in the application.
  27546. */
  27547. static get BumpTextureEnabled(): boolean;
  27548. static set BumpTextureEnabled(value: boolean);
  27549. /**
  27550. * Are lightmap textures enabled in the application.
  27551. */
  27552. static get LightmapTextureEnabled(): boolean;
  27553. static set LightmapTextureEnabled(value: boolean);
  27554. /**
  27555. * Are refraction textures enabled in the application.
  27556. */
  27557. static get RefractionTextureEnabled(): boolean;
  27558. static set RefractionTextureEnabled(value: boolean);
  27559. /**
  27560. * Are color grading textures enabled in the application.
  27561. */
  27562. static get ColorGradingTextureEnabled(): boolean;
  27563. static set ColorGradingTextureEnabled(value: boolean);
  27564. /**
  27565. * Are fresnels enabled in the application.
  27566. */
  27567. static get FresnelEnabled(): boolean;
  27568. static set FresnelEnabled(value: boolean);
  27569. }
  27570. }
  27571. declare module "babylonjs/Particles/solidParticleSystem" {
  27572. import { Nullable } from "babylonjs/types";
  27573. import { Vector3 } from "babylonjs/Maths/math.vector";
  27574. import { Mesh } from "babylonjs/Meshes/mesh";
  27575. import { Scene, IDisposable } from "babylonjs/scene";
  27576. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  27577. import { Material } from "babylonjs/Materials/material";
  27578. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  27579. /**
  27580. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  27581. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  27582. * The SPS is also a particle system. It provides some methods to manage the particles.
  27583. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  27584. *
  27585. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  27586. */
  27587. export class SolidParticleSystem implements IDisposable {
  27588. /**
  27589. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  27590. * Example : var p = SPS.particles[i];
  27591. */
  27592. particles: SolidParticle[];
  27593. /**
  27594. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  27595. */
  27596. nbParticles: number;
  27597. /**
  27598. * If the particles must ever face the camera (default false). Useful for planar particles.
  27599. */
  27600. billboard: boolean;
  27601. /**
  27602. * Recompute normals when adding a shape
  27603. */
  27604. recomputeNormals: boolean;
  27605. /**
  27606. * This a counter ofr your own usage. It's not set by any SPS functions.
  27607. */
  27608. counter: number;
  27609. /**
  27610. * The SPS name. This name is also given to the underlying mesh.
  27611. */
  27612. name: string;
  27613. /**
  27614. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  27615. */
  27616. mesh: Mesh;
  27617. /**
  27618. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  27619. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  27620. */
  27621. vars: any;
  27622. /**
  27623. * This array is populated when the SPS is set as 'pickable'.
  27624. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  27625. * Each element of this array is an object `{idx: int, faceId: int}`.
  27626. * `idx` is the picked particle index in the `SPS.particles` array
  27627. * `faceId` is the picked face index counted within this particle.
  27628. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  27629. */
  27630. pickedParticles: {
  27631. idx: number;
  27632. faceId: number;
  27633. }[];
  27634. /**
  27635. * This array is populated when `enableDepthSort` is set to true.
  27636. * Each element of this array is an instance of the class DepthSortedParticle.
  27637. */
  27638. depthSortedParticles: DepthSortedParticle[];
  27639. /**
  27640. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  27641. * @hidden
  27642. */
  27643. _bSphereOnly: boolean;
  27644. /**
  27645. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  27646. * @hidden
  27647. */
  27648. _bSphereRadiusFactor: number;
  27649. private _scene;
  27650. private _positions;
  27651. private _indices;
  27652. private _normals;
  27653. private _colors;
  27654. private _uvs;
  27655. private _indices32;
  27656. private _positions32;
  27657. private _normals32;
  27658. private _fixedNormal32;
  27659. private _colors32;
  27660. private _uvs32;
  27661. private _index;
  27662. private _updatable;
  27663. private _pickable;
  27664. private _isVisibilityBoxLocked;
  27665. private _alwaysVisible;
  27666. private _depthSort;
  27667. private _expandable;
  27668. private _shapeCounter;
  27669. private _copy;
  27670. private _color;
  27671. private _computeParticleColor;
  27672. private _computeParticleTexture;
  27673. private _computeParticleRotation;
  27674. private _computeParticleVertex;
  27675. private _computeBoundingBox;
  27676. private _depthSortParticles;
  27677. private _camera;
  27678. private _mustUnrotateFixedNormals;
  27679. private _particlesIntersect;
  27680. private _needs32Bits;
  27681. private _isNotBuilt;
  27682. private _lastParticleId;
  27683. private _idxOfId;
  27684. private _multimaterialEnabled;
  27685. private _useModelMaterial;
  27686. private _indicesByMaterial;
  27687. private _materialIndexes;
  27688. private _depthSortFunction;
  27689. private _materialSortFunction;
  27690. private _materials;
  27691. private _multimaterial;
  27692. private _materialIndexesById;
  27693. private _defaultMaterial;
  27694. private _autoUpdateSubMeshes;
  27695. /**
  27696. * Creates a SPS (Solid Particle System) object.
  27697. * @param name (String) is the SPS name, this will be the underlying mesh name.
  27698. * @param scene (Scene) is the scene in which the SPS is added.
  27699. * @param options defines the options of the sps e.g.
  27700. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  27701. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  27702. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  27703. * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.
  27704. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  27705. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  27706. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  27707. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  27708. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  27709. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  27710. */
  27711. constructor(name: string, scene: Scene, options?: {
  27712. updatable?: boolean;
  27713. isPickable?: boolean;
  27714. enableDepthSort?: boolean;
  27715. particleIntersection?: boolean;
  27716. boundingSphereOnly?: boolean;
  27717. bSphereRadiusFactor?: number;
  27718. expandable?: boolean;
  27719. useModelMaterial?: boolean;
  27720. enableMultiMaterial?: boolean;
  27721. });
  27722. /**
  27723. * Builds the SPS underlying mesh. Returns a standard Mesh.
  27724. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  27725. * @returns the created mesh
  27726. */
  27727. buildMesh(): Mesh;
  27728. /**
  27729. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  27730. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  27731. * Thus the particles generated from `digest()` have their property `position` set yet.
  27732. * @param mesh ( Mesh ) is the mesh to be digested
  27733. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  27734. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  27735. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  27736. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  27737. * @returns the current SPS
  27738. */
  27739. digest(mesh: Mesh, options?: {
  27740. facetNb?: number;
  27741. number?: number;
  27742. delta?: number;
  27743. storage?: [];
  27744. }): SolidParticleSystem;
  27745. /**
  27746. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  27747. * @hidden
  27748. */
  27749. private _unrotateFixedNormals;
  27750. /**
  27751. * Resets the temporary working copy particle
  27752. * @hidden
  27753. */
  27754. private _resetCopy;
  27755. /**
  27756. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  27757. * @param p the current index in the positions array to be updated
  27758. * @param ind the current index in the indices array
  27759. * @param shape a Vector3 array, the shape geometry
  27760. * @param positions the positions array to be updated
  27761. * @param meshInd the shape indices array
  27762. * @param indices the indices array to be updated
  27763. * @param meshUV the shape uv array
  27764. * @param uvs the uv array to be updated
  27765. * @param meshCol the shape color array
  27766. * @param colors the color array to be updated
  27767. * @param meshNor the shape normals array
  27768. * @param normals the normals array to be updated
  27769. * @param idx the particle index
  27770. * @param idxInShape the particle index in its shape
  27771. * @param options the addShape() method passed options
  27772. * @model the particle model
  27773. * @hidden
  27774. */
  27775. private _meshBuilder;
  27776. /**
  27777. * Returns a shape Vector3 array from positions float array
  27778. * @param positions float array
  27779. * @returns a vector3 array
  27780. * @hidden
  27781. */
  27782. private _posToShape;
  27783. /**
  27784. * Returns a shapeUV array from a float uvs (array deep copy)
  27785. * @param uvs as a float array
  27786. * @returns a shapeUV array
  27787. * @hidden
  27788. */
  27789. private _uvsToShapeUV;
  27790. /**
  27791. * Adds a new particle object in the particles array
  27792. * @param idx particle index in particles array
  27793. * @param id particle id
  27794. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  27795. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  27796. * @param model particle ModelShape object
  27797. * @param shapeId model shape identifier
  27798. * @param idxInShape index of the particle in the current model
  27799. * @param bInfo model bounding info object
  27800. * @param storage target storage array, if any
  27801. * @hidden
  27802. */
  27803. private _addParticle;
  27804. /**
  27805. * Adds some particles to the SPS from the model shape. Returns the shape id.
  27806. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  27807. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  27808. * @param nb (positive integer) the number of particles to be created from this model
  27809. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  27810. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  27811. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  27812. * @returns the number of shapes in the system
  27813. */
  27814. addShape(mesh: Mesh, nb: number, options?: {
  27815. positionFunction?: any;
  27816. vertexFunction?: any;
  27817. storage?: [];
  27818. }): number;
  27819. /**
  27820. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  27821. * @hidden
  27822. */
  27823. private _rebuildParticle;
  27824. /**
  27825. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  27826. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  27827. * @returns the SPS.
  27828. */
  27829. rebuildMesh(reset?: boolean): SolidParticleSystem;
  27830. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  27831. * Returns an array with the removed particles.
  27832. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  27833. * The SPS can't be empty so at least one particle needs to remain in place.
  27834. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  27835. * @param start index of the first particle to remove
  27836. * @param end index of the last particle to remove (included)
  27837. * @returns an array populated with the removed particles
  27838. */
  27839. removeParticles(start: number, end: number): SolidParticle[];
  27840. /**
  27841. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  27842. * @param solidParticleArray an array populated with Solid Particles objects
  27843. * @returns the SPS
  27844. */
  27845. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  27846. /**
  27847. * Creates a new particle and modifies the SPS mesh geometry :
  27848. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  27849. * - calls _addParticle() to populate the particle array
  27850. * factorized code from addShape() and insertParticlesFromArray()
  27851. * @param idx particle index in the particles array
  27852. * @param i particle index in its shape
  27853. * @param modelShape particle ModelShape object
  27854. * @param shape shape vertex array
  27855. * @param meshInd shape indices array
  27856. * @param meshUV shape uv array
  27857. * @param meshCol shape color array
  27858. * @param meshNor shape normals array
  27859. * @param bbInfo shape bounding info
  27860. * @param storage target particle storage
  27861. * @options addShape() passed options
  27862. * @hidden
  27863. */
  27864. private _insertNewParticle;
  27865. /**
  27866. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  27867. * This method calls `updateParticle()` for each particle of the SPS.
  27868. * For an animated SPS, it is usually called within the render loop.
  27869. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  27870. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  27871. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  27872. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  27873. * @returns the SPS.
  27874. */
  27875. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  27876. /**
  27877. * Disposes the SPS.
  27878. */
  27879. dispose(): void;
  27880. /**
  27881. * Returns a SolidParticle object from its identifier : particle.id
  27882. * @param id (integer) the particle Id
  27883. * @returns the searched particle or null if not found in the SPS.
  27884. */
  27885. getParticleById(id: number): Nullable<SolidParticle>;
  27886. /**
  27887. * Returns a new array populated with the particles having the passed shapeId.
  27888. * @param shapeId (integer) the shape identifier
  27889. * @returns a new solid particle array
  27890. */
  27891. getParticlesByShapeId(shapeId: number): SolidParticle[];
  27892. /**
  27893. * Populates the passed array "ref" with the particles having the passed shapeId.
  27894. * @param shapeId the shape identifier
  27895. * @returns the SPS
  27896. * @param ref
  27897. */
  27898. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  27899. /**
  27900. * Computes the required SubMeshes according the materials assigned to the particles.
  27901. * @returns the solid particle system.
  27902. * Does nothing if called before the SPS mesh is built.
  27903. */
  27904. computeSubMeshes(): SolidParticleSystem;
  27905. /**
  27906. * Sorts the solid particles by material when MultiMaterial is enabled.
  27907. * Updates the indices32 array.
  27908. * Updates the indicesByMaterial array.
  27909. * Updates the mesh indices array.
  27910. * @returns the SPS
  27911. * @hidden
  27912. */
  27913. private _sortParticlesByMaterial;
  27914. /**
  27915. * Sets the material indexes by id materialIndexesById[id] = materialIndex
  27916. * @hidden
  27917. */
  27918. private _setMaterialIndexesById;
  27919. /**
  27920. * Returns an array with unique values of Materials from the passed array
  27921. * @param array the material array to be checked and filtered
  27922. * @hidden
  27923. */
  27924. private _filterUniqueMaterialId;
  27925. /**
  27926. * Sets a new Standard Material as _defaultMaterial if not already set.
  27927. * @hidden
  27928. */
  27929. private _setDefaultMaterial;
  27930. /**
  27931. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  27932. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27933. * @returns the SPS.
  27934. */
  27935. refreshVisibleSize(): SolidParticleSystem;
  27936. /**
  27937. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  27938. * @param size the size (float) of the visibility box
  27939. * note : this doesn't lock the SPS mesh bounding box.
  27940. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27941. */
  27942. setVisibilityBox(size: number): void;
  27943. /**
  27944. * Gets whether the SPS as always visible or not
  27945. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27946. */
  27947. get isAlwaysVisible(): boolean;
  27948. /**
  27949. * Sets the SPS as always visible or not
  27950. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27951. */
  27952. set isAlwaysVisible(val: boolean);
  27953. /**
  27954. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  27955. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27956. */
  27957. set isVisibilityBoxLocked(val: boolean);
  27958. /**
  27959. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  27960. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27961. */
  27962. get isVisibilityBoxLocked(): boolean;
  27963. /**
  27964. * Tells to `setParticles()` to compute the particle rotations or not.
  27965. * Default value : true. The SPS is faster when it's set to false.
  27966. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  27967. */
  27968. set computeParticleRotation(val: boolean);
  27969. /**
  27970. * Tells to `setParticles()` to compute the particle colors or not.
  27971. * Default value : true. The SPS is faster when it's set to false.
  27972. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  27973. */
  27974. set computeParticleColor(val: boolean);
  27975. set computeParticleTexture(val: boolean);
  27976. /**
  27977. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  27978. * Default value : false. The SPS is faster when it's set to false.
  27979. * Note : the particle custom vertex positions aren't stored values.
  27980. */
  27981. set computeParticleVertex(val: boolean);
  27982. /**
  27983. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  27984. */
  27985. set computeBoundingBox(val: boolean);
  27986. /**
  27987. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  27988. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  27989. * Default : `true`
  27990. */
  27991. set depthSortParticles(val: boolean);
  27992. /**
  27993. * Gets if `setParticles()` computes the particle rotations or not.
  27994. * Default value : true. The SPS is faster when it's set to false.
  27995. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  27996. */
  27997. get computeParticleRotation(): boolean;
  27998. /**
  27999. * Gets if `setParticles()` computes the particle colors or not.
  28000. * Default value : true. The SPS is faster when it's set to false.
  28001. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  28002. */
  28003. get computeParticleColor(): boolean;
  28004. /**
  28005. * Gets if `setParticles()` computes the particle textures or not.
  28006. * Default value : true. The SPS is faster when it's set to false.
  28007. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  28008. */
  28009. get computeParticleTexture(): boolean;
  28010. /**
  28011. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  28012. * Default value : false. The SPS is faster when it's set to false.
  28013. * Note : the particle custom vertex positions aren't stored values.
  28014. */
  28015. get computeParticleVertex(): boolean;
  28016. /**
  28017. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  28018. */
  28019. get computeBoundingBox(): boolean;
  28020. /**
  28021. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  28022. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  28023. * Default : `true`
  28024. */
  28025. get depthSortParticles(): boolean;
  28026. /**
  28027. * Gets if the SPS is created as expandable at construction time.
  28028. * Default : `false`
  28029. */
  28030. get expandable(): boolean;
  28031. /**
  28032. * Gets if the SPS supports the Multi Materials
  28033. */
  28034. get multimaterialEnabled(): boolean;
  28035. /**
  28036. * Gets if the SPS uses the model materials for its own multimaterial.
  28037. */
  28038. get useModelMaterial(): boolean;
  28039. /**
  28040. * The SPS used material array.
  28041. */
  28042. get materials(): Material[];
  28043. /**
  28044. * Sets the SPS MultiMaterial from the passed materials.
  28045. * Note : the passed array is internally copied and not used then by reference.
  28046. * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.
  28047. */
  28048. setMultiMaterial(materials: Material[]): void;
  28049. /**
  28050. * The SPS computed multimaterial object
  28051. */
  28052. get multimaterial(): MultiMaterial;
  28053. set multimaterial(mm: MultiMaterial);
  28054. /**
  28055. * If the subMeshes must be updated on the next call to setParticles()
  28056. */
  28057. get autoUpdateSubMeshes(): boolean;
  28058. set autoUpdateSubMeshes(val: boolean);
  28059. /**
  28060. * This function does nothing. It may be overwritten to set all the particle first values.
  28061. * The SPS doesn't call this function, you may have to call it by your own.
  28062. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28063. */
  28064. initParticles(): void;
  28065. /**
  28066. * This function does nothing. It may be overwritten to recycle a particle.
  28067. * The SPS doesn't call this function, you may have to call it by your own.
  28068. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28069. * @param particle The particle to recycle
  28070. * @returns the recycled particle
  28071. */
  28072. recycleParticle(particle: SolidParticle): SolidParticle;
  28073. /**
  28074. * Updates a particle : this function should be overwritten by the user.
  28075. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  28076. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28077. * @example : just set a particle position or velocity and recycle conditions
  28078. * @param particle The particle to update
  28079. * @returns the updated particle
  28080. */
  28081. updateParticle(particle: SolidParticle): SolidParticle;
  28082. /**
  28083. * Updates a vertex of a particle : it can be overwritten by the user.
  28084. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  28085. * @param particle the current particle
  28086. * @param vertex the current index of the current particle
  28087. * @param pt the index of the current vertex in the particle shape
  28088. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  28089. * @example : just set a vertex particle position
  28090. * @returns the updated vertex
  28091. */
  28092. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  28093. /**
  28094. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  28095. * This does nothing and may be overwritten by the user.
  28096. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28097. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28098. * @param update the boolean update value actually passed to setParticles()
  28099. */
  28100. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  28101. /**
  28102. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  28103. * This will be passed three parameters.
  28104. * This does nothing and may be overwritten by the user.
  28105. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28106. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28107. * @param update the boolean update value actually passed to setParticles()
  28108. */
  28109. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  28110. }
  28111. }
  28112. declare module "babylonjs/Particles/solidParticle" {
  28113. import { Nullable } from "babylonjs/types";
  28114. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  28115. import { Color4 } from "babylonjs/Maths/math.color";
  28116. import { Mesh } from "babylonjs/Meshes/mesh";
  28117. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  28118. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  28119. import { Plane } from "babylonjs/Maths/math.plane";
  28120. import { Material } from "babylonjs/Materials/material";
  28121. /**
  28122. * Represents one particle of a solid particle system.
  28123. */
  28124. export class SolidParticle {
  28125. /**
  28126. * particle global index
  28127. */
  28128. idx: number;
  28129. /**
  28130. * particle identifier
  28131. */
  28132. id: number;
  28133. /**
  28134. * The color of the particle
  28135. */
  28136. color: Nullable<Color4>;
  28137. /**
  28138. * The world space position of the particle.
  28139. */
  28140. position: Vector3;
  28141. /**
  28142. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  28143. */
  28144. rotation: Vector3;
  28145. /**
  28146. * The world space rotation quaternion of the particle.
  28147. */
  28148. rotationQuaternion: Nullable<Quaternion>;
  28149. /**
  28150. * The scaling of the particle.
  28151. */
  28152. scaling: Vector3;
  28153. /**
  28154. * The uvs of the particle.
  28155. */
  28156. uvs: Vector4;
  28157. /**
  28158. * The current speed of the particle.
  28159. */
  28160. velocity: Vector3;
  28161. /**
  28162. * The pivot point in the particle local space.
  28163. */
  28164. pivot: Vector3;
  28165. /**
  28166. * Must the particle be translated from its pivot point in its local space ?
  28167. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  28168. * Default : false
  28169. */
  28170. translateFromPivot: boolean;
  28171. /**
  28172. * Is the particle active or not ?
  28173. */
  28174. alive: boolean;
  28175. /**
  28176. * Is the particle visible or not ?
  28177. */
  28178. isVisible: boolean;
  28179. /**
  28180. * Index of this particle in the global "positions" array (Internal use)
  28181. * @hidden
  28182. */
  28183. _pos: number;
  28184. /**
  28185. * @hidden Index of this particle in the global "indices" array (Internal use)
  28186. */
  28187. _ind: number;
  28188. /**
  28189. * @hidden ModelShape of this particle (Internal use)
  28190. */
  28191. _model: ModelShape;
  28192. /**
  28193. * ModelShape id of this particle
  28194. */
  28195. shapeId: number;
  28196. /**
  28197. * Index of the particle in its shape id
  28198. */
  28199. idxInShape: number;
  28200. /**
  28201. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  28202. */
  28203. _modelBoundingInfo: BoundingInfo;
  28204. /**
  28205. * @hidden Particle BoundingInfo object (Internal use)
  28206. */
  28207. _boundingInfo: BoundingInfo;
  28208. /**
  28209. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  28210. */
  28211. _sps: SolidParticleSystem;
  28212. /**
  28213. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  28214. */
  28215. _stillInvisible: boolean;
  28216. /**
  28217. * @hidden Last computed particle rotation matrix
  28218. */
  28219. _rotationMatrix: number[];
  28220. /**
  28221. * Parent particle Id, if any.
  28222. * Default null.
  28223. */
  28224. parentId: Nullable<number>;
  28225. /**
  28226. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  28227. */
  28228. materialIndex: Nullable<number>;
  28229. /**
  28230. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  28231. * The possible values are :
  28232. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  28233. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28234. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  28235. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  28236. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28237. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  28238. * */
  28239. cullingStrategy: number;
  28240. /**
  28241. * @hidden Internal global position in the SPS.
  28242. */
  28243. _globalPosition: Vector3;
  28244. /**
  28245. * Creates a Solid Particle object.
  28246. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  28247. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  28248. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  28249. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  28250. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  28251. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  28252. * @param shapeId (integer) is the model shape identifier in the SPS.
  28253. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  28254. * @param sps defines the sps it is associated to
  28255. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  28256. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  28257. */
  28258. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  28259. /**
  28260. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  28261. * @param target the particle target
  28262. * @returns the current particle
  28263. */
  28264. copyToRef(target: SolidParticle): SolidParticle;
  28265. /**
  28266. * Legacy support, changed scale to scaling
  28267. */
  28268. get scale(): Vector3;
  28269. /**
  28270. * Legacy support, changed scale to scaling
  28271. */
  28272. set scale(scale: Vector3);
  28273. /**
  28274. * Legacy support, changed quaternion to rotationQuaternion
  28275. */
  28276. get quaternion(): Nullable<Quaternion>;
  28277. /**
  28278. * Legacy support, changed quaternion to rotationQuaternion
  28279. */
  28280. set quaternion(q: Nullable<Quaternion>);
  28281. /**
  28282. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  28283. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  28284. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  28285. * @returns true if it intersects
  28286. */
  28287. intersectsMesh(target: Mesh | SolidParticle): boolean;
  28288. /**
  28289. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  28290. * A particle is in the frustum if its bounding box intersects the frustum
  28291. * @param frustumPlanes defines the frustum to test
  28292. * @returns true if the particle is in the frustum planes
  28293. */
  28294. isInFrustum(frustumPlanes: Plane[]): boolean;
  28295. /**
  28296. * get the rotation matrix of the particle
  28297. * @hidden
  28298. */
  28299. getRotationMatrix(m: Matrix): void;
  28300. }
  28301. /**
  28302. * Represents the shape of the model used by one particle of a solid particle system.
  28303. * SPS internal tool, don't use it manually.
  28304. */
  28305. export class ModelShape {
  28306. /**
  28307. * The shape id
  28308. * @hidden
  28309. */
  28310. shapeID: number;
  28311. /**
  28312. * flat array of model positions (internal use)
  28313. * @hidden
  28314. */
  28315. _shape: Vector3[];
  28316. /**
  28317. * flat array of model UVs (internal use)
  28318. * @hidden
  28319. */
  28320. _shapeUV: number[];
  28321. /**
  28322. * color array of the model
  28323. * @hidden
  28324. */
  28325. _shapeColors: number[];
  28326. /**
  28327. * indices array of the model
  28328. * @hidden
  28329. */
  28330. _indices: number[];
  28331. /**
  28332. * normals array of the model
  28333. * @hidden
  28334. */
  28335. _normals: number[];
  28336. /**
  28337. * length of the shape in the model indices array (internal use)
  28338. * @hidden
  28339. */
  28340. _indicesLength: number;
  28341. /**
  28342. * Custom position function (internal use)
  28343. * @hidden
  28344. */
  28345. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  28346. /**
  28347. * Custom vertex function (internal use)
  28348. * @hidden
  28349. */
  28350. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  28351. /**
  28352. * Model material (internal use)
  28353. * @hidden
  28354. */
  28355. _material: Nullable<Material>;
  28356. /**
  28357. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  28358. * SPS internal tool, don't use it manually.
  28359. * @hidden
  28360. */
  28361. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>, material: Nullable<Material>);
  28362. }
  28363. /**
  28364. * Represents a Depth Sorted Particle in the solid particle system.
  28365. * @hidden
  28366. */
  28367. export class DepthSortedParticle {
  28368. /**
  28369. * Index of the particle in the "indices" array
  28370. */
  28371. ind: number;
  28372. /**
  28373. * Length of the particle shape in the "indices" array
  28374. */
  28375. indicesLength: number;
  28376. /**
  28377. * Squared distance from the particle to the camera
  28378. */
  28379. sqDistance: number;
  28380. /**
  28381. * Material index when used with MultiMaterials
  28382. */
  28383. materialIndex: number;
  28384. /**
  28385. * Creates a new sorted particle
  28386. * @param materialIndex
  28387. */
  28388. constructor(ind: number, indLength: number, materialIndex: number);
  28389. }
  28390. }
  28391. declare module "babylonjs/Collisions/meshCollisionData" {
  28392. import { Collider } from "babylonjs/Collisions/collider";
  28393. import { Vector3 } from "babylonjs/Maths/math.vector";
  28394. import { Nullable } from "babylonjs/types";
  28395. import { Observer } from "babylonjs/Misc/observable";
  28396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28397. /**
  28398. * @hidden
  28399. */
  28400. export class _MeshCollisionData {
  28401. _checkCollisions: boolean;
  28402. _collisionMask: number;
  28403. _collisionGroup: number;
  28404. _collider: Nullable<Collider>;
  28405. _oldPositionForCollisions: Vector3;
  28406. _diffPositionForCollisions: Vector3;
  28407. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  28408. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  28409. }
  28410. }
  28411. declare module "babylonjs/Meshes/abstractMesh" {
  28412. import { Observable } from "babylonjs/Misc/observable";
  28413. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  28414. import { Camera } from "babylonjs/Cameras/camera";
  28415. import { Scene, IDisposable } from "babylonjs/scene";
  28416. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  28417. import { Node } from "babylonjs/node";
  28418. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  28419. import { TransformNode } from "babylonjs/Meshes/transformNode";
  28420. import { SubMesh } from "babylonjs/Meshes/subMesh";
  28421. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  28422. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  28423. import { Material } from "babylonjs/Materials/material";
  28424. import { Light } from "babylonjs/Lights/light";
  28425. import { Skeleton } from "babylonjs/Bones/skeleton";
  28426. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  28427. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  28428. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28429. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  28430. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28431. import { Plane } from "babylonjs/Maths/math.plane";
  28432. import { Ray } from "babylonjs/Culling/ray";
  28433. import { Collider } from "babylonjs/Collisions/collider";
  28434. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  28435. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  28436. /** @hidden */
  28437. class _FacetDataStorage {
  28438. facetPositions: Vector3[];
  28439. facetNormals: Vector3[];
  28440. facetPartitioning: number[][];
  28441. facetNb: number;
  28442. partitioningSubdivisions: number;
  28443. partitioningBBoxRatio: number;
  28444. facetDataEnabled: boolean;
  28445. facetParameters: any;
  28446. bbSize: Vector3;
  28447. subDiv: {
  28448. max: number;
  28449. X: number;
  28450. Y: number;
  28451. Z: number;
  28452. };
  28453. facetDepthSort: boolean;
  28454. facetDepthSortEnabled: boolean;
  28455. depthSortedIndices: IndicesArray;
  28456. depthSortedFacets: {
  28457. ind: number;
  28458. sqDistance: number;
  28459. }[];
  28460. facetDepthSortFunction: (f1: {
  28461. ind: number;
  28462. sqDistance: number;
  28463. }, f2: {
  28464. ind: number;
  28465. sqDistance: number;
  28466. }) => number;
  28467. facetDepthSortFrom: Vector3;
  28468. facetDepthSortOrigin: Vector3;
  28469. invertedMatrix: Matrix;
  28470. }
  28471. /**
  28472. * @hidden
  28473. **/
  28474. class _InternalAbstractMeshDataInfo {
  28475. _hasVertexAlpha: boolean;
  28476. _useVertexColors: boolean;
  28477. _numBoneInfluencers: number;
  28478. _applyFog: boolean;
  28479. _receiveShadows: boolean;
  28480. _facetData: _FacetDataStorage;
  28481. _visibility: number;
  28482. _skeleton: Nullable<Skeleton>;
  28483. _layerMask: number;
  28484. _computeBonesUsingShaders: boolean;
  28485. _isActive: boolean;
  28486. _onlyForInstances: boolean;
  28487. _isActiveIntermediate: boolean;
  28488. _onlyForInstancesIntermediate: boolean;
  28489. _actAsRegularMesh: boolean;
  28490. }
  28491. /**
  28492. * Class used to store all common mesh properties
  28493. */
  28494. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  28495. /** No occlusion */
  28496. static OCCLUSION_TYPE_NONE: number;
  28497. /** Occlusion set to optimisitic */
  28498. static OCCLUSION_TYPE_OPTIMISTIC: number;
  28499. /** Occlusion set to strict */
  28500. static OCCLUSION_TYPE_STRICT: number;
  28501. /** Use an accurante occlusion algorithm */
  28502. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  28503. /** Use a conservative occlusion algorithm */
  28504. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  28505. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  28506. * Test order :
  28507. * Is the bounding sphere outside the frustum ?
  28508. * If not, are the bounding box vertices outside the frustum ?
  28509. * It not, then the cullable object is in the frustum.
  28510. */
  28511. static readonly CULLINGSTRATEGY_STANDARD: number;
  28512. /** Culling strategy : Bounding Sphere Only.
  28513. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  28514. * It's also less accurate than the standard because some not visible objects can still be selected.
  28515. * Test : is the bounding sphere outside the frustum ?
  28516. * If not, then the cullable object is in the frustum.
  28517. */
  28518. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  28519. /** Culling strategy : Optimistic Inclusion.
  28520. * This in an inclusion test first, then the standard exclusion test.
  28521. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  28522. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  28523. * Anyway, it's as accurate as the standard strategy.
  28524. * Test :
  28525. * Is the cullable object bounding sphere center in the frustum ?
  28526. * If not, apply the default culling strategy.
  28527. */
  28528. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  28529. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  28530. * This in an inclusion test first, then the bounding sphere only exclusion test.
  28531. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  28532. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  28533. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  28534. * Test :
  28535. * Is the cullable object bounding sphere center in the frustum ?
  28536. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  28537. */
  28538. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  28539. /**
  28540. * No billboard
  28541. */
  28542. static get BILLBOARDMODE_NONE(): number;
  28543. /** Billboard on X axis */
  28544. static get BILLBOARDMODE_X(): number;
  28545. /** Billboard on Y axis */
  28546. static get BILLBOARDMODE_Y(): number;
  28547. /** Billboard on Z axis */
  28548. static get BILLBOARDMODE_Z(): number;
  28549. /** Billboard on all axes */
  28550. static get BILLBOARDMODE_ALL(): number;
  28551. /** Billboard on using position instead of orientation */
  28552. static get BILLBOARDMODE_USE_POSITION(): number;
  28553. /** @hidden */
  28554. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  28555. /**
  28556. * The culling strategy to use to check whether the mesh must be rendered or not.
  28557. * This value can be changed at any time and will be used on the next render mesh selection.
  28558. * The possible values are :
  28559. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  28560. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28561. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  28562. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  28563. * Please read each static variable documentation to get details about the culling process.
  28564. * */
  28565. cullingStrategy: number;
  28566. /**
  28567. * Gets the number of facets in the mesh
  28568. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  28569. */
  28570. get facetNb(): number;
  28571. /**
  28572. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  28573. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  28574. */
  28575. get partitioningSubdivisions(): number;
  28576. set partitioningSubdivisions(nb: number);
  28577. /**
  28578. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  28579. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  28580. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  28581. */
  28582. get partitioningBBoxRatio(): number;
  28583. set partitioningBBoxRatio(ratio: number);
  28584. /**
  28585. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  28586. * Works only for updatable meshes.
  28587. * Doesn't work with multi-materials
  28588. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  28589. */
  28590. get mustDepthSortFacets(): boolean;
  28591. set mustDepthSortFacets(sort: boolean);
  28592. /**
  28593. * The location (Vector3) where the facet depth sort must be computed from.
  28594. * By default, the active camera position.
  28595. * Used only when facet depth sort is enabled
  28596. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  28597. */
  28598. get facetDepthSortFrom(): Vector3;
  28599. set facetDepthSortFrom(location: Vector3);
  28600. /**
  28601. * gets a boolean indicating if facetData is enabled
  28602. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  28603. */
  28604. get isFacetDataEnabled(): boolean;
  28605. /** @hidden */
  28606. _updateNonUniformScalingState(value: boolean): boolean;
  28607. /**
  28608. * An event triggered when this mesh collides with another one
  28609. */
  28610. onCollideObservable: Observable<AbstractMesh>;
  28611. /** Set a function to call when this mesh collides with another one */
  28612. set onCollide(callback: () => void);
  28613. /**
  28614. * An event triggered when the collision's position changes
  28615. */
  28616. onCollisionPositionChangeObservable: Observable<Vector3>;
  28617. /** Set a function to call when the collision's position changes */
  28618. set onCollisionPositionChange(callback: () => void);
  28619. /**
  28620. * An event triggered when material is changed
  28621. */
  28622. onMaterialChangedObservable: Observable<AbstractMesh>;
  28623. /**
  28624. * Gets or sets the orientation for POV movement & rotation
  28625. */
  28626. definedFacingForward: boolean;
  28627. /** @hidden */
  28628. _occlusionQuery: Nullable<WebGLQuery>;
  28629. /** @hidden */
  28630. _renderingGroup: Nullable<RenderingGroup>;
  28631. /**
  28632. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  28633. */
  28634. get visibility(): number;
  28635. /**
  28636. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  28637. */
  28638. set visibility(value: number);
  28639. /** Gets or sets the alpha index used to sort transparent meshes
  28640. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  28641. */
  28642. alphaIndex: number;
  28643. /**
  28644. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  28645. */
  28646. isVisible: boolean;
  28647. /**
  28648. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  28649. */
  28650. isPickable: boolean;
  28651. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  28652. showSubMeshesBoundingBox: boolean;
  28653. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  28654. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  28655. */
  28656. isBlocker: boolean;
  28657. /**
  28658. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  28659. */
  28660. enablePointerMoveEvents: boolean;
  28661. /**
  28662. * Specifies the rendering group id for this mesh (0 by default)
  28663. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  28664. */
  28665. renderingGroupId: number;
  28666. private _material;
  28667. /** Gets or sets current material */
  28668. get material(): Nullable<Material>;
  28669. set material(value: Nullable<Material>);
  28670. /**
  28671. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  28672. * @see http://doc.babylonjs.com/babylon101/shadows
  28673. */
  28674. get receiveShadows(): boolean;
  28675. set receiveShadows(value: boolean);
  28676. /** Defines color to use when rendering outline */
  28677. outlineColor: Color3;
  28678. /** Define width to use when rendering outline */
  28679. outlineWidth: number;
  28680. /** Defines color to use when rendering overlay */
  28681. overlayColor: Color3;
  28682. /** Defines alpha to use when rendering overlay */
  28683. overlayAlpha: number;
  28684. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  28685. get hasVertexAlpha(): boolean;
  28686. set hasVertexAlpha(value: boolean);
  28687. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  28688. get useVertexColors(): boolean;
  28689. set useVertexColors(value: boolean);
  28690. /**
  28691. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  28692. */
  28693. get computeBonesUsingShaders(): boolean;
  28694. set computeBonesUsingShaders(value: boolean);
  28695. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  28696. get numBoneInfluencers(): number;
  28697. set numBoneInfluencers(value: number);
  28698. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  28699. get applyFog(): boolean;
  28700. set applyFog(value: boolean);
  28701. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  28702. useOctreeForRenderingSelection: boolean;
  28703. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  28704. useOctreeForPicking: boolean;
  28705. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  28706. useOctreeForCollisions: boolean;
  28707. /**
  28708. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  28709. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  28710. */
  28711. get layerMask(): number;
  28712. set layerMask(value: number);
  28713. /**
  28714. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  28715. */
  28716. alwaysSelectAsActiveMesh: boolean;
  28717. /**
  28718. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  28719. */
  28720. doNotSyncBoundingInfo: boolean;
  28721. /**
  28722. * Gets or sets the current action manager
  28723. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  28724. */
  28725. actionManager: Nullable<AbstractActionManager>;
  28726. private _meshCollisionData;
  28727. /**
  28728. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  28729. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  28730. */
  28731. ellipsoid: Vector3;
  28732. /**
  28733. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  28734. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  28735. */
  28736. ellipsoidOffset: Vector3;
  28737. /**
  28738. * Gets or sets a collision mask used to mask collisions (default is -1).
  28739. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  28740. */
  28741. get collisionMask(): number;
  28742. set collisionMask(mask: number);
  28743. /**
  28744. * Gets or sets the current collision group mask (-1 by default).
  28745. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  28746. */
  28747. get collisionGroup(): number;
  28748. set collisionGroup(mask: number);
  28749. /**
  28750. * Defines edge width used when edgesRenderer is enabled
  28751. * @see https://www.babylonjs-playground.com/#10OJSG#13
  28752. */
  28753. edgesWidth: number;
  28754. /**
  28755. * Defines edge color used when edgesRenderer is enabled
  28756. * @see https://www.babylonjs-playground.com/#10OJSG#13
  28757. */
  28758. edgesColor: Color4;
  28759. /** @hidden */
  28760. _edgesRenderer: Nullable<IEdgesRenderer>;
  28761. /** @hidden */
  28762. _masterMesh: Nullable<AbstractMesh>;
  28763. /** @hidden */
  28764. _boundingInfo: Nullable<BoundingInfo>;
  28765. /** @hidden */
  28766. _renderId: number;
  28767. /**
  28768. * Gets or sets the list of subMeshes
  28769. * @see http://doc.babylonjs.com/how_to/multi_materials
  28770. */
  28771. subMeshes: SubMesh[];
  28772. /** @hidden */
  28773. _intersectionsInProgress: AbstractMesh[];
  28774. /** @hidden */
  28775. _unIndexed: boolean;
  28776. /** @hidden */
  28777. _lightSources: Light[];
  28778. /** Gets the list of lights affecting that mesh */
  28779. get lightSources(): Light[];
  28780. /** @hidden */
  28781. get _positions(): Nullable<Vector3[]>;
  28782. /** @hidden */
  28783. _waitingData: {
  28784. lods: Nullable<any>;
  28785. actions: Nullable<any>;
  28786. freezeWorldMatrix: Nullable<boolean>;
  28787. };
  28788. /** @hidden */
  28789. _bonesTransformMatrices: Nullable<Float32Array>;
  28790. /** @hidden */
  28791. _transformMatrixTexture: Nullable<RawTexture>;
  28792. /**
  28793. * Gets or sets a skeleton to apply skining transformations
  28794. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  28795. */
  28796. set skeleton(value: Nullable<Skeleton>);
  28797. get skeleton(): Nullable<Skeleton>;
  28798. /**
  28799. * An event triggered when the mesh is rebuilt.
  28800. */
  28801. onRebuildObservable: Observable<AbstractMesh>;
  28802. /**
  28803. * Creates a new AbstractMesh
  28804. * @param name defines the name of the mesh
  28805. * @param scene defines the hosting scene
  28806. */
  28807. constructor(name: string, scene?: Nullable<Scene>);
  28808. /**
  28809. * Returns the string "AbstractMesh"
  28810. * @returns "AbstractMesh"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Gets a string representation of the current mesh
  28815. * @param fullDetails defines a boolean indicating if full details must be included
  28816. * @returns a string representation of the current mesh
  28817. */
  28818. toString(fullDetails?: boolean): string;
  28819. /**
  28820. * @hidden
  28821. */
  28822. protected _getEffectiveParent(): Nullable<Node>;
  28823. /** @hidden */
  28824. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28825. /** @hidden */
  28826. _rebuild(): void;
  28827. /** @hidden */
  28828. _resyncLightSources(): void;
  28829. /** @hidden */
  28830. _resyncLightSource(light: Light): void;
  28831. /** @hidden */
  28832. _unBindEffect(): void;
  28833. /** @hidden */
  28834. _removeLightSource(light: Light, dispose: boolean): void;
  28835. private _markSubMeshesAsDirty;
  28836. /** @hidden */
  28837. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  28838. /** @hidden */
  28839. _markSubMeshesAsAttributesDirty(): void;
  28840. /** @hidden */
  28841. _markSubMeshesAsMiscDirty(): void;
  28842. /**
  28843. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  28844. */
  28845. get scaling(): Vector3;
  28846. set scaling(newScaling: Vector3);
  28847. /**
  28848. * Returns true if the mesh is blocked. Implemented by child classes
  28849. */
  28850. get isBlocked(): boolean;
  28851. /**
  28852. * Returns the mesh itself by default. Implemented by child classes
  28853. * @param camera defines the camera to use to pick the right LOD level
  28854. * @returns the currentAbstractMesh
  28855. */
  28856. getLOD(camera: Camera): Nullable<AbstractMesh>;
  28857. /**
  28858. * Returns 0 by default. Implemented by child classes
  28859. * @returns an integer
  28860. */
  28861. getTotalVertices(): number;
  28862. /**
  28863. * Returns a positive integer : the total number of indices in this mesh geometry.
  28864. * @returns the numner of indices or zero if the mesh has no geometry.
  28865. */
  28866. getTotalIndices(): number;
  28867. /**
  28868. * Returns null by default. Implemented by child classes
  28869. * @returns null
  28870. */
  28871. getIndices(): Nullable<IndicesArray>;
  28872. /**
  28873. * Returns the array of the requested vertex data kind. Implemented by child classes
  28874. * @param kind defines the vertex data kind to use
  28875. * @returns null
  28876. */
  28877. getVerticesData(kind: string): Nullable<FloatArray>;
  28878. /**
  28879. * Sets the vertex data of the mesh geometry for the requested `kind`.
  28880. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  28881. * Note that a new underlying VertexBuffer object is created each call.
  28882. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  28883. * @param kind defines vertex data kind:
  28884. * * VertexBuffer.PositionKind
  28885. * * VertexBuffer.UVKind
  28886. * * VertexBuffer.UV2Kind
  28887. * * VertexBuffer.UV3Kind
  28888. * * VertexBuffer.UV4Kind
  28889. * * VertexBuffer.UV5Kind
  28890. * * VertexBuffer.UV6Kind
  28891. * * VertexBuffer.ColorKind
  28892. * * VertexBuffer.MatricesIndicesKind
  28893. * * VertexBuffer.MatricesIndicesExtraKind
  28894. * * VertexBuffer.MatricesWeightsKind
  28895. * * VertexBuffer.MatricesWeightsExtraKind
  28896. * @param data defines the data source
  28897. * @param updatable defines if the data must be flagged as updatable (or static)
  28898. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  28899. * @returns the current mesh
  28900. */
  28901. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  28902. /**
  28903. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  28904. * If the mesh has no geometry, it is simply returned as it is.
  28905. * @param kind defines vertex data kind:
  28906. * * VertexBuffer.PositionKind
  28907. * * VertexBuffer.UVKind
  28908. * * VertexBuffer.UV2Kind
  28909. * * VertexBuffer.UV3Kind
  28910. * * VertexBuffer.UV4Kind
  28911. * * VertexBuffer.UV5Kind
  28912. * * VertexBuffer.UV6Kind
  28913. * * VertexBuffer.ColorKind
  28914. * * VertexBuffer.MatricesIndicesKind
  28915. * * VertexBuffer.MatricesIndicesExtraKind
  28916. * * VertexBuffer.MatricesWeightsKind
  28917. * * VertexBuffer.MatricesWeightsExtraKind
  28918. * @param data defines the data source
  28919. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  28920. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  28921. * @returns the current mesh
  28922. */
  28923. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  28924. /**
  28925. * Sets the mesh indices,
  28926. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  28927. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  28928. * @param totalVertices Defines the total number of vertices
  28929. * @returns the current mesh
  28930. */
  28931. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  28932. /**
  28933. * Gets a boolean indicating if specific vertex data is present
  28934. * @param kind defines the vertex data kind to use
  28935. * @returns true is data kind is present
  28936. */
  28937. isVerticesDataPresent(kind: string): boolean;
  28938. /**
  28939. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  28940. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  28941. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  28942. * @returns a BoundingInfo
  28943. */
  28944. getBoundingInfo(): BoundingInfo;
  28945. /**
  28946. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  28947. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  28948. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  28949. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  28950. * @returns the current mesh
  28951. */
  28952. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  28953. /**
  28954. * Overwrite the current bounding info
  28955. * @param boundingInfo defines the new bounding info
  28956. * @returns the current mesh
  28957. */
  28958. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  28959. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  28960. get useBones(): boolean;
  28961. /** @hidden */
  28962. _preActivate(): void;
  28963. /** @hidden */
  28964. _preActivateForIntermediateRendering(renderId: number): void;
  28965. /** @hidden */
  28966. _activate(renderId: number, intermediateRendering: boolean): boolean;
  28967. /** @hidden */
  28968. _postActivate(): void;
  28969. /** @hidden */
  28970. _freeze(): void;
  28971. /** @hidden */
  28972. _unFreeze(): void;
  28973. /**
  28974. * Gets the current world matrix
  28975. * @returns a Matrix
  28976. */
  28977. getWorldMatrix(): Matrix;
  28978. /** @hidden */
  28979. _getWorldMatrixDeterminant(): number;
  28980. /**
  28981. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  28982. */
  28983. get isAnInstance(): boolean;
  28984. /**
  28985. * Gets a boolean indicating if this mesh has instances
  28986. */
  28987. get hasInstances(): boolean;
  28988. /**
  28989. * Perform relative position change from the point of view of behind the front of the mesh.
  28990. * This is performed taking into account the meshes current rotation, so you do not have to care.
  28991. * Supports definition of mesh facing forward or backward
  28992. * @param amountRight defines the distance on the right axis
  28993. * @param amountUp defines the distance on the up axis
  28994. * @param amountForward defines the distance on the forward axis
  28995. * @returns the current mesh
  28996. */
  28997. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  28998. /**
  28999. * Calculate relative position change from the point of view of behind the front of the mesh.
  29000. * This is performed taking into account the meshes current rotation, so you do not have to care.
  29001. * Supports definition of mesh facing forward or backward
  29002. * @param amountRight defines the distance on the right axis
  29003. * @param amountUp defines the distance on the up axis
  29004. * @param amountForward defines the distance on the forward axis
  29005. * @returns the new displacement vector
  29006. */
  29007. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  29008. /**
  29009. * Perform relative rotation change from the point of view of behind the front of the mesh.
  29010. * Supports definition of mesh facing forward or backward
  29011. * @param flipBack defines the flip
  29012. * @param twirlClockwise defines the twirl
  29013. * @param tiltRight defines the tilt
  29014. * @returns the current mesh
  29015. */
  29016. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  29017. /**
  29018. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  29019. * Supports definition of mesh facing forward or backward.
  29020. * @param flipBack defines the flip
  29021. * @param twirlClockwise defines the twirl
  29022. * @param tiltRight defines the tilt
  29023. * @returns the new rotation vector
  29024. */
  29025. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  29026. /**
  29027. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  29028. * This means the mesh underlying bounding box and sphere are recomputed.
  29029. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  29030. * @returns the current mesh
  29031. */
  29032. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  29033. /** @hidden */
  29034. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  29035. /** @hidden */
  29036. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  29037. /** @hidden */
  29038. _updateBoundingInfo(): AbstractMesh;
  29039. /** @hidden */
  29040. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  29041. /** @hidden */
  29042. protected _afterComputeWorldMatrix(): void;
  29043. /** @hidden */
  29044. get _effectiveMesh(): AbstractMesh;
  29045. /**
  29046. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  29047. * A mesh is in the frustum if its bounding box intersects the frustum
  29048. * @param frustumPlanes defines the frustum to test
  29049. * @returns true if the mesh is in the frustum planes
  29050. */
  29051. isInFrustum(frustumPlanes: Plane[]): boolean;
  29052. /**
  29053. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  29054. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  29055. * @param frustumPlanes defines the frustum to test
  29056. * @returns true if the mesh is completely in the frustum planes
  29057. */
  29058. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  29059. /**
  29060. * True if the mesh intersects another mesh or a SolidParticle object
  29061. * @param mesh defines a target mesh or SolidParticle to test
  29062. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  29063. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  29064. * @returns true if there is an intersection
  29065. */
  29066. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  29067. /**
  29068. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  29069. * @param point defines the point to test
  29070. * @returns true if there is an intersection
  29071. */
  29072. intersectsPoint(point: Vector3): boolean;
  29073. /**
  29074. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  29075. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29076. */
  29077. get checkCollisions(): boolean;
  29078. set checkCollisions(collisionEnabled: boolean);
  29079. /**
  29080. * Gets Collider object used to compute collisions (not physics)
  29081. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29082. */
  29083. get collider(): Nullable<Collider>;
  29084. /**
  29085. * Move the mesh using collision engine
  29086. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29087. * @param displacement defines the requested displacement vector
  29088. * @returns the current mesh
  29089. */
  29090. moveWithCollisions(displacement: Vector3): AbstractMesh;
  29091. private _onCollisionPositionChange;
  29092. /** @hidden */
  29093. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  29094. /** @hidden */
  29095. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  29096. /** @hidden */
  29097. _checkCollision(collider: Collider): AbstractMesh;
  29098. /** @hidden */
  29099. _generatePointsArray(): boolean;
  29100. /**
  29101. * Checks if the passed Ray intersects with the mesh
  29102. * @param ray defines the ray to use
  29103. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  29104. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  29105. * @returns the picking info
  29106. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  29107. */
  29108. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  29109. /**
  29110. * Clones the current mesh
  29111. * @param name defines the mesh name
  29112. * @param newParent defines the new mesh parent
  29113. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  29114. * @returns the new mesh
  29115. */
  29116. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  29117. /**
  29118. * Disposes all the submeshes of the current meshnp
  29119. * @returns the current mesh
  29120. */
  29121. releaseSubMeshes(): AbstractMesh;
  29122. /**
  29123. * Releases resources associated with this abstract mesh.
  29124. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  29125. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  29126. */
  29127. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  29128. /**
  29129. * Adds the passed mesh as a child to the current mesh
  29130. * @param mesh defines the child mesh
  29131. * @returns the current mesh
  29132. */
  29133. addChild(mesh: AbstractMesh): AbstractMesh;
  29134. /**
  29135. * Removes the passed mesh from the current mesh children list
  29136. * @param mesh defines the child mesh
  29137. * @returns the current mesh
  29138. */
  29139. removeChild(mesh: AbstractMesh): AbstractMesh;
  29140. /** @hidden */
  29141. private _initFacetData;
  29142. /**
  29143. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  29144. * This method can be called within the render loop.
  29145. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  29146. * @returns the current mesh
  29147. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29148. */
  29149. updateFacetData(): AbstractMesh;
  29150. /**
  29151. * Returns the facetLocalNormals array.
  29152. * The normals are expressed in the mesh local spac
  29153. * @returns an array of Vector3
  29154. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29155. */
  29156. getFacetLocalNormals(): Vector3[];
  29157. /**
  29158. * Returns the facetLocalPositions array.
  29159. * The facet positions are expressed in the mesh local space
  29160. * @returns an array of Vector3
  29161. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29162. */
  29163. getFacetLocalPositions(): Vector3[];
  29164. /**
  29165. * Returns the facetLocalPartioning array
  29166. * @returns an array of array of numbers
  29167. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29168. */
  29169. getFacetLocalPartitioning(): number[][];
  29170. /**
  29171. * Returns the i-th facet position in the world system.
  29172. * This method allocates a new Vector3 per call
  29173. * @param i defines the facet index
  29174. * @returns a new Vector3
  29175. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29176. */
  29177. getFacetPosition(i: number): Vector3;
  29178. /**
  29179. * Sets the reference Vector3 with the i-th facet position in the world system
  29180. * @param i defines the facet index
  29181. * @param ref defines the target vector
  29182. * @returns the current mesh
  29183. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29184. */
  29185. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  29186. /**
  29187. * Returns the i-th facet normal in the world system.
  29188. * This method allocates a new Vector3 per call
  29189. * @param i defines the facet index
  29190. * @returns a new Vector3
  29191. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29192. */
  29193. getFacetNormal(i: number): Vector3;
  29194. /**
  29195. * Sets the reference Vector3 with the i-th facet normal in the world system
  29196. * @param i defines the facet index
  29197. * @param ref defines the target vector
  29198. * @returns the current mesh
  29199. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29200. */
  29201. getFacetNormalToRef(i: number, ref: Vector3): this;
  29202. /**
  29203. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  29204. * @param x defines x coordinate
  29205. * @param y defines y coordinate
  29206. * @param z defines z coordinate
  29207. * @returns the array of facet indexes
  29208. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29209. */
  29210. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  29211. /**
  29212. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  29213. * @param projected sets as the (x,y,z) world projection on the facet
  29214. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  29215. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  29216. * @param x defines x coordinate
  29217. * @param y defines y coordinate
  29218. * @param z defines z coordinate
  29219. * @returns the face index if found (or null instead)
  29220. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29221. */
  29222. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  29223. /**
  29224. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  29225. * @param projected sets as the (x,y,z) local projection on the facet
  29226. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  29227. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  29228. * @param x defines x coordinate
  29229. * @param y defines y coordinate
  29230. * @param z defines z coordinate
  29231. * @returns the face index if found (or null instead)
  29232. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29233. */
  29234. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  29235. /**
  29236. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  29237. * @returns the parameters
  29238. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29239. */
  29240. getFacetDataParameters(): any;
  29241. /**
  29242. * Disables the feature FacetData and frees the related memory
  29243. * @returns the current mesh
  29244. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29245. */
  29246. disableFacetData(): AbstractMesh;
  29247. /**
  29248. * Updates the AbstractMesh indices array
  29249. * @param indices defines the data source
  29250. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  29251. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  29252. * @returns the current mesh
  29253. */
  29254. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  29255. /**
  29256. * Creates new normals data for the mesh
  29257. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  29258. * @returns the current mesh
  29259. */
  29260. createNormals(updatable: boolean): AbstractMesh;
  29261. /**
  29262. * Align the mesh with a normal
  29263. * @param normal defines the normal to use
  29264. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  29265. * @returns the current mesh
  29266. */
  29267. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  29268. /** @hidden */
  29269. _checkOcclusionQuery(): boolean;
  29270. /**
  29271. * Disables the mesh edge rendering mode
  29272. * @returns the currentAbstractMesh
  29273. */
  29274. disableEdgesRendering(): AbstractMesh;
  29275. /**
  29276. * Enables the edge rendering mode on the mesh.
  29277. * This mode makes the mesh edges visible
  29278. * @param epsilon defines the maximal distance between two angles to detect a face
  29279. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  29280. * @returns the currentAbstractMesh
  29281. * @see https://www.babylonjs-playground.com/#19O9TU#0
  29282. */
  29283. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  29284. }
  29285. }
  29286. declare module "babylonjs/Actions/actionEvent" {
  29287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  29288. import { Nullable } from "babylonjs/types";
  29289. import { Sprite } from "babylonjs/Sprites/sprite";
  29290. import { Scene } from "babylonjs/scene";
  29291. import { Vector2 } from "babylonjs/Maths/math.vector";
  29292. /**
  29293. * Interface used to define ActionEvent
  29294. */
  29295. export interface IActionEvent {
  29296. /** The mesh or sprite that triggered the action */
  29297. source: any;
  29298. /** The X mouse cursor position at the time of the event */
  29299. pointerX: number;
  29300. /** The Y mouse cursor position at the time of the event */
  29301. pointerY: number;
  29302. /** The mesh that is currently pointed at (can be null) */
  29303. meshUnderPointer: Nullable<AbstractMesh>;
  29304. /** the original (browser) event that triggered the ActionEvent */
  29305. sourceEvent?: any;
  29306. /** additional data for the event */
  29307. additionalData?: any;
  29308. }
  29309. /**
  29310. * ActionEvent is the event being sent when an action is triggered.
  29311. */
  29312. export class ActionEvent implements IActionEvent {
  29313. /** The mesh or sprite that triggered the action */
  29314. source: any;
  29315. /** The X mouse cursor position at the time of the event */
  29316. pointerX: number;
  29317. /** The Y mouse cursor position at the time of the event */
  29318. pointerY: number;
  29319. /** The mesh that is currently pointed at (can be null) */
  29320. meshUnderPointer: Nullable<AbstractMesh>;
  29321. /** the original (browser) event that triggered the ActionEvent */
  29322. sourceEvent?: any;
  29323. /** additional data for the event */
  29324. additionalData?: any;
  29325. /**
  29326. * Creates a new ActionEvent
  29327. * @param source The mesh or sprite that triggered the action
  29328. * @param pointerX The X mouse cursor position at the time of the event
  29329. * @param pointerY The Y mouse cursor position at the time of the event
  29330. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  29331. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  29332. * @param additionalData additional data for the event
  29333. */
  29334. constructor(
  29335. /** The mesh or sprite that triggered the action */
  29336. source: any,
  29337. /** The X mouse cursor position at the time of the event */
  29338. pointerX: number,
  29339. /** The Y mouse cursor position at the time of the event */
  29340. pointerY: number,
  29341. /** The mesh that is currently pointed at (can be null) */
  29342. meshUnderPointer: Nullable<AbstractMesh>,
  29343. /** the original (browser) event that triggered the ActionEvent */
  29344. sourceEvent?: any,
  29345. /** additional data for the event */
  29346. additionalData?: any);
  29347. /**
  29348. * Helper function to auto-create an ActionEvent from a source mesh.
  29349. * @param source The source mesh that triggered the event
  29350. * @param evt The original (browser) event
  29351. * @param additionalData additional data for the event
  29352. * @returns the new ActionEvent
  29353. */
  29354. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  29355. /**
  29356. * Helper function to auto-create an ActionEvent from a source sprite
  29357. * @param source The source sprite that triggered the event
  29358. * @param scene Scene associated with the sprite
  29359. * @param evt The original (browser) event
  29360. * @param additionalData additional data for the event
  29361. * @returns the new ActionEvent
  29362. */
  29363. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  29364. /**
  29365. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  29366. * @param scene the scene where the event occurred
  29367. * @param evt The original (browser) event
  29368. * @returns the new ActionEvent
  29369. */
  29370. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  29371. /**
  29372. * Helper function to auto-create an ActionEvent from a primitive
  29373. * @param prim defines the target primitive
  29374. * @param pointerPos defines the pointer position
  29375. * @param evt The original (browser) event
  29376. * @param additionalData additional data for the event
  29377. * @returns the new ActionEvent
  29378. */
  29379. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  29380. }
  29381. }
  29382. declare module "babylonjs/Actions/abstractActionManager" {
  29383. import { IDisposable } from "babylonjs/scene";
  29384. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  29385. import { IAction } from "babylonjs/Actions/action";
  29386. import { Nullable } from "babylonjs/types";
  29387. /**
  29388. * Abstract class used to decouple action Manager from scene and meshes.
  29389. * Do not instantiate.
  29390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  29391. */
  29392. export abstract class AbstractActionManager implements IDisposable {
  29393. /** Gets the list of active triggers */
  29394. static Triggers: {
  29395. [key: string]: number;
  29396. };
  29397. /** Gets the cursor to use when hovering items */
  29398. hoverCursor: string;
  29399. /** Gets the list of actions */
  29400. actions: IAction[];
  29401. /**
  29402. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  29403. */
  29404. isRecursive: boolean;
  29405. /**
  29406. * Releases all associated resources
  29407. */
  29408. abstract dispose(): void;
  29409. /**
  29410. * Does this action manager has pointer triggers
  29411. */
  29412. abstract get hasPointerTriggers(): boolean;
  29413. /**
  29414. * Does this action manager has pick triggers
  29415. */
  29416. abstract get hasPickTriggers(): boolean;
  29417. /**
  29418. * Process a specific trigger
  29419. * @param trigger defines the trigger to process
  29420. * @param evt defines the event details to be processed
  29421. */
  29422. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  29423. /**
  29424. * Does this action manager handles actions of any of the given triggers
  29425. * @param triggers defines the triggers to be tested
  29426. * @return a boolean indicating whether one (or more) of the triggers is handled
  29427. */
  29428. abstract hasSpecificTriggers(triggers: number[]): boolean;
  29429. /**
  29430. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  29431. * speed.
  29432. * @param triggerA defines the trigger to be tested
  29433. * @param triggerB defines the trigger to be tested
  29434. * @return a boolean indicating whether one (or more) of the triggers is handled
  29435. */
  29436. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  29437. /**
  29438. * Does this action manager handles actions of a given trigger
  29439. * @param trigger defines the trigger to be tested
  29440. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  29441. * @return whether the trigger is handled
  29442. */
  29443. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  29444. /**
  29445. * Serialize this manager to a JSON object
  29446. * @param name defines the property name to store this manager
  29447. * @returns a JSON representation of this manager
  29448. */
  29449. abstract serialize(name: string): any;
  29450. /**
  29451. * Registers an action to this action manager
  29452. * @param action defines the action to be registered
  29453. * @return the action amended (prepared) after registration
  29454. */
  29455. abstract registerAction(action: IAction): Nullable<IAction>;
  29456. /**
  29457. * Unregisters an action to this action manager
  29458. * @param action defines the action to be unregistered
  29459. * @return a boolean indicating whether the action has been unregistered
  29460. */
  29461. abstract unregisterAction(action: IAction): Boolean;
  29462. /**
  29463. * Does exist one action manager with at least one trigger
  29464. **/
  29465. static get HasTriggers(): boolean;
  29466. /**
  29467. * Does exist one action manager with at least one pick trigger
  29468. **/
  29469. static get HasPickTriggers(): boolean;
  29470. /**
  29471. * Does exist one action manager that handles actions of a given trigger
  29472. * @param trigger defines the trigger to be tested
  29473. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  29474. **/
  29475. static HasSpecificTrigger(trigger: number): boolean;
  29476. }
  29477. }
  29478. declare module "babylonjs/node" {
  29479. import { Scene } from "babylonjs/scene";
  29480. import { Nullable } from "babylonjs/types";
  29481. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  29482. import { Engine } from "babylonjs/Engines/engine";
  29483. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  29484. import { Observable } from "babylonjs/Misc/observable";
  29485. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  29486. import { IInspectable } from "babylonjs/Misc/iInspectable";
  29487. import { Animatable } from "babylonjs/Animations/animatable";
  29488. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  29489. import { Animation } from "babylonjs/Animations/animation";
  29490. import { AnimationRange } from "babylonjs/Animations/animationRange";
  29491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  29492. /**
  29493. * Defines how a node can be built from a string name.
  29494. */
  29495. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  29496. /**
  29497. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  29498. */
  29499. export class Node implements IBehaviorAware<Node> {
  29500. /** @hidden */
  29501. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  29502. private static _NodeConstructors;
  29503. /**
  29504. * Add a new node constructor
  29505. * @param type defines the type name of the node to construct
  29506. * @param constructorFunc defines the constructor function
  29507. */
  29508. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  29509. /**
  29510. * Returns a node constructor based on type name
  29511. * @param type defines the type name
  29512. * @param name defines the new node name
  29513. * @param scene defines the hosting scene
  29514. * @param options defines optional options to transmit to constructors
  29515. * @returns the new constructor or null
  29516. */
  29517. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  29518. /**
  29519. * Gets or sets the name of the node
  29520. */
  29521. name: string;
  29522. /**
  29523. * Gets or sets the id of the node
  29524. */
  29525. id: string;
  29526. /**
  29527. * Gets or sets the unique id of the node
  29528. */
  29529. uniqueId: number;
  29530. /**
  29531. * Gets or sets a string used to store user defined state for the node
  29532. */
  29533. state: string;
  29534. /**
  29535. * Gets or sets an object used to store user defined information for the node
  29536. */
  29537. metadata: any;
  29538. /**
  29539. * For internal use only. Please do not use.
  29540. */
  29541. reservedDataStore: any;
  29542. /**
  29543. * List of inspectable custom properties (used by the Inspector)
  29544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  29545. */
  29546. inspectableCustomProperties: IInspectable[];
  29547. private _doNotSerialize;
  29548. /**
  29549. * Gets or sets a boolean used to define if the node must be serialized
  29550. */
  29551. get doNotSerialize(): boolean;
  29552. set doNotSerialize(value: boolean);
  29553. /** @hidden */
  29554. _isDisposed: boolean;
  29555. /**
  29556. * Gets a list of Animations associated with the node
  29557. */
  29558. animations: import("babylonjs/Animations/animation").Animation[];
  29559. protected _ranges: {
  29560. [name: string]: Nullable<AnimationRange>;
  29561. };
  29562. /**
  29563. * Callback raised when the node is ready to be used
  29564. */
  29565. onReady: Nullable<(node: Node) => void>;
  29566. private _isEnabled;
  29567. private _isParentEnabled;
  29568. private _isReady;
  29569. /** @hidden */
  29570. _currentRenderId: number;
  29571. private _parentUpdateId;
  29572. /** @hidden */
  29573. _childUpdateId: number;
  29574. /** @hidden */
  29575. _waitingParentId: Nullable<string>;
  29576. /** @hidden */
  29577. _scene: Scene;
  29578. /** @hidden */
  29579. _cache: any;
  29580. private _parentNode;
  29581. private _children;
  29582. /** @hidden */
  29583. _worldMatrix: Matrix;
  29584. /** @hidden */
  29585. _worldMatrixDeterminant: number;
  29586. /** @hidden */
  29587. _worldMatrixDeterminantIsDirty: boolean;
  29588. /** @hidden */
  29589. private _sceneRootNodesIndex;
  29590. /**
  29591. * Gets a boolean indicating if the node has been disposed
  29592. * @returns true if the node was disposed
  29593. */
  29594. isDisposed(): boolean;
  29595. /**
  29596. * Gets or sets the parent of the node (without keeping the current position in the scene)
  29597. * @see https://doc.babylonjs.com/how_to/parenting
  29598. */
  29599. set parent(parent: Nullable<Node>);
  29600. get parent(): Nullable<Node>;
  29601. /** @hidden */
  29602. _addToSceneRootNodes(): void;
  29603. /** @hidden */
  29604. _removeFromSceneRootNodes(): void;
  29605. private _animationPropertiesOverride;
  29606. /**
  29607. * Gets or sets the animation properties override
  29608. */
  29609. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  29610. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  29611. /**
  29612. * Gets a string idenfifying the name of the class
  29613. * @returns "Node" string
  29614. */
  29615. getClassName(): string;
  29616. /** @hidden */
  29617. readonly _isNode: boolean;
  29618. /**
  29619. * An event triggered when the mesh is disposed
  29620. */
  29621. onDisposeObservable: Observable<Node>;
  29622. private _onDisposeObserver;
  29623. /**
  29624. * Sets a callback that will be raised when the node will be disposed
  29625. */
  29626. set onDispose(callback: () => void);
  29627. /**
  29628. * Creates a new Node
  29629. * @param name the name and id to be given to this node
  29630. * @param scene the scene this node will be added to
  29631. */
  29632. constructor(name: string, scene?: Nullable<Scene>);
  29633. /**
  29634. * Gets the scene of the node
  29635. * @returns a scene
  29636. */
  29637. getScene(): Scene;
  29638. /**
  29639. * Gets the engine of the node
  29640. * @returns a Engine
  29641. */
  29642. getEngine(): Engine;
  29643. private _behaviors;
  29644. /**
  29645. * Attach a behavior to the node
  29646. * @see http://doc.babylonjs.com/features/behaviour
  29647. * @param behavior defines the behavior to attach
  29648. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  29649. * @returns the current Node
  29650. */
  29651. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  29652. /**
  29653. * Remove an attached behavior
  29654. * @see http://doc.babylonjs.com/features/behaviour
  29655. * @param behavior defines the behavior to attach
  29656. * @returns the current Node
  29657. */
  29658. removeBehavior(behavior: Behavior<Node>): Node;
  29659. /**
  29660. * Gets the list of attached behaviors
  29661. * @see http://doc.babylonjs.com/features/behaviour
  29662. */
  29663. get behaviors(): Behavior<Node>[];
  29664. /**
  29665. * Gets an attached behavior by name
  29666. * @param name defines the name of the behavior to look for
  29667. * @see http://doc.babylonjs.com/features/behaviour
  29668. * @returns null if behavior was not found else the requested behavior
  29669. */
  29670. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  29671. /**
  29672. * Returns the latest update of the World matrix
  29673. * @returns a Matrix
  29674. */
  29675. getWorldMatrix(): Matrix;
  29676. /** @hidden */
  29677. _getWorldMatrixDeterminant(): number;
  29678. /**
  29679. * Returns directly the latest state of the mesh World matrix.
  29680. * A Matrix is returned.
  29681. */
  29682. get worldMatrixFromCache(): Matrix;
  29683. /** @hidden */
  29684. _initCache(): void;
  29685. /** @hidden */
  29686. updateCache(force?: boolean): void;
  29687. /** @hidden */
  29688. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  29689. /** @hidden */
  29690. _updateCache(ignoreParentClass?: boolean): void;
  29691. /** @hidden */
  29692. _isSynchronized(): boolean;
  29693. /** @hidden */
  29694. _markSyncedWithParent(): void;
  29695. /** @hidden */
  29696. isSynchronizedWithParent(): boolean;
  29697. /** @hidden */
  29698. isSynchronized(): boolean;
  29699. /**
  29700. * Is this node ready to be used/rendered
  29701. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  29702. * @return true if the node is ready
  29703. */
  29704. isReady(completeCheck?: boolean): boolean;
  29705. /**
  29706. * Is this node enabled?
  29707. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  29708. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  29709. * @return whether this node (and its parent) is enabled
  29710. */
  29711. isEnabled(checkAncestors?: boolean): boolean;
  29712. /** @hidden */
  29713. protected _syncParentEnabledState(): void;
  29714. /**
  29715. * Set the enabled state of this node
  29716. * @param value defines the new enabled state
  29717. */
  29718. setEnabled(value: boolean): void;
  29719. /**
  29720. * Is this node a descendant of the given node?
  29721. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  29722. * @param ancestor defines the parent node to inspect
  29723. * @returns a boolean indicating if this node is a descendant of the given node
  29724. */
  29725. isDescendantOf(ancestor: Node): boolean;
  29726. /** @hidden */
  29727. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  29728. /**
  29729. * Will return all nodes that have this node as ascendant
  29730. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  29731. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  29732. * @return all children nodes of all types
  29733. */
  29734. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  29735. /**
  29736. * Get all child-meshes of this node
  29737. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  29738. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  29739. * @returns an array of AbstractMesh
  29740. */
  29741. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  29742. /**
  29743. * Get all direct children of this node
  29744. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  29745. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  29746. * @returns an array of Node
  29747. */
  29748. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  29749. /** @hidden */
  29750. _setReady(state: boolean): void;
  29751. /**
  29752. * Get an animation by name
  29753. * @param name defines the name of the animation to look for
  29754. * @returns null if not found else the requested animation
  29755. */
  29756. getAnimationByName(name: string): Nullable<Animation>;
  29757. /**
  29758. * Creates an animation range for this node
  29759. * @param name defines the name of the range
  29760. * @param from defines the starting key
  29761. * @param to defines the end key
  29762. */
  29763. createAnimationRange(name: string, from: number, to: number): void;
  29764. /**
  29765. * Delete a specific animation range
  29766. * @param name defines the name of the range to delete
  29767. * @param deleteFrames defines if animation frames from the range must be deleted as well
  29768. */
  29769. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  29770. /**
  29771. * Get an animation range by name
  29772. * @param name defines the name of the animation range to look for
  29773. * @returns null if not found else the requested animation range
  29774. */
  29775. getAnimationRange(name: string): Nullable<AnimationRange>;
  29776. /**
  29777. * Gets the list of all animation ranges defined on this node
  29778. * @returns an array
  29779. */
  29780. getAnimationRanges(): Nullable<AnimationRange>[];
  29781. /**
  29782. * Will start the animation sequence
  29783. * @param name defines the range frames for animation sequence
  29784. * @param loop defines if the animation should loop (false by default)
  29785. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  29786. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  29787. * @returns the object created for this animation. If range does not exist, it will return null
  29788. */
  29789. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  29790. /**
  29791. * Serialize animation ranges into a JSON compatible object
  29792. * @returns serialization object
  29793. */
  29794. serializeAnimationRanges(): any;
  29795. /**
  29796. * Computes the world matrix of the node
  29797. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  29798. * @returns the world matrix
  29799. */
  29800. computeWorldMatrix(force?: boolean): Matrix;
  29801. /**
  29802. * Releases resources associated with this node.
  29803. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  29804. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  29805. */
  29806. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  29807. /**
  29808. * Parse animation range data from a serialization object and store them into a given node
  29809. * @param node defines where to store the animation ranges
  29810. * @param parsedNode defines the serialization object to read data from
  29811. * @param scene defines the hosting scene
  29812. */
  29813. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  29814. /**
  29815. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  29816. * @param includeDescendants Include bounding info from descendants as well (true by default)
  29817. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  29818. * @returns the new bounding vectors
  29819. */
  29820. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  29821. min: Vector3;
  29822. max: Vector3;
  29823. };
  29824. }
  29825. }
  29826. declare module "babylonjs/Animations/animation" {
  29827. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  29828. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  29829. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  29830. import { Nullable } from "babylonjs/types";
  29831. import { Scene } from "babylonjs/scene";
  29832. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  29833. import { AnimationRange } from "babylonjs/Animations/animationRange";
  29834. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  29835. import { Node } from "babylonjs/node";
  29836. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  29837. import { Size } from "babylonjs/Maths/math.size";
  29838. import { Animatable } from "babylonjs/Animations/animatable";
  29839. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  29840. /**
  29841. * @hidden
  29842. */
  29843. export class _IAnimationState {
  29844. key: number;
  29845. repeatCount: number;
  29846. workValue?: any;
  29847. loopMode?: number;
  29848. offsetValue?: any;
  29849. highLimitValue?: any;
  29850. }
  29851. /**
  29852. * Class used to store any kind of animation
  29853. */
  29854. export class Animation {
  29855. /**Name of the animation */
  29856. name: string;
  29857. /**Property to animate */
  29858. targetProperty: string;
  29859. /**The frames per second of the animation */
  29860. framePerSecond: number;
  29861. /**The data type of the animation */
  29862. dataType: number;
  29863. /**The loop mode of the animation */
  29864. loopMode?: number | undefined;
  29865. /**Specifies if blending should be enabled */
  29866. enableBlending?: boolean | undefined;
  29867. /**
  29868. * Use matrix interpolation instead of using direct key value when animating matrices
  29869. */
  29870. static AllowMatricesInterpolation: boolean;
  29871. /**
  29872. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  29873. */
  29874. static AllowMatrixDecomposeForInterpolation: boolean;
  29875. /**
  29876. * Stores the key frames of the animation
  29877. */
  29878. private _keys;
  29879. /**
  29880. * Stores the easing function of the animation
  29881. */
  29882. private _easingFunction;
  29883. /**
  29884. * @hidden Internal use only
  29885. */
  29886. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  29887. /**
  29888. * The set of event that will be linked to this animation
  29889. */
  29890. private _events;
  29891. /**
  29892. * Stores an array of target property paths
  29893. */
  29894. targetPropertyPath: string[];
  29895. /**
  29896. * Stores the blending speed of the animation
  29897. */
  29898. blendingSpeed: number;
  29899. /**
  29900. * Stores the animation ranges for the animation
  29901. */
  29902. private _ranges;
  29903. /**
  29904. * @hidden Internal use
  29905. */
  29906. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  29907. /**
  29908. * Sets up an animation
  29909. * @param property The property to animate
  29910. * @param animationType The animation type to apply
  29911. * @param framePerSecond The frames per second of the animation
  29912. * @param easingFunction The easing function used in the animation
  29913. * @returns The created animation
  29914. */
  29915. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  29916. /**
  29917. * Create and start an animation on a node
  29918. * @param name defines the name of the global animation that will be run on all nodes
  29919. * @param node defines the root node where the animation will take place
  29920. * @param targetProperty defines property to animate
  29921. * @param framePerSecond defines the number of frame per second yo use
  29922. * @param totalFrame defines the number of frames in total
  29923. * @param from defines the initial value
  29924. * @param to defines the final value
  29925. * @param loopMode defines which loop mode you want to use (off by default)
  29926. * @param easingFunction defines the easing function to use (linear by default)
  29927. * @param onAnimationEnd defines the callback to call when animation end
  29928. * @returns the animatable created for this animation
  29929. */
  29930. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  29931. /**
  29932. * Create and start an animation on a node and its descendants
  29933. * @param name defines the name of the global animation that will be run on all nodes
  29934. * @param node defines the root node where the animation will take place
  29935. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  29936. * @param targetProperty defines property to animate
  29937. * @param framePerSecond defines the number of frame per second to use
  29938. * @param totalFrame defines the number of frames in total
  29939. * @param from defines the initial value
  29940. * @param to defines the final value
  29941. * @param loopMode defines which loop mode you want to use (off by default)
  29942. * @param easingFunction defines the easing function to use (linear by default)
  29943. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  29944. * @returns the list of animatables created for all nodes
  29945. * @example https://www.babylonjs-playground.com/#MH0VLI
  29946. */
  29947. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  29948. /**
  29949. * Creates a new animation, merges it with the existing animations and starts it
  29950. * @param name Name of the animation
  29951. * @param node Node which contains the scene that begins the animations
  29952. * @param targetProperty Specifies which property to animate
  29953. * @param framePerSecond The frames per second of the animation
  29954. * @param totalFrame The total number of frames
  29955. * @param from The frame at the beginning of the animation
  29956. * @param to The frame at the end of the animation
  29957. * @param loopMode Specifies the loop mode of the animation
  29958. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  29959. * @param onAnimationEnd Callback to run once the animation is complete
  29960. * @returns Nullable animation
  29961. */
  29962. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  29963. /**
  29964. * Transition property of an host to the target Value
  29965. * @param property The property to transition
  29966. * @param targetValue The target Value of the property
  29967. * @param host The object where the property to animate belongs
  29968. * @param scene Scene used to run the animation
  29969. * @param frameRate Framerate (in frame/s) to use
  29970. * @param transition The transition type we want to use
  29971. * @param duration The duration of the animation, in milliseconds
  29972. * @param onAnimationEnd Callback trigger at the end of the animation
  29973. * @returns Nullable animation
  29974. */
  29975. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  29976. /**
  29977. * Return the array of runtime animations currently using this animation
  29978. */
  29979. get runtimeAnimations(): RuntimeAnimation[];
  29980. /**
  29981. * Specifies if any of the runtime animations are currently running
  29982. */
  29983. get hasRunningRuntimeAnimations(): boolean;
  29984. /**
  29985. * Initializes the animation
  29986. * @param name Name of the animation
  29987. * @param targetProperty Property to animate
  29988. * @param framePerSecond The frames per second of the animation
  29989. * @param dataType The data type of the animation
  29990. * @param loopMode The loop mode of the animation
  29991. * @param enableBlending Specifies if blending should be enabled
  29992. */
  29993. constructor(
  29994. /**Name of the animation */
  29995. name: string,
  29996. /**Property to animate */
  29997. targetProperty: string,
  29998. /**The frames per second of the animation */
  29999. framePerSecond: number,
  30000. /**The data type of the animation */
  30001. dataType: number,
  30002. /**The loop mode of the animation */
  30003. loopMode?: number | undefined,
  30004. /**Specifies if blending should be enabled */
  30005. enableBlending?: boolean | undefined);
  30006. /**
  30007. * Converts the animation to a string
  30008. * @param fullDetails support for multiple levels of logging within scene loading
  30009. * @returns String form of the animation
  30010. */
  30011. toString(fullDetails?: boolean): string;
  30012. /**
  30013. * Add an event to this animation
  30014. * @param event Event to add
  30015. */
  30016. addEvent(event: AnimationEvent): void;
  30017. /**
  30018. * Remove all events found at the given frame
  30019. * @param frame The frame to remove events from
  30020. */
  30021. removeEvents(frame: number): void;
  30022. /**
  30023. * Retrieves all the events from the animation
  30024. * @returns Events from the animation
  30025. */
  30026. getEvents(): AnimationEvent[];
  30027. /**
  30028. * Creates an animation range
  30029. * @param name Name of the animation range
  30030. * @param from Starting frame of the animation range
  30031. * @param to Ending frame of the animation
  30032. */
  30033. createRange(name: string, from: number, to: number): void;
  30034. /**
  30035. * Deletes an animation range by name
  30036. * @param name Name of the animation range to delete
  30037. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  30038. */
  30039. deleteRange(name: string, deleteFrames?: boolean): void;
  30040. /**
  30041. * Gets the animation range by name, or null if not defined
  30042. * @param name Name of the animation range
  30043. * @returns Nullable animation range
  30044. */
  30045. getRange(name: string): Nullable<AnimationRange>;
  30046. /**
  30047. * Gets the key frames from the animation
  30048. * @returns The key frames of the animation
  30049. */
  30050. getKeys(): Array<IAnimationKey>;
  30051. /**
  30052. * Gets the highest frame rate of the animation
  30053. * @returns Highest frame rate of the animation
  30054. */
  30055. getHighestFrame(): number;
  30056. /**
  30057. * Gets the easing function of the animation
  30058. * @returns Easing function of the animation
  30059. */
  30060. getEasingFunction(): IEasingFunction;
  30061. /**
  30062. * Sets the easing function of the animation
  30063. * @param easingFunction A custom mathematical formula for animation
  30064. */
  30065. setEasingFunction(easingFunction: EasingFunction): void;
  30066. /**
  30067. * Interpolates a scalar linearly
  30068. * @param startValue Start value of the animation curve
  30069. * @param endValue End value of the animation curve
  30070. * @param gradient Scalar amount to interpolate
  30071. * @returns Interpolated scalar value
  30072. */
  30073. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  30074. /**
  30075. * Interpolates a scalar cubically
  30076. * @param startValue Start value of the animation curve
  30077. * @param outTangent End tangent of the animation
  30078. * @param endValue End value of the animation curve
  30079. * @param inTangent Start tangent of the animation curve
  30080. * @param gradient Scalar amount to interpolate
  30081. * @returns Interpolated scalar value
  30082. */
  30083. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  30084. /**
  30085. * Interpolates a quaternion using a spherical linear interpolation
  30086. * @param startValue Start value of the animation curve
  30087. * @param endValue End value of the animation curve
  30088. * @param gradient Scalar amount to interpolate
  30089. * @returns Interpolated quaternion value
  30090. */
  30091. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  30092. /**
  30093. * Interpolates a quaternion cubically
  30094. * @param startValue Start value of the animation curve
  30095. * @param outTangent End tangent of the animation curve
  30096. * @param endValue End value of the animation curve
  30097. * @param inTangent Start tangent of the animation curve
  30098. * @param gradient Scalar amount to interpolate
  30099. * @returns Interpolated quaternion value
  30100. */
  30101. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  30102. /**
  30103. * Interpolates a Vector3 linearl
  30104. * @param startValue Start value of the animation curve
  30105. * @param endValue End value of the animation curve
  30106. * @param gradient Scalar amount to interpolate
  30107. * @returns Interpolated scalar value
  30108. */
  30109. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  30110. /**
  30111. * Interpolates a Vector3 cubically
  30112. * @param startValue Start value of the animation curve
  30113. * @param outTangent End tangent of the animation
  30114. * @param endValue End value of the animation curve
  30115. * @param inTangent Start tangent of the animation curve
  30116. * @param gradient Scalar amount to interpolate
  30117. * @returns InterpolatedVector3 value
  30118. */
  30119. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  30120. /**
  30121. * Interpolates a Vector2 linearly
  30122. * @param startValue Start value of the animation curve
  30123. * @param endValue End value of the animation curve
  30124. * @param gradient Scalar amount to interpolate
  30125. * @returns Interpolated Vector2 value
  30126. */
  30127. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  30128. /**
  30129. * Interpolates a Vector2 cubically
  30130. * @param startValue Start value of the animation curve
  30131. * @param outTangent End tangent of the animation
  30132. * @param endValue End value of the animation curve
  30133. * @param inTangent Start tangent of the animation curve
  30134. * @param gradient Scalar amount to interpolate
  30135. * @returns Interpolated Vector2 value
  30136. */
  30137. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  30138. /**
  30139. * Interpolates a size linearly
  30140. * @param startValue Start value of the animation curve
  30141. * @param endValue End value of the animation curve
  30142. * @param gradient Scalar amount to interpolate
  30143. * @returns Interpolated Size value
  30144. */
  30145. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  30146. /**
  30147. * Interpolates a Color3 linearly
  30148. * @param startValue Start value of the animation curve
  30149. * @param endValue End value of the animation curve
  30150. * @param gradient Scalar amount to interpolate
  30151. * @returns Interpolated Color3 value
  30152. */
  30153. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  30154. /**
  30155. * Interpolates a Color4 linearly
  30156. * @param startValue Start value of the animation curve
  30157. * @param endValue End value of the animation curve
  30158. * @param gradient Scalar amount to interpolate
  30159. * @returns Interpolated Color3 value
  30160. */
  30161. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  30162. /**
  30163. * @hidden Internal use only
  30164. */
  30165. _getKeyValue(value: any): any;
  30166. /**
  30167. * @hidden Internal use only
  30168. */
  30169. _interpolate(currentFrame: number, state: _IAnimationState): any;
  30170. /**
  30171. * Defines the function to use to interpolate matrices
  30172. * @param startValue defines the start matrix
  30173. * @param endValue defines the end matrix
  30174. * @param gradient defines the gradient between both matrices
  30175. * @param result defines an optional target matrix where to store the interpolation
  30176. * @returns the interpolated matrix
  30177. */
  30178. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  30179. /**
  30180. * Makes a copy of the animation
  30181. * @returns Cloned animation
  30182. */
  30183. clone(): Animation;
  30184. /**
  30185. * Sets the key frames of the animation
  30186. * @param values The animation key frames to set
  30187. */
  30188. setKeys(values: Array<IAnimationKey>): void;
  30189. /**
  30190. * Serializes the animation to an object
  30191. * @returns Serialized object
  30192. */
  30193. serialize(): any;
  30194. /**
  30195. * Float animation type
  30196. */
  30197. static readonly ANIMATIONTYPE_FLOAT: number;
  30198. /**
  30199. * Vector3 animation type
  30200. */
  30201. static readonly ANIMATIONTYPE_VECTOR3: number;
  30202. /**
  30203. * Quaternion animation type
  30204. */
  30205. static readonly ANIMATIONTYPE_QUATERNION: number;
  30206. /**
  30207. * Matrix animation type
  30208. */
  30209. static readonly ANIMATIONTYPE_MATRIX: number;
  30210. /**
  30211. * Color3 animation type
  30212. */
  30213. static readonly ANIMATIONTYPE_COLOR3: number;
  30214. /**
  30215. * Color3 animation type
  30216. */
  30217. static readonly ANIMATIONTYPE_COLOR4: number;
  30218. /**
  30219. * Vector2 animation type
  30220. */
  30221. static readonly ANIMATIONTYPE_VECTOR2: number;
  30222. /**
  30223. * Size animation type
  30224. */
  30225. static readonly ANIMATIONTYPE_SIZE: number;
  30226. /**
  30227. * Relative Loop Mode
  30228. */
  30229. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  30230. /**
  30231. * Cycle Loop Mode
  30232. */
  30233. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  30234. /**
  30235. * Constant Loop Mode
  30236. */
  30237. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  30238. /** @hidden */
  30239. static _UniversalLerp(left: any, right: any, amount: number): any;
  30240. /**
  30241. * Parses an animation object and creates an animation
  30242. * @param parsedAnimation Parsed animation object
  30243. * @returns Animation object
  30244. */
  30245. static Parse(parsedAnimation: any): Animation;
  30246. /**
  30247. * Appends the serialized animations from the source animations
  30248. * @param source Source containing the animations
  30249. * @param destination Target to store the animations
  30250. */
  30251. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  30252. }
  30253. }
  30254. declare module "babylonjs/Animations/animatable.interface" {
  30255. import { Nullable } from "babylonjs/types";
  30256. import { Animation } from "babylonjs/Animations/animation";
  30257. /**
  30258. * Interface containing an array of animations
  30259. */
  30260. export interface IAnimatable {
  30261. /**
  30262. * Array of animations
  30263. */
  30264. animations: Nullable<Array<Animation>>;
  30265. }
  30266. }
  30267. declare module "babylonjs/Misc/decorators" {
  30268. import { Nullable } from "babylonjs/types";
  30269. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  30270. import { Scene } from "babylonjs/scene";
  30271. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  30272. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30273. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30274. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30275. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30276. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30277. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30278. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30279. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30280. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30281. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30282. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30283. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30284. /**
  30285. * Decorator used to define property that can be serialized as reference to a camera
  30286. * @param sourceName defines the name of the property to decorate
  30287. */
  30288. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30289. /**
  30290. * Class used to help serialization objects
  30291. */
  30292. export class SerializationHelper {
  30293. /** @hidden */
  30294. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  30295. /** @hidden */
  30296. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  30297. /** @hidden */
  30298. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  30299. /** @hidden */
  30300. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  30301. /**
  30302. * Appends the serialized animations from the source animations
  30303. * @param source Source containing the animations
  30304. * @param destination Target to store the animations
  30305. */
  30306. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  30307. /**
  30308. * Static function used to serialized a specific entity
  30309. * @param entity defines the entity to serialize
  30310. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  30311. * @returns a JSON compatible object representing the serialization of the entity
  30312. */
  30313. static Serialize<T>(entity: T, serializationObject?: any): any;
  30314. /**
  30315. * Creates a new entity from a serialization data object
  30316. * @param creationFunction defines a function used to instanciated the new entity
  30317. * @param source defines the source serialization data
  30318. * @param scene defines the hosting scene
  30319. * @param rootUrl defines the root url for resources
  30320. * @returns a new entity
  30321. */
  30322. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  30323. /**
  30324. * Clones an object
  30325. * @param creationFunction defines the function used to instanciate the new object
  30326. * @param source defines the source object
  30327. * @returns the cloned object
  30328. */
  30329. static Clone<T>(creationFunction: () => T, source: T): T;
  30330. /**
  30331. * Instanciates a new object based on a source one (some data will be shared between both object)
  30332. * @param creationFunction defines the function used to instanciate the new object
  30333. * @param source defines the source object
  30334. * @returns the new object
  30335. */
  30336. static Instanciate<T>(creationFunction: () => T, source: T): T;
  30337. }
  30338. }
  30339. declare module "babylonjs/Misc/guid" {
  30340. /**
  30341. * Class used to manipulate GUIDs
  30342. */
  30343. export class GUID {
  30344. /**
  30345. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  30346. * Be aware Math.random() could cause collisions, but:
  30347. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  30348. * @returns a pseudo random id
  30349. */
  30350. static RandomId(): string;
  30351. }
  30352. }
  30353. declare module "babylonjs/Materials/Textures/baseTexture" {
  30354. import { Observable } from "babylonjs/Misc/observable";
  30355. import { Nullable } from "babylonjs/types";
  30356. import { Scene } from "babylonjs/scene";
  30357. import { Matrix } from "babylonjs/Maths/math.vector";
  30358. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30359. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  30360. import { ISize } from "babylonjs/Maths/math.size";
  30361. import "babylonjs/Misc/fileTools";
  30362. /**
  30363. * Base class of all the textures in babylon.
  30364. * It groups all the common properties the materials, post process, lights... might need
  30365. * in order to make a correct use of the texture.
  30366. */
  30367. export class BaseTexture implements IAnimatable {
  30368. /**
  30369. * Default anisotropic filtering level for the application.
  30370. * It is set to 4 as a good tradeoff between perf and quality.
  30371. */
  30372. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  30373. /**
  30374. * Gets or sets the unique id of the texture
  30375. */
  30376. uniqueId: number;
  30377. /**
  30378. * Define the name of the texture.
  30379. */
  30380. name: string;
  30381. /**
  30382. * Gets or sets an object used to store user defined information.
  30383. */
  30384. metadata: any;
  30385. /**
  30386. * For internal use only. Please do not use.
  30387. */
  30388. reservedDataStore: any;
  30389. private _hasAlpha;
  30390. /**
  30391. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  30392. */
  30393. set hasAlpha(value: boolean);
  30394. get hasAlpha(): boolean;
  30395. /**
  30396. * Defines if the alpha value should be determined via the rgb values.
  30397. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30398. */
  30399. getAlphaFromRGB: boolean;
  30400. /**
  30401. * Intensity or strength of the texture.
  30402. * It is commonly used by materials to fine tune the intensity of the texture
  30403. */
  30404. level: number;
  30405. /**
  30406. * Define the UV chanel to use starting from 0 and defaulting to 0.
  30407. * This is part of the texture as textures usually maps to one uv set.
  30408. */
  30409. coordinatesIndex: number;
  30410. private _coordinatesMode;
  30411. /**
  30412. * How a texture is mapped.
  30413. *
  30414. * | Value | Type | Description |
  30415. * | ----- | ----------------------------------- | ----------- |
  30416. * | 0 | EXPLICIT_MODE | |
  30417. * | 1 | SPHERICAL_MODE | |
  30418. * | 2 | PLANAR_MODE | |
  30419. * | 3 | CUBIC_MODE | |
  30420. * | 4 | PROJECTION_MODE | |
  30421. * | 5 | SKYBOX_MODE | |
  30422. * | 6 | INVCUBIC_MODE | |
  30423. * | 7 | EQUIRECTANGULAR_MODE | |
  30424. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  30425. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  30426. */
  30427. set coordinatesMode(value: number);
  30428. get coordinatesMode(): number;
  30429. /**
  30430. * | Value | Type | Description |
  30431. * | ----- | ------------------ | ----------- |
  30432. * | 0 | CLAMP_ADDRESSMODE | |
  30433. * | 1 | WRAP_ADDRESSMODE | |
  30434. * | 2 | MIRROR_ADDRESSMODE | |
  30435. */
  30436. wrapU: number;
  30437. /**
  30438. * | Value | Type | Description |
  30439. * | ----- | ------------------ | ----------- |
  30440. * | 0 | CLAMP_ADDRESSMODE | |
  30441. * | 1 | WRAP_ADDRESSMODE | |
  30442. * | 2 | MIRROR_ADDRESSMODE | |
  30443. */
  30444. wrapV: number;
  30445. /**
  30446. * | Value | Type | Description |
  30447. * | ----- | ------------------ | ----------- |
  30448. * | 0 | CLAMP_ADDRESSMODE | |
  30449. * | 1 | WRAP_ADDRESSMODE | |
  30450. * | 2 | MIRROR_ADDRESSMODE | |
  30451. */
  30452. wrapR: number;
  30453. /**
  30454. * With compliant hardware and browser (supporting anisotropic filtering)
  30455. * this defines the level of anisotropic filtering in the texture.
  30456. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  30457. */
  30458. anisotropicFilteringLevel: number;
  30459. /**
  30460. * Define if the texture is a cube texture or if false a 2d texture.
  30461. */
  30462. get isCube(): boolean;
  30463. set isCube(value: boolean);
  30464. /**
  30465. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  30466. */
  30467. get is3D(): boolean;
  30468. set is3D(value: boolean);
  30469. /**
  30470. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  30471. */
  30472. get is2DArray(): boolean;
  30473. set is2DArray(value: boolean);
  30474. /**
  30475. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  30476. * HDR texture are usually stored in linear space.
  30477. * This only impacts the PBR and Background materials
  30478. */
  30479. gammaSpace: boolean;
  30480. /**
  30481. * Gets or sets whether or not the texture contains RGBD data.
  30482. */
  30483. get isRGBD(): boolean;
  30484. set isRGBD(value: boolean);
  30485. /**
  30486. * Is Z inverted in the texture (useful in a cube texture).
  30487. */
  30488. invertZ: boolean;
  30489. /**
  30490. * Are mip maps generated for this texture or not.
  30491. */
  30492. get noMipmap(): boolean;
  30493. /**
  30494. * @hidden
  30495. */
  30496. lodLevelInAlpha: boolean;
  30497. /**
  30498. * With prefiltered texture, defined the offset used during the prefiltering steps.
  30499. */
  30500. get lodGenerationOffset(): number;
  30501. set lodGenerationOffset(value: number);
  30502. /**
  30503. * With prefiltered texture, defined the scale used during the prefiltering steps.
  30504. */
  30505. get lodGenerationScale(): number;
  30506. set lodGenerationScale(value: number);
  30507. /**
  30508. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  30509. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  30510. * average roughness values.
  30511. */
  30512. get linearSpecularLOD(): boolean;
  30513. set linearSpecularLOD(value: boolean);
  30514. /**
  30515. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  30516. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  30517. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  30518. */
  30519. get irradianceTexture(): Nullable<BaseTexture>;
  30520. set irradianceTexture(value: Nullable<BaseTexture>);
  30521. /**
  30522. * Define if the texture is a render target.
  30523. */
  30524. isRenderTarget: boolean;
  30525. /**
  30526. * Define the unique id of the texture in the scene.
  30527. */
  30528. get uid(): string;
  30529. /**
  30530. * Return a string representation of the texture.
  30531. * @returns the texture as a string
  30532. */
  30533. toString(): string;
  30534. /**
  30535. * Get the class name of the texture.
  30536. * @returns "BaseTexture"
  30537. */
  30538. getClassName(): string;
  30539. /**
  30540. * Define the list of animation attached to the texture.
  30541. */
  30542. animations: import("babylonjs/Animations/animation").Animation[];
  30543. /**
  30544. * An event triggered when the texture is disposed.
  30545. */
  30546. onDisposeObservable: Observable<BaseTexture>;
  30547. private _onDisposeObserver;
  30548. /**
  30549. * Callback triggered when the texture has been disposed.
  30550. * Kept for back compatibility, you can use the onDisposeObservable instead.
  30551. */
  30552. set onDispose(callback: () => void);
  30553. /**
  30554. * Define the current state of the loading sequence when in delayed load mode.
  30555. */
  30556. delayLoadState: number;
  30557. private _scene;
  30558. /** @hidden */
  30559. _texture: Nullable<InternalTexture>;
  30560. private _uid;
  30561. /**
  30562. * Define if the texture is preventinga material to render or not.
  30563. * If not and the texture is not ready, the engine will use a default black texture instead.
  30564. */
  30565. get isBlocking(): boolean;
  30566. /**
  30567. * Instantiates a new BaseTexture.
  30568. * Base class of all the textures in babylon.
  30569. * It groups all the common properties the materials, post process, lights... might need
  30570. * in order to make a correct use of the texture.
  30571. * @param scene Define the scene the texture blongs to
  30572. */
  30573. constructor(scene: Nullable<Scene>);
  30574. /**
  30575. * Get the scene the texture belongs to.
  30576. * @returns the scene or null if undefined
  30577. */
  30578. getScene(): Nullable<Scene>;
  30579. /**
  30580. * Get the texture transform matrix used to offset tile the texture for istance.
  30581. * @returns the transformation matrix
  30582. */
  30583. getTextureMatrix(): Matrix;
  30584. /**
  30585. * Get the texture reflection matrix used to rotate/transform the reflection.
  30586. * @returns the reflection matrix
  30587. */
  30588. getReflectionTextureMatrix(): Matrix;
  30589. /**
  30590. * Get the underlying lower level texture from Babylon.
  30591. * @returns the insternal texture
  30592. */
  30593. getInternalTexture(): Nullable<InternalTexture>;
  30594. /**
  30595. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  30596. * @returns true if ready or not blocking
  30597. */
  30598. isReadyOrNotBlocking(): boolean;
  30599. /**
  30600. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  30601. * @returns true if fully ready
  30602. */
  30603. isReady(): boolean;
  30604. private _cachedSize;
  30605. /**
  30606. * Get the size of the texture.
  30607. * @returns the texture size.
  30608. */
  30609. getSize(): ISize;
  30610. /**
  30611. * Get the base size of the texture.
  30612. * It can be different from the size if the texture has been resized for POT for instance
  30613. * @returns the base size
  30614. */
  30615. getBaseSize(): ISize;
  30616. /**
  30617. * Update the sampling mode of the texture.
  30618. * Default is Trilinear mode.
  30619. *
  30620. * | Value | Type | Description |
  30621. * | ----- | ------------------ | ----------- |
  30622. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  30623. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  30624. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  30625. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  30626. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  30627. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  30628. * | 7 | NEAREST_LINEAR | |
  30629. * | 8 | NEAREST_NEAREST | |
  30630. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  30631. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  30632. * | 11 | LINEAR_LINEAR | |
  30633. * | 12 | LINEAR_NEAREST | |
  30634. *
  30635. * > _mag_: magnification filter (close to the viewer)
  30636. * > _min_: minification filter (far from the viewer)
  30637. * > _mip_: filter used between mip map levels
  30638. *@param samplingMode Define the new sampling mode of the texture
  30639. */
  30640. updateSamplingMode(samplingMode: number): void;
  30641. /**
  30642. * Scales the texture if is `canRescale()`
  30643. * @param ratio the resize factor we want to use to rescale
  30644. */
  30645. scale(ratio: number): void;
  30646. /**
  30647. * Get if the texture can rescale.
  30648. */
  30649. get canRescale(): boolean;
  30650. /** @hidden */
  30651. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  30652. /** @hidden */
  30653. _rebuild(): void;
  30654. /**
  30655. * Triggers the load sequence in delayed load mode.
  30656. */
  30657. delayLoad(): void;
  30658. /**
  30659. * Clones the texture.
  30660. * @returns the cloned texture
  30661. */
  30662. clone(): Nullable<BaseTexture>;
  30663. /**
  30664. * Get the texture underlying type (INT, FLOAT...)
  30665. */
  30666. get textureType(): number;
  30667. /**
  30668. * Get the texture underlying format (RGB, RGBA...)
  30669. */
  30670. get textureFormat(): number;
  30671. /**
  30672. * Indicates that textures need to be re-calculated for all materials
  30673. */
  30674. protected _markAllSubMeshesAsTexturesDirty(): void;
  30675. /**
  30676. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  30677. * This will returns an RGBA array buffer containing either in values (0-255) or
  30678. * float values (0-1) depending of the underlying buffer type.
  30679. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  30680. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  30681. * @param buffer defines a user defined buffer to fill with data (can be null)
  30682. * @returns The Array buffer containing the pixels data.
  30683. */
  30684. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  30685. /**
  30686. * Release and destroy the underlying lower level texture aka internalTexture.
  30687. */
  30688. releaseInternalTexture(): void;
  30689. /** @hidden */
  30690. get _lodTextureHigh(): Nullable<BaseTexture>;
  30691. /** @hidden */
  30692. get _lodTextureMid(): Nullable<BaseTexture>;
  30693. /** @hidden */
  30694. get _lodTextureLow(): Nullable<BaseTexture>;
  30695. /**
  30696. * Dispose the texture and release its associated resources.
  30697. */
  30698. dispose(): void;
  30699. /**
  30700. * Serialize the texture into a JSON representation that can be parsed later on.
  30701. * @returns the JSON representation of the texture
  30702. */
  30703. serialize(): any;
  30704. /**
  30705. * Helper function to be called back once a list of texture contains only ready textures.
  30706. * @param textures Define the list of textures to wait for
  30707. * @param callback Define the callback triggered once the entire list will be ready
  30708. */
  30709. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  30710. }
  30711. }
  30712. declare module "babylonjs/Materials/effect" {
  30713. import { Observable } from "babylonjs/Misc/observable";
  30714. import { Nullable } from "babylonjs/types";
  30715. import { IDisposable } from "babylonjs/scene";
  30716. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30717. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30718. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  30719. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  30720. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30721. import { Engine } from "babylonjs/Engines/engine";
  30722. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30723. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30724. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30725. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30726. /**
  30727. * Options to be used when creating an effect.
  30728. */
  30729. export interface IEffectCreationOptions {
  30730. /**
  30731. * Atrributes that will be used in the shader.
  30732. */
  30733. attributes: string[];
  30734. /**
  30735. * Uniform varible names that will be set in the shader.
  30736. */
  30737. uniformsNames: string[];
  30738. /**
  30739. * Uniform buffer variable names that will be set in the shader.
  30740. */
  30741. uniformBuffersNames: string[];
  30742. /**
  30743. * Sampler texture variable names that will be set in the shader.
  30744. */
  30745. samplers: string[];
  30746. /**
  30747. * Define statements that will be set in the shader.
  30748. */
  30749. defines: any;
  30750. /**
  30751. * Possible fallbacks for this effect to improve performance when needed.
  30752. */
  30753. fallbacks: Nullable<IEffectFallbacks>;
  30754. /**
  30755. * Callback that will be called when the shader is compiled.
  30756. */
  30757. onCompiled: Nullable<(effect: Effect) => void>;
  30758. /**
  30759. * Callback that will be called if an error occurs during shader compilation.
  30760. */
  30761. onError: Nullable<(effect: Effect, errors: string) => void>;
  30762. /**
  30763. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  30764. */
  30765. indexParameters?: any;
  30766. /**
  30767. * Max number of lights that can be used in the shader.
  30768. */
  30769. maxSimultaneousLights?: number;
  30770. /**
  30771. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  30772. */
  30773. transformFeedbackVaryings?: Nullable<string[]>;
  30774. }
  30775. /**
  30776. * Effect containing vertex and fragment shader that can be executed on an object.
  30777. */
  30778. export class Effect implements IDisposable {
  30779. /**
  30780. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30781. */
  30782. static ShadersRepository: string;
  30783. /**
  30784. * Name of the effect.
  30785. */
  30786. name: any;
  30787. /**
  30788. * String container all the define statements that should be set on the shader.
  30789. */
  30790. defines: string;
  30791. /**
  30792. * Callback that will be called when the shader is compiled.
  30793. */
  30794. onCompiled: Nullable<(effect: Effect) => void>;
  30795. /**
  30796. * Callback that will be called if an error occurs during shader compilation.
  30797. */
  30798. onError: Nullable<(effect: Effect, errors: string) => void>;
  30799. /**
  30800. * Callback that will be called when effect is bound.
  30801. */
  30802. onBind: Nullable<(effect: Effect) => void>;
  30803. /**
  30804. * Unique ID of the effect.
  30805. */
  30806. uniqueId: number;
  30807. /**
  30808. * Observable that will be called when the shader is compiled.
  30809. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  30810. */
  30811. onCompileObservable: Observable<Effect>;
  30812. /**
  30813. * Observable that will be called if an error occurs during shader compilation.
  30814. */
  30815. onErrorObservable: Observable<Effect>;
  30816. /** @hidden */
  30817. _onBindObservable: Nullable<Observable<Effect>>;
  30818. /**
  30819. * @hidden
  30820. * Specifies if the effect was previously ready
  30821. */
  30822. _wasPreviouslyReady: boolean;
  30823. /**
  30824. * Observable that will be called when effect is bound.
  30825. */
  30826. get onBindObservable(): Observable<Effect>;
  30827. /** @hidden */
  30828. _bonesComputationForcedToCPU: boolean;
  30829. private static _uniqueIdSeed;
  30830. private _engine;
  30831. private _uniformBuffersNames;
  30832. private _uniformsNames;
  30833. private _samplerList;
  30834. private _samplers;
  30835. private _isReady;
  30836. private _compilationError;
  30837. private _allFallbacksProcessed;
  30838. private _attributesNames;
  30839. private _attributes;
  30840. private _attributeLocationByName;
  30841. private _uniforms;
  30842. /**
  30843. * Key for the effect.
  30844. * @hidden
  30845. */
  30846. _key: string;
  30847. private _indexParameters;
  30848. private _fallbacks;
  30849. private _vertexSourceCode;
  30850. private _fragmentSourceCode;
  30851. private _vertexSourceCodeOverride;
  30852. private _fragmentSourceCodeOverride;
  30853. private _transformFeedbackVaryings;
  30854. /**
  30855. * Compiled shader to webGL program.
  30856. * @hidden
  30857. */
  30858. _pipelineContext: Nullable<IPipelineContext>;
  30859. private _valueCache;
  30860. private static _baseCache;
  30861. /**
  30862. * Instantiates an effect.
  30863. * An effect can be used to create/manage/execute vertex and fragment shaders.
  30864. * @param baseName Name of the effect.
  30865. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  30866. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  30867. * @param samplers List of sampler variables that will be passed to the shader.
  30868. * @param engine Engine to be used to render the effect
  30869. * @param defines Define statements to be added to the shader.
  30870. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  30871. * @param onCompiled Callback that will be called when the shader is compiled.
  30872. * @param onError Callback that will be called if an error occurs during shader compilation.
  30873. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  30874. */
  30875. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  30876. private _useFinalCode;
  30877. /**
  30878. * Unique key for this effect
  30879. */
  30880. get key(): string;
  30881. /**
  30882. * If the effect has been compiled and prepared.
  30883. * @returns if the effect is compiled and prepared.
  30884. */
  30885. isReady(): boolean;
  30886. private _isReadyInternal;
  30887. /**
  30888. * The engine the effect was initialized with.
  30889. * @returns the engine.
  30890. */
  30891. getEngine(): Engine;
  30892. /**
  30893. * The pipeline context for this effect
  30894. * @returns the associated pipeline context
  30895. */
  30896. getPipelineContext(): Nullable<IPipelineContext>;
  30897. /**
  30898. * The set of names of attribute variables for the shader.
  30899. * @returns An array of attribute names.
  30900. */
  30901. getAttributesNames(): string[];
  30902. /**
  30903. * Returns the attribute at the given index.
  30904. * @param index The index of the attribute.
  30905. * @returns The location of the attribute.
  30906. */
  30907. getAttributeLocation(index: number): number;
  30908. /**
  30909. * Returns the attribute based on the name of the variable.
  30910. * @param name of the attribute to look up.
  30911. * @returns the attribute location.
  30912. */
  30913. getAttributeLocationByName(name: string): number;
  30914. /**
  30915. * The number of attributes.
  30916. * @returns the numnber of attributes.
  30917. */
  30918. getAttributesCount(): number;
  30919. /**
  30920. * Gets the index of a uniform variable.
  30921. * @param uniformName of the uniform to look up.
  30922. * @returns the index.
  30923. */
  30924. getUniformIndex(uniformName: string): number;
  30925. /**
  30926. * Returns the attribute based on the name of the variable.
  30927. * @param uniformName of the uniform to look up.
  30928. * @returns the location of the uniform.
  30929. */
  30930. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  30931. /**
  30932. * Returns an array of sampler variable names
  30933. * @returns The array of sampler variable neames.
  30934. */
  30935. getSamplers(): string[];
  30936. /**
  30937. * The error from the last compilation.
  30938. * @returns the error string.
  30939. */
  30940. getCompilationError(): string;
  30941. /**
  30942. * Gets a boolean indicating that all fallbacks were used during compilation
  30943. * @returns true if all fallbacks were used
  30944. */
  30945. allFallbacksProcessed(): boolean;
  30946. /**
  30947. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  30948. * @param func The callback to be used.
  30949. */
  30950. executeWhenCompiled(func: (effect: Effect) => void): void;
  30951. private _checkIsReady;
  30952. private _loadShader;
  30953. /**
  30954. * Recompiles the webGL program
  30955. * @param vertexSourceCode The source code for the vertex shader.
  30956. * @param fragmentSourceCode The source code for the fragment shader.
  30957. * @param onCompiled Callback called when completed.
  30958. * @param onError Callback called on error.
  30959. * @hidden
  30960. */
  30961. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  30962. /**
  30963. * Prepares the effect
  30964. * @hidden
  30965. */
  30966. _prepareEffect(): void;
  30967. private _processCompilationErrors;
  30968. /**
  30969. * Checks if the effect is supported. (Must be called after compilation)
  30970. */
  30971. get isSupported(): boolean;
  30972. /**
  30973. * Binds a texture to the engine to be used as output of the shader.
  30974. * @param channel Name of the output variable.
  30975. * @param texture Texture to bind.
  30976. * @hidden
  30977. */
  30978. _bindTexture(channel: string, texture: Nullable<InternalTexture>): void;
  30979. /**
  30980. * Sets a texture on the engine to be used in the shader.
  30981. * @param channel Name of the sampler variable.
  30982. * @param texture Texture to set.
  30983. */
  30984. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  30985. /**
  30986. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  30987. * @param channel Name of the sampler variable.
  30988. * @param texture Texture to set.
  30989. */
  30990. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  30991. /**
  30992. * Sets an array of textures on the engine to be used in the shader.
  30993. * @param channel Name of the variable.
  30994. * @param textures Textures to set.
  30995. */
  30996. setTextureArray(channel: string, textures: BaseTexture[]): void;
  30997. /**
  30998. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  30999. * @param channel Name of the sampler variable.
  31000. * @param postProcess Post process to get the input texture from.
  31001. */
  31002. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  31003. /**
  31004. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  31005. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  31006. * @param channel Name of the sampler variable.
  31007. * @param postProcess Post process to get the output texture from.
  31008. */
  31009. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  31010. /** @hidden */
  31011. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  31012. /** @hidden */
  31013. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  31014. /** @hidden */
  31015. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  31016. /** @hidden */
  31017. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  31018. /**
  31019. * Binds a buffer to a uniform.
  31020. * @param buffer Buffer to bind.
  31021. * @param name Name of the uniform variable to bind to.
  31022. */
  31023. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  31024. /**
  31025. * Binds block to a uniform.
  31026. * @param blockName Name of the block to bind.
  31027. * @param index Index to bind.
  31028. */
  31029. bindUniformBlock(blockName: string, index: number): void;
  31030. /**
  31031. * Sets an interger value on a uniform variable.
  31032. * @param uniformName Name of the variable.
  31033. * @param value Value to be set.
  31034. * @returns this effect.
  31035. */
  31036. setInt(uniformName: string, value: number): Effect;
  31037. /**
  31038. * Sets an int array on a uniform variable.
  31039. * @param uniformName Name of the variable.
  31040. * @param array array to be set.
  31041. * @returns this effect.
  31042. */
  31043. setIntArray(uniformName: string, array: Int32Array): Effect;
  31044. /**
  31045. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  31046. * @param uniformName Name of the variable.
  31047. * @param array array to be set.
  31048. * @returns this effect.
  31049. */
  31050. setIntArray2(uniformName: string, array: Int32Array): Effect;
  31051. /**
  31052. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  31053. * @param uniformName Name of the variable.
  31054. * @param array array to be set.
  31055. * @returns this effect.
  31056. */
  31057. setIntArray3(uniformName: string, array: Int32Array): Effect;
  31058. /**
  31059. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  31060. * @param uniformName Name of the variable.
  31061. * @param array array to be set.
  31062. * @returns this effect.
  31063. */
  31064. setIntArray4(uniformName: string, array: Int32Array): Effect;
  31065. /**
  31066. * Sets an float array on a uniform variable.
  31067. * @param uniformName Name of the variable.
  31068. * @param array array to be set.
  31069. * @returns this effect.
  31070. */
  31071. setFloatArray(uniformName: string, array: Float32Array): Effect;
  31072. /**
  31073. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  31074. * @param uniformName Name of the variable.
  31075. * @param array array to be set.
  31076. * @returns this effect.
  31077. */
  31078. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  31079. /**
  31080. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  31081. * @param uniformName Name of the variable.
  31082. * @param array array to be set.
  31083. * @returns this effect.
  31084. */
  31085. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  31086. /**
  31087. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  31088. * @param uniformName Name of the variable.
  31089. * @param array array to be set.
  31090. * @returns this effect.
  31091. */
  31092. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  31093. /**
  31094. * Sets an array on a uniform variable.
  31095. * @param uniformName Name of the variable.
  31096. * @param array array to be set.
  31097. * @returns this effect.
  31098. */
  31099. setArray(uniformName: string, array: number[]): Effect;
  31100. /**
  31101. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  31102. * @param uniformName Name of the variable.
  31103. * @param array array to be set.
  31104. * @returns this effect.
  31105. */
  31106. setArray2(uniformName: string, array: number[]): Effect;
  31107. /**
  31108. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  31109. * @param uniformName Name of the variable.
  31110. * @param array array to be set.
  31111. * @returns this effect.
  31112. */
  31113. setArray3(uniformName: string, array: number[]): Effect;
  31114. /**
  31115. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  31116. * @param uniformName Name of the variable.
  31117. * @param array array to be set.
  31118. * @returns this effect.
  31119. */
  31120. setArray4(uniformName: string, array: number[]): Effect;
  31121. /**
  31122. * Sets matrices on a uniform variable.
  31123. * @param uniformName Name of the variable.
  31124. * @param matrices matrices to be set.
  31125. * @returns this effect.
  31126. */
  31127. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  31128. /**
  31129. * Sets matrix on a uniform variable.
  31130. * @param uniformName Name of the variable.
  31131. * @param matrix matrix to be set.
  31132. * @returns this effect.
  31133. */
  31134. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  31135. /**
  31136. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  31137. * @param uniformName Name of the variable.
  31138. * @param matrix matrix to be set.
  31139. * @returns this effect.
  31140. */
  31141. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  31142. /**
  31143. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  31144. * @param uniformName Name of the variable.
  31145. * @param matrix matrix to be set.
  31146. * @returns this effect.
  31147. */
  31148. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  31149. /**
  31150. * Sets a float on a uniform variable.
  31151. * @param uniformName Name of the variable.
  31152. * @param value value to be set.
  31153. * @returns this effect.
  31154. */
  31155. setFloat(uniformName: string, value: number): Effect;
  31156. /**
  31157. * Sets a boolean on a uniform variable.
  31158. * @param uniformName Name of the variable.
  31159. * @param bool value to be set.
  31160. * @returns this effect.
  31161. */
  31162. setBool(uniformName: string, bool: boolean): Effect;
  31163. /**
  31164. * Sets a Vector2 on a uniform variable.
  31165. * @param uniformName Name of the variable.
  31166. * @param vector2 vector2 to be set.
  31167. * @returns this effect.
  31168. */
  31169. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  31170. /**
  31171. * Sets a float2 on a uniform variable.
  31172. * @param uniformName Name of the variable.
  31173. * @param x First float in float2.
  31174. * @param y Second float in float2.
  31175. * @returns this effect.
  31176. */
  31177. setFloat2(uniformName: string, x: number, y: number): Effect;
  31178. /**
  31179. * Sets a Vector3 on a uniform variable.
  31180. * @param uniformName Name of the variable.
  31181. * @param vector3 Value to be set.
  31182. * @returns this effect.
  31183. */
  31184. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  31185. /**
  31186. * Sets a float3 on a uniform variable.
  31187. * @param uniformName Name of the variable.
  31188. * @param x First float in float3.
  31189. * @param y Second float in float3.
  31190. * @param z Third float in float3.
  31191. * @returns this effect.
  31192. */
  31193. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  31194. /**
  31195. * Sets a Vector4 on a uniform variable.
  31196. * @param uniformName Name of the variable.
  31197. * @param vector4 Value to be set.
  31198. * @returns this effect.
  31199. */
  31200. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  31201. /**
  31202. * Sets a float4 on a uniform variable.
  31203. * @param uniformName Name of the variable.
  31204. * @param x First float in float4.
  31205. * @param y Second float in float4.
  31206. * @param z Third float in float4.
  31207. * @param w Fourth float in float4.
  31208. * @returns this effect.
  31209. */
  31210. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  31211. /**
  31212. * Sets a Color3 on a uniform variable.
  31213. * @param uniformName Name of the variable.
  31214. * @param color3 Value to be set.
  31215. * @returns this effect.
  31216. */
  31217. setColor3(uniformName: string, color3: IColor3Like): Effect;
  31218. /**
  31219. * Sets a Color4 on a uniform variable.
  31220. * @param uniformName Name of the variable.
  31221. * @param color3 Value to be set.
  31222. * @param alpha Alpha value to be set.
  31223. * @returns this effect.
  31224. */
  31225. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  31226. /**
  31227. * Sets a Color4 on a uniform variable
  31228. * @param uniformName defines the name of the variable
  31229. * @param color4 defines the value to be set
  31230. * @returns this effect.
  31231. */
  31232. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  31233. /** Release all associated resources */
  31234. dispose(): void;
  31235. /**
  31236. * This function will add a new shader to the shader store
  31237. * @param name the name of the shader
  31238. * @param pixelShader optional pixel shader content
  31239. * @param vertexShader optional vertex shader content
  31240. */
  31241. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  31242. /**
  31243. * Store of each shader (The can be looked up using effect.key)
  31244. */
  31245. static ShadersStore: {
  31246. [key: string]: string;
  31247. };
  31248. /**
  31249. * Store of each included file for a shader (The can be looked up using effect.key)
  31250. */
  31251. static IncludesShadersStore: {
  31252. [key: string]: string;
  31253. };
  31254. /**
  31255. * Resets the cache of effects.
  31256. */
  31257. static ResetCache(): void;
  31258. }
  31259. }
  31260. declare module "babylonjs/Engines/engineCapabilities" {
  31261. /**
  31262. * Interface used to describe the capabilities of the engine relatively to the current browser
  31263. */
  31264. export interface EngineCapabilities {
  31265. /** Maximum textures units per fragment shader */
  31266. maxTexturesImageUnits: number;
  31267. /** Maximum texture units per vertex shader */
  31268. maxVertexTextureImageUnits: number;
  31269. /** Maximum textures units in the entire pipeline */
  31270. maxCombinedTexturesImageUnits: number;
  31271. /** Maximum texture size */
  31272. maxTextureSize: number;
  31273. /** Maximum texture samples */
  31274. maxSamples?: number;
  31275. /** Maximum cube texture size */
  31276. maxCubemapTextureSize: number;
  31277. /** Maximum render texture size */
  31278. maxRenderTextureSize: number;
  31279. /** Maximum number of vertex attributes */
  31280. maxVertexAttribs: number;
  31281. /** Maximum number of varyings */
  31282. maxVaryingVectors: number;
  31283. /** Maximum number of uniforms per vertex shader */
  31284. maxVertexUniformVectors: number;
  31285. /** Maximum number of uniforms per fragment shader */
  31286. maxFragmentUniformVectors: number;
  31287. /** Defines if standard derivates (dx/dy) are supported */
  31288. standardDerivatives: boolean;
  31289. /** Defines if s3tc texture compression is supported */
  31290. s3tc?: WEBGL_compressed_texture_s3tc;
  31291. /** Defines if pvrtc texture compression is supported */
  31292. pvrtc: any;
  31293. /** Defines if etc1 texture compression is supported */
  31294. etc1: any;
  31295. /** Defines if etc2 texture compression is supported */
  31296. etc2: any;
  31297. /** Defines if astc texture compression is supported */
  31298. astc: any;
  31299. /** Defines if float textures are supported */
  31300. textureFloat: boolean;
  31301. /** Defines if vertex array objects are supported */
  31302. vertexArrayObject: boolean;
  31303. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  31304. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  31305. /** Gets the maximum level of anisotropy supported */
  31306. maxAnisotropy: number;
  31307. /** Defines if instancing is supported */
  31308. instancedArrays: boolean;
  31309. /** Defines if 32 bits indices are supported */
  31310. uintIndices: boolean;
  31311. /** Defines if high precision shaders are supported */
  31312. highPrecisionShaderSupported: boolean;
  31313. /** Defines if depth reading in the fragment shader is supported */
  31314. fragmentDepthSupported: boolean;
  31315. /** Defines if float texture linear filtering is supported*/
  31316. textureFloatLinearFiltering: boolean;
  31317. /** Defines if rendering to float textures is supported */
  31318. textureFloatRender: boolean;
  31319. /** Defines if half float textures are supported*/
  31320. textureHalfFloat: boolean;
  31321. /** Defines if half float texture linear filtering is supported*/
  31322. textureHalfFloatLinearFiltering: boolean;
  31323. /** Defines if rendering to half float textures is supported */
  31324. textureHalfFloatRender: boolean;
  31325. /** Defines if textureLOD shader command is supported */
  31326. textureLOD: boolean;
  31327. /** Defines if draw buffers extension is supported */
  31328. drawBuffersExtension: boolean;
  31329. /** Defines if depth textures are supported */
  31330. depthTextureExtension: boolean;
  31331. /** Defines if float color buffer are supported */
  31332. colorBufferFloat: boolean;
  31333. /** Gets disjoint timer query extension (null if not supported) */
  31334. timerQuery?: EXT_disjoint_timer_query;
  31335. /** Defines if timestamp can be used with timer query */
  31336. canUseTimestampForTimerQuery: boolean;
  31337. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  31338. multiview?: any;
  31339. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  31340. oculusMultiview?: any;
  31341. /** Function used to let the system compiles shaders in background */
  31342. parallelShaderCompile?: {
  31343. COMPLETION_STATUS_KHR: number;
  31344. };
  31345. /** Max number of texture samples for MSAA */
  31346. maxMSAASamples: number;
  31347. /** Defines if the blend min max extension is supported */
  31348. blendMinMax: boolean;
  31349. }
  31350. }
  31351. declare module "babylonjs/States/depthCullingState" {
  31352. import { Nullable } from "babylonjs/types";
  31353. /**
  31354. * @hidden
  31355. **/
  31356. export class DepthCullingState {
  31357. private _isDepthTestDirty;
  31358. private _isDepthMaskDirty;
  31359. private _isDepthFuncDirty;
  31360. private _isCullFaceDirty;
  31361. private _isCullDirty;
  31362. private _isZOffsetDirty;
  31363. private _isFrontFaceDirty;
  31364. private _depthTest;
  31365. private _depthMask;
  31366. private _depthFunc;
  31367. private _cull;
  31368. private _cullFace;
  31369. private _zOffset;
  31370. private _frontFace;
  31371. /**
  31372. * Initializes the state.
  31373. */
  31374. constructor();
  31375. get isDirty(): boolean;
  31376. get zOffset(): number;
  31377. set zOffset(value: number);
  31378. get cullFace(): Nullable<number>;
  31379. set cullFace(value: Nullable<number>);
  31380. get cull(): Nullable<boolean>;
  31381. set cull(value: Nullable<boolean>);
  31382. get depthFunc(): Nullable<number>;
  31383. set depthFunc(value: Nullable<number>);
  31384. get depthMask(): boolean;
  31385. set depthMask(value: boolean);
  31386. get depthTest(): boolean;
  31387. set depthTest(value: boolean);
  31388. get frontFace(): Nullable<number>;
  31389. set frontFace(value: Nullable<number>);
  31390. reset(): void;
  31391. apply(gl: WebGLRenderingContext): void;
  31392. }
  31393. }
  31394. declare module "babylonjs/States/stencilState" {
  31395. /**
  31396. * @hidden
  31397. **/
  31398. export class StencilState {
  31399. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  31400. static readonly ALWAYS: number;
  31401. /** Passed to stencilOperation to specify that stencil value must be kept */
  31402. static readonly KEEP: number;
  31403. /** Passed to stencilOperation to specify that stencil value must be replaced */
  31404. static readonly REPLACE: number;
  31405. private _isStencilTestDirty;
  31406. private _isStencilMaskDirty;
  31407. private _isStencilFuncDirty;
  31408. private _isStencilOpDirty;
  31409. private _stencilTest;
  31410. private _stencilMask;
  31411. private _stencilFunc;
  31412. private _stencilFuncRef;
  31413. private _stencilFuncMask;
  31414. private _stencilOpStencilFail;
  31415. private _stencilOpDepthFail;
  31416. private _stencilOpStencilDepthPass;
  31417. get isDirty(): boolean;
  31418. get stencilFunc(): number;
  31419. set stencilFunc(value: number);
  31420. get stencilFuncRef(): number;
  31421. set stencilFuncRef(value: number);
  31422. get stencilFuncMask(): number;
  31423. set stencilFuncMask(value: number);
  31424. get stencilOpStencilFail(): number;
  31425. set stencilOpStencilFail(value: number);
  31426. get stencilOpDepthFail(): number;
  31427. set stencilOpDepthFail(value: number);
  31428. get stencilOpStencilDepthPass(): number;
  31429. set stencilOpStencilDepthPass(value: number);
  31430. get stencilMask(): number;
  31431. set stencilMask(value: number);
  31432. get stencilTest(): boolean;
  31433. set stencilTest(value: boolean);
  31434. constructor();
  31435. reset(): void;
  31436. apply(gl: WebGLRenderingContext): void;
  31437. }
  31438. }
  31439. declare module "babylonjs/States/alphaCullingState" {
  31440. /**
  31441. * @hidden
  31442. **/
  31443. export class AlphaState {
  31444. private _isAlphaBlendDirty;
  31445. private _isBlendFunctionParametersDirty;
  31446. private _isBlendEquationParametersDirty;
  31447. private _isBlendConstantsDirty;
  31448. private _alphaBlend;
  31449. private _blendFunctionParameters;
  31450. private _blendEquationParameters;
  31451. private _blendConstants;
  31452. /**
  31453. * Initializes the state.
  31454. */
  31455. constructor();
  31456. get isDirty(): boolean;
  31457. get alphaBlend(): boolean;
  31458. set alphaBlend(value: boolean);
  31459. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  31460. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  31461. setAlphaEquationParameters(rgb: number, alpha: number): void;
  31462. reset(): void;
  31463. apply(gl: WebGLRenderingContext): void;
  31464. }
  31465. }
  31466. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  31467. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  31468. /** @hidden */
  31469. export class WebGL2ShaderProcessor implements IShaderProcessor {
  31470. attributeProcessor(attribute: string): string;
  31471. varyingProcessor(varying: string, isFragment: boolean): string;
  31472. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  31473. }
  31474. }
  31475. declare module "babylonjs/Engines/instancingAttributeInfo" {
  31476. /**
  31477. * Interface for attribute information associated with buffer instanciation
  31478. */
  31479. export interface InstancingAttributeInfo {
  31480. /**
  31481. * Name of the GLSL attribute
  31482. * if attribute index is not specified, this is used to retrieve the index from the effect
  31483. */
  31484. attributeName: string;
  31485. /**
  31486. * Index/offset of the attribute in the vertex shader
  31487. * if not specified, this will be computes from the name.
  31488. */
  31489. index?: number;
  31490. /**
  31491. * size of the attribute, 1, 2, 3 or 4
  31492. */
  31493. attributeSize: number;
  31494. /**
  31495. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  31496. */
  31497. offset: number;
  31498. /**
  31499. * Modifies the rate at which generic vertex attributes advance when rendering multiple instances
  31500. * default to 1
  31501. */
  31502. divisor?: number;
  31503. /**
  31504. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  31505. * default is FLOAT
  31506. */
  31507. attributeType?: number;
  31508. /**
  31509. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  31510. */
  31511. normalized?: boolean;
  31512. }
  31513. }
  31514. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  31515. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31516. import { Nullable } from "babylonjs/types";
  31517. module "babylonjs/Engines/thinEngine" {
  31518. interface ThinEngine {
  31519. /**
  31520. * Update a video texture
  31521. * @param texture defines the texture to update
  31522. * @param video defines the video element to use
  31523. * @param invertY defines if data must be stored with Y axis inverted
  31524. */
  31525. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  31526. }
  31527. }
  31528. }
  31529. declare module "babylonjs/Materials/Textures/videoTexture" {
  31530. import { Observable } from "babylonjs/Misc/observable";
  31531. import { Nullable } from "babylonjs/types";
  31532. import { Scene } from "babylonjs/scene";
  31533. import { Texture } from "babylonjs/Materials/Textures/texture";
  31534. import "babylonjs/Engines/Extensions/engine.videoTexture";
  31535. /**
  31536. * Settings for finer control over video usage
  31537. */
  31538. export interface VideoTextureSettings {
  31539. /**
  31540. * Applies `autoplay` to video, if specified
  31541. */
  31542. autoPlay?: boolean;
  31543. /**
  31544. * Applies `loop` to video, if specified
  31545. */
  31546. loop?: boolean;
  31547. /**
  31548. * Automatically updates internal texture from video at every frame in the render loop
  31549. */
  31550. autoUpdateTexture: boolean;
  31551. /**
  31552. * Image src displayed during the video loading or until the user interacts with the video.
  31553. */
  31554. poster?: string;
  31555. }
  31556. /**
  31557. * If you want to display a video in your scene, this is the special texture for that.
  31558. * This special texture works similar to other textures, with the exception of a few parameters.
  31559. * @see https://doc.babylonjs.com/how_to/video_texture
  31560. */
  31561. export class VideoTexture extends Texture {
  31562. /**
  31563. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  31564. */
  31565. readonly autoUpdateTexture: boolean;
  31566. /**
  31567. * The video instance used by the texture internally
  31568. */
  31569. readonly video: HTMLVideoElement;
  31570. private _onUserActionRequestedObservable;
  31571. /**
  31572. * Event triggerd when a dom action is required by the user to play the video.
  31573. * This happens due to recent changes in browser policies preventing video to auto start.
  31574. */
  31575. get onUserActionRequestedObservable(): Observable<Texture>;
  31576. private _generateMipMaps;
  31577. private _engine;
  31578. private _stillImageCaptured;
  31579. private _displayingPosterTexture;
  31580. private _settings;
  31581. private _createInternalTextureOnEvent;
  31582. private _frameId;
  31583. private _currentSrc;
  31584. /**
  31585. * Creates a video texture.
  31586. * If you want to display a video in your scene, this is the special texture for that.
  31587. * This special texture works similar to other textures, with the exception of a few parameters.
  31588. * @see https://doc.babylonjs.com/how_to/video_texture
  31589. * @param name optional name, will detect from video source, if not defined
  31590. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  31591. * @param scene is obviously the current scene.
  31592. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  31593. * @param invertY is false by default but can be used to invert video on Y axis
  31594. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  31595. * @param settings allows finer control over video usage
  31596. */
  31597. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  31598. private _getName;
  31599. private _getVideo;
  31600. private _createInternalTexture;
  31601. private reset;
  31602. /**
  31603. * @hidden Internal method to initiate `update`.
  31604. */
  31605. _rebuild(): void;
  31606. /**
  31607. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  31608. */
  31609. update(): void;
  31610. /**
  31611. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  31612. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  31613. */
  31614. updateTexture(isVisible: boolean): void;
  31615. protected _updateInternalTexture: () => void;
  31616. /**
  31617. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  31618. * @param url New url.
  31619. */
  31620. updateURL(url: string): void;
  31621. /**
  31622. * Clones the texture.
  31623. * @returns the cloned texture
  31624. */
  31625. clone(): VideoTexture;
  31626. /**
  31627. * Dispose the texture and release its associated resources.
  31628. */
  31629. dispose(): void;
  31630. /**
  31631. * Creates a video texture straight from a stream.
  31632. * @param scene Define the scene the texture should be created in
  31633. * @param stream Define the stream the texture should be created from
  31634. * @returns The created video texture as a promise
  31635. */
  31636. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  31637. /**
  31638. * Creates a video texture straight from your WebCam video feed.
  31639. * @param scene Define the scene the texture should be created in
  31640. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  31641. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  31642. * @returns The created video texture as a promise
  31643. */
  31644. static CreateFromWebCamAsync(scene: Scene, constraints: {
  31645. minWidth: number;
  31646. maxWidth: number;
  31647. minHeight: number;
  31648. maxHeight: number;
  31649. deviceId: string;
  31650. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  31651. /**
  31652. * Creates a video texture straight from your WebCam video feed.
  31653. * @param scene Define the scene the texture should be created in
  31654. * @param onReady Define a callback to triggered once the texture will be ready
  31655. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  31656. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  31657. */
  31658. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  31659. minWidth: number;
  31660. maxWidth: number;
  31661. minHeight: number;
  31662. maxHeight: number;
  31663. deviceId: string;
  31664. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  31665. }
  31666. }
  31667. declare module "babylonjs/Engines/thinEngine" {
  31668. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  31669. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  31670. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  31671. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  31672. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  31673. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  31674. import { Observable } from "babylonjs/Misc/observable";
  31675. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  31676. import { StencilState } from "babylonjs/States/stencilState";
  31677. import { AlphaState } from "babylonjs/States/alphaCullingState";
  31678. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31679. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31680. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31681. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  31682. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31683. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31684. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  31685. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  31686. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31687. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31688. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  31689. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  31690. import { WebRequest } from "babylonjs/Misc/webRequest";
  31691. import { LoadFileError } from "babylonjs/Misc/fileTools";
  31692. /**
  31693. * Defines the interface used by objects working like Scene
  31694. * @hidden
  31695. */
  31696. interface ISceneLike {
  31697. _addPendingData(data: any): void;
  31698. _removePendingData(data: any): void;
  31699. offlineProvider: IOfflineProvider;
  31700. }
  31701. /** Interface defining initialization parameters for Engine class */
  31702. export interface EngineOptions extends WebGLContextAttributes {
  31703. /**
  31704. * Defines if the engine should no exceed a specified device ratio
  31705. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  31706. */
  31707. limitDeviceRatio?: number;
  31708. /**
  31709. * Defines if webvr should be enabled automatically
  31710. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31711. */
  31712. autoEnableWebVR?: boolean;
  31713. /**
  31714. * Defines if webgl2 should be turned off even if supported
  31715. * @see http://doc.babylonjs.com/features/webgl2
  31716. */
  31717. disableWebGL2Support?: boolean;
  31718. /**
  31719. * Defines if webaudio should be initialized as well
  31720. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31721. */
  31722. audioEngine?: boolean;
  31723. /**
  31724. * Defines if animations should run using a deterministic lock step
  31725. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31726. */
  31727. deterministicLockstep?: boolean;
  31728. /** Defines the maximum steps to use with deterministic lock step mode */
  31729. lockstepMaxSteps?: number;
  31730. /** Defines the seconds between each deterministic lock step */
  31731. timeStep?: number;
  31732. /**
  31733. * Defines that engine should ignore context lost events
  31734. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  31735. */
  31736. doNotHandleContextLost?: boolean;
  31737. /**
  31738. * Defines that engine should ignore modifying touch action attribute and style
  31739. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  31740. */
  31741. doNotHandleTouchAction?: boolean;
  31742. /**
  31743. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  31744. */
  31745. useHighPrecisionFloats?: boolean;
  31746. }
  31747. /**
  31748. * The base engine class (root of all engines)
  31749. */
  31750. export class ThinEngine {
  31751. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  31752. static ExceptionList: ({
  31753. key: string;
  31754. capture: string;
  31755. captureConstraint: number;
  31756. targets: string[];
  31757. } | {
  31758. key: string;
  31759. capture: null;
  31760. captureConstraint: null;
  31761. targets: string[];
  31762. })[];
  31763. /** @hidden */
  31764. static _TextureLoaders: IInternalTextureLoader[];
  31765. /**
  31766. * Returns the current npm package of the sdk
  31767. */
  31768. static get NpmPackage(): string;
  31769. /**
  31770. * Returns the current version of the framework
  31771. */
  31772. static get Version(): string;
  31773. /**
  31774. * Returns a string describing the current engine
  31775. */
  31776. get description(): string;
  31777. /**
  31778. * Gets or sets the epsilon value used by collision engine
  31779. */
  31780. static CollisionsEpsilon: number;
  31781. /**
  31782. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  31783. */
  31784. static get ShadersRepository(): string;
  31785. static set ShadersRepository(value: string);
  31786. /**
  31787. * Gets or sets the textures that the engine should not attempt to load as compressed
  31788. */
  31789. protected _excludedCompressedTextures: string[];
  31790. /**
  31791. * Filters the compressed texture formats to only include
  31792. * files that are not included in the skippable list
  31793. *
  31794. * @param url the current extension
  31795. * @param textureFormatInUse the current compressed texture format
  31796. * @returns "format" string
  31797. */
  31798. excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string>;
  31799. /** @hidden */
  31800. _shaderProcessor: IShaderProcessor;
  31801. /**
  31802. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  31803. */
  31804. forcePOTTextures: boolean;
  31805. /**
  31806. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  31807. */
  31808. isFullscreen: boolean;
  31809. /**
  31810. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  31811. */
  31812. cullBackFaces: boolean;
  31813. /**
  31814. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  31815. */
  31816. renderEvenInBackground: boolean;
  31817. /**
  31818. * Gets or sets a boolean indicating that cache can be kept between frames
  31819. */
  31820. preventCacheWipeBetweenFrames: boolean;
  31821. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  31822. validateShaderPrograms: boolean;
  31823. /**
  31824. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  31825. * This can provide greater z depth for distant objects.
  31826. */
  31827. useReverseDepthBuffer: boolean;
  31828. /**
  31829. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  31830. */
  31831. disableUniformBuffers: boolean;
  31832. /** @hidden */
  31833. _uniformBuffers: UniformBuffer[];
  31834. /**
  31835. * Gets a boolean indicating that the engine supports uniform buffers
  31836. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31837. */
  31838. get supportsUniformBuffers(): boolean;
  31839. /** @hidden */
  31840. _gl: WebGLRenderingContext;
  31841. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  31842. protected _windowIsBackground: boolean;
  31843. protected _webGLVersion: number;
  31844. protected _creationOptions: EngineOptions;
  31845. protected _highPrecisionShadersAllowed: boolean;
  31846. /** @hidden */
  31847. get _shouldUseHighPrecisionShader(): boolean;
  31848. /**
  31849. * Gets a boolean indicating that only power of 2 textures are supported
  31850. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  31851. */
  31852. get needPOTTextures(): boolean;
  31853. /** @hidden */
  31854. _badOS: boolean;
  31855. /** @hidden */
  31856. _badDesktopOS: boolean;
  31857. private _hardwareScalingLevel;
  31858. /** @hidden */
  31859. _caps: EngineCapabilities;
  31860. private _isStencilEnable;
  31861. private _glVersion;
  31862. private _glRenderer;
  31863. private _glVendor;
  31864. /** @hidden */
  31865. _videoTextureSupported: boolean;
  31866. protected _renderingQueueLaunched: boolean;
  31867. protected _activeRenderLoops: (() => void)[];
  31868. /**
  31869. * Observable signaled when a context lost event is raised
  31870. */
  31871. onContextLostObservable: Observable<ThinEngine>;
  31872. /**
  31873. * Observable signaled when a context restored event is raised
  31874. */
  31875. onContextRestoredObservable: Observable<ThinEngine>;
  31876. private _onContextLost;
  31877. private _onContextRestored;
  31878. protected _contextWasLost: boolean;
  31879. /** @hidden */
  31880. _doNotHandleContextLost: boolean;
  31881. /**
  31882. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31884. */
  31885. get doNotHandleContextLost(): boolean;
  31886. set doNotHandleContextLost(value: boolean);
  31887. /**
  31888. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31889. */
  31890. disableVertexArrayObjects: boolean;
  31891. /** @hidden */
  31892. protected _colorWrite: boolean;
  31893. /** @hidden */
  31894. protected _colorWriteChanged: boolean;
  31895. /** @hidden */
  31896. protected _depthCullingState: DepthCullingState;
  31897. /** @hidden */
  31898. protected _stencilState: StencilState;
  31899. /** @hidden */
  31900. _alphaState: AlphaState;
  31901. /** @hidden */
  31902. _alphaMode: number;
  31903. /** @hidden */
  31904. _alphaEquation: number;
  31905. /** @hidden */
  31906. _internalTexturesCache: InternalTexture[];
  31907. /** @hidden */
  31908. protected _activeChannel: number;
  31909. private _currentTextureChannel;
  31910. /** @hidden */
  31911. protected _boundTexturesCache: {
  31912. [key: string]: Nullable<InternalTexture>;
  31913. };
  31914. /** @hidden */
  31915. protected _currentEffect: Nullable<Effect>;
  31916. /** @hidden */
  31917. protected _currentProgram: Nullable<WebGLProgram>;
  31918. private _compiledEffects;
  31919. private _vertexAttribArraysEnabled;
  31920. /** @hidden */
  31921. protected _cachedViewport: Nullable<IViewportLike>;
  31922. private _cachedVertexArrayObject;
  31923. /** @hidden */
  31924. protected _cachedVertexBuffers: any;
  31925. /** @hidden */
  31926. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31927. /** @hidden */
  31928. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31929. /** @hidden */
  31930. _currentRenderTarget: Nullable<InternalTexture>;
  31931. private _uintIndicesCurrentlySet;
  31932. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  31933. /** @hidden */
  31934. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31935. private _currentBufferPointers;
  31936. private _currentInstanceLocations;
  31937. private _currentInstanceBuffers;
  31938. private _textureUnits;
  31939. /** @hidden */
  31940. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31941. /** @hidden */
  31942. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31943. /** @hidden */
  31944. _boundRenderFunction: any;
  31945. private _vaoRecordInProgress;
  31946. private _mustWipeVertexAttributes;
  31947. private _emptyTexture;
  31948. private _emptyCubeTexture;
  31949. private _emptyTexture3D;
  31950. private _emptyTexture2DArray;
  31951. /** @hidden */
  31952. _frameHandler: number;
  31953. private _nextFreeTextureSlots;
  31954. private _maxSimultaneousTextures;
  31955. private _activeRequests;
  31956. protected _texturesSupported: string[];
  31957. /** @hidden */
  31958. _textureFormatInUse: Nullable<string>;
  31959. protected get _supportsHardwareTextureRescaling(): boolean;
  31960. /**
  31961. * Gets the list of texture formats supported
  31962. */
  31963. get texturesSupported(): Array<string>;
  31964. /**
  31965. * Gets the list of texture formats in use
  31966. */
  31967. get textureFormatInUse(): Nullable<string>;
  31968. /**
  31969. * Gets the current viewport
  31970. */
  31971. get currentViewport(): Nullable<IViewportLike>;
  31972. /**
  31973. * Gets the default empty texture
  31974. */
  31975. get emptyTexture(): InternalTexture;
  31976. /**
  31977. * Gets the default empty 3D texture
  31978. */
  31979. get emptyTexture3D(): InternalTexture;
  31980. /**
  31981. * Gets the default empty 2D array texture
  31982. */
  31983. get emptyTexture2DArray(): InternalTexture;
  31984. /**
  31985. * Gets the default empty cube texture
  31986. */
  31987. get emptyCubeTexture(): InternalTexture;
  31988. /**
  31989. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31990. */
  31991. readonly premultipliedAlpha: boolean;
  31992. /**
  31993. * Observable event triggered before each texture is initialized
  31994. */
  31995. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  31996. /**
  31997. * Creates a new engine
  31998. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31999. * @param antialias defines enable antialiasing (default: false)
  32000. * @param options defines further options to be sent to the getContext() function
  32001. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32002. */
  32003. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32004. private _rebuildInternalTextures;
  32005. private _rebuildEffects;
  32006. /**
  32007. * Gets a boolean indicating if all created effects are ready
  32008. * @returns true if all effects are ready
  32009. */
  32010. areAllEffectsReady(): boolean;
  32011. protected _rebuildBuffers(): void;
  32012. private _initGLContext;
  32013. /**
  32014. * Gets version of the current webGL context
  32015. */
  32016. get webGLVersion(): number;
  32017. /**
  32018. * Gets a string idenfifying the name of the class
  32019. * @returns "Engine" string
  32020. */
  32021. getClassName(): string;
  32022. /**
  32023. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  32024. */
  32025. get isStencilEnable(): boolean;
  32026. /** @hidden */
  32027. _prepareWorkingCanvas(): void;
  32028. /**
  32029. * Reset the texture cache to empty state
  32030. */
  32031. resetTextureCache(): void;
  32032. /**
  32033. * Gets an object containing information about the current webGL context
  32034. * @returns an object containing the vender, the renderer and the version of the current webGL context
  32035. */
  32036. getGlInfo(): {
  32037. vendor: string;
  32038. renderer: string;
  32039. version: string;
  32040. };
  32041. /**
  32042. * Defines the hardware scaling level.
  32043. * By default the hardware scaling level is computed from the window device ratio.
  32044. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  32045. * @param level defines the level to use
  32046. */
  32047. setHardwareScalingLevel(level: number): void;
  32048. /**
  32049. * Gets the current hardware scaling level.
  32050. * By default the hardware scaling level is computed from the window device ratio.
  32051. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  32052. * @returns a number indicating the current hardware scaling level
  32053. */
  32054. getHardwareScalingLevel(): number;
  32055. /**
  32056. * Gets the list of loaded textures
  32057. * @returns an array containing all loaded textures
  32058. */
  32059. getLoadedTexturesCache(): InternalTexture[];
  32060. /**
  32061. * Gets the object containing all engine capabilities
  32062. * @returns the EngineCapabilities object
  32063. */
  32064. getCaps(): EngineCapabilities;
  32065. /**
  32066. * stop executing a render loop function and remove it from the execution array
  32067. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  32068. */
  32069. stopRenderLoop(renderFunction?: () => void): void;
  32070. /** @hidden */
  32071. _renderLoop(): void;
  32072. /**
  32073. * Gets the HTML canvas attached with the current webGL context
  32074. * @returns a HTML canvas
  32075. */
  32076. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  32077. /**
  32078. * Gets host window
  32079. * @returns the host window object
  32080. */
  32081. getHostWindow(): Nullable<Window>;
  32082. /**
  32083. * Gets the current render width
  32084. * @param useScreen defines if screen size must be used (or the current render target if any)
  32085. * @returns a number defining the current render width
  32086. */
  32087. getRenderWidth(useScreen?: boolean): number;
  32088. /**
  32089. * Gets the current render height
  32090. * @param useScreen defines if screen size must be used (or the current render target if any)
  32091. * @returns a number defining the current render height
  32092. */
  32093. getRenderHeight(useScreen?: boolean): number;
  32094. /**
  32095. * Can be used to override the current requestAnimationFrame requester.
  32096. * @hidden
  32097. */
  32098. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  32099. /**
  32100. * Register and execute a render loop. The engine can have more than one render function
  32101. * @param renderFunction defines the function to continuously execute
  32102. */
  32103. runRenderLoop(renderFunction: () => void): void;
  32104. /**
  32105. * Clear the current render buffer or the current render target (if any is set up)
  32106. * @param color defines the color to use
  32107. * @param backBuffer defines if the back buffer must be cleared
  32108. * @param depth defines if the depth buffer must be cleared
  32109. * @param stencil defines if the stencil buffer must be cleared
  32110. */
  32111. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  32112. private _viewportCached;
  32113. /** @hidden */
  32114. _viewport(x: number, y: number, width: number, height: number): void;
  32115. /**
  32116. * Set the WebGL's viewport
  32117. * @param viewport defines the viewport element to be used
  32118. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  32119. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  32120. */
  32121. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  32122. /**
  32123. * Begin a new frame
  32124. */
  32125. beginFrame(): void;
  32126. /**
  32127. * Enf the current frame
  32128. */
  32129. endFrame(): void;
  32130. /**
  32131. * Resize the view according to the canvas' size
  32132. */
  32133. resize(): void;
  32134. /**
  32135. * Force a specific size of the canvas
  32136. * @param width defines the new canvas' width
  32137. * @param height defines the new canvas' height
  32138. */
  32139. setSize(width: number, height: number): void;
  32140. /**
  32141. * Binds the frame buffer to the specified texture.
  32142. * @param texture The texture to render to or null for the default canvas
  32143. * @param faceIndex The face of the texture to render to in case of cube texture
  32144. * @param requiredWidth The width of the target to render to
  32145. * @param requiredHeight The height of the target to render to
  32146. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  32147. * @param lodLevel defines the lod level to bind to the frame buffer
  32148. * @param layer defines the 2d array index to bind to frame buffer to
  32149. */
  32150. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
  32151. /** @hidden */
  32152. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  32153. /**
  32154. * Unbind the current render target texture from the webGL context
  32155. * @param texture defines the render target texture to unbind
  32156. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  32157. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  32158. */
  32159. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  32160. /**
  32161. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  32162. */
  32163. flushFramebuffer(): void;
  32164. /**
  32165. * Unbind the current render target and bind the default framebuffer
  32166. */
  32167. restoreDefaultFramebuffer(): void;
  32168. /** @hidden */
  32169. protected _resetVertexBufferBinding(): void;
  32170. /**
  32171. * Creates a vertex buffer
  32172. * @param data the data for the vertex buffer
  32173. * @returns the new WebGL static buffer
  32174. */
  32175. createVertexBuffer(data: DataArray): DataBuffer;
  32176. private _createVertexBuffer;
  32177. /**
  32178. * Creates a dynamic vertex buffer
  32179. * @param data the data for the dynamic vertex buffer
  32180. * @returns the new WebGL dynamic buffer
  32181. */
  32182. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  32183. protected _resetIndexBufferBinding(): void;
  32184. /**
  32185. * Creates a new index buffer
  32186. * @param indices defines the content of the index buffer
  32187. * @param updatable defines if the index buffer must be updatable
  32188. * @returns a new webGL buffer
  32189. */
  32190. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  32191. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  32192. /**
  32193. * Bind a webGL buffer to the webGL context
  32194. * @param buffer defines the buffer to bind
  32195. */
  32196. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  32197. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  32198. private bindBuffer;
  32199. /**
  32200. * update the bound buffer with the given data
  32201. * @param data defines the data to update
  32202. */
  32203. updateArrayBuffer(data: Float32Array): void;
  32204. private _vertexAttribPointer;
  32205. private _bindIndexBufferWithCache;
  32206. private _bindVertexBuffersAttributes;
  32207. /**
  32208. * Records a vertex array object
  32209. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  32210. * @param vertexBuffers defines the list of vertex buffers to store
  32211. * @param indexBuffer defines the index buffer to store
  32212. * @param effect defines the effect to store
  32213. * @returns the new vertex array object
  32214. */
  32215. recordVertexArrayObject(vertexBuffers: {
  32216. [key: string]: VertexBuffer;
  32217. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  32218. /**
  32219. * Bind a specific vertex array object
  32220. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  32221. * @param vertexArrayObject defines the vertex array object to bind
  32222. * @param indexBuffer defines the index buffer to bind
  32223. */
  32224. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  32225. /**
  32226. * Bind webGl buffers directly to the webGL context
  32227. * @param vertexBuffer defines the vertex buffer to bind
  32228. * @param indexBuffer defines the index buffer to bind
  32229. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  32230. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  32231. * @param effect defines the effect associated with the vertex buffer
  32232. */
  32233. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  32234. private _unbindVertexArrayObject;
  32235. /**
  32236. * Bind a list of vertex buffers to the webGL context
  32237. * @param vertexBuffers defines the list of vertex buffers to bind
  32238. * @param indexBuffer defines the index buffer to bind
  32239. * @param effect defines the effect associated with the vertex buffers
  32240. */
  32241. bindBuffers(vertexBuffers: {
  32242. [key: string]: Nullable<VertexBuffer>;
  32243. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  32244. /**
  32245. * Unbind all instance attributes
  32246. */
  32247. unbindInstanceAttributes(): void;
  32248. /**
  32249. * Release and free the memory of a vertex array object
  32250. * @param vao defines the vertex array object to delete
  32251. */
  32252. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  32253. /** @hidden */
  32254. _releaseBuffer(buffer: DataBuffer): boolean;
  32255. protected _deleteBuffer(buffer: DataBuffer): void;
  32256. /**
  32257. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  32258. * @param instancesBuffer defines the webGL buffer to update and bind
  32259. * @param data defines the data to store in the buffer
  32260. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  32261. */
  32262. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  32263. /**
  32264. * Bind the content of a webGL buffer used with instanciation
  32265. * @param instancesBuffer defines the webGL buffer to bind
  32266. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  32267. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  32268. */
  32269. bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride?: boolean): void;
  32270. /**
  32271. * Disable the instance attribute corresponding to the name in parameter
  32272. * @param name defines the name of the attribute to disable
  32273. */
  32274. disableInstanceAttributeByName(name: string): void;
  32275. /**
  32276. * Disable the instance attribute corresponding to the location in parameter
  32277. * @param attributeLocation defines the attribute location of the attribute to disable
  32278. */
  32279. disableInstanceAttribute(attributeLocation: number): void;
  32280. /**
  32281. * Disable the attribute corresponding to the location in parameter
  32282. * @param attributeLocation defines the attribute location of the attribute to disable
  32283. */
  32284. disableAttributeByIndex(attributeLocation: number): void;
  32285. /**
  32286. * Send a draw order
  32287. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  32288. * @param indexStart defines the starting index
  32289. * @param indexCount defines the number of index to draw
  32290. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32291. */
  32292. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  32293. /**
  32294. * Draw a list of points
  32295. * @param verticesStart defines the index of first vertex to draw
  32296. * @param verticesCount defines the count of vertices to draw
  32297. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32298. */
  32299. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32300. /**
  32301. * Draw a list of unindexed primitives
  32302. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  32303. * @param verticesStart defines the index of first vertex to draw
  32304. * @param verticesCount defines the count of vertices to draw
  32305. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32306. */
  32307. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32308. /**
  32309. * Draw a list of indexed primitives
  32310. * @param fillMode defines the primitive to use
  32311. * @param indexStart defines the starting index
  32312. * @param indexCount defines the number of index to draw
  32313. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32314. */
  32315. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  32316. /**
  32317. * Draw a list of unindexed primitives
  32318. * @param fillMode defines the primitive to use
  32319. * @param verticesStart defines the index of first vertex to draw
  32320. * @param verticesCount defines the count of vertices to draw
  32321. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32322. */
  32323. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32324. private _drawMode;
  32325. /** @hidden */
  32326. protected _reportDrawCall(): void;
  32327. /** @hidden */
  32328. _releaseEffect(effect: Effect): void;
  32329. /** @hidden */
  32330. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32331. /**
  32332. * Create a new effect (used to store vertex/fragment shaders)
  32333. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  32334. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  32335. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  32336. * @param samplers defines an array of string used to represent textures
  32337. * @param defines defines the string containing the defines to use to compile the shaders
  32338. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  32339. * @param onCompiled defines a function to call when the effect creation is successful
  32340. * @param onError defines a function to call when the effect creation has failed
  32341. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  32342. * @returns the new Effect
  32343. */
  32344. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  32345. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  32346. private _compileShader;
  32347. private _compileRawShader;
  32348. /**
  32349. * Directly creates a webGL program
  32350. * @param pipelineContext defines the pipeline context to attach to
  32351. * @param vertexCode defines the vertex shader code to use
  32352. * @param fragmentCode defines the fragment shader code to use
  32353. * @param context defines the webGL context to use (if not set, the current one will be used)
  32354. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  32355. * @returns the new webGL program
  32356. */
  32357. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32358. /**
  32359. * Creates a webGL program
  32360. * @param pipelineContext defines the pipeline context to attach to
  32361. * @param vertexCode defines the vertex shader code to use
  32362. * @param fragmentCode defines the fragment shader code to use
  32363. * @param defines defines the string containing the defines to use to compile the shaders
  32364. * @param context defines the webGL context to use (if not set, the current one will be used)
  32365. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  32366. * @returns the new webGL program
  32367. */
  32368. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32369. /**
  32370. * Creates a new pipeline context
  32371. * @returns the new pipeline
  32372. */
  32373. createPipelineContext(): IPipelineContext;
  32374. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32375. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  32376. /** @hidden */
  32377. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  32378. /** @hidden */
  32379. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  32380. /** @hidden */
  32381. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  32382. /**
  32383. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  32384. * @param pipelineContext defines the pipeline context to use
  32385. * @param uniformsNames defines the list of uniform names
  32386. * @returns an array of webGL uniform locations
  32387. */
  32388. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  32389. /**
  32390. * Gets the lsit of active attributes for a given webGL program
  32391. * @param pipelineContext defines the pipeline context to use
  32392. * @param attributesNames defines the list of attribute names to get
  32393. * @returns an array of indices indicating the offset of each attribute
  32394. */
  32395. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  32396. /**
  32397. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  32398. * @param effect defines the effect to activate
  32399. */
  32400. enableEffect(effect: Nullable<Effect>): void;
  32401. /**
  32402. * Set the value of an uniform to a number (int)
  32403. * @param uniform defines the webGL uniform location where to store the value
  32404. * @param value defines the int number to store
  32405. */
  32406. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  32407. /**
  32408. * Set the value of an uniform to an array of int32
  32409. * @param uniform defines the webGL uniform location where to store the value
  32410. * @param array defines the array of int32 to store
  32411. */
  32412. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32413. /**
  32414. * Set the value of an uniform to an array of int32 (stored as vec2)
  32415. * @param uniform defines the webGL uniform location where to store the value
  32416. * @param array defines the array of int32 to store
  32417. */
  32418. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32419. /**
  32420. * Set the value of an uniform to an array of int32 (stored as vec3)
  32421. * @param uniform defines the webGL uniform location where to store the value
  32422. * @param array defines the array of int32 to store
  32423. */
  32424. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32425. /**
  32426. * Set the value of an uniform to an array of int32 (stored as vec4)
  32427. * @param uniform defines the webGL uniform location where to store the value
  32428. * @param array defines the array of int32 to store
  32429. */
  32430. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32431. /**
  32432. * Set the value of an uniform to an array of number
  32433. * @param uniform defines the webGL uniform location where to store the value
  32434. * @param array defines the array of number to store
  32435. */
  32436. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32437. /**
  32438. * Set the value of an uniform to an array of number (stored as vec2)
  32439. * @param uniform defines the webGL uniform location where to store the value
  32440. * @param array defines the array of number to store
  32441. */
  32442. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32443. /**
  32444. * Set the value of an uniform to an array of number (stored as vec3)
  32445. * @param uniform defines the webGL uniform location where to store the value
  32446. * @param array defines the array of number to store
  32447. */
  32448. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32449. /**
  32450. * Set the value of an uniform to an array of number (stored as vec4)
  32451. * @param uniform defines the webGL uniform location where to store the value
  32452. * @param array defines the array of number to store
  32453. */
  32454. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32455. /**
  32456. * Set the value of an uniform to an array of float32 (stored as matrices)
  32457. * @param uniform defines the webGL uniform location where to store the value
  32458. * @param matrices defines the array of float32 to store
  32459. */
  32460. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  32461. /**
  32462. * Set the value of an uniform to a matrix (3x3)
  32463. * @param uniform defines the webGL uniform location where to store the value
  32464. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  32465. */
  32466. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  32467. /**
  32468. * Set the value of an uniform to a matrix (2x2)
  32469. * @param uniform defines the webGL uniform location where to store the value
  32470. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  32471. */
  32472. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  32473. /**
  32474. * Set the value of an uniform to a number (float)
  32475. * @param uniform defines the webGL uniform location where to store the value
  32476. * @param value defines the float number to store
  32477. */
  32478. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  32479. /**
  32480. * Set the value of an uniform to a vec2
  32481. * @param uniform defines the webGL uniform location where to store the value
  32482. * @param x defines the 1st component of the value
  32483. * @param y defines the 2nd component of the value
  32484. */
  32485. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  32486. /**
  32487. * Set the value of an uniform to a vec3
  32488. * @param uniform defines the webGL uniform location where to store the value
  32489. * @param x defines the 1st component of the value
  32490. * @param y defines the 2nd component of the value
  32491. * @param z defines the 3rd component of the value
  32492. */
  32493. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  32494. /**
  32495. * Set the value of an uniform to a vec4
  32496. * @param uniform defines the webGL uniform location where to store the value
  32497. * @param x defines the 1st component of the value
  32498. * @param y defines the 2nd component of the value
  32499. * @param z defines the 3rd component of the value
  32500. * @param w defines the 4th component of the value
  32501. */
  32502. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  32503. /**
  32504. * Apply all cached states (depth, culling, stencil and alpha)
  32505. */
  32506. applyStates(): void;
  32507. /**
  32508. * Enable or disable color writing
  32509. * @param enable defines the state to set
  32510. */
  32511. setColorWrite(enable: boolean): void;
  32512. /**
  32513. * Gets a boolean indicating if color writing is enabled
  32514. * @returns the current color writing state
  32515. */
  32516. getColorWrite(): boolean;
  32517. /**
  32518. * Gets the depth culling state manager
  32519. */
  32520. get depthCullingState(): DepthCullingState;
  32521. /**
  32522. * Gets the alpha state manager
  32523. */
  32524. get alphaState(): AlphaState;
  32525. /**
  32526. * Gets the stencil state manager
  32527. */
  32528. get stencilState(): StencilState;
  32529. /**
  32530. * Clears the list of texture accessible through engine.
  32531. * This can help preventing texture load conflict due to name collision.
  32532. */
  32533. clearInternalTexturesCache(): void;
  32534. /**
  32535. * Force the entire cache to be cleared
  32536. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32537. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32538. */
  32539. wipeCaches(bruteForce?: boolean): void;
  32540. /** @hidden */
  32541. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32542. min: number;
  32543. mag: number;
  32544. };
  32545. /** @hidden */
  32546. _createTexture(): WebGLTexture;
  32547. /**
  32548. * Usually called from Texture.ts.
  32549. * Passed information to create a WebGLTexture
  32550. * @param urlArg defines a value which contains one of the following:
  32551. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32552. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32553. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32554. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32555. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32556. * @param scene needed for loading to the correct scene
  32557. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32558. * @param onLoad optional callback to be called upon successful completion
  32559. * @param onError optional callback to be called upon failure
  32560. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32561. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32562. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32563. * @param forcedExtension defines the extension to use to pick the right loader
  32564. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32565. * @param mimeType defines an optional mime type
  32566. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32567. */
  32568. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  32569. /**
  32570. * Loads an image as an HTMLImageElement.
  32571. * @param input url string, ArrayBuffer, or Blob to load
  32572. * @param onLoad callback called when the image successfully loads
  32573. * @param onError callback called when the image fails to load
  32574. * @param offlineProvider offline provider for caching
  32575. * @param mimeType optional mime type
  32576. * @returns the HTMLImageElement of the loaded image
  32577. * @hidden
  32578. */
  32579. static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  32580. /**
  32581. * @hidden
  32582. */
  32583. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32584. /**
  32585. * Creates a raw texture
  32586. * @param data defines the data to store in the texture
  32587. * @param width defines the width of the texture
  32588. * @param height defines the height of the texture
  32589. * @param format defines the format of the data
  32590. * @param generateMipMaps defines if the engine should generate the mip levels
  32591. * @param invertY defines if data must be stored with Y axis inverted
  32592. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32593. * @param compression defines the compression used (null by default)
  32594. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  32595. * @returns the raw texture inside an InternalTexture
  32596. */
  32597. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  32598. /**
  32599. * Creates a new raw cube texture
  32600. * @param data defines the array of data to use to create each face
  32601. * @param size defines the size of the textures
  32602. * @param format defines the format of the data
  32603. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  32604. * @param generateMipMaps defines if the engine should generate the mip levels
  32605. * @param invertY defines if data must be stored with Y axis inverted
  32606. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32607. * @param compression defines the compression used (null by default)
  32608. * @returns the cube texture as an InternalTexture
  32609. */
  32610. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  32611. /**
  32612. * Creates a new raw 3D texture
  32613. * @param data defines the data used to create the texture
  32614. * @param width defines the width of the texture
  32615. * @param height defines the height of the texture
  32616. * @param depth defines the depth of the texture
  32617. * @param format defines the format of the texture
  32618. * @param generateMipMaps defines if the engine must generate mip levels
  32619. * @param invertY defines if data must be stored with Y axis inverted
  32620. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32621. * @param compression defines the compressed used (can be null)
  32622. * @param textureType defines the compressed used (can be null)
  32623. * @returns a new raw 3D texture (stored in an InternalTexture)
  32624. */
  32625. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  32626. /**
  32627. * Creates a new raw 2D array texture
  32628. * @param data defines the data used to create the texture
  32629. * @param width defines the width of the texture
  32630. * @param height defines the height of the texture
  32631. * @param depth defines the number of layers of the texture
  32632. * @param format defines the format of the texture
  32633. * @param generateMipMaps defines if the engine must generate mip levels
  32634. * @param invertY defines if data must be stored with Y axis inverted
  32635. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32636. * @param compression defines the compressed used (can be null)
  32637. * @param textureType defines the compressed used (can be null)
  32638. * @returns a new raw 2D array texture (stored in an InternalTexture)
  32639. */
  32640. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  32641. private _unpackFlipYCached;
  32642. /**
  32643. * In case you are sharing the context with other applications, it might
  32644. * be interested to not cache the unpack flip y state to ensure a consistent
  32645. * value would be set.
  32646. */
  32647. enableUnpackFlipYCached: boolean;
  32648. /** @hidden */
  32649. _unpackFlipY(value: boolean): void;
  32650. /** @hidden */
  32651. _getUnpackAlignement(): number;
  32652. private _getTextureTarget;
  32653. /**
  32654. * Update the sampling mode of a given texture
  32655. * @param samplingMode defines the required sampling mode
  32656. * @param texture defines the texture to update
  32657. * @param generateMipMaps defines whether to generate mipmaps for the texture
  32658. */
  32659. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps?: boolean): void;
  32660. /**
  32661. * Update the sampling mode of a given texture
  32662. * @param texture defines the texture to update
  32663. * @param wrapU defines the texture wrap mode of the u coordinates
  32664. * @param wrapV defines the texture wrap mode of the v coordinates
  32665. * @param wrapR defines the texture wrap mode of the r coordinates
  32666. */
  32667. updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV?: Nullable<number>, wrapR?: Nullable<number>): void;
  32668. /** @hidden */
  32669. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32670. width: number;
  32671. height: number;
  32672. layers?: number;
  32673. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32674. /** @hidden */
  32675. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32676. /** @hidden */
  32677. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32678. /**
  32679. * Update a portion of an internal texture
  32680. * @param texture defines the texture to update
  32681. * @param imageData defines the data to store into the texture
  32682. * @param xOffset defines the x coordinates of the update rectangle
  32683. * @param yOffset defines the y coordinates of the update rectangle
  32684. * @param width defines the width of the update rectangle
  32685. * @param height defines the height of the update rectangle
  32686. * @param faceIndex defines the face index if texture is a cube (0 by default)
  32687. * @param lod defines the lod level to update (0 by default)
  32688. */
  32689. updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex?: number, lod?: number): void;
  32690. /** @hidden */
  32691. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32692. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32693. private _prepareWebGLTexture;
  32694. /** @hidden */
  32695. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32696. private _getDepthStencilBuffer;
  32697. /** @hidden */
  32698. _releaseFramebufferObjects(texture: InternalTexture): void;
  32699. /** @hidden */
  32700. _releaseTexture(texture: InternalTexture): void;
  32701. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32702. protected _setProgram(program: WebGLProgram): void;
  32703. protected _boundUniforms: {
  32704. [key: number]: WebGLUniformLocation;
  32705. };
  32706. /**
  32707. * Binds an effect to the webGL context
  32708. * @param effect defines the effect to bind
  32709. */
  32710. bindSamplers(effect: Effect): void;
  32711. private _activateCurrentTexture;
  32712. /** @hidden */
  32713. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32714. /** @hidden */
  32715. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32716. /**
  32717. * Unbind all textures from the webGL context
  32718. */
  32719. unbindAllTextures(): void;
  32720. /**
  32721. * Sets a texture to the according uniform.
  32722. * @param channel The texture channel
  32723. * @param uniform The uniform to set
  32724. * @param texture The texture to apply
  32725. */
  32726. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32727. private _bindSamplerUniformToChannel;
  32728. private _getTextureWrapMode;
  32729. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32730. /**
  32731. * Sets an array of texture to the webGL context
  32732. * @param channel defines the channel where the texture array must be set
  32733. * @param uniform defines the associated uniform location
  32734. * @param textures defines the array of textures to bind
  32735. */
  32736. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32737. /** @hidden */
  32738. _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number): void;
  32739. private _setTextureParameterFloat;
  32740. private _setTextureParameterInteger;
  32741. /**
  32742. * Unbind all vertex attributes from the webGL context
  32743. */
  32744. unbindAllAttributes(): void;
  32745. /**
  32746. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32747. */
  32748. releaseEffects(): void;
  32749. /**
  32750. * Dispose and release all associated resources
  32751. */
  32752. dispose(): void;
  32753. /**
  32754. * Attach a new callback raised when context lost event is fired
  32755. * @param callback defines the callback to call
  32756. */
  32757. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32758. /**
  32759. * Attach a new callback raised when context restored event is fired
  32760. * @param callback defines the callback to call
  32761. */
  32762. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32763. /**
  32764. * Get the current error code of the webGL context
  32765. * @returns the error code
  32766. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32767. */
  32768. getError(): number;
  32769. private _canRenderToFloatFramebuffer;
  32770. private _canRenderToHalfFloatFramebuffer;
  32771. private _canRenderToFramebuffer;
  32772. /** @hidden */
  32773. _getWebGLTextureType(type: number): number;
  32774. /** @hidden */
  32775. _getInternalFormat(format: number): number;
  32776. /** @hidden */
  32777. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32778. /** @hidden */
  32779. _getRGBAMultiSampleBufferFormat(type: number): number;
  32780. /** @hidden */
  32781. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  32782. /**
  32783. * Loads a file from a url
  32784. * @param url url to load
  32785. * @param onSuccess callback called when the file successfully loads
  32786. * @param onProgress callback called while file is loading (if the server supports this mode)
  32787. * @param offlineProvider defines the offline provider for caching
  32788. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32789. * @param onError callback called when the file fails to load
  32790. * @returns a file request object
  32791. * @hidden
  32792. */
  32793. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  32794. /**
  32795. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32796. * @param x defines the x coordinate of the rectangle where pixels must be read
  32797. * @param y defines the y coordinate of the rectangle where pixels must be read
  32798. * @param width defines the width of the rectangle where pixels must be read
  32799. * @param height defines the height of the rectangle where pixels must be read
  32800. * @param hasAlpha defines wether the output should have alpha or not (defaults to true)
  32801. * @returns a Uint8Array containing RGBA colors
  32802. */
  32803. readPixels(x: number, y: number, width: number, height: number, hasAlpha?: boolean): Uint8Array;
  32804. private static _isSupported;
  32805. /**
  32806. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32807. * @returns true if the engine can be created
  32808. * @ignorenaming
  32809. */
  32810. static isSupported(): boolean;
  32811. /**
  32812. * Find the next highest power of two.
  32813. * @param x Number to start search from.
  32814. * @return Next highest power of two.
  32815. */
  32816. static CeilingPOT(x: number): number;
  32817. /**
  32818. * Find the next lowest power of two.
  32819. * @param x Number to start search from.
  32820. * @return Next lowest power of two.
  32821. */
  32822. static FloorPOT(x: number): number;
  32823. /**
  32824. * Find the nearest power of two.
  32825. * @param x Number to start search from.
  32826. * @return Next nearest power of two.
  32827. */
  32828. static NearestPOT(x: number): number;
  32829. /**
  32830. * Get the closest exponent of two
  32831. * @param value defines the value to approximate
  32832. * @param max defines the maximum value to return
  32833. * @param mode defines how to define the closest value
  32834. * @returns closest exponent of two of the given value
  32835. */
  32836. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32837. /**
  32838. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32839. * @param func - the function to be called
  32840. * @param requester - the object that will request the next frame. Falls back to window.
  32841. * @returns frame number
  32842. */
  32843. static QueueNewFrame(func: () => void, requester?: any): number;
  32844. /**
  32845. * Gets host document
  32846. * @returns the host document object
  32847. */
  32848. getHostDocument(): Nullable<Document>;
  32849. }
  32850. }
  32851. declare module "babylonjs/Maths/sphericalPolynomial" {
  32852. import { Vector3 } from "babylonjs/Maths/math.vector";
  32853. import { Color3 } from "babylonjs/Maths/math.color";
  32854. /**
  32855. * Class representing spherical harmonics coefficients to the 3rd degree
  32856. */
  32857. export class SphericalHarmonics {
  32858. /**
  32859. * Defines whether or not the harmonics have been prescaled for rendering.
  32860. */
  32861. preScaled: boolean;
  32862. /**
  32863. * The l0,0 coefficients of the spherical harmonics
  32864. */
  32865. l00: Vector3;
  32866. /**
  32867. * The l1,-1 coefficients of the spherical harmonics
  32868. */
  32869. l1_1: Vector3;
  32870. /**
  32871. * The l1,0 coefficients of the spherical harmonics
  32872. */
  32873. l10: Vector3;
  32874. /**
  32875. * The l1,1 coefficients of the spherical harmonics
  32876. */
  32877. l11: Vector3;
  32878. /**
  32879. * The l2,-2 coefficients of the spherical harmonics
  32880. */
  32881. l2_2: Vector3;
  32882. /**
  32883. * The l2,-1 coefficients of the spherical harmonics
  32884. */
  32885. l2_1: Vector3;
  32886. /**
  32887. * The l2,0 coefficients of the spherical harmonics
  32888. */
  32889. l20: Vector3;
  32890. /**
  32891. * The l2,1 coefficients of the spherical harmonics
  32892. */
  32893. l21: Vector3;
  32894. /**
  32895. * The l2,2 coefficients of the spherical harmonics
  32896. */
  32897. l22: Vector3;
  32898. /**
  32899. * Adds a light to the spherical harmonics
  32900. * @param direction the direction of the light
  32901. * @param color the color of the light
  32902. * @param deltaSolidAngle the delta solid angle of the light
  32903. */
  32904. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  32905. /**
  32906. * Scales the spherical harmonics by the given amount
  32907. * @param scale the amount to scale
  32908. */
  32909. scaleInPlace(scale: number): void;
  32910. /**
  32911. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  32912. *
  32913. * ```
  32914. * E_lm = A_l * L_lm
  32915. * ```
  32916. *
  32917. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  32918. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  32919. * the scaling factors are given in equation 9.
  32920. */
  32921. convertIncidentRadianceToIrradiance(): void;
  32922. /**
  32923. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  32924. *
  32925. * ```
  32926. * L = (1/pi) * E * rho
  32927. * ```
  32928. *
  32929. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  32930. */
  32931. convertIrradianceToLambertianRadiance(): void;
  32932. /**
  32933. * Integrates the reconstruction coefficients directly in to the SH preventing further
  32934. * required operations at run time.
  32935. *
  32936. * This is simply done by scaling back the SH with Ylm constants parameter.
  32937. * The trigonometric part being applied by the shader at run time.
  32938. */
  32939. preScaleForRendering(): void;
  32940. /**
  32941. * Constructs a spherical harmonics from an array.
  32942. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  32943. * @returns the spherical harmonics
  32944. */
  32945. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  32946. /**
  32947. * Gets the spherical harmonics from polynomial
  32948. * @param polynomial the spherical polynomial
  32949. * @returns the spherical harmonics
  32950. */
  32951. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  32952. }
  32953. /**
  32954. * Class representing spherical polynomial coefficients to the 3rd degree
  32955. */
  32956. export class SphericalPolynomial {
  32957. private _harmonics;
  32958. /**
  32959. * The spherical harmonics used to create the polynomials.
  32960. */
  32961. get preScaledHarmonics(): SphericalHarmonics;
  32962. /**
  32963. * The x coefficients of the spherical polynomial
  32964. */
  32965. x: Vector3;
  32966. /**
  32967. * The y coefficients of the spherical polynomial
  32968. */
  32969. y: Vector3;
  32970. /**
  32971. * The z coefficients of the spherical polynomial
  32972. */
  32973. z: Vector3;
  32974. /**
  32975. * The xx coefficients of the spherical polynomial
  32976. */
  32977. xx: Vector3;
  32978. /**
  32979. * The yy coefficients of the spherical polynomial
  32980. */
  32981. yy: Vector3;
  32982. /**
  32983. * The zz coefficients of the spherical polynomial
  32984. */
  32985. zz: Vector3;
  32986. /**
  32987. * The xy coefficients of the spherical polynomial
  32988. */
  32989. xy: Vector3;
  32990. /**
  32991. * The yz coefficients of the spherical polynomial
  32992. */
  32993. yz: Vector3;
  32994. /**
  32995. * The zx coefficients of the spherical polynomial
  32996. */
  32997. zx: Vector3;
  32998. /**
  32999. * Adds an ambient color to the spherical polynomial
  33000. * @param color the color to add
  33001. */
  33002. addAmbient(color: Color3): void;
  33003. /**
  33004. * Scales the spherical polynomial by the given amount
  33005. * @param scale the amount to scale
  33006. */
  33007. scaleInPlace(scale: number): void;
  33008. /**
  33009. * Gets the spherical polynomial from harmonics
  33010. * @param harmonics the spherical harmonics
  33011. * @returns the spherical polynomial
  33012. */
  33013. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  33014. /**
  33015. * Constructs a spherical polynomial from an array.
  33016. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  33017. * @returns the spherical polynomial
  33018. */
  33019. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  33020. }
  33021. }
  33022. declare module "babylonjs/Materials/Textures/internalTexture" {
  33023. import { Observable } from "babylonjs/Misc/observable";
  33024. import { Nullable, int } from "babylonjs/types";
  33025. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  33026. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33027. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  33028. /**
  33029. * Defines the source of the internal texture
  33030. */
  33031. export enum InternalTextureSource {
  33032. /**
  33033. * The source of the texture data is unknown
  33034. */
  33035. Unknown = 0,
  33036. /**
  33037. * Texture data comes from an URL
  33038. */
  33039. Url = 1,
  33040. /**
  33041. * Texture data is only used for temporary storage
  33042. */
  33043. Temp = 2,
  33044. /**
  33045. * Texture data comes from raw data (ArrayBuffer)
  33046. */
  33047. Raw = 3,
  33048. /**
  33049. * Texture content is dynamic (video or dynamic texture)
  33050. */
  33051. Dynamic = 4,
  33052. /**
  33053. * Texture content is generated by rendering to it
  33054. */
  33055. RenderTarget = 5,
  33056. /**
  33057. * Texture content is part of a multi render target process
  33058. */
  33059. MultiRenderTarget = 6,
  33060. /**
  33061. * Texture data comes from a cube data file
  33062. */
  33063. Cube = 7,
  33064. /**
  33065. * Texture data comes from a raw cube data
  33066. */
  33067. CubeRaw = 8,
  33068. /**
  33069. * Texture data come from a prefiltered cube data file
  33070. */
  33071. CubePrefiltered = 9,
  33072. /**
  33073. * Texture content is raw 3D data
  33074. */
  33075. Raw3D = 10,
  33076. /**
  33077. * Texture content is raw 2D array data
  33078. */
  33079. Raw2DArray = 11,
  33080. /**
  33081. * Texture content is a depth texture
  33082. */
  33083. Depth = 12,
  33084. /**
  33085. * Texture data comes from a raw cube data encoded with RGBD
  33086. */
  33087. CubeRawRGBD = 13
  33088. }
  33089. /**
  33090. * Class used to store data associated with WebGL texture data for the engine
  33091. * This class should not be used directly
  33092. */
  33093. export class InternalTexture {
  33094. /** @hidden */
  33095. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  33096. /**
  33097. * Defines if the texture is ready
  33098. */
  33099. isReady: boolean;
  33100. /**
  33101. * Defines if the texture is a cube texture
  33102. */
  33103. isCube: boolean;
  33104. /**
  33105. * Defines if the texture contains 3D data
  33106. */
  33107. is3D: boolean;
  33108. /**
  33109. * Defines if the texture contains 2D array data
  33110. */
  33111. is2DArray: boolean;
  33112. /**
  33113. * Defines if the texture contains multiview data
  33114. */
  33115. isMultiview: boolean;
  33116. /**
  33117. * Gets the URL used to load this texture
  33118. */
  33119. url: string;
  33120. /**
  33121. * Gets the sampling mode of the texture
  33122. */
  33123. samplingMode: number;
  33124. /**
  33125. * Gets a boolean indicating if the texture needs mipmaps generation
  33126. */
  33127. generateMipMaps: boolean;
  33128. /**
  33129. * Gets the number of samples used by the texture (WebGL2+ only)
  33130. */
  33131. samples: number;
  33132. /**
  33133. * Gets the type of the texture (int, float...)
  33134. */
  33135. type: number;
  33136. /**
  33137. * Gets the format of the texture (RGB, RGBA...)
  33138. */
  33139. format: number;
  33140. /**
  33141. * Observable called when the texture is loaded
  33142. */
  33143. onLoadedObservable: Observable<InternalTexture>;
  33144. /**
  33145. * Gets the width of the texture
  33146. */
  33147. width: number;
  33148. /**
  33149. * Gets the height of the texture
  33150. */
  33151. height: number;
  33152. /**
  33153. * Gets the depth of the texture
  33154. */
  33155. depth: number;
  33156. /**
  33157. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  33158. */
  33159. baseWidth: number;
  33160. /**
  33161. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  33162. */
  33163. baseHeight: number;
  33164. /**
  33165. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  33166. */
  33167. baseDepth: number;
  33168. /**
  33169. * Gets a boolean indicating if the texture is inverted on Y axis
  33170. */
  33171. invertY: boolean;
  33172. /** @hidden */
  33173. _invertVScale: boolean;
  33174. /** @hidden */
  33175. _associatedChannel: number;
  33176. /** @hidden */
  33177. _source: InternalTextureSource;
  33178. /** @hidden */
  33179. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  33180. /** @hidden */
  33181. _bufferView: Nullable<ArrayBufferView>;
  33182. /** @hidden */
  33183. _bufferViewArray: Nullable<ArrayBufferView[]>;
  33184. /** @hidden */
  33185. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  33186. /** @hidden */
  33187. _size: number;
  33188. /** @hidden */
  33189. _extension: string;
  33190. /** @hidden */
  33191. _files: Nullable<string[]>;
  33192. /** @hidden */
  33193. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  33194. /** @hidden */
  33195. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  33196. /** @hidden */
  33197. _framebuffer: Nullable<WebGLFramebuffer>;
  33198. /** @hidden */
  33199. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  33200. /** @hidden */
  33201. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  33202. /** @hidden */
  33203. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  33204. /** @hidden */
  33205. _attachments: Nullable<number[]>;
  33206. /** @hidden */
  33207. _cachedCoordinatesMode: Nullable<number>;
  33208. /** @hidden */
  33209. _cachedWrapU: Nullable<number>;
  33210. /** @hidden */
  33211. _cachedWrapV: Nullable<number>;
  33212. /** @hidden */
  33213. _cachedWrapR: Nullable<number>;
  33214. /** @hidden */
  33215. _cachedAnisotropicFilteringLevel: Nullable<number>;
  33216. /** @hidden */
  33217. _isDisabled: boolean;
  33218. /** @hidden */
  33219. _compression: Nullable<string>;
  33220. /** @hidden */
  33221. _generateStencilBuffer: boolean;
  33222. /** @hidden */
  33223. _generateDepthBuffer: boolean;
  33224. /** @hidden */
  33225. _comparisonFunction: number;
  33226. /** @hidden */
  33227. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  33228. /** @hidden */
  33229. _lodGenerationScale: number;
  33230. /** @hidden */
  33231. _lodGenerationOffset: number;
  33232. /** @hidden */
  33233. _depthStencilTexture: Nullable<InternalTexture>;
  33234. /** @hidden */
  33235. _colorTextureArray: Nullable<WebGLTexture>;
  33236. /** @hidden */
  33237. _depthStencilTextureArray: Nullable<WebGLTexture>;
  33238. /** @hidden */
  33239. _lodTextureHigh: Nullable<BaseTexture>;
  33240. /** @hidden */
  33241. _lodTextureMid: Nullable<BaseTexture>;
  33242. /** @hidden */
  33243. _lodTextureLow: Nullable<BaseTexture>;
  33244. /** @hidden */
  33245. _isRGBD: boolean;
  33246. /** @hidden */
  33247. _linearSpecularLOD: boolean;
  33248. /** @hidden */
  33249. _irradianceTexture: Nullable<BaseTexture>;
  33250. /** @hidden */
  33251. _webGLTexture: Nullable<WebGLTexture>;
  33252. /** @hidden */
  33253. _references: number;
  33254. private _engine;
  33255. /**
  33256. * Gets the Engine the texture belongs to.
  33257. * @returns The babylon engine
  33258. */
  33259. getEngine(): ThinEngine;
  33260. /**
  33261. * Gets the data source type of the texture
  33262. */
  33263. get source(): InternalTextureSource;
  33264. /**
  33265. * Creates a new InternalTexture
  33266. * @param engine defines the engine to use
  33267. * @param source defines the type of data that will be used
  33268. * @param delayAllocation if the texture allocation should be delayed (default: false)
  33269. */
  33270. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  33271. /**
  33272. * Increments the number of references (ie. the number of Texture that point to it)
  33273. */
  33274. incrementReferences(): void;
  33275. /**
  33276. * Change the size of the texture (not the size of the content)
  33277. * @param width defines the new width
  33278. * @param height defines the new height
  33279. * @param depth defines the new depth (1 by default)
  33280. */
  33281. updateSize(width: int, height: int, depth?: int): void;
  33282. /** @hidden */
  33283. _rebuild(): void;
  33284. /** @hidden */
  33285. _swapAndDie(target: InternalTexture): void;
  33286. /**
  33287. * Dispose the current allocated resources
  33288. */
  33289. dispose(): void;
  33290. }
  33291. }
  33292. declare module "babylonjs/Audio/analyser" {
  33293. import { Scene } from "babylonjs/scene";
  33294. /**
  33295. * Class used to work with sound analyzer using fast fourier transform (FFT)
  33296. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33297. */
  33298. export class Analyser {
  33299. /**
  33300. * Gets or sets the smoothing
  33301. * @ignorenaming
  33302. */
  33303. SMOOTHING: number;
  33304. /**
  33305. * Gets or sets the FFT table size
  33306. * @ignorenaming
  33307. */
  33308. FFT_SIZE: number;
  33309. /**
  33310. * Gets or sets the bar graph amplitude
  33311. * @ignorenaming
  33312. */
  33313. BARGRAPHAMPLITUDE: number;
  33314. /**
  33315. * Gets or sets the position of the debug canvas
  33316. * @ignorenaming
  33317. */
  33318. DEBUGCANVASPOS: {
  33319. x: number;
  33320. y: number;
  33321. };
  33322. /**
  33323. * Gets or sets the debug canvas size
  33324. * @ignorenaming
  33325. */
  33326. DEBUGCANVASSIZE: {
  33327. width: number;
  33328. height: number;
  33329. };
  33330. private _byteFreqs;
  33331. private _byteTime;
  33332. private _floatFreqs;
  33333. private _webAudioAnalyser;
  33334. private _debugCanvas;
  33335. private _debugCanvasContext;
  33336. private _scene;
  33337. private _registerFunc;
  33338. private _audioEngine;
  33339. /**
  33340. * Creates a new analyser
  33341. * @param scene defines hosting scene
  33342. */
  33343. constructor(scene: Scene);
  33344. /**
  33345. * Get the number of data values you will have to play with for the visualization
  33346. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  33347. * @returns a number
  33348. */
  33349. getFrequencyBinCount(): number;
  33350. /**
  33351. * Gets the current frequency data as a byte array
  33352. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  33353. * @returns a Uint8Array
  33354. */
  33355. getByteFrequencyData(): Uint8Array;
  33356. /**
  33357. * Gets the current waveform as a byte array
  33358. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  33359. * @returns a Uint8Array
  33360. */
  33361. getByteTimeDomainData(): Uint8Array;
  33362. /**
  33363. * Gets the current frequency data as a float array
  33364. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  33365. * @returns a Float32Array
  33366. */
  33367. getFloatFrequencyData(): Float32Array;
  33368. /**
  33369. * Renders the debug canvas
  33370. */
  33371. drawDebugCanvas(): void;
  33372. /**
  33373. * Stops rendering the debug canvas and removes it
  33374. */
  33375. stopDebugCanvas(): void;
  33376. /**
  33377. * Connects two audio nodes
  33378. * @param inputAudioNode defines first node to connect
  33379. * @param outputAudioNode defines second node to connect
  33380. */
  33381. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  33382. /**
  33383. * Releases all associated resources
  33384. */
  33385. dispose(): void;
  33386. }
  33387. }
  33388. declare module "babylonjs/Audio/audioEngine" {
  33389. import { IDisposable } from "babylonjs/scene";
  33390. import { Analyser } from "babylonjs/Audio/analyser";
  33391. import { Nullable } from "babylonjs/types";
  33392. import { Observable } from "babylonjs/Misc/observable";
  33393. /**
  33394. * This represents an audio engine and it is responsible
  33395. * to play, synchronize and analyse sounds throughout the application.
  33396. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33397. */
  33398. export interface IAudioEngine extends IDisposable {
  33399. /**
  33400. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  33401. */
  33402. readonly canUseWebAudio: boolean;
  33403. /**
  33404. * Gets the current AudioContext if available.
  33405. */
  33406. readonly audioContext: Nullable<AudioContext>;
  33407. /**
  33408. * The master gain node defines the global audio volume of your audio engine.
  33409. */
  33410. readonly masterGain: GainNode;
  33411. /**
  33412. * Gets whether or not mp3 are supported by your browser.
  33413. */
  33414. readonly isMP3supported: boolean;
  33415. /**
  33416. * Gets whether or not ogg are supported by your browser.
  33417. */
  33418. readonly isOGGsupported: boolean;
  33419. /**
  33420. * Defines if Babylon should emit a warning if WebAudio is not supported.
  33421. * @ignoreNaming
  33422. */
  33423. WarnedWebAudioUnsupported: boolean;
  33424. /**
  33425. * Defines if the audio engine relies on a custom unlocked button.
  33426. * In this case, the embedded button will not be displayed.
  33427. */
  33428. useCustomUnlockedButton: boolean;
  33429. /**
  33430. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  33431. */
  33432. readonly unlocked: boolean;
  33433. /**
  33434. * Event raised when audio has been unlocked on the browser.
  33435. */
  33436. onAudioUnlockedObservable: Observable<AudioEngine>;
  33437. /**
  33438. * Event raised when audio has been locked on the browser.
  33439. */
  33440. onAudioLockedObservable: Observable<AudioEngine>;
  33441. /**
  33442. * Flags the audio engine in Locked state.
  33443. * This happens due to new browser policies preventing audio to autoplay.
  33444. */
  33445. lock(): void;
  33446. /**
  33447. * Unlocks the audio engine once a user action has been done on the dom.
  33448. * This is helpful to resume play once browser policies have been satisfied.
  33449. */
  33450. unlock(): void;
  33451. }
  33452. /**
  33453. * This represents the default audio engine used in babylon.
  33454. * It is responsible to play, synchronize and analyse sounds throughout the application.
  33455. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33456. */
  33457. export class AudioEngine implements IAudioEngine {
  33458. private _audioContext;
  33459. private _audioContextInitialized;
  33460. private _muteButton;
  33461. private _hostElement;
  33462. /**
  33463. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  33464. */
  33465. canUseWebAudio: boolean;
  33466. /**
  33467. * The master gain node defines the global audio volume of your audio engine.
  33468. */
  33469. masterGain: GainNode;
  33470. /**
  33471. * Defines if Babylon should emit a warning if WebAudio is not supported.
  33472. * @ignoreNaming
  33473. */
  33474. WarnedWebAudioUnsupported: boolean;
  33475. /**
  33476. * Gets whether or not mp3 are supported by your browser.
  33477. */
  33478. isMP3supported: boolean;
  33479. /**
  33480. * Gets whether or not ogg are supported by your browser.
  33481. */
  33482. isOGGsupported: boolean;
  33483. /**
  33484. * Gets whether audio has been unlocked on the device.
  33485. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  33486. * a user interaction has happened.
  33487. */
  33488. unlocked: boolean;
  33489. /**
  33490. * Defines if the audio engine relies on a custom unlocked button.
  33491. * In this case, the embedded button will not be displayed.
  33492. */
  33493. useCustomUnlockedButton: boolean;
  33494. /**
  33495. * Event raised when audio has been unlocked on the browser.
  33496. */
  33497. onAudioUnlockedObservable: Observable<AudioEngine>;
  33498. /**
  33499. * Event raised when audio has been locked on the browser.
  33500. */
  33501. onAudioLockedObservable: Observable<AudioEngine>;
  33502. /**
  33503. * Gets the current AudioContext if available.
  33504. */
  33505. get audioContext(): Nullable<AudioContext>;
  33506. private _connectedAnalyser;
  33507. /**
  33508. * Instantiates a new audio engine.
  33509. *
  33510. * There should be only one per page as some browsers restrict the number
  33511. * of audio contexts you can create.
  33512. * @param hostElement defines the host element where to display the mute icon if necessary
  33513. */
  33514. constructor(hostElement?: Nullable<HTMLElement>);
  33515. /**
  33516. * Flags the audio engine in Locked state.
  33517. * This happens due to new browser policies preventing audio to autoplay.
  33518. */
  33519. lock(): void;
  33520. /**
  33521. * Unlocks the audio engine once a user action has been done on the dom.
  33522. * This is helpful to resume play once browser policies have been satisfied.
  33523. */
  33524. unlock(): void;
  33525. private _resumeAudioContext;
  33526. private _initializeAudioContext;
  33527. private _tryToRun;
  33528. private _triggerRunningState;
  33529. private _triggerSuspendedState;
  33530. private _displayMuteButton;
  33531. private _moveButtonToTopLeft;
  33532. private _onResize;
  33533. private _hideMuteButton;
  33534. /**
  33535. * Destroy and release the resources associated with the audio ccontext.
  33536. */
  33537. dispose(): void;
  33538. /**
  33539. * Gets the global volume sets on the master gain.
  33540. * @returns the global volume if set or -1 otherwise
  33541. */
  33542. getGlobalVolume(): number;
  33543. /**
  33544. * Sets the global volume of your experience (sets on the master gain).
  33545. * @param newVolume Defines the new global volume of the application
  33546. */
  33547. setGlobalVolume(newVolume: number): void;
  33548. /**
  33549. * Connect the audio engine to an audio analyser allowing some amazing
  33550. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  33551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  33552. * @param analyser The analyser to connect to the engine
  33553. */
  33554. connectToAnalyser(analyser: Analyser): void;
  33555. }
  33556. }
  33557. declare module "babylonjs/Loading/loadingScreen" {
  33558. /**
  33559. * Interface used to present a loading screen while loading a scene
  33560. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33561. */
  33562. export interface ILoadingScreen {
  33563. /**
  33564. * Function called to display the loading screen
  33565. */
  33566. displayLoadingUI: () => void;
  33567. /**
  33568. * Function called to hide the loading screen
  33569. */
  33570. hideLoadingUI: () => void;
  33571. /**
  33572. * Gets or sets the color to use for the background
  33573. */
  33574. loadingUIBackgroundColor: string;
  33575. /**
  33576. * Gets or sets the text to display while loading
  33577. */
  33578. loadingUIText: string;
  33579. }
  33580. /**
  33581. * Class used for the default loading screen
  33582. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33583. */
  33584. export class DefaultLoadingScreen implements ILoadingScreen {
  33585. private _renderingCanvas;
  33586. private _loadingText;
  33587. private _loadingDivBackgroundColor;
  33588. private _loadingDiv;
  33589. private _loadingTextDiv;
  33590. /** Gets or sets the logo url to use for the default loading screen */
  33591. static DefaultLogoUrl: string;
  33592. /** Gets or sets the spinner url to use for the default loading screen */
  33593. static DefaultSpinnerUrl: string;
  33594. /**
  33595. * Creates a new default loading screen
  33596. * @param _renderingCanvas defines the canvas used to render the scene
  33597. * @param _loadingText defines the default text to display
  33598. * @param _loadingDivBackgroundColor defines the default background color
  33599. */
  33600. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  33601. /**
  33602. * Function called to display the loading screen
  33603. */
  33604. displayLoadingUI(): void;
  33605. /**
  33606. * Function called to hide the loading screen
  33607. */
  33608. hideLoadingUI(): void;
  33609. /**
  33610. * Gets or sets the text to display while loading
  33611. */
  33612. set loadingUIText(text: string);
  33613. get loadingUIText(): string;
  33614. /**
  33615. * Gets or sets the color to use for the background
  33616. */
  33617. get loadingUIBackgroundColor(): string;
  33618. set loadingUIBackgroundColor(color: string);
  33619. private _resizeLoadingUI;
  33620. }
  33621. }
  33622. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  33623. /**
  33624. * Interface for any object that can request an animation frame
  33625. */
  33626. export interface ICustomAnimationFrameRequester {
  33627. /**
  33628. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  33629. */
  33630. renderFunction?: Function;
  33631. /**
  33632. * Called to request the next frame to render to
  33633. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  33634. */
  33635. requestAnimationFrame: Function;
  33636. /**
  33637. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  33638. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  33639. */
  33640. requestID?: number;
  33641. }
  33642. }
  33643. declare module "babylonjs/Misc/performanceMonitor" {
  33644. /**
  33645. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  33646. */
  33647. export class PerformanceMonitor {
  33648. private _enabled;
  33649. private _rollingFrameTime;
  33650. private _lastFrameTimeMs;
  33651. /**
  33652. * constructor
  33653. * @param frameSampleSize The number of samples required to saturate the sliding window
  33654. */
  33655. constructor(frameSampleSize?: number);
  33656. /**
  33657. * Samples current frame
  33658. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  33659. */
  33660. sampleFrame(timeMs?: number): void;
  33661. /**
  33662. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  33663. */
  33664. get averageFrameTime(): number;
  33665. /**
  33666. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  33667. */
  33668. get averageFrameTimeVariance(): number;
  33669. /**
  33670. * Returns the frame time of the most recent frame
  33671. */
  33672. get instantaneousFrameTime(): number;
  33673. /**
  33674. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  33675. */
  33676. get averageFPS(): number;
  33677. /**
  33678. * Returns the average framerate in frames per second using the most recent frame time
  33679. */
  33680. get instantaneousFPS(): number;
  33681. /**
  33682. * Returns true if enough samples have been taken to completely fill the sliding window
  33683. */
  33684. get isSaturated(): boolean;
  33685. /**
  33686. * Enables contributions to the sliding window sample set
  33687. */
  33688. enable(): void;
  33689. /**
  33690. * Disables contributions to the sliding window sample set
  33691. * Samples will not be interpolated over the disabled period
  33692. */
  33693. disable(): void;
  33694. /**
  33695. * Returns true if sampling is enabled
  33696. */
  33697. get isEnabled(): boolean;
  33698. /**
  33699. * Resets performance monitor
  33700. */
  33701. reset(): void;
  33702. }
  33703. /**
  33704. * RollingAverage
  33705. *
  33706. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  33707. */
  33708. export class RollingAverage {
  33709. /**
  33710. * Current average
  33711. */
  33712. average: number;
  33713. /**
  33714. * Current variance
  33715. */
  33716. variance: number;
  33717. protected _samples: Array<number>;
  33718. protected _sampleCount: number;
  33719. protected _pos: number;
  33720. protected _m2: number;
  33721. /**
  33722. * constructor
  33723. * @param length The number of samples required to saturate the sliding window
  33724. */
  33725. constructor(length: number);
  33726. /**
  33727. * Adds a sample to the sample set
  33728. * @param v The sample value
  33729. */
  33730. add(v: number): void;
  33731. /**
  33732. * Returns previously added values or null if outside of history or outside the sliding window domain
  33733. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  33734. * @return Value previously recorded with add() or null if outside of range
  33735. */
  33736. history(i: number): number;
  33737. /**
  33738. * Returns true if enough samples have been taken to completely fill the sliding window
  33739. * @return true if sample-set saturated
  33740. */
  33741. isSaturated(): boolean;
  33742. /**
  33743. * Resets the rolling average (equivalent to 0 samples taken so far)
  33744. */
  33745. reset(): void;
  33746. /**
  33747. * Wraps a value around the sample range boundaries
  33748. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  33749. * @return Wrapped position in sample range
  33750. */
  33751. protected _wrapPosition(i: number): number;
  33752. }
  33753. }
  33754. declare module "babylonjs/Misc/perfCounter" {
  33755. /**
  33756. * This class is used to track a performance counter which is number based.
  33757. * The user has access to many properties which give statistics of different nature.
  33758. *
  33759. * The implementer can track two kinds of Performance Counter: time and count.
  33760. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  33761. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  33762. */
  33763. export class PerfCounter {
  33764. /**
  33765. * Gets or sets a global boolean to turn on and off all the counters
  33766. */
  33767. static Enabled: boolean;
  33768. /**
  33769. * Returns the smallest value ever
  33770. */
  33771. get min(): number;
  33772. /**
  33773. * Returns the biggest value ever
  33774. */
  33775. get max(): number;
  33776. /**
  33777. * Returns the average value since the performance counter is running
  33778. */
  33779. get average(): number;
  33780. /**
  33781. * Returns the average value of the last second the counter was monitored
  33782. */
  33783. get lastSecAverage(): number;
  33784. /**
  33785. * Returns the current value
  33786. */
  33787. get current(): number;
  33788. /**
  33789. * Gets the accumulated total
  33790. */
  33791. get total(): number;
  33792. /**
  33793. * Gets the total value count
  33794. */
  33795. get count(): number;
  33796. /**
  33797. * Creates a new counter
  33798. */
  33799. constructor();
  33800. /**
  33801. * Call this method to start monitoring a new frame.
  33802. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  33803. */
  33804. fetchNewFrame(): void;
  33805. /**
  33806. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  33807. * @param newCount the count value to add to the monitored count
  33808. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  33809. */
  33810. addCount(newCount: number, fetchResult: boolean): void;
  33811. /**
  33812. * Start monitoring this performance counter
  33813. */
  33814. beginMonitoring(): void;
  33815. /**
  33816. * Compute the time lapsed since the previous beginMonitoring() call.
  33817. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  33818. */
  33819. endMonitoring(newFrame?: boolean): void;
  33820. private _fetchResult;
  33821. private _startMonitoringTime;
  33822. private _min;
  33823. private _max;
  33824. private _average;
  33825. private _current;
  33826. private _totalValueCount;
  33827. private _totalAccumulated;
  33828. private _lastSecAverage;
  33829. private _lastSecAccumulated;
  33830. private _lastSecTime;
  33831. private _lastSecValueCount;
  33832. }
  33833. }
  33834. declare module "babylonjs/Engines/Extensions/engine.alpha" {
  33835. module "babylonjs/Engines/thinEngine" {
  33836. interface ThinEngine {
  33837. /**
  33838. * Sets alpha constants used by some alpha blending modes
  33839. * @param r defines the red component
  33840. * @param g defines the green component
  33841. * @param b defines the blue component
  33842. * @param a defines the alpha component
  33843. */
  33844. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  33845. /**
  33846. * Sets the current alpha mode
  33847. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  33848. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  33849. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  33850. */
  33851. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  33852. /**
  33853. * Gets the current alpha mode
  33854. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  33855. * @returns the current alpha mode
  33856. */
  33857. getAlphaMode(): number;
  33858. /**
  33859. * Sets the current alpha equation
  33860. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  33861. */
  33862. setAlphaEquation(equation: number): void;
  33863. /**
  33864. * Gets the current alpha equation.
  33865. * @returns the current alpha equation
  33866. */
  33867. getAlphaEquation(): number;
  33868. }
  33869. }
  33870. }
  33871. declare module "babylonjs/Engines/engine" {
  33872. import { Observable } from "babylonjs/Misc/observable";
  33873. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  33874. import { Scene } from "babylonjs/scene";
  33875. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  33876. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  33877. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33878. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  33879. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  33880. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  33881. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  33882. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  33883. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  33884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33885. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  33886. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  33887. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33888. import "babylonjs/Engines/Extensions/engine.alpha";
  33889. import { Material } from "babylonjs/Materials/material";
  33890. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33891. /**
  33892. * Defines the interface used by display changed events
  33893. */
  33894. export interface IDisplayChangedEventArgs {
  33895. /** Gets the vrDisplay object (if any) */
  33896. vrDisplay: Nullable<any>;
  33897. /** Gets a boolean indicating if webVR is supported */
  33898. vrSupported: boolean;
  33899. }
  33900. /**
  33901. * Defines the interface used by objects containing a viewport (like a camera)
  33902. */
  33903. interface IViewportOwnerLike {
  33904. /**
  33905. * Gets or sets the viewport
  33906. */
  33907. viewport: IViewportLike;
  33908. }
  33909. /**
  33910. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  33911. */
  33912. export class Engine extends ThinEngine {
  33913. /** Defines that alpha blending is disabled */
  33914. static readonly ALPHA_DISABLE: number;
  33915. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  33916. static readonly ALPHA_ADD: number;
  33917. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  33918. static readonly ALPHA_COMBINE: number;
  33919. /** Defines that alpha blending to DEST - SRC * DEST */
  33920. static readonly ALPHA_SUBTRACT: number;
  33921. /** Defines that alpha blending to SRC * DEST */
  33922. static readonly ALPHA_MULTIPLY: number;
  33923. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  33924. static readonly ALPHA_MAXIMIZED: number;
  33925. /** Defines that alpha blending to SRC + DEST */
  33926. static readonly ALPHA_ONEONE: number;
  33927. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  33928. static readonly ALPHA_PREMULTIPLIED: number;
  33929. /**
  33930. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  33931. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  33932. */
  33933. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  33934. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  33935. static readonly ALPHA_INTERPOLATE: number;
  33936. /**
  33937. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  33938. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  33939. */
  33940. static readonly ALPHA_SCREENMODE: number;
  33941. /** Defines that the ressource is not delayed*/
  33942. static readonly DELAYLOADSTATE_NONE: number;
  33943. /** Defines that the ressource was successfully delay loaded */
  33944. static readonly DELAYLOADSTATE_LOADED: number;
  33945. /** Defines that the ressource is currently delay loading */
  33946. static readonly DELAYLOADSTATE_LOADING: number;
  33947. /** Defines that the ressource is delayed and has not started loading */
  33948. static readonly DELAYLOADSTATE_NOTLOADED: number;
  33949. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  33950. static readonly NEVER: number;
  33951. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  33952. static readonly ALWAYS: number;
  33953. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  33954. static readonly LESS: number;
  33955. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  33956. static readonly EQUAL: number;
  33957. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  33958. static readonly LEQUAL: number;
  33959. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  33960. static readonly GREATER: number;
  33961. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  33962. static readonly GEQUAL: number;
  33963. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  33964. static readonly NOTEQUAL: number;
  33965. /** Passed to stencilOperation to specify that stencil value must be kept */
  33966. static readonly KEEP: number;
  33967. /** Passed to stencilOperation to specify that stencil value must be replaced */
  33968. static readonly REPLACE: number;
  33969. /** Passed to stencilOperation to specify that stencil value must be incremented */
  33970. static readonly INCR: number;
  33971. /** Passed to stencilOperation to specify that stencil value must be decremented */
  33972. static readonly DECR: number;
  33973. /** Passed to stencilOperation to specify that stencil value must be inverted */
  33974. static readonly INVERT: number;
  33975. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  33976. static readonly INCR_WRAP: number;
  33977. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  33978. static readonly DECR_WRAP: number;
  33979. /** Texture is not repeating outside of 0..1 UVs */
  33980. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  33981. /** Texture is repeating outside of 0..1 UVs */
  33982. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  33983. /** Texture is repeating and mirrored */
  33984. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  33985. /** ALPHA */
  33986. static readonly TEXTUREFORMAT_ALPHA: number;
  33987. /** LUMINANCE */
  33988. static readonly TEXTUREFORMAT_LUMINANCE: number;
  33989. /** LUMINANCE_ALPHA */
  33990. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  33991. /** RGB */
  33992. static readonly TEXTUREFORMAT_RGB: number;
  33993. /** RGBA */
  33994. static readonly TEXTUREFORMAT_RGBA: number;
  33995. /** RED */
  33996. static readonly TEXTUREFORMAT_RED: number;
  33997. /** RED (2nd reference) */
  33998. static readonly TEXTUREFORMAT_R: number;
  33999. /** RG */
  34000. static readonly TEXTUREFORMAT_RG: number;
  34001. /** RED_INTEGER */
  34002. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  34003. /** RED_INTEGER (2nd reference) */
  34004. static readonly TEXTUREFORMAT_R_INTEGER: number;
  34005. /** RG_INTEGER */
  34006. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  34007. /** RGB_INTEGER */
  34008. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  34009. /** RGBA_INTEGER */
  34010. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  34011. /** UNSIGNED_BYTE */
  34012. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  34013. /** UNSIGNED_BYTE (2nd reference) */
  34014. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  34015. /** FLOAT */
  34016. static readonly TEXTURETYPE_FLOAT: number;
  34017. /** HALF_FLOAT */
  34018. static readonly TEXTURETYPE_HALF_FLOAT: number;
  34019. /** BYTE */
  34020. static readonly TEXTURETYPE_BYTE: number;
  34021. /** SHORT */
  34022. static readonly TEXTURETYPE_SHORT: number;
  34023. /** UNSIGNED_SHORT */
  34024. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  34025. /** INT */
  34026. static readonly TEXTURETYPE_INT: number;
  34027. /** UNSIGNED_INT */
  34028. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  34029. /** UNSIGNED_SHORT_4_4_4_4 */
  34030. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  34031. /** UNSIGNED_SHORT_5_5_5_1 */
  34032. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  34033. /** UNSIGNED_SHORT_5_6_5 */
  34034. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  34035. /** UNSIGNED_INT_2_10_10_10_REV */
  34036. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  34037. /** UNSIGNED_INT_24_8 */
  34038. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  34039. /** UNSIGNED_INT_10F_11F_11F_REV */
  34040. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  34041. /** UNSIGNED_INT_5_9_9_9_REV */
  34042. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  34043. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  34044. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  34045. /** nearest is mag = nearest and min = nearest and mip = linear */
  34046. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  34047. /** Bilinear is mag = linear and min = linear and mip = nearest */
  34048. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  34049. /** Trilinear is mag = linear and min = linear and mip = linear */
  34050. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  34051. /** nearest is mag = nearest and min = nearest and mip = linear */
  34052. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  34053. /** Bilinear is mag = linear and min = linear and mip = nearest */
  34054. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  34055. /** Trilinear is mag = linear and min = linear and mip = linear */
  34056. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  34057. /** mag = nearest and min = nearest and mip = nearest */
  34058. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  34059. /** mag = nearest and min = linear and mip = nearest */
  34060. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  34061. /** mag = nearest and min = linear and mip = linear */
  34062. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  34063. /** mag = nearest and min = linear and mip = none */
  34064. static readonly TEXTURE_NEAREST_LINEAR: number;
  34065. /** mag = nearest and min = nearest and mip = none */
  34066. static readonly TEXTURE_NEAREST_NEAREST: number;
  34067. /** mag = linear and min = nearest and mip = nearest */
  34068. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  34069. /** mag = linear and min = nearest and mip = linear */
  34070. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  34071. /** mag = linear and min = linear and mip = none */
  34072. static readonly TEXTURE_LINEAR_LINEAR: number;
  34073. /** mag = linear and min = nearest and mip = none */
  34074. static readonly TEXTURE_LINEAR_NEAREST: number;
  34075. /** Explicit coordinates mode */
  34076. static readonly TEXTURE_EXPLICIT_MODE: number;
  34077. /** Spherical coordinates mode */
  34078. static readonly TEXTURE_SPHERICAL_MODE: number;
  34079. /** Planar coordinates mode */
  34080. static readonly TEXTURE_PLANAR_MODE: number;
  34081. /** Cubic coordinates mode */
  34082. static readonly TEXTURE_CUBIC_MODE: number;
  34083. /** Projection coordinates mode */
  34084. static readonly TEXTURE_PROJECTION_MODE: number;
  34085. /** Skybox coordinates mode */
  34086. static readonly TEXTURE_SKYBOX_MODE: number;
  34087. /** Inverse Cubic coordinates mode */
  34088. static readonly TEXTURE_INVCUBIC_MODE: number;
  34089. /** Equirectangular coordinates mode */
  34090. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  34091. /** Equirectangular Fixed coordinates mode */
  34092. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  34093. /** Equirectangular Fixed Mirrored coordinates mode */
  34094. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  34095. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  34096. static readonly SCALEMODE_FLOOR: number;
  34097. /** Defines that texture rescaling will look for the nearest power of 2 size */
  34098. static readonly SCALEMODE_NEAREST: number;
  34099. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  34100. static readonly SCALEMODE_CEILING: number;
  34101. /**
  34102. * Returns the current npm package of the sdk
  34103. */
  34104. static get NpmPackage(): string;
  34105. /**
  34106. * Returns the current version of the framework
  34107. */
  34108. static get Version(): string;
  34109. /** Gets the list of created engines */
  34110. static get Instances(): Engine[];
  34111. /**
  34112. * Gets the latest created engine
  34113. */
  34114. static get LastCreatedEngine(): Nullable<Engine>;
  34115. /**
  34116. * Gets the latest created scene
  34117. */
  34118. static get LastCreatedScene(): Nullable<Scene>;
  34119. /**
  34120. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  34121. * @param flag defines which part of the materials must be marked as dirty
  34122. * @param predicate defines a predicate used to filter which materials should be affected
  34123. */
  34124. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  34125. /**
  34126. * Method called to create the default loading screen.
  34127. * This can be overriden in your own app.
  34128. * @param canvas The rendering canvas element
  34129. * @returns The loading screen
  34130. */
  34131. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  34132. /**
  34133. * Method called to create the default rescale post process on each engine.
  34134. */
  34135. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  34136. /**
  34137. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  34138. **/
  34139. enableOfflineSupport: boolean;
  34140. /**
  34141. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  34142. **/
  34143. disableManifestCheck: boolean;
  34144. /**
  34145. * Gets the list of created scenes
  34146. */
  34147. scenes: Scene[];
  34148. /**
  34149. * Event raised when a new scene is created
  34150. */
  34151. onNewSceneAddedObservable: Observable<Scene>;
  34152. /**
  34153. * Gets the list of created postprocesses
  34154. */
  34155. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  34156. /**
  34157. * Gets a boolean indicating if the pointer is currently locked
  34158. */
  34159. isPointerLock: boolean;
  34160. /**
  34161. * Observable event triggered each time the rendering canvas is resized
  34162. */
  34163. onResizeObservable: Observable<Engine>;
  34164. /**
  34165. * Observable event triggered each time the canvas loses focus
  34166. */
  34167. onCanvasBlurObservable: Observable<Engine>;
  34168. /**
  34169. * Observable event triggered each time the canvas gains focus
  34170. */
  34171. onCanvasFocusObservable: Observable<Engine>;
  34172. /**
  34173. * Observable event triggered each time the canvas receives pointerout event
  34174. */
  34175. onCanvasPointerOutObservable: Observable<PointerEvent>;
  34176. /**
  34177. * Observable raised when the engine begins a new frame
  34178. */
  34179. onBeginFrameObservable: Observable<Engine>;
  34180. /**
  34181. * If set, will be used to request the next animation frame for the render loop
  34182. */
  34183. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  34184. /**
  34185. * Observable raised when the engine ends the current frame
  34186. */
  34187. onEndFrameObservable: Observable<Engine>;
  34188. /**
  34189. * Observable raised when the engine is about to compile a shader
  34190. */
  34191. onBeforeShaderCompilationObservable: Observable<Engine>;
  34192. /**
  34193. * Observable raised when the engine has jsut compiled a shader
  34194. */
  34195. onAfterShaderCompilationObservable: Observable<Engine>;
  34196. /**
  34197. * Gets the audio engine
  34198. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  34199. * @ignorenaming
  34200. */
  34201. static audioEngine: IAudioEngine;
  34202. /**
  34203. * Default AudioEngine factory responsible of creating the Audio Engine.
  34204. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  34205. */
  34206. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  34207. /**
  34208. * Default offline support factory responsible of creating a tool used to store data locally.
  34209. * By default, this will create a Database object if the workload has been embedded.
  34210. */
  34211. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  34212. private _loadingScreen;
  34213. private _pointerLockRequested;
  34214. private _dummyFramebuffer;
  34215. private _rescalePostProcess;
  34216. private _deterministicLockstep;
  34217. private _lockstepMaxSteps;
  34218. private _timeStep;
  34219. protected get _supportsHardwareTextureRescaling(): boolean;
  34220. private _fps;
  34221. private _deltaTime;
  34222. /** @hidden */
  34223. _drawCalls: PerfCounter;
  34224. /**
  34225. * Turn this value on if you want to pause FPS computation when in background
  34226. */
  34227. disablePerformanceMonitorInBackground: boolean;
  34228. private _performanceMonitor;
  34229. /**
  34230. * Gets the performance monitor attached to this engine
  34231. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  34232. */
  34233. get performanceMonitor(): PerformanceMonitor;
  34234. private _onFocus;
  34235. private _onBlur;
  34236. private _onCanvasPointerOut;
  34237. private _onCanvasBlur;
  34238. private _onCanvasFocus;
  34239. private _onFullscreenChange;
  34240. private _onPointerLockChange;
  34241. /**
  34242. * Gets the HTML element used to attach event listeners
  34243. * @returns a HTML element
  34244. */
  34245. getInputElement(): Nullable<HTMLElement>;
  34246. /**
  34247. * Creates a new engine
  34248. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  34249. * @param antialias defines enable antialiasing (default: false)
  34250. * @param options defines further options to be sent to the getContext() function
  34251. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  34252. */
  34253. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  34254. /**
  34255. * Gets current aspect ratio
  34256. * @param viewportOwner defines the camera to use to get the aspect ratio
  34257. * @param useScreen defines if screen size must be used (or the current render target if any)
  34258. * @returns a number defining the aspect ratio
  34259. */
  34260. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  34261. /**
  34262. * Gets current screen aspect ratio
  34263. * @returns a number defining the aspect ratio
  34264. */
  34265. getScreenAspectRatio(): number;
  34266. /**
  34267. * Gets the client rect of the HTML canvas attached with the current webGL context
  34268. * @returns a client rectanglee
  34269. */
  34270. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  34271. /**
  34272. * Gets the client rect of the HTML element used for events
  34273. * @returns a client rectanglee
  34274. */
  34275. getInputElementClientRect(): Nullable<ClientRect>;
  34276. /**
  34277. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  34278. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34279. * @returns true if engine is in deterministic lock step mode
  34280. */
  34281. isDeterministicLockStep(): boolean;
  34282. /**
  34283. * Gets the max steps when engine is running in deterministic lock step
  34284. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34285. * @returns the max steps
  34286. */
  34287. getLockstepMaxSteps(): number;
  34288. /**
  34289. * Returns the time in ms between steps when using deterministic lock step.
  34290. * @returns time step in (ms)
  34291. */
  34292. getTimeStep(): number;
  34293. /**
  34294. * Force the mipmap generation for the given render target texture
  34295. * @param texture defines the render target texture to use
  34296. * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
  34297. */
  34298. generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
  34299. /** States */
  34300. /**
  34301. * Set various states to the webGL context
  34302. * @param culling defines backface culling state
  34303. * @param zOffset defines the value to apply to zOffset (0 by default)
  34304. * @param force defines if states must be applied even if cache is up to date
  34305. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  34306. */
  34307. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  34308. /**
  34309. * Set the z offset to apply to current rendering
  34310. * @param value defines the offset to apply
  34311. */
  34312. setZOffset(value: number): void;
  34313. /**
  34314. * Gets the current value of the zOffset
  34315. * @returns the current zOffset state
  34316. */
  34317. getZOffset(): number;
  34318. /**
  34319. * Enable or disable depth buffering
  34320. * @param enable defines the state to set
  34321. */
  34322. setDepthBuffer(enable: boolean): void;
  34323. /**
  34324. * Gets a boolean indicating if depth writing is enabled
  34325. * @returns the current depth writing state
  34326. */
  34327. getDepthWrite(): boolean;
  34328. /**
  34329. * Enable or disable depth writing
  34330. * @param enable defines the state to set
  34331. */
  34332. setDepthWrite(enable: boolean): void;
  34333. /**
  34334. * Gets a boolean indicating if stencil buffer is enabled
  34335. * @returns the current stencil buffer state
  34336. */
  34337. getStencilBuffer(): boolean;
  34338. /**
  34339. * Enable or disable the stencil buffer
  34340. * @param enable defines if the stencil buffer must be enabled or disabled
  34341. */
  34342. setStencilBuffer(enable: boolean): void;
  34343. /**
  34344. * Gets the current stencil mask
  34345. * @returns a number defining the new stencil mask to use
  34346. */
  34347. getStencilMask(): number;
  34348. /**
  34349. * Sets the current stencil mask
  34350. * @param mask defines the new stencil mask to use
  34351. */
  34352. setStencilMask(mask: number): void;
  34353. /**
  34354. * Gets the current stencil function
  34355. * @returns a number defining the stencil function to use
  34356. */
  34357. getStencilFunction(): number;
  34358. /**
  34359. * Gets the current stencil reference value
  34360. * @returns a number defining the stencil reference value to use
  34361. */
  34362. getStencilFunctionReference(): number;
  34363. /**
  34364. * Gets the current stencil mask
  34365. * @returns a number defining the stencil mask to use
  34366. */
  34367. getStencilFunctionMask(): number;
  34368. /**
  34369. * Sets the current stencil function
  34370. * @param stencilFunc defines the new stencil function to use
  34371. */
  34372. setStencilFunction(stencilFunc: number): void;
  34373. /**
  34374. * Sets the current stencil reference
  34375. * @param reference defines the new stencil reference to use
  34376. */
  34377. setStencilFunctionReference(reference: number): void;
  34378. /**
  34379. * Sets the current stencil mask
  34380. * @param mask defines the new stencil mask to use
  34381. */
  34382. setStencilFunctionMask(mask: number): void;
  34383. /**
  34384. * Gets the current stencil operation when stencil fails
  34385. * @returns a number defining stencil operation to use when stencil fails
  34386. */
  34387. getStencilOperationFail(): number;
  34388. /**
  34389. * Gets the current stencil operation when depth fails
  34390. * @returns a number defining stencil operation to use when depth fails
  34391. */
  34392. getStencilOperationDepthFail(): number;
  34393. /**
  34394. * Gets the current stencil operation when stencil passes
  34395. * @returns a number defining stencil operation to use when stencil passes
  34396. */
  34397. getStencilOperationPass(): number;
  34398. /**
  34399. * Sets the stencil operation to use when stencil fails
  34400. * @param operation defines the stencil operation to use when stencil fails
  34401. */
  34402. setStencilOperationFail(operation: number): void;
  34403. /**
  34404. * Sets the stencil operation to use when depth fails
  34405. * @param operation defines the stencil operation to use when depth fails
  34406. */
  34407. setStencilOperationDepthFail(operation: number): void;
  34408. /**
  34409. * Sets the stencil operation to use when stencil passes
  34410. * @param operation defines the stencil operation to use when stencil passes
  34411. */
  34412. setStencilOperationPass(operation: number): void;
  34413. /**
  34414. * Sets a boolean indicating if the dithering state is enabled or disabled
  34415. * @param value defines the dithering state
  34416. */
  34417. setDitheringState(value: boolean): void;
  34418. /**
  34419. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  34420. * @param value defines the rasterizer state
  34421. */
  34422. setRasterizerState(value: boolean): void;
  34423. /**
  34424. * Gets the current depth function
  34425. * @returns a number defining the depth function
  34426. */
  34427. getDepthFunction(): Nullable<number>;
  34428. /**
  34429. * Sets the current depth function
  34430. * @param depthFunc defines the function to use
  34431. */
  34432. setDepthFunction(depthFunc: number): void;
  34433. /**
  34434. * Sets the current depth function to GREATER
  34435. */
  34436. setDepthFunctionToGreater(): void;
  34437. /**
  34438. * Sets the current depth function to GEQUAL
  34439. */
  34440. setDepthFunctionToGreaterOrEqual(): void;
  34441. /**
  34442. * Sets the current depth function to LESS
  34443. */
  34444. setDepthFunctionToLess(): void;
  34445. /**
  34446. * Sets the current depth function to LEQUAL
  34447. */
  34448. setDepthFunctionToLessOrEqual(): void;
  34449. private _cachedStencilBuffer;
  34450. private _cachedStencilFunction;
  34451. private _cachedStencilMask;
  34452. private _cachedStencilOperationPass;
  34453. private _cachedStencilOperationFail;
  34454. private _cachedStencilOperationDepthFail;
  34455. private _cachedStencilReference;
  34456. /**
  34457. * Caches the the state of the stencil buffer
  34458. */
  34459. cacheStencilState(): void;
  34460. /**
  34461. * Restores the state of the stencil buffer
  34462. */
  34463. restoreStencilState(): void;
  34464. /**
  34465. * Directly set the WebGL Viewport
  34466. * @param x defines the x coordinate of the viewport (in screen space)
  34467. * @param y defines the y coordinate of the viewport (in screen space)
  34468. * @param width defines the width of the viewport (in screen space)
  34469. * @param height defines the height of the viewport (in screen space)
  34470. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  34471. */
  34472. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  34473. /**
  34474. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  34475. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  34476. * @param y defines the y-coordinate of the corner of the clear rectangle
  34477. * @param width defines the width of the clear rectangle
  34478. * @param height defines the height of the clear rectangle
  34479. * @param clearColor defines the clear color
  34480. */
  34481. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  34482. /**
  34483. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  34484. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  34485. * @param y defines the y-coordinate of the corner of the clear rectangle
  34486. * @param width defines the width of the clear rectangle
  34487. * @param height defines the height of the clear rectangle
  34488. */
  34489. enableScissor(x: number, y: number, width: number, height: number): void;
  34490. /**
  34491. * Disable previously set scissor test rectangle
  34492. */
  34493. disableScissor(): void;
  34494. protected _reportDrawCall(): void;
  34495. /**
  34496. * Initializes a webVR display and starts listening to display change events
  34497. * The onVRDisplayChangedObservable will be notified upon these changes
  34498. * @returns The onVRDisplayChangedObservable
  34499. */
  34500. initWebVR(): Observable<IDisplayChangedEventArgs>;
  34501. /** @hidden */
  34502. _prepareVRComponent(): void;
  34503. /** @hidden */
  34504. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  34505. /** @hidden */
  34506. _submitVRFrame(): void;
  34507. /**
  34508. * Call this function to leave webVR mode
  34509. * Will do nothing if webVR is not supported or if there is no webVR device
  34510. * @see http://doc.babylonjs.com/how_to/webvr_camera
  34511. */
  34512. disableVR(): void;
  34513. /**
  34514. * Gets a boolean indicating that the system is in VR mode and is presenting
  34515. * @returns true if VR mode is engaged
  34516. */
  34517. isVRPresenting(): boolean;
  34518. /** @hidden */
  34519. _requestVRFrame(): void;
  34520. /** @hidden */
  34521. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  34522. /**
  34523. * Gets the source code of the vertex shader associated with a specific webGL program
  34524. * @param program defines the program to use
  34525. * @returns a string containing the source code of the vertex shader associated with the program
  34526. */
  34527. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  34528. /**
  34529. * Gets the source code of the fragment shader associated with a specific webGL program
  34530. * @param program defines the program to use
  34531. * @returns a string containing the source code of the fragment shader associated with the program
  34532. */
  34533. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  34534. /**
  34535. * Sets a depth stencil texture from a render target to the according uniform.
  34536. * @param channel The texture channel
  34537. * @param uniform The uniform to set
  34538. * @param texture The render target texture containing the depth stencil texture to apply
  34539. */
  34540. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  34541. /**
  34542. * Sets a texture to the webGL context from a postprocess
  34543. * @param channel defines the channel to use
  34544. * @param postProcess defines the source postprocess
  34545. */
  34546. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  34547. /**
  34548. * Binds the output of the passed in post process to the texture channel specified
  34549. * @param channel The channel the texture should be bound to
  34550. * @param postProcess The post process which's output should be bound
  34551. */
  34552. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  34553. /** @hidden */
  34554. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  34555. protected _rebuildBuffers(): void;
  34556. /** @hidden */
  34557. _renderFrame(): void;
  34558. _renderLoop(): void;
  34559. /** @hidden */
  34560. _renderViews(): boolean;
  34561. /**
  34562. * Toggle full screen mode
  34563. * @param requestPointerLock defines if a pointer lock should be requested from the user
  34564. */
  34565. switchFullscreen(requestPointerLock: boolean): void;
  34566. /**
  34567. * Enters full screen mode
  34568. * @param requestPointerLock defines if a pointer lock should be requested from the user
  34569. */
  34570. enterFullscreen(requestPointerLock: boolean): void;
  34571. /**
  34572. * Exits full screen mode
  34573. */
  34574. exitFullscreen(): void;
  34575. /**
  34576. * Enters Pointerlock mode
  34577. */
  34578. enterPointerlock(): void;
  34579. /**
  34580. * Exits Pointerlock mode
  34581. */
  34582. exitPointerlock(): void;
  34583. /**
  34584. * Begin a new frame
  34585. */
  34586. beginFrame(): void;
  34587. /**
  34588. * Enf the current frame
  34589. */
  34590. endFrame(): void;
  34591. resize(): void;
  34592. /**
  34593. * Set the compressed texture format to use, based on the formats you have, and the formats
  34594. * supported by the hardware / browser.
  34595. *
  34596. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  34597. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  34598. * to API arguments needed to compressed textures. This puts the burden on the container
  34599. * generator to house the arcane code for determining these for current & future formats.
  34600. *
  34601. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  34602. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  34603. *
  34604. * Note: The result of this call is not taken into account when a texture is base64.
  34605. *
  34606. * @param formatsAvailable defines the list of those format families you have created
  34607. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  34608. *
  34609. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  34610. * @returns The extension selected.
  34611. */
  34612. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  34613. /**
  34614. * Set the compressed texture extensions or file names to skip.
  34615. *
  34616. * @param skippedFiles defines the list of those texture files you want to skip
  34617. * Example: [".dds", ".env", "myfile.png"]
  34618. */
  34619. setCompressedTextureExclusions(skippedFiles: Array<string>): void;
  34620. /**
  34621. * Force a specific size of the canvas
  34622. * @param width defines the new canvas' width
  34623. * @param height defines the new canvas' height
  34624. */
  34625. setSize(width: number, height: number): void;
  34626. /**
  34627. * Updates a dynamic vertex buffer.
  34628. * @param vertexBuffer the vertex buffer to update
  34629. * @param data the data used to update the vertex buffer
  34630. * @param byteOffset the byte offset of the data
  34631. * @param byteLength the byte length of the data
  34632. */
  34633. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  34634. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  34635. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  34636. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  34637. _releaseTexture(texture: InternalTexture): void;
  34638. /**
  34639. * @hidden
  34640. * Rescales a texture
  34641. * @param source input texutre
  34642. * @param destination destination texture
  34643. * @param scene scene to use to render the resize
  34644. * @param internalFormat format to use when resizing
  34645. * @param onComplete callback to be called when resize has completed
  34646. */
  34647. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  34648. /**
  34649. * Gets the current framerate
  34650. * @returns a number representing the framerate
  34651. */
  34652. getFps(): number;
  34653. /**
  34654. * Gets the time spent between current and previous frame
  34655. * @returns a number representing the delta time in ms
  34656. */
  34657. getDeltaTime(): number;
  34658. private _measureFps;
  34659. /** @hidden */
  34660. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  34661. /**
  34662. * Update a dynamic index buffer
  34663. * @param indexBuffer defines the target index buffer
  34664. * @param indices defines the data to update
  34665. * @param offset defines the offset in the target index buffer where update should start
  34666. */
  34667. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  34668. /**
  34669. * Updates the sample count of a render target texture
  34670. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  34671. * @param texture defines the texture to update
  34672. * @param samples defines the sample count to set
  34673. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  34674. */
  34675. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  34676. /**
  34677. * Updates a depth texture Comparison Mode and Function.
  34678. * If the comparison Function is equal to 0, the mode will be set to none.
  34679. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  34680. * @param texture The texture to set the comparison function for
  34681. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  34682. */
  34683. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  34684. /**
  34685. * Creates a webGL buffer to use with instanciation
  34686. * @param capacity defines the size of the buffer
  34687. * @returns the webGL buffer
  34688. */
  34689. createInstancesBuffer(capacity: number): DataBuffer;
  34690. /**
  34691. * Delete a webGL buffer used with instanciation
  34692. * @param buffer defines the webGL buffer to delete
  34693. */
  34694. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  34695. /** @hidden */
  34696. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  34697. dispose(): void;
  34698. private _disableTouchAction;
  34699. /**
  34700. * Display the loading screen
  34701. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34702. */
  34703. displayLoadingUI(): void;
  34704. /**
  34705. * Hide the loading screen
  34706. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34707. */
  34708. hideLoadingUI(): void;
  34709. /**
  34710. * Gets the current loading screen object
  34711. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34712. */
  34713. get loadingScreen(): ILoadingScreen;
  34714. /**
  34715. * Sets the current loading screen object
  34716. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34717. */
  34718. set loadingScreen(loadingScreen: ILoadingScreen);
  34719. /**
  34720. * Sets the current loading screen text
  34721. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34722. */
  34723. set loadingUIText(text: string);
  34724. /**
  34725. * Sets the current loading screen background color
  34726. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34727. */
  34728. set loadingUIBackgroundColor(color: string);
  34729. /** Pointerlock and fullscreen */
  34730. /**
  34731. * Ask the browser to promote the current element to pointerlock mode
  34732. * @param element defines the DOM element to promote
  34733. */
  34734. static _RequestPointerlock(element: HTMLElement): void;
  34735. /**
  34736. * Asks the browser to exit pointerlock mode
  34737. */
  34738. static _ExitPointerlock(): void;
  34739. /**
  34740. * Ask the browser to promote the current element to fullscreen rendering mode
  34741. * @param element defines the DOM element to promote
  34742. */
  34743. static _RequestFullscreen(element: HTMLElement): void;
  34744. /**
  34745. * Asks the browser to exit fullscreen mode
  34746. */
  34747. static _ExitFullscreen(): void;
  34748. }
  34749. }
  34750. declare module "babylonjs/Engines/engineStore" {
  34751. import { Nullable } from "babylonjs/types";
  34752. import { Engine } from "babylonjs/Engines/engine";
  34753. import { Scene } from "babylonjs/scene";
  34754. /**
  34755. * The engine store class is responsible to hold all the instances of Engine and Scene created
  34756. * during the life time of the application.
  34757. */
  34758. export class EngineStore {
  34759. /** Gets the list of created engines */
  34760. static Instances: import("babylonjs/Engines/engine").Engine[];
  34761. /** @hidden */
  34762. static _LastCreatedScene: Nullable<Scene>;
  34763. /**
  34764. * Gets the latest created engine
  34765. */
  34766. static get LastCreatedEngine(): Nullable<Engine>;
  34767. /**
  34768. * Gets the latest created scene
  34769. */
  34770. static get LastCreatedScene(): Nullable<Scene>;
  34771. /**
  34772. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  34773. * @ignorenaming
  34774. */
  34775. static UseFallbackTexture: boolean;
  34776. /**
  34777. * Texture content used if a texture cannot loaded
  34778. * @ignorenaming
  34779. */
  34780. static FallbackTexture: string;
  34781. }
  34782. }
  34783. declare module "babylonjs/Misc/promise" {
  34784. /**
  34785. * Helper class that provides a small promise polyfill
  34786. */
  34787. export class PromisePolyfill {
  34788. /**
  34789. * Static function used to check if the polyfill is required
  34790. * If this is the case then the function will inject the polyfill to window.Promise
  34791. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  34792. */
  34793. static Apply(force?: boolean): void;
  34794. }
  34795. }
  34796. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  34797. /**
  34798. * Interface for screenshot methods with describe argument called `size` as object with options
  34799. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  34800. */
  34801. export interface IScreenshotSize {
  34802. /**
  34803. * number in pixels for canvas height
  34804. */
  34805. height?: number;
  34806. /**
  34807. * multiplier allowing render at a higher or lower resolution
  34808. * If value is defined then height and width will be ignored and taken from camera
  34809. */
  34810. precision?: number;
  34811. /**
  34812. * number in pixels for canvas width
  34813. */
  34814. width?: number;
  34815. }
  34816. }
  34817. declare module "babylonjs/Misc/tools" {
  34818. import { Nullable, float } from "babylonjs/types";
  34819. import { DomManagement } from "babylonjs/Misc/domManagement";
  34820. import { WebRequest } from "babylonjs/Misc/webRequest";
  34821. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34822. import { ReadFileError } from "babylonjs/Misc/fileTools";
  34823. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34824. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  34825. import { Camera } from "babylonjs/Cameras/camera";
  34826. import { Engine } from "babylonjs/Engines/engine";
  34827. interface IColor4Like {
  34828. r: float;
  34829. g: float;
  34830. b: float;
  34831. a: float;
  34832. }
  34833. /**
  34834. * Class containing a set of static utilities functions
  34835. */
  34836. export class Tools {
  34837. /**
  34838. * Gets or sets the base URL to use to load assets
  34839. */
  34840. static get BaseUrl(): string;
  34841. static set BaseUrl(value: string);
  34842. /**
  34843. * Enable/Disable Custom HTTP Request Headers globally.
  34844. * default = false
  34845. * @see CustomRequestHeaders
  34846. */
  34847. static UseCustomRequestHeaders: boolean;
  34848. /**
  34849. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  34850. * i.e. when loading files, where the server/service expects an Authorization header
  34851. */
  34852. static CustomRequestHeaders: {
  34853. [key: string]: string;
  34854. };
  34855. /**
  34856. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  34857. */
  34858. static get DefaultRetryStrategy(): (url: string, request: WebRequest, retryIndex: number) => number;
  34859. static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number);
  34860. /**
  34861. * Default behaviour for cors in the application.
  34862. * It can be a string if the expected behavior is identical in the entire app.
  34863. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  34864. */
  34865. static CorsBehavior: string | ((url: string | string[]) => string);
  34866. /**
  34867. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  34868. * @ignorenaming
  34869. */
  34870. static get UseFallbackTexture(): boolean;
  34871. static set UseFallbackTexture(value: boolean);
  34872. /**
  34873. * Use this object to register external classes like custom textures or material
  34874. * to allow the laoders to instantiate them
  34875. */
  34876. static get RegisteredExternalClasses(): {
  34877. [key: string]: Object;
  34878. };
  34879. static set RegisteredExternalClasses(classes: {
  34880. [key: string]: Object;
  34881. });
  34882. /**
  34883. * Texture content used if a texture cannot loaded
  34884. * @ignorenaming
  34885. */
  34886. static get fallbackTexture(): string;
  34887. static set fallbackTexture(value: string);
  34888. /**
  34889. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  34890. * @param u defines the coordinate on X axis
  34891. * @param v defines the coordinate on Y axis
  34892. * @param width defines the width of the source data
  34893. * @param height defines the height of the source data
  34894. * @param pixels defines the source byte array
  34895. * @param color defines the output color
  34896. */
  34897. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  34898. /**
  34899. * Interpolates between a and b via alpha
  34900. * @param a The lower value (returned when alpha = 0)
  34901. * @param b The upper value (returned when alpha = 1)
  34902. * @param alpha The interpolation-factor
  34903. * @return The mixed value
  34904. */
  34905. static Mix(a: number, b: number, alpha: number): number;
  34906. /**
  34907. * Tries to instantiate a new object from a given class name
  34908. * @param className defines the class name to instantiate
  34909. * @returns the new object or null if the system was not able to do the instantiation
  34910. */
  34911. static Instantiate(className: string): any;
  34912. /**
  34913. * Provides a slice function that will work even on IE
  34914. * @param data defines the array to slice
  34915. * @param start defines the start of the data (optional)
  34916. * @param end defines the end of the data (optional)
  34917. * @returns the new sliced array
  34918. */
  34919. static Slice<T>(data: T, start?: number, end?: number): T;
  34920. /**
  34921. * Polyfill for setImmediate
  34922. * @param action defines the action to execute after the current execution block
  34923. */
  34924. static SetImmediate(action: () => void): void;
  34925. /**
  34926. * Function indicating if a number is an exponent of 2
  34927. * @param value defines the value to test
  34928. * @returns true if the value is an exponent of 2
  34929. */
  34930. static IsExponentOfTwo(value: number): boolean;
  34931. private static _tmpFloatArray;
  34932. /**
  34933. * Returns the nearest 32-bit single precision float representation of a Number
  34934. * @param value A Number. If the parameter is of a different type, it will get converted
  34935. * to a number or to NaN if it cannot be converted
  34936. * @returns number
  34937. */
  34938. static FloatRound(value: number): number;
  34939. /**
  34940. * Extracts the filename from a path
  34941. * @param path defines the path to use
  34942. * @returns the filename
  34943. */
  34944. static GetFilename(path: string): string;
  34945. /**
  34946. * Extracts the "folder" part of a path (everything before the filename).
  34947. * @param uri The URI to extract the info from
  34948. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  34949. * @returns The "folder" part of the path
  34950. */
  34951. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  34952. /**
  34953. * Extracts text content from a DOM element hierarchy
  34954. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  34955. */
  34956. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  34957. /**
  34958. * Convert an angle in radians to degrees
  34959. * @param angle defines the angle to convert
  34960. * @returns the angle in degrees
  34961. */
  34962. static ToDegrees(angle: number): number;
  34963. /**
  34964. * Convert an angle in degrees to radians
  34965. * @param angle defines the angle to convert
  34966. * @returns the angle in radians
  34967. */
  34968. static ToRadians(angle: number): number;
  34969. /**
  34970. * Returns an array if obj is not an array
  34971. * @param obj defines the object to evaluate as an array
  34972. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  34973. * @returns either obj directly if obj is an array or a new array containing obj
  34974. */
  34975. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  34976. /**
  34977. * Gets the pointer prefix to use
  34978. * @returns "pointer" if touch is enabled. Else returns "mouse"
  34979. */
  34980. static GetPointerPrefix(): string;
  34981. /**
  34982. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  34983. * @param url define the url we are trying
  34984. * @param element define the dom element where to configure the cors policy
  34985. */
  34986. static SetCorsBehavior(url: string | string[], element: {
  34987. crossOrigin: string | null;
  34988. }): void;
  34989. /**
  34990. * Removes unwanted characters from an url
  34991. * @param url defines the url to clean
  34992. * @returns the cleaned url
  34993. */
  34994. static CleanUrl(url: string): string;
  34995. /**
  34996. * Gets or sets a function used to pre-process url before using them to load assets
  34997. */
  34998. static get PreprocessUrl(): (url: string) => string;
  34999. static set PreprocessUrl(processor: (url: string) => string);
  35000. /**
  35001. * Loads an image as an HTMLImageElement.
  35002. * @param input url string, ArrayBuffer, or Blob to load
  35003. * @param onLoad callback called when the image successfully loads
  35004. * @param onError callback called when the image fails to load
  35005. * @param offlineProvider offline provider for caching
  35006. * @param mimeType optional mime type
  35007. * @returns the HTMLImageElement of the loaded image
  35008. */
  35009. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  35010. /**
  35011. * Loads a file from a url
  35012. * @param url url string, ArrayBuffer, or Blob to load
  35013. * @param onSuccess callback called when the file successfully loads
  35014. * @param onProgress callback called while file is loading (if the server supports this mode)
  35015. * @param offlineProvider defines the offline provider for caching
  35016. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  35017. * @param onError callback called when the file fails to load
  35018. * @returns a file request object
  35019. */
  35020. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35021. /**
  35022. * Loads a file from a url
  35023. * @param url the file url to load
  35024. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  35025. */
  35026. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  35027. /**
  35028. * Load a script (identified by an url). When the url returns, the
  35029. * content of this file is added into a new script element, attached to the DOM (body element)
  35030. * @param scriptUrl defines the url of the script to laod
  35031. * @param onSuccess defines the callback called when the script is loaded
  35032. * @param onError defines the callback to call if an error occurs
  35033. * @param scriptId defines the id of the script element
  35034. */
  35035. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  35036. /**
  35037. * Load an asynchronous script (identified by an url). When the url returns, the
  35038. * content of this file is added into a new script element, attached to the DOM (body element)
  35039. * @param scriptUrl defines the url of the script to laod
  35040. * @param scriptId defines the id of the script element
  35041. * @returns a promise request object
  35042. */
  35043. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<void>;
  35044. /**
  35045. * Loads a file from a blob
  35046. * @param fileToLoad defines the blob to use
  35047. * @param callback defines the callback to call when data is loaded
  35048. * @param progressCallback defines the callback to call during loading process
  35049. * @returns a file request object
  35050. */
  35051. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  35052. /**
  35053. * Reads a file from a File object
  35054. * @param file defines the file to load
  35055. * @param onSuccess defines the callback to call when data is loaded
  35056. * @param onProgress defines the callback to call during loading process
  35057. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  35058. * @param onError defines the callback to call when an error occurs
  35059. * @returns a file request object
  35060. */
  35061. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35062. /**
  35063. * Creates a data url from a given string content
  35064. * @param content defines the content to convert
  35065. * @returns the new data url link
  35066. */
  35067. static FileAsURL(content: string): string;
  35068. /**
  35069. * Format the given number to a specific decimal format
  35070. * @param value defines the number to format
  35071. * @param decimals defines the number of decimals to use
  35072. * @returns the formatted string
  35073. */
  35074. static Format(value: number, decimals?: number): string;
  35075. /**
  35076. * Tries to copy an object by duplicating every property
  35077. * @param source defines the source object
  35078. * @param destination defines the target object
  35079. * @param doNotCopyList defines a list of properties to avoid
  35080. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  35081. */
  35082. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  35083. /**
  35084. * Gets a boolean indicating if the given object has no own property
  35085. * @param obj defines the object to test
  35086. * @returns true if object has no own property
  35087. */
  35088. static IsEmpty(obj: any): boolean;
  35089. /**
  35090. * Function used to register events at window level
  35091. * @param windowElement defines the Window object to use
  35092. * @param events defines the events to register
  35093. */
  35094. static RegisterTopRootEvents(windowElement: Window, events: {
  35095. name: string;
  35096. handler: Nullable<(e: FocusEvent) => any>;
  35097. }[]): void;
  35098. /**
  35099. * Function used to unregister events from window level
  35100. * @param windowElement defines the Window object to use
  35101. * @param events defines the events to unregister
  35102. */
  35103. static UnregisterTopRootEvents(windowElement: Window, events: {
  35104. name: string;
  35105. handler: Nullable<(e: FocusEvent) => any>;
  35106. }[]): void;
  35107. /**
  35108. * @ignore
  35109. */
  35110. static _ScreenshotCanvas: HTMLCanvasElement;
  35111. /**
  35112. * Dumps the current bound framebuffer
  35113. * @param width defines the rendering width
  35114. * @param height defines the rendering height
  35115. * @param engine defines the hosting engine
  35116. * @param successCallback defines the callback triggered once the data are available
  35117. * @param mimeType defines the mime type of the result
  35118. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  35119. */
  35120. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  35121. /**
  35122. * Converts the canvas data to blob.
  35123. * This acts as a polyfill for browsers not supporting the to blob function.
  35124. * @param canvas Defines the canvas to extract the data from
  35125. * @param successCallback Defines the callback triggered once the data are available
  35126. * @param mimeType Defines the mime type of the result
  35127. */
  35128. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  35129. /**
  35130. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  35131. * @param successCallback defines the callback triggered once the data are available
  35132. * @param mimeType defines the mime type of the result
  35133. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  35134. */
  35135. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  35136. /**
  35137. * Downloads a blob in the browser
  35138. * @param blob defines the blob to download
  35139. * @param fileName defines the name of the downloaded file
  35140. */
  35141. static Download(blob: Blob, fileName: string): void;
  35142. /**
  35143. * Captures a screenshot of the current rendering
  35144. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35145. * @param engine defines the rendering engine
  35146. * @param camera defines the source camera
  35147. * @param size This parameter can be set to a single number or to an object with the
  35148. * following (optional) properties: precision, width, height. If a single number is passed,
  35149. * it will be used for both width and height. If an object is passed, the screenshot size
  35150. * will be derived from the parameters. The precision property is a multiplier allowing
  35151. * rendering at a higher or lower resolution
  35152. * @param successCallback defines the callback receives a single parameter which contains the
  35153. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  35154. * src parameter of an <img> to display it
  35155. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  35156. * Check your browser for supported MIME types
  35157. */
  35158. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  35159. /**
  35160. * Captures a screenshot of the current rendering
  35161. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35162. * @param engine defines the rendering engine
  35163. * @param camera defines the source camera
  35164. * @param size This parameter can be set to a single number or to an object with the
  35165. * following (optional) properties: precision, width, height. If a single number is passed,
  35166. * it will be used for both width and height. If an object is passed, the screenshot size
  35167. * will be derived from the parameters. The precision property is a multiplier allowing
  35168. * rendering at a higher or lower resolution
  35169. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  35170. * Check your browser for supported MIME types
  35171. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  35172. * to the src parameter of an <img> to display it
  35173. */
  35174. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  35175. /**
  35176. * Generates an image screenshot from the specified camera.
  35177. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35178. * @param engine The engine to use for rendering
  35179. * @param camera The camera to use for rendering
  35180. * @param size This parameter can be set to a single number or to an object with the
  35181. * following (optional) properties: precision, width, height. If a single number is passed,
  35182. * it will be used for both width and height. If an object is passed, the screenshot size
  35183. * will be derived from the parameters. The precision property is a multiplier allowing
  35184. * rendering at a higher or lower resolution
  35185. * @param successCallback The callback receives a single parameter which contains the
  35186. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  35187. * src parameter of an <img> to display it
  35188. * @param mimeType The MIME type of the screenshot image (default: image/png).
  35189. * Check your browser for supported MIME types
  35190. * @param samples Texture samples (default: 1)
  35191. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  35192. * @param fileName A name for for the downloaded file.
  35193. */
  35194. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  35195. /**
  35196. * Generates an image screenshot from the specified camera.
  35197. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35198. * @param engine The engine to use for rendering
  35199. * @param camera The camera to use for rendering
  35200. * @param size This parameter can be set to a single number or to an object with the
  35201. * following (optional) properties: precision, width, height. If a single number is passed,
  35202. * it will be used for both width and height. If an object is passed, the screenshot size
  35203. * will be derived from the parameters. The precision property is a multiplier allowing
  35204. * rendering at a higher or lower resolution
  35205. * @param mimeType The MIME type of the screenshot image (default: image/png).
  35206. * Check your browser for supported MIME types
  35207. * @param samples Texture samples (default: 1)
  35208. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  35209. * @param fileName A name for for the downloaded file.
  35210. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  35211. * to the src parameter of an <img> to display it
  35212. */
  35213. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  35214. /**
  35215. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  35216. * Be aware Math.random() could cause collisions, but:
  35217. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  35218. * @returns a pseudo random id
  35219. */
  35220. static RandomId(): string;
  35221. /**
  35222. * Test if the given uri is a base64 string
  35223. * @param uri The uri to test
  35224. * @return True if the uri is a base64 string or false otherwise
  35225. */
  35226. static IsBase64(uri: string): boolean;
  35227. /**
  35228. * Decode the given base64 uri.
  35229. * @param uri The uri to decode
  35230. * @return The decoded base64 data.
  35231. */
  35232. static DecodeBase64(uri: string): ArrayBuffer;
  35233. /**
  35234. * Gets the absolute url.
  35235. * @param url the input url
  35236. * @return the absolute url
  35237. */
  35238. static GetAbsoluteUrl(url: string): string;
  35239. /**
  35240. * No log
  35241. */
  35242. static readonly NoneLogLevel: number;
  35243. /**
  35244. * Only message logs
  35245. */
  35246. static readonly MessageLogLevel: number;
  35247. /**
  35248. * Only warning logs
  35249. */
  35250. static readonly WarningLogLevel: number;
  35251. /**
  35252. * Only error logs
  35253. */
  35254. static readonly ErrorLogLevel: number;
  35255. /**
  35256. * All logs
  35257. */
  35258. static readonly AllLogLevel: number;
  35259. /**
  35260. * Gets a value indicating the number of loading errors
  35261. * @ignorenaming
  35262. */
  35263. static get errorsCount(): number;
  35264. /**
  35265. * Callback called when a new log is added
  35266. */
  35267. static OnNewCacheEntry: (entry: string) => void;
  35268. /**
  35269. * Log a message to the console
  35270. * @param message defines the message to log
  35271. */
  35272. static Log(message: string): void;
  35273. /**
  35274. * Write a warning message to the console
  35275. * @param message defines the message to log
  35276. */
  35277. static Warn(message: string): void;
  35278. /**
  35279. * Write an error message to the console
  35280. * @param message defines the message to log
  35281. */
  35282. static Error(message: string): void;
  35283. /**
  35284. * Gets current log cache (list of logs)
  35285. */
  35286. static get LogCache(): string;
  35287. /**
  35288. * Clears the log cache
  35289. */
  35290. static ClearLogCache(): void;
  35291. /**
  35292. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  35293. */
  35294. static set LogLevels(level: number);
  35295. /**
  35296. * Checks if the window object exists
  35297. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  35298. */
  35299. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  35300. /**
  35301. * No performance log
  35302. */
  35303. static readonly PerformanceNoneLogLevel: number;
  35304. /**
  35305. * Use user marks to log performance
  35306. */
  35307. static readonly PerformanceUserMarkLogLevel: number;
  35308. /**
  35309. * Log performance to the console
  35310. */
  35311. static readonly PerformanceConsoleLogLevel: number;
  35312. private static _performance;
  35313. /**
  35314. * Sets the current performance log level
  35315. */
  35316. static set PerformanceLogLevel(level: number);
  35317. private static _StartPerformanceCounterDisabled;
  35318. private static _EndPerformanceCounterDisabled;
  35319. private static _StartUserMark;
  35320. private static _EndUserMark;
  35321. private static _StartPerformanceConsole;
  35322. private static _EndPerformanceConsole;
  35323. /**
  35324. * Starts a performance counter
  35325. */
  35326. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  35327. /**
  35328. * Ends a specific performance coutner
  35329. */
  35330. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  35331. /**
  35332. * Gets either window.performance.now() if supported or Date.now() else
  35333. */
  35334. static get Now(): number;
  35335. /**
  35336. * This method will return the name of the class used to create the instance of the given object.
  35337. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  35338. * @param object the object to get the class name from
  35339. * @param isType defines if the object is actually a type
  35340. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  35341. */
  35342. static GetClassName(object: any, isType?: boolean): string;
  35343. /**
  35344. * Gets the first element of an array satisfying a given predicate
  35345. * @param array defines the array to browse
  35346. * @param predicate defines the predicate to use
  35347. * @returns null if not found or the element
  35348. */
  35349. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  35350. /**
  35351. * This method will return the name of the full name of the class, including its owning module (if any).
  35352. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  35353. * @param object the object to get the class name from
  35354. * @param isType defines if the object is actually a type
  35355. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  35356. * @ignorenaming
  35357. */
  35358. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  35359. /**
  35360. * Returns a promise that resolves after the given amount of time.
  35361. * @param delay Number of milliseconds to delay
  35362. * @returns Promise that resolves after the given amount of time
  35363. */
  35364. static DelayAsync(delay: number): Promise<void>;
  35365. /**
  35366. * Utility function to detect if the current user agent is Safari
  35367. * @returns whether or not the current user agent is safari
  35368. */
  35369. static IsSafari(): boolean;
  35370. }
  35371. /**
  35372. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  35373. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  35374. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  35375. * @param name The name of the class, case should be preserved
  35376. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  35377. */
  35378. export function className(name: string, module?: string): (target: Object) => void;
  35379. /**
  35380. * An implementation of a loop for asynchronous functions.
  35381. */
  35382. export class AsyncLoop {
  35383. /**
  35384. * Defines the number of iterations for the loop
  35385. */
  35386. iterations: number;
  35387. /**
  35388. * Defines the current index of the loop.
  35389. */
  35390. index: number;
  35391. private _done;
  35392. private _fn;
  35393. private _successCallback;
  35394. /**
  35395. * Constructor.
  35396. * @param iterations the number of iterations.
  35397. * @param func the function to run each iteration
  35398. * @param successCallback the callback that will be called upon succesful execution
  35399. * @param offset starting offset.
  35400. */
  35401. constructor(
  35402. /**
  35403. * Defines the number of iterations for the loop
  35404. */
  35405. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  35406. /**
  35407. * Execute the next iteration. Must be called after the last iteration was finished.
  35408. */
  35409. executeNext(): void;
  35410. /**
  35411. * Break the loop and run the success callback.
  35412. */
  35413. breakLoop(): void;
  35414. /**
  35415. * Create and run an async loop.
  35416. * @param iterations the number of iterations.
  35417. * @param fn the function to run each iteration
  35418. * @param successCallback the callback that will be called upon succesful execution
  35419. * @param offset starting offset.
  35420. * @returns the created async loop object
  35421. */
  35422. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  35423. /**
  35424. * A for-loop that will run a given number of iterations synchronous and the rest async.
  35425. * @param iterations total number of iterations
  35426. * @param syncedIterations number of synchronous iterations in each async iteration.
  35427. * @param fn the function to call each iteration.
  35428. * @param callback a success call back that will be called when iterating stops.
  35429. * @param breakFunction a break condition (optional)
  35430. * @param timeout timeout settings for the setTimeout function. default - 0.
  35431. * @returns the created async loop object
  35432. */
  35433. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  35434. }
  35435. }
  35436. declare module "babylonjs/Misc/stringDictionary" {
  35437. import { Nullable } from "babylonjs/types";
  35438. /**
  35439. * This class implement a typical dictionary using a string as key and the generic type T as value.
  35440. * The underlying implementation relies on an associative array to ensure the best performances.
  35441. * The value can be anything including 'null' but except 'undefined'
  35442. */
  35443. export class StringDictionary<T> {
  35444. /**
  35445. * This will clear this dictionary and copy the content from the 'source' one.
  35446. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  35447. * @param source the dictionary to take the content from and copy to this dictionary
  35448. */
  35449. copyFrom(source: StringDictionary<T>): void;
  35450. /**
  35451. * Get a value based from its key
  35452. * @param key the given key to get the matching value from
  35453. * @return the value if found, otherwise undefined is returned
  35454. */
  35455. get(key: string): T | undefined;
  35456. /**
  35457. * Get a value from its key or add it if it doesn't exist.
  35458. * This method will ensure you that a given key/data will be present in the dictionary.
  35459. * @param key the given key to get the matching value from
  35460. * @param factory the factory that will create the value if the key is not present in the dictionary.
  35461. * The factory will only be invoked if there's no data for the given key.
  35462. * @return the value corresponding to the key.
  35463. */
  35464. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  35465. /**
  35466. * Get a value from its key if present in the dictionary otherwise add it
  35467. * @param key the key to get the value from
  35468. * @param val if there's no such key/value pair in the dictionary add it with this value
  35469. * @return the value corresponding to the key
  35470. */
  35471. getOrAdd(key: string, val: T): T;
  35472. /**
  35473. * Check if there's a given key in the dictionary
  35474. * @param key the key to check for
  35475. * @return true if the key is present, false otherwise
  35476. */
  35477. contains(key: string): boolean;
  35478. /**
  35479. * Add a new key and its corresponding value
  35480. * @param key the key to add
  35481. * @param value the value corresponding to the key
  35482. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  35483. */
  35484. add(key: string, value: T): boolean;
  35485. /**
  35486. * Update a specific value associated to a key
  35487. * @param key defines the key to use
  35488. * @param value defines the value to store
  35489. * @returns true if the value was updated (or false if the key was not found)
  35490. */
  35491. set(key: string, value: T): boolean;
  35492. /**
  35493. * Get the element of the given key and remove it from the dictionary
  35494. * @param key defines the key to search
  35495. * @returns the value associated with the key or null if not found
  35496. */
  35497. getAndRemove(key: string): Nullable<T>;
  35498. /**
  35499. * Remove a key/value from the dictionary.
  35500. * @param key the key to remove
  35501. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  35502. */
  35503. remove(key: string): boolean;
  35504. /**
  35505. * Clear the whole content of the dictionary
  35506. */
  35507. clear(): void;
  35508. /**
  35509. * Gets the current count
  35510. */
  35511. get count(): number;
  35512. /**
  35513. * Execute a callback on each key/val of the dictionary.
  35514. * Note that you can remove any element in this dictionary in the callback implementation
  35515. * @param callback the callback to execute on a given key/value pair
  35516. */
  35517. forEach(callback: (key: string, val: T) => void): void;
  35518. /**
  35519. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  35520. * If the callback returns null or undefined the method will iterate to the next key/value pair
  35521. * Note that you can remove any element in this dictionary in the callback implementation
  35522. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  35523. * @returns the first item
  35524. */
  35525. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  35526. private _count;
  35527. private _data;
  35528. }
  35529. }
  35530. declare module "babylonjs/Collisions/collisionCoordinator" {
  35531. import { Nullable } from "babylonjs/types";
  35532. import { Scene } from "babylonjs/scene";
  35533. import { Vector3 } from "babylonjs/Maths/math.vector";
  35534. import { Collider } from "babylonjs/Collisions/collider";
  35535. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35536. /** @hidden */
  35537. export interface ICollisionCoordinator {
  35538. createCollider(): Collider;
  35539. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  35540. init(scene: Scene): void;
  35541. }
  35542. /** @hidden */
  35543. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  35544. private _scene;
  35545. private _scaledPosition;
  35546. private _scaledVelocity;
  35547. private _finalPosition;
  35548. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  35549. createCollider(): Collider;
  35550. init(scene: Scene): void;
  35551. private _collideWithWorld;
  35552. }
  35553. }
  35554. declare module "babylonjs/Inputs/scene.inputManager" {
  35555. import { Nullable } from "babylonjs/types";
  35556. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  35557. import { Vector2 } from "babylonjs/Maths/math.vector";
  35558. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35559. import { Scene } from "babylonjs/scene";
  35560. /**
  35561. * Class used to manage all inputs for the scene.
  35562. */
  35563. export class InputManager {
  35564. /** The distance in pixel that you have to move to prevent some events */
  35565. static DragMovementThreshold: number;
  35566. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  35567. static LongPressDelay: number;
  35568. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  35569. static DoubleClickDelay: number;
  35570. /** If you need to check double click without raising a single click at first click, enable this flag */
  35571. static ExclusiveDoubleClickMode: boolean;
  35572. private _wheelEventName;
  35573. private _onPointerMove;
  35574. private _onPointerDown;
  35575. private _onPointerUp;
  35576. private _initClickEvent;
  35577. private _initActionManager;
  35578. private _delayedSimpleClick;
  35579. private _delayedSimpleClickTimeout;
  35580. private _previousDelayedSimpleClickTimeout;
  35581. private _meshPickProceed;
  35582. private _previousButtonPressed;
  35583. private _currentPickResult;
  35584. private _previousPickResult;
  35585. private _totalPointersPressed;
  35586. private _doubleClickOccured;
  35587. private _pointerOverMesh;
  35588. private _pickedDownMesh;
  35589. private _pickedUpMesh;
  35590. private _pointerX;
  35591. private _pointerY;
  35592. private _unTranslatedPointerX;
  35593. private _unTranslatedPointerY;
  35594. private _startingPointerPosition;
  35595. private _previousStartingPointerPosition;
  35596. private _startingPointerTime;
  35597. private _previousStartingPointerTime;
  35598. private _pointerCaptures;
  35599. private _onKeyDown;
  35600. private _onKeyUp;
  35601. private _onCanvasFocusObserver;
  35602. private _onCanvasBlurObserver;
  35603. private _scene;
  35604. /**
  35605. * Creates a new InputManager
  35606. * @param scene defines the hosting scene
  35607. */
  35608. constructor(scene: Scene);
  35609. /**
  35610. * Gets the mesh that is currently under the pointer
  35611. */
  35612. get meshUnderPointer(): Nullable<AbstractMesh>;
  35613. /**
  35614. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  35615. */
  35616. get unTranslatedPointer(): Vector2;
  35617. /**
  35618. * Gets or sets the current on-screen X position of the pointer
  35619. */
  35620. get pointerX(): number;
  35621. set pointerX(value: number);
  35622. /**
  35623. * Gets or sets the current on-screen Y position of the pointer
  35624. */
  35625. get pointerY(): number;
  35626. set pointerY(value: number);
  35627. private _updatePointerPosition;
  35628. private _processPointerMove;
  35629. private _setRayOnPointerInfo;
  35630. private _checkPrePointerObservable;
  35631. /**
  35632. * Use this method to simulate a pointer move on a mesh
  35633. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35634. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35635. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35636. */
  35637. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  35638. /**
  35639. * Use this method to simulate a pointer down on a mesh
  35640. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35641. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35642. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35643. */
  35644. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  35645. private _processPointerDown;
  35646. /** @hidden */
  35647. _isPointerSwiping(): boolean;
  35648. /**
  35649. * Use this method to simulate a pointer up on a mesh
  35650. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35651. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35652. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35653. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35654. */
  35655. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  35656. private _processPointerUp;
  35657. /**
  35658. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35659. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35660. * @returns true if the pointer was captured
  35661. */
  35662. isPointerCaptured(pointerId?: number): boolean;
  35663. /**
  35664. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35665. * @param attachUp defines if you want to attach events to pointerup
  35666. * @param attachDown defines if you want to attach events to pointerdown
  35667. * @param attachMove defines if you want to attach events to pointermove
  35668. * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
  35669. */
  35670. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
  35671. /**
  35672. * Detaches all event handlers
  35673. */
  35674. detachControl(): void;
  35675. /**
  35676. * Force the value of meshUnderPointer
  35677. * @param mesh defines the mesh to use
  35678. */
  35679. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35680. /**
  35681. * Gets the mesh under the pointer
  35682. * @returns a Mesh or null if no mesh is under the pointer
  35683. */
  35684. getPointerOverMesh(): Nullable<AbstractMesh>;
  35685. }
  35686. }
  35687. declare module "babylonjs/Misc/uniqueIdGenerator" {
  35688. /**
  35689. * Helper class used to generate session unique ID
  35690. */
  35691. export class UniqueIdGenerator {
  35692. private static _UniqueIdCounter;
  35693. /**
  35694. * Gets an unique (relatively to the current scene) Id
  35695. */
  35696. static get UniqueId(): number;
  35697. }
  35698. }
  35699. declare module "babylonjs/Animations/animationGroup" {
  35700. import { Animatable } from "babylonjs/Animations/animatable";
  35701. import { Animation } from "babylonjs/Animations/animation";
  35702. import { Scene, IDisposable } from "babylonjs/scene";
  35703. import { Observable } from "babylonjs/Misc/observable";
  35704. import { Nullable } from "babylonjs/types";
  35705. import "babylonjs/Animations/animatable";
  35706. /**
  35707. * This class defines the direct association between an animation and a target
  35708. */
  35709. export class TargetedAnimation {
  35710. /**
  35711. * Animation to perform
  35712. */
  35713. animation: Animation;
  35714. /**
  35715. * Target to animate
  35716. */
  35717. target: any;
  35718. /**
  35719. * Serialize the object
  35720. * @returns the JSON object representing the current entity
  35721. */
  35722. serialize(): any;
  35723. }
  35724. /**
  35725. * Use this class to create coordinated animations on multiple targets
  35726. */
  35727. export class AnimationGroup implements IDisposable {
  35728. /** The name of the animation group */
  35729. name: string;
  35730. private _scene;
  35731. private _targetedAnimations;
  35732. private _animatables;
  35733. private _from;
  35734. private _to;
  35735. private _isStarted;
  35736. private _isPaused;
  35737. private _speedRatio;
  35738. private _loopAnimation;
  35739. /**
  35740. * Gets or sets the unique id of the node
  35741. */
  35742. uniqueId: number;
  35743. /**
  35744. * This observable will notify when one animation have ended
  35745. */
  35746. onAnimationEndObservable: Observable<TargetedAnimation>;
  35747. /**
  35748. * Observer raised when one animation loops
  35749. */
  35750. onAnimationLoopObservable: Observable<TargetedAnimation>;
  35751. /**
  35752. * Observer raised when all animations have looped
  35753. */
  35754. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  35755. /**
  35756. * This observable will notify when all animations have ended.
  35757. */
  35758. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  35759. /**
  35760. * This observable will notify when all animations have paused.
  35761. */
  35762. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  35763. /**
  35764. * This observable will notify when all animations are playing.
  35765. */
  35766. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  35767. /**
  35768. * Gets the first frame
  35769. */
  35770. get from(): number;
  35771. /**
  35772. * Gets the last frame
  35773. */
  35774. get to(): number;
  35775. /**
  35776. * Define if the animations are started
  35777. */
  35778. get isStarted(): boolean;
  35779. /**
  35780. * Gets a value indicating that the current group is playing
  35781. */
  35782. get isPlaying(): boolean;
  35783. /**
  35784. * Gets or sets the speed ratio to use for all animations
  35785. */
  35786. get speedRatio(): number;
  35787. /**
  35788. * Gets or sets the speed ratio to use for all animations
  35789. */
  35790. set speedRatio(value: number);
  35791. /**
  35792. * Gets or sets if all animations should loop or not
  35793. */
  35794. get loopAnimation(): boolean;
  35795. set loopAnimation(value: boolean);
  35796. /**
  35797. * Gets the targeted animations for this animation group
  35798. */
  35799. get targetedAnimations(): Array<TargetedAnimation>;
  35800. /**
  35801. * returning the list of animatables controlled by this animation group.
  35802. */
  35803. get animatables(): Array<Animatable>;
  35804. /**
  35805. * Instantiates a new Animation Group.
  35806. * This helps managing several animations at once.
  35807. * @see http://doc.babylonjs.com/how_to/group
  35808. * @param name Defines the name of the group
  35809. * @param scene Defines the scene the group belongs to
  35810. */
  35811. constructor(
  35812. /** The name of the animation group */
  35813. name: string, scene?: Nullable<Scene>);
  35814. /**
  35815. * Add an animation (with its target) in the group
  35816. * @param animation defines the animation we want to add
  35817. * @param target defines the target of the animation
  35818. * @returns the TargetedAnimation object
  35819. */
  35820. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  35821. /**
  35822. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  35823. * It can add constant keys at begin or end
  35824. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  35825. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  35826. * @returns the animation group
  35827. */
  35828. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  35829. private _animationLoopCount;
  35830. private _animationLoopFlags;
  35831. private _processLoop;
  35832. /**
  35833. * Start all animations on given targets
  35834. * @param loop defines if animations must loop
  35835. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  35836. * @param from defines the from key (optional)
  35837. * @param to defines the to key (optional)
  35838. * @returns the current animation group
  35839. */
  35840. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  35841. /**
  35842. * Pause all animations
  35843. * @returns the animation group
  35844. */
  35845. pause(): AnimationGroup;
  35846. /**
  35847. * Play all animations to initial state
  35848. * This function will start() the animations if they were not started or will restart() them if they were paused
  35849. * @param loop defines if animations must loop
  35850. * @returns the animation group
  35851. */
  35852. play(loop?: boolean): AnimationGroup;
  35853. /**
  35854. * Reset all animations to initial state
  35855. * @returns the animation group
  35856. */
  35857. reset(): AnimationGroup;
  35858. /**
  35859. * Restart animations from key 0
  35860. * @returns the animation group
  35861. */
  35862. restart(): AnimationGroup;
  35863. /**
  35864. * Stop all animations
  35865. * @returns the animation group
  35866. */
  35867. stop(): AnimationGroup;
  35868. /**
  35869. * Set animation weight for all animatables
  35870. * @param weight defines the weight to use
  35871. * @return the animationGroup
  35872. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  35873. */
  35874. setWeightForAllAnimatables(weight: number): AnimationGroup;
  35875. /**
  35876. * Synchronize and normalize all animatables with a source animatable
  35877. * @param root defines the root animatable to synchronize with
  35878. * @return the animationGroup
  35879. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  35880. */
  35881. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  35882. /**
  35883. * Goes to a specific frame in this animation group
  35884. * @param frame the frame number to go to
  35885. * @return the animationGroup
  35886. */
  35887. goToFrame(frame: number): AnimationGroup;
  35888. /**
  35889. * Dispose all associated resources
  35890. */
  35891. dispose(): void;
  35892. private _checkAnimationGroupEnded;
  35893. /**
  35894. * Clone the current animation group and returns a copy
  35895. * @param newName defines the name of the new group
  35896. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  35897. * @returns the new aniamtion group
  35898. */
  35899. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  35900. /**
  35901. * Serializes the animationGroup to an object
  35902. * @returns Serialized object
  35903. */
  35904. serialize(): any;
  35905. /**
  35906. * Returns a new AnimationGroup object parsed from the source provided.
  35907. * @param parsedAnimationGroup defines the source
  35908. * @param scene defines the scene that will receive the animationGroup
  35909. * @returns a new AnimationGroup
  35910. */
  35911. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  35912. /**
  35913. * Returns the string "AnimationGroup"
  35914. * @returns "AnimationGroup"
  35915. */
  35916. getClassName(): string;
  35917. /**
  35918. * Creates a detailled string about the object
  35919. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  35920. * @returns a string representing the object
  35921. */
  35922. toString(fullDetails?: boolean): string;
  35923. }
  35924. }
  35925. declare module "babylonjs/scene" {
  35926. import { Nullable } from "babylonjs/types";
  35927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  35928. import { Observable } from "babylonjs/Misc/observable";
  35929. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  35930. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  35931. import { Geometry } from "babylonjs/Meshes/geometry";
  35932. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35933. import { SubMesh } from "babylonjs/Meshes/subMesh";
  35934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35935. import { Mesh } from "babylonjs/Meshes/mesh";
  35936. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35937. import { Bone } from "babylonjs/Bones/bone";
  35938. import { Skeleton } from "babylonjs/Bones/skeleton";
  35939. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35940. import { Camera } from "babylonjs/Cameras/camera";
  35941. import { AbstractScene } from "babylonjs/abstractScene";
  35942. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35943. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  35944. import { Material } from "babylonjs/Materials/material";
  35945. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  35946. import { Effect } from "babylonjs/Materials/effect";
  35947. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  35948. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35949. import { Light } from "babylonjs/Lights/light";
  35950. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  35951. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  35952. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  35953. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  35954. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  35955. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  35956. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  35957. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  35958. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  35959. import { Engine } from "babylonjs/Engines/engine";
  35960. import { Node } from "babylonjs/node";
  35961. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  35962. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35963. import { WebRequest } from "babylonjs/Misc/webRequest";
  35964. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  35965. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  35966. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  35967. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  35968. import { Plane } from "babylonjs/Maths/math.plane";
  35969. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  35970. import { Ray } from "babylonjs/Culling/ray";
  35971. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  35972. import { Animation } from "babylonjs/Animations/animation";
  35973. import { Animatable } from "babylonjs/Animations/animatable";
  35974. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35975. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  35976. import { Collider } from "babylonjs/Collisions/collider";
  35977. /**
  35978. * Define an interface for all classes that will hold resources
  35979. */
  35980. export interface IDisposable {
  35981. /**
  35982. * Releases all held resources
  35983. */
  35984. dispose(): void;
  35985. }
  35986. /** Interface defining initialization parameters for Scene class */
  35987. export interface SceneOptions {
  35988. /**
  35989. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  35990. * It will improve performance when the number of geometries becomes important.
  35991. */
  35992. useGeometryUniqueIdsMap?: boolean;
  35993. /**
  35994. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  35995. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  35996. */
  35997. useMaterialMeshMap?: boolean;
  35998. /**
  35999. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  36000. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  36001. */
  36002. useClonedMeshMap?: boolean;
  36003. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  36004. virtual?: boolean;
  36005. }
  36006. /**
  36007. * Represents a scene to be rendered by the engine.
  36008. * @see http://doc.babylonjs.com/features/scene
  36009. */
  36010. export class Scene extends AbstractScene implements IAnimatable {
  36011. /** The fog is deactivated */
  36012. static readonly FOGMODE_NONE: number;
  36013. /** The fog density is following an exponential function */
  36014. static readonly FOGMODE_EXP: number;
  36015. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  36016. static readonly FOGMODE_EXP2: number;
  36017. /** The fog density is following a linear function. */
  36018. static readonly FOGMODE_LINEAR: number;
  36019. /**
  36020. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  36021. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36022. */
  36023. static MinDeltaTime: number;
  36024. /**
  36025. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  36026. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36027. */
  36028. static MaxDeltaTime: number;
  36029. /**
  36030. * Factory used to create the default material.
  36031. * @param name The name of the material to create
  36032. * @param scene The scene to create the material for
  36033. * @returns The default material
  36034. */
  36035. static DefaultMaterialFactory(scene: Scene): Material;
  36036. /**
  36037. * Factory used to create the a collision coordinator.
  36038. * @returns The collision coordinator
  36039. */
  36040. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  36041. /** @hidden */
  36042. _inputManager: InputManager;
  36043. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  36044. cameraToUseForPointers: Nullable<Camera>;
  36045. /** @hidden */
  36046. readonly _isScene: boolean;
  36047. /**
  36048. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  36049. */
  36050. autoClear: boolean;
  36051. /**
  36052. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  36053. */
  36054. autoClearDepthAndStencil: boolean;
  36055. /**
  36056. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  36057. */
  36058. clearColor: Color4;
  36059. /**
  36060. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  36061. */
  36062. ambientColor: Color3;
  36063. /**
  36064. * This is use to store the default BRDF lookup for PBR materials in your scene.
  36065. * It should only be one of the following (if not the default embedded one):
  36066. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  36067. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  36068. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  36069. * The material properties need to be setup according to the type of texture in use.
  36070. */
  36071. environmentBRDFTexture: BaseTexture;
  36072. /** @hidden */
  36073. protected _environmentTexture: Nullable<BaseTexture>;
  36074. /**
  36075. * Texture used in all pbr material as the reflection texture.
  36076. * As in the majority of the scene they are the same (exception for multi room and so on),
  36077. * this is easier to reference from here than from all the materials.
  36078. */
  36079. get environmentTexture(): Nullable<BaseTexture>;
  36080. /**
  36081. * Texture used in all pbr material as the reflection texture.
  36082. * As in the majority of the scene they are the same (exception for multi room and so on),
  36083. * this is easier to set here than in all the materials.
  36084. */
  36085. set environmentTexture(value: Nullable<BaseTexture>);
  36086. /** @hidden */
  36087. protected _environmentIntensity: number;
  36088. /**
  36089. * Intensity of the environment in all pbr material.
  36090. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  36091. * As in the majority of the scene they are the same (exception for multi room and so on),
  36092. * this is easier to reference from here than from all the materials.
  36093. */
  36094. get environmentIntensity(): number;
  36095. /**
  36096. * Intensity of the environment in all pbr material.
  36097. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  36098. * As in the majority of the scene they are the same (exception for multi room and so on),
  36099. * this is easier to set here than in all the materials.
  36100. */
  36101. set environmentIntensity(value: number);
  36102. /** @hidden */
  36103. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  36104. /**
  36105. * Default image processing configuration used either in the rendering
  36106. * Forward main pass or through the imageProcessingPostProcess if present.
  36107. * As in the majority of the scene they are the same (exception for multi camera),
  36108. * this is easier to reference from here than from all the materials and post process.
  36109. *
  36110. * No setter as we it is a shared configuration, you can set the values instead.
  36111. */
  36112. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  36113. private _forceWireframe;
  36114. /**
  36115. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  36116. */
  36117. set forceWireframe(value: boolean);
  36118. get forceWireframe(): boolean;
  36119. private _skipFrustumClipping;
  36120. /**
  36121. * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
  36122. */
  36123. set skipFrustumClipping(value: boolean);
  36124. get skipFrustumClipping(): boolean;
  36125. private _forcePointsCloud;
  36126. /**
  36127. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  36128. */
  36129. set forcePointsCloud(value: boolean);
  36130. get forcePointsCloud(): boolean;
  36131. /**
  36132. * Gets or sets the active clipplane 1
  36133. */
  36134. clipPlane: Nullable<Plane>;
  36135. /**
  36136. * Gets or sets the active clipplane 2
  36137. */
  36138. clipPlane2: Nullable<Plane>;
  36139. /**
  36140. * Gets or sets the active clipplane 3
  36141. */
  36142. clipPlane3: Nullable<Plane>;
  36143. /**
  36144. * Gets or sets the active clipplane 4
  36145. */
  36146. clipPlane4: Nullable<Plane>;
  36147. /**
  36148. * Gets or sets the active clipplane 5
  36149. */
  36150. clipPlane5: Nullable<Plane>;
  36151. /**
  36152. * Gets or sets the active clipplane 6
  36153. */
  36154. clipPlane6: Nullable<Plane>;
  36155. /**
  36156. * Gets or sets a boolean indicating if animations are enabled
  36157. */
  36158. animationsEnabled: boolean;
  36159. private _animationPropertiesOverride;
  36160. /**
  36161. * Gets or sets the animation properties override
  36162. */
  36163. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  36164. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  36165. /**
  36166. * Gets or sets a boolean indicating if a constant deltatime has to be used
  36167. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  36168. */
  36169. useConstantAnimationDeltaTime: boolean;
  36170. /**
  36171. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  36172. * Please note that it requires to run a ray cast through the scene on every frame
  36173. */
  36174. constantlyUpdateMeshUnderPointer: boolean;
  36175. /**
  36176. * Defines the HTML cursor to use when hovering over interactive elements
  36177. */
  36178. hoverCursor: string;
  36179. /**
  36180. * Defines the HTML default cursor to use (empty by default)
  36181. */
  36182. defaultCursor: string;
  36183. /**
  36184. * Defines wether cursors are handled by the scene.
  36185. */
  36186. doNotHandleCursors: boolean;
  36187. /**
  36188. * This is used to call preventDefault() on pointer down
  36189. * in order to block unwanted artifacts like system double clicks
  36190. */
  36191. preventDefaultOnPointerDown: boolean;
  36192. /**
  36193. * This is used to call preventDefault() on pointer up
  36194. * in order to block unwanted artifacts like system double clicks
  36195. */
  36196. preventDefaultOnPointerUp: boolean;
  36197. /**
  36198. * Gets or sets user defined metadata
  36199. */
  36200. metadata: any;
  36201. /**
  36202. * For internal use only. Please do not use.
  36203. */
  36204. reservedDataStore: any;
  36205. /**
  36206. * Gets the name of the plugin used to load this scene (null by default)
  36207. */
  36208. loadingPluginName: string;
  36209. /**
  36210. * Use this array to add regular expressions used to disable offline support for specific urls
  36211. */
  36212. disableOfflineSupportExceptionRules: RegExp[];
  36213. /**
  36214. * An event triggered when the scene is disposed.
  36215. */
  36216. onDisposeObservable: Observable<Scene>;
  36217. private _onDisposeObserver;
  36218. /** Sets a function to be executed when this scene is disposed. */
  36219. set onDispose(callback: () => void);
  36220. /**
  36221. * An event triggered before rendering the scene (right after animations and physics)
  36222. */
  36223. onBeforeRenderObservable: Observable<Scene>;
  36224. private _onBeforeRenderObserver;
  36225. /** Sets a function to be executed before rendering this scene */
  36226. set beforeRender(callback: Nullable<() => void>);
  36227. /**
  36228. * An event triggered after rendering the scene
  36229. */
  36230. onAfterRenderObservable: Observable<Scene>;
  36231. /**
  36232. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  36233. */
  36234. onAfterRenderCameraObservable: Observable<Camera>;
  36235. private _onAfterRenderObserver;
  36236. /** Sets a function to be executed after rendering this scene */
  36237. set afterRender(callback: Nullable<() => void>);
  36238. /**
  36239. * An event triggered before animating the scene
  36240. */
  36241. onBeforeAnimationsObservable: Observable<Scene>;
  36242. /**
  36243. * An event triggered after animations processing
  36244. */
  36245. onAfterAnimationsObservable: Observable<Scene>;
  36246. /**
  36247. * An event triggered before draw calls are ready to be sent
  36248. */
  36249. onBeforeDrawPhaseObservable: Observable<Scene>;
  36250. /**
  36251. * An event triggered after draw calls have been sent
  36252. */
  36253. onAfterDrawPhaseObservable: Observable<Scene>;
  36254. /**
  36255. * An event triggered when the scene is ready
  36256. */
  36257. onReadyObservable: Observable<Scene>;
  36258. /**
  36259. * An event triggered before rendering a camera
  36260. */
  36261. onBeforeCameraRenderObservable: Observable<Camera>;
  36262. private _onBeforeCameraRenderObserver;
  36263. /** Sets a function to be executed before rendering a camera*/
  36264. set beforeCameraRender(callback: () => void);
  36265. /**
  36266. * An event triggered after rendering a camera
  36267. */
  36268. onAfterCameraRenderObservable: Observable<Camera>;
  36269. private _onAfterCameraRenderObserver;
  36270. /** Sets a function to be executed after rendering a camera*/
  36271. set afterCameraRender(callback: () => void);
  36272. /**
  36273. * An event triggered when active meshes evaluation is about to start
  36274. */
  36275. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  36276. /**
  36277. * An event triggered when active meshes evaluation is done
  36278. */
  36279. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  36280. /**
  36281. * An event triggered when particles rendering is about to start
  36282. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  36283. */
  36284. onBeforeParticlesRenderingObservable: Observable<Scene>;
  36285. /**
  36286. * An event triggered when particles rendering is done
  36287. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  36288. */
  36289. onAfterParticlesRenderingObservable: Observable<Scene>;
  36290. /**
  36291. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  36292. */
  36293. onDataLoadedObservable: Observable<Scene>;
  36294. /**
  36295. * An event triggered when a camera is created
  36296. */
  36297. onNewCameraAddedObservable: Observable<Camera>;
  36298. /**
  36299. * An event triggered when a camera is removed
  36300. */
  36301. onCameraRemovedObservable: Observable<Camera>;
  36302. /**
  36303. * An event triggered when a light is created
  36304. */
  36305. onNewLightAddedObservable: Observable<Light>;
  36306. /**
  36307. * An event triggered when a light is removed
  36308. */
  36309. onLightRemovedObservable: Observable<Light>;
  36310. /**
  36311. * An event triggered when a geometry is created
  36312. */
  36313. onNewGeometryAddedObservable: Observable<Geometry>;
  36314. /**
  36315. * An event triggered when a geometry is removed
  36316. */
  36317. onGeometryRemovedObservable: Observable<Geometry>;
  36318. /**
  36319. * An event triggered when a transform node is created
  36320. */
  36321. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  36322. /**
  36323. * An event triggered when a transform node is removed
  36324. */
  36325. onTransformNodeRemovedObservable: Observable<TransformNode>;
  36326. /**
  36327. * An event triggered when a mesh is created
  36328. */
  36329. onNewMeshAddedObservable: Observable<AbstractMesh>;
  36330. /**
  36331. * An event triggered when a mesh is removed
  36332. */
  36333. onMeshRemovedObservable: Observable<AbstractMesh>;
  36334. /**
  36335. * An event triggered when a skeleton is created
  36336. */
  36337. onNewSkeletonAddedObservable: Observable<Skeleton>;
  36338. /**
  36339. * An event triggered when a skeleton is removed
  36340. */
  36341. onSkeletonRemovedObservable: Observable<Skeleton>;
  36342. /**
  36343. * An event triggered when a material is created
  36344. */
  36345. onNewMaterialAddedObservable: Observable<Material>;
  36346. /**
  36347. * An event triggered when a material is removed
  36348. */
  36349. onMaterialRemovedObservable: Observable<Material>;
  36350. /**
  36351. * An event triggered when a texture is created
  36352. */
  36353. onNewTextureAddedObservable: Observable<BaseTexture>;
  36354. /**
  36355. * An event triggered when a texture is removed
  36356. */
  36357. onTextureRemovedObservable: Observable<BaseTexture>;
  36358. /**
  36359. * An event triggered when render targets are about to be rendered
  36360. * Can happen multiple times per frame.
  36361. */
  36362. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  36363. /**
  36364. * An event triggered when render targets were rendered.
  36365. * Can happen multiple times per frame.
  36366. */
  36367. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  36368. /**
  36369. * An event triggered before calculating deterministic simulation step
  36370. */
  36371. onBeforeStepObservable: Observable<Scene>;
  36372. /**
  36373. * An event triggered after calculating deterministic simulation step
  36374. */
  36375. onAfterStepObservable: Observable<Scene>;
  36376. /**
  36377. * An event triggered when the activeCamera property is updated
  36378. */
  36379. onActiveCameraChanged: Observable<Scene>;
  36380. /**
  36381. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  36382. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  36383. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  36384. */
  36385. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  36386. /**
  36387. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  36388. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  36389. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  36390. */
  36391. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  36392. /**
  36393. * This Observable will when a mesh has been imported into the scene.
  36394. */
  36395. onMeshImportedObservable: Observable<AbstractMesh>;
  36396. /**
  36397. * This Observable will when an animation file has been imported into the scene.
  36398. */
  36399. onAnimationFileImportedObservable: Observable<Scene>;
  36400. /**
  36401. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  36402. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  36403. */
  36404. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  36405. /** @hidden */
  36406. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  36407. /**
  36408. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  36409. */
  36410. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  36411. /**
  36412. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  36413. */
  36414. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  36415. /**
  36416. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  36417. */
  36418. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  36419. /** Callback called when a pointer move is detected */
  36420. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  36421. /** Callback called when a pointer down is detected */
  36422. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  36423. /** Callback called when a pointer up is detected */
  36424. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  36425. /** Callback called when a pointer pick is detected */
  36426. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  36427. /**
  36428. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  36429. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  36430. */
  36431. onPrePointerObservable: Observable<PointerInfoPre>;
  36432. /**
  36433. * Observable event triggered each time an input event is received from the rendering canvas
  36434. */
  36435. onPointerObservable: Observable<PointerInfo>;
  36436. /**
  36437. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  36438. */
  36439. get unTranslatedPointer(): Vector2;
  36440. /**
  36441. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  36442. */
  36443. static get DragMovementThreshold(): number;
  36444. static set DragMovementThreshold(value: number);
  36445. /**
  36446. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  36447. */
  36448. static get LongPressDelay(): number;
  36449. static set LongPressDelay(value: number);
  36450. /**
  36451. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  36452. */
  36453. static get DoubleClickDelay(): number;
  36454. static set DoubleClickDelay(value: number);
  36455. /** If you need to check double click without raising a single click at first click, enable this flag */
  36456. static get ExclusiveDoubleClickMode(): boolean;
  36457. static set ExclusiveDoubleClickMode(value: boolean);
  36458. /** @hidden */
  36459. _mirroredCameraPosition: Nullable<Vector3>;
  36460. /**
  36461. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  36462. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  36463. */
  36464. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  36465. /**
  36466. * Observable event triggered each time an keyboard event is received from the hosting window
  36467. */
  36468. onKeyboardObservable: Observable<KeyboardInfo>;
  36469. private _useRightHandedSystem;
  36470. /**
  36471. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  36472. */
  36473. set useRightHandedSystem(value: boolean);
  36474. get useRightHandedSystem(): boolean;
  36475. private _timeAccumulator;
  36476. private _currentStepId;
  36477. private _currentInternalStep;
  36478. /**
  36479. * Sets the step Id used by deterministic lock step
  36480. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36481. * @param newStepId defines the step Id
  36482. */
  36483. setStepId(newStepId: number): void;
  36484. /**
  36485. * Gets the step Id used by deterministic lock step
  36486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36487. * @returns the step Id
  36488. */
  36489. getStepId(): number;
  36490. /**
  36491. * Gets the internal step used by deterministic lock step
  36492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36493. * @returns the internal step
  36494. */
  36495. getInternalStep(): number;
  36496. private _fogEnabled;
  36497. /**
  36498. * Gets or sets a boolean indicating if fog is enabled on this scene
  36499. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36500. * (Default is true)
  36501. */
  36502. set fogEnabled(value: boolean);
  36503. get fogEnabled(): boolean;
  36504. private _fogMode;
  36505. /**
  36506. * Gets or sets the fog mode to use
  36507. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36508. * | mode | value |
  36509. * | --- | --- |
  36510. * | FOGMODE_NONE | 0 |
  36511. * | FOGMODE_EXP | 1 |
  36512. * | FOGMODE_EXP2 | 2 |
  36513. * | FOGMODE_LINEAR | 3 |
  36514. */
  36515. set fogMode(value: number);
  36516. get fogMode(): number;
  36517. /**
  36518. * Gets or sets the fog color to use
  36519. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36520. * (Default is Color3(0.2, 0.2, 0.3))
  36521. */
  36522. fogColor: Color3;
  36523. /**
  36524. * Gets or sets the fog density to use
  36525. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36526. * (Default is 0.1)
  36527. */
  36528. fogDensity: number;
  36529. /**
  36530. * Gets or sets the fog start distance to use
  36531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36532. * (Default is 0)
  36533. */
  36534. fogStart: number;
  36535. /**
  36536. * Gets or sets the fog end distance to use
  36537. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36538. * (Default is 1000)
  36539. */
  36540. fogEnd: number;
  36541. private _shadowsEnabled;
  36542. /**
  36543. * Gets or sets a boolean indicating if shadows are enabled on this scene
  36544. */
  36545. set shadowsEnabled(value: boolean);
  36546. get shadowsEnabled(): boolean;
  36547. private _lightsEnabled;
  36548. /**
  36549. * Gets or sets a boolean indicating if lights are enabled on this scene
  36550. */
  36551. set lightsEnabled(value: boolean);
  36552. get lightsEnabled(): boolean;
  36553. /** All of the active cameras added to this scene. */
  36554. activeCameras: Camera[];
  36555. /** @hidden */
  36556. _activeCamera: Nullable<Camera>;
  36557. /** Gets or sets the current active camera */
  36558. get activeCamera(): Nullable<Camera>;
  36559. set activeCamera(value: Nullable<Camera>);
  36560. private _defaultMaterial;
  36561. /** The default material used on meshes when no material is affected */
  36562. get defaultMaterial(): Material;
  36563. /** The default material used on meshes when no material is affected */
  36564. set defaultMaterial(value: Material);
  36565. private _texturesEnabled;
  36566. /**
  36567. * Gets or sets a boolean indicating if textures are enabled on this scene
  36568. */
  36569. set texturesEnabled(value: boolean);
  36570. get texturesEnabled(): boolean;
  36571. /**
  36572. * Gets or sets a boolean indicating if particles are enabled on this scene
  36573. */
  36574. particlesEnabled: boolean;
  36575. /**
  36576. * Gets or sets a boolean indicating if sprites are enabled on this scene
  36577. */
  36578. spritesEnabled: boolean;
  36579. private _skeletonsEnabled;
  36580. /**
  36581. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  36582. */
  36583. set skeletonsEnabled(value: boolean);
  36584. get skeletonsEnabled(): boolean;
  36585. /**
  36586. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  36587. */
  36588. lensFlaresEnabled: boolean;
  36589. /**
  36590. * Gets or sets a boolean indicating if collisions are enabled on this scene
  36591. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  36592. */
  36593. collisionsEnabled: boolean;
  36594. private _collisionCoordinator;
  36595. /** @hidden */
  36596. get collisionCoordinator(): ICollisionCoordinator;
  36597. /**
  36598. * Defines the gravity applied to this scene (used only for collisions)
  36599. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  36600. */
  36601. gravity: Vector3;
  36602. /**
  36603. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  36604. */
  36605. postProcessesEnabled: boolean;
  36606. /**
  36607. * The list of postprocesses added to the scene
  36608. */
  36609. postProcesses: PostProcess[];
  36610. /**
  36611. * Gets the current postprocess manager
  36612. */
  36613. postProcessManager: PostProcessManager;
  36614. /**
  36615. * Gets or sets a boolean indicating if render targets are enabled on this scene
  36616. */
  36617. renderTargetsEnabled: boolean;
  36618. /**
  36619. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  36620. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  36621. */
  36622. dumpNextRenderTargets: boolean;
  36623. /**
  36624. * The list of user defined render targets added to the scene
  36625. */
  36626. customRenderTargets: RenderTargetTexture[];
  36627. /**
  36628. * Defines if texture loading must be delayed
  36629. * If true, textures will only be loaded when they need to be rendered
  36630. */
  36631. useDelayedTextureLoading: boolean;
  36632. /**
  36633. * Gets the list of meshes imported to the scene through SceneLoader
  36634. */
  36635. importedMeshesFiles: String[];
  36636. /**
  36637. * Gets or sets a boolean indicating if probes are enabled on this scene
  36638. */
  36639. probesEnabled: boolean;
  36640. /**
  36641. * Gets or sets the current offline provider to use to store scene data
  36642. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  36643. */
  36644. offlineProvider: IOfflineProvider;
  36645. /**
  36646. * Gets or sets the action manager associated with the scene
  36647. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36648. */
  36649. actionManager: AbstractActionManager;
  36650. private _meshesForIntersections;
  36651. /**
  36652. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  36653. */
  36654. proceduralTexturesEnabled: boolean;
  36655. private _engine;
  36656. private _totalVertices;
  36657. /** @hidden */
  36658. _activeIndices: PerfCounter;
  36659. /** @hidden */
  36660. _activeParticles: PerfCounter;
  36661. /** @hidden */
  36662. _activeBones: PerfCounter;
  36663. private _animationRatio;
  36664. /** @hidden */
  36665. _animationTimeLast: number;
  36666. /** @hidden */
  36667. _animationTime: number;
  36668. /**
  36669. * Gets or sets a general scale for animation speed
  36670. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  36671. */
  36672. animationTimeScale: number;
  36673. /** @hidden */
  36674. _cachedMaterial: Nullable<Material>;
  36675. /** @hidden */
  36676. _cachedEffect: Nullable<Effect>;
  36677. /** @hidden */
  36678. _cachedVisibility: Nullable<number>;
  36679. private _renderId;
  36680. private _frameId;
  36681. private _executeWhenReadyTimeoutId;
  36682. private _intermediateRendering;
  36683. private _viewUpdateFlag;
  36684. private _projectionUpdateFlag;
  36685. /** @hidden */
  36686. _toBeDisposed: Nullable<IDisposable>[];
  36687. private _activeRequests;
  36688. /** @hidden */
  36689. _pendingData: any[];
  36690. private _isDisposed;
  36691. /**
  36692. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  36693. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  36694. */
  36695. dispatchAllSubMeshesOfActiveMeshes: boolean;
  36696. private _activeMeshes;
  36697. private _processedMaterials;
  36698. private _renderTargets;
  36699. /** @hidden */
  36700. _activeParticleSystems: SmartArray<IParticleSystem>;
  36701. private _activeSkeletons;
  36702. private _softwareSkinnedMeshes;
  36703. private _renderingManager;
  36704. /** @hidden */
  36705. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  36706. private _transformMatrix;
  36707. private _sceneUbo;
  36708. /** @hidden */
  36709. _viewMatrix: Matrix;
  36710. private _projectionMatrix;
  36711. /** @hidden */
  36712. _forcedViewPosition: Nullable<Vector3>;
  36713. /** @hidden */
  36714. _frustumPlanes: Plane[];
  36715. /**
  36716. * Gets the list of frustum planes (built from the active camera)
  36717. */
  36718. get frustumPlanes(): Plane[];
  36719. /**
  36720. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  36721. * This is useful if there are more lights that the maximum simulteanous authorized
  36722. */
  36723. requireLightSorting: boolean;
  36724. /** @hidden */
  36725. readonly useMaterialMeshMap: boolean;
  36726. /** @hidden */
  36727. readonly useClonedMeshMap: boolean;
  36728. private _externalData;
  36729. private _uid;
  36730. /**
  36731. * @hidden
  36732. * Backing store of defined scene components.
  36733. */
  36734. _components: ISceneComponent[];
  36735. /**
  36736. * @hidden
  36737. * Backing store of defined scene components.
  36738. */
  36739. _serializableComponents: ISceneSerializableComponent[];
  36740. /**
  36741. * List of components to register on the next registration step.
  36742. */
  36743. private _transientComponents;
  36744. /**
  36745. * Registers the transient components if needed.
  36746. */
  36747. private _registerTransientComponents;
  36748. /**
  36749. * @hidden
  36750. * Add a component to the scene.
  36751. * Note that the ccomponent could be registered on th next frame if this is called after
  36752. * the register component stage.
  36753. * @param component Defines the component to add to the scene
  36754. */
  36755. _addComponent(component: ISceneComponent): void;
  36756. /**
  36757. * @hidden
  36758. * Gets a component from the scene.
  36759. * @param name defines the name of the component to retrieve
  36760. * @returns the component or null if not present
  36761. */
  36762. _getComponent(name: string): Nullable<ISceneComponent>;
  36763. /**
  36764. * @hidden
  36765. * Defines the actions happening before camera updates.
  36766. */
  36767. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  36768. /**
  36769. * @hidden
  36770. * Defines the actions happening before clear the canvas.
  36771. */
  36772. _beforeClearStage: Stage<SimpleStageAction>;
  36773. /**
  36774. * @hidden
  36775. * Defines the actions when collecting render targets for the frame.
  36776. */
  36777. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  36778. /**
  36779. * @hidden
  36780. * Defines the actions happening for one camera in the frame.
  36781. */
  36782. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  36783. /**
  36784. * @hidden
  36785. * Defines the actions happening during the per mesh ready checks.
  36786. */
  36787. _isReadyForMeshStage: Stage<MeshStageAction>;
  36788. /**
  36789. * @hidden
  36790. * Defines the actions happening before evaluate active mesh checks.
  36791. */
  36792. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  36793. /**
  36794. * @hidden
  36795. * Defines the actions happening during the evaluate sub mesh checks.
  36796. */
  36797. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  36798. /**
  36799. * @hidden
  36800. * Defines the actions happening during the active mesh stage.
  36801. */
  36802. _activeMeshStage: Stage<ActiveMeshStageAction>;
  36803. /**
  36804. * @hidden
  36805. * Defines the actions happening during the per camera render target step.
  36806. */
  36807. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  36808. /**
  36809. * @hidden
  36810. * Defines the actions happening just before the active camera is drawing.
  36811. */
  36812. _beforeCameraDrawStage: Stage<CameraStageAction>;
  36813. /**
  36814. * @hidden
  36815. * Defines the actions happening just before a render target is drawing.
  36816. */
  36817. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  36818. /**
  36819. * @hidden
  36820. * Defines the actions happening just before a rendering group is drawing.
  36821. */
  36822. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  36823. /**
  36824. * @hidden
  36825. * Defines the actions happening just before a mesh is drawing.
  36826. */
  36827. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  36828. /**
  36829. * @hidden
  36830. * Defines the actions happening just after a mesh has been drawn.
  36831. */
  36832. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  36833. /**
  36834. * @hidden
  36835. * Defines the actions happening just after a rendering group has been drawn.
  36836. */
  36837. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  36838. /**
  36839. * @hidden
  36840. * Defines the actions happening just after the active camera has been drawn.
  36841. */
  36842. _afterCameraDrawStage: Stage<CameraStageAction>;
  36843. /**
  36844. * @hidden
  36845. * Defines the actions happening just after a render target has been drawn.
  36846. */
  36847. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  36848. /**
  36849. * @hidden
  36850. * Defines the actions happening just after rendering all cameras and computing intersections.
  36851. */
  36852. _afterRenderStage: Stage<SimpleStageAction>;
  36853. /**
  36854. * @hidden
  36855. * Defines the actions happening when a pointer move event happens.
  36856. */
  36857. _pointerMoveStage: Stage<PointerMoveStageAction>;
  36858. /**
  36859. * @hidden
  36860. * Defines the actions happening when a pointer down event happens.
  36861. */
  36862. _pointerDownStage: Stage<PointerUpDownStageAction>;
  36863. /**
  36864. * @hidden
  36865. * Defines the actions happening when a pointer up event happens.
  36866. */
  36867. _pointerUpStage: Stage<PointerUpDownStageAction>;
  36868. /**
  36869. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  36870. */
  36871. private geometriesByUniqueId;
  36872. /**
  36873. * Creates a new Scene
  36874. * @param engine defines the engine to use to render this scene
  36875. * @param options defines the scene options
  36876. */
  36877. constructor(engine: Engine, options?: SceneOptions);
  36878. /**
  36879. * Gets a string idenfifying the name of the class
  36880. * @returns "Scene" string
  36881. */
  36882. getClassName(): string;
  36883. private _defaultMeshCandidates;
  36884. /**
  36885. * @hidden
  36886. */
  36887. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  36888. private _defaultSubMeshCandidates;
  36889. /**
  36890. * @hidden
  36891. */
  36892. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  36893. /**
  36894. * Sets the default candidate providers for the scene.
  36895. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  36896. * and getCollidingSubMeshCandidates to their default function
  36897. */
  36898. setDefaultCandidateProviders(): void;
  36899. /**
  36900. * Gets the mesh that is currently under the pointer
  36901. */
  36902. get meshUnderPointer(): Nullable<AbstractMesh>;
  36903. /**
  36904. * Gets or sets the current on-screen X position of the pointer
  36905. */
  36906. get pointerX(): number;
  36907. set pointerX(value: number);
  36908. /**
  36909. * Gets or sets the current on-screen Y position of the pointer
  36910. */
  36911. get pointerY(): number;
  36912. set pointerY(value: number);
  36913. /**
  36914. * Gets the cached material (ie. the latest rendered one)
  36915. * @returns the cached material
  36916. */
  36917. getCachedMaterial(): Nullable<Material>;
  36918. /**
  36919. * Gets the cached effect (ie. the latest rendered one)
  36920. * @returns the cached effect
  36921. */
  36922. getCachedEffect(): Nullable<Effect>;
  36923. /**
  36924. * Gets the cached visibility state (ie. the latest rendered one)
  36925. * @returns the cached visibility state
  36926. */
  36927. getCachedVisibility(): Nullable<number>;
  36928. /**
  36929. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  36930. * @param material defines the current material
  36931. * @param effect defines the current effect
  36932. * @param visibility defines the current visibility state
  36933. * @returns true if one parameter is not cached
  36934. */
  36935. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  36936. /**
  36937. * Gets the engine associated with the scene
  36938. * @returns an Engine
  36939. */
  36940. getEngine(): Engine;
  36941. /**
  36942. * Gets the total number of vertices rendered per frame
  36943. * @returns the total number of vertices rendered per frame
  36944. */
  36945. getTotalVertices(): number;
  36946. /**
  36947. * Gets the performance counter for total vertices
  36948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36949. */
  36950. get totalVerticesPerfCounter(): PerfCounter;
  36951. /**
  36952. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  36953. * @returns the total number of active indices rendered per frame
  36954. */
  36955. getActiveIndices(): number;
  36956. /**
  36957. * Gets the performance counter for active indices
  36958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36959. */
  36960. get totalActiveIndicesPerfCounter(): PerfCounter;
  36961. /**
  36962. * Gets the total number of active particles rendered per frame
  36963. * @returns the total number of active particles rendered per frame
  36964. */
  36965. getActiveParticles(): number;
  36966. /**
  36967. * Gets the performance counter for active particles
  36968. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36969. */
  36970. get activeParticlesPerfCounter(): PerfCounter;
  36971. /**
  36972. * Gets the total number of active bones rendered per frame
  36973. * @returns the total number of active bones rendered per frame
  36974. */
  36975. getActiveBones(): number;
  36976. /**
  36977. * Gets the performance counter for active bones
  36978. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36979. */
  36980. get activeBonesPerfCounter(): PerfCounter;
  36981. /**
  36982. * Gets the array of active meshes
  36983. * @returns an array of AbstractMesh
  36984. */
  36985. getActiveMeshes(): SmartArray<AbstractMesh>;
  36986. /**
  36987. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  36988. * @returns a number
  36989. */
  36990. getAnimationRatio(): number;
  36991. /**
  36992. * Gets an unique Id for the current render phase
  36993. * @returns a number
  36994. */
  36995. getRenderId(): number;
  36996. /**
  36997. * Gets an unique Id for the current frame
  36998. * @returns a number
  36999. */
  37000. getFrameId(): number;
  37001. /** Call this function if you want to manually increment the render Id*/
  37002. incrementRenderId(): void;
  37003. private _createUbo;
  37004. /**
  37005. * Use this method to simulate a pointer move on a mesh
  37006. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37007. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37008. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37009. * @returns the current scene
  37010. */
  37011. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  37012. /**
  37013. * Use this method to simulate a pointer down on a mesh
  37014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37017. * @returns the current scene
  37018. */
  37019. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  37020. /**
  37021. * Use this method to simulate a pointer up on a mesh
  37022. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37023. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37024. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37025. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  37026. * @returns the current scene
  37027. */
  37028. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  37029. /**
  37030. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  37031. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  37032. * @returns true if the pointer was captured
  37033. */
  37034. isPointerCaptured(pointerId?: number): boolean;
  37035. /**
  37036. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  37037. * @param attachUp defines if you want to attach events to pointerup
  37038. * @param attachDown defines if you want to attach events to pointerdown
  37039. * @param attachMove defines if you want to attach events to pointermove
  37040. */
  37041. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  37042. /** Detaches all event handlers*/
  37043. detachControl(): void;
  37044. /**
  37045. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  37046. * Delay loaded resources are not taking in account
  37047. * @return true if all required resources are ready
  37048. */
  37049. isReady(): boolean;
  37050. /** Resets all cached information relative to material (including effect and visibility) */
  37051. resetCachedMaterial(): void;
  37052. /**
  37053. * Registers a function to be called before every frame render
  37054. * @param func defines the function to register
  37055. */
  37056. registerBeforeRender(func: () => void): void;
  37057. /**
  37058. * Unregisters a function called before every frame render
  37059. * @param func defines the function to unregister
  37060. */
  37061. unregisterBeforeRender(func: () => void): void;
  37062. /**
  37063. * Registers a function to be called after every frame render
  37064. * @param func defines the function to register
  37065. */
  37066. registerAfterRender(func: () => void): void;
  37067. /**
  37068. * Unregisters a function called after every frame render
  37069. * @param func defines the function to unregister
  37070. */
  37071. unregisterAfterRender(func: () => void): void;
  37072. private _executeOnceBeforeRender;
  37073. /**
  37074. * The provided function will run before render once and will be disposed afterwards.
  37075. * A timeout delay can be provided so that the function will be executed in N ms.
  37076. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  37077. * @param func The function to be executed.
  37078. * @param timeout optional delay in ms
  37079. */
  37080. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  37081. /** @hidden */
  37082. _addPendingData(data: any): void;
  37083. /** @hidden */
  37084. _removePendingData(data: any): void;
  37085. /**
  37086. * Returns the number of items waiting to be loaded
  37087. * @returns the number of items waiting to be loaded
  37088. */
  37089. getWaitingItemsCount(): number;
  37090. /**
  37091. * Returns a boolean indicating if the scene is still loading data
  37092. */
  37093. get isLoading(): boolean;
  37094. /**
  37095. * Registers a function to be executed when the scene is ready
  37096. * @param {Function} func - the function to be executed
  37097. */
  37098. executeWhenReady(func: () => void): void;
  37099. /**
  37100. * Returns a promise that resolves when the scene is ready
  37101. * @returns A promise that resolves when the scene is ready
  37102. */
  37103. whenReadyAsync(): Promise<void>;
  37104. /** @hidden */
  37105. _checkIsReady(): void;
  37106. /**
  37107. * Gets all animatable attached to the scene
  37108. */
  37109. get animatables(): Animatable[];
  37110. /**
  37111. * Resets the last animation time frame.
  37112. * Useful to override when animations start running when loading a scene for the first time.
  37113. */
  37114. resetLastAnimationTimeFrame(): void;
  37115. /**
  37116. * Gets the current view matrix
  37117. * @returns a Matrix
  37118. */
  37119. getViewMatrix(): Matrix;
  37120. /**
  37121. * Gets the current projection matrix
  37122. * @returns a Matrix
  37123. */
  37124. getProjectionMatrix(): Matrix;
  37125. /**
  37126. * Gets the current transform matrix
  37127. * @returns a Matrix made of View * Projection
  37128. */
  37129. getTransformMatrix(): Matrix;
  37130. /**
  37131. * Sets the current transform matrix
  37132. * @param viewL defines the View matrix to use
  37133. * @param projectionL defines the Projection matrix to use
  37134. * @param viewR defines the right View matrix to use (if provided)
  37135. * @param projectionR defines the right Projection matrix to use (if provided)
  37136. */
  37137. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  37138. /**
  37139. * Gets the uniform buffer used to store scene data
  37140. * @returns a UniformBuffer
  37141. */
  37142. getSceneUniformBuffer(): UniformBuffer;
  37143. /**
  37144. * Gets an unique (relatively to the current scene) Id
  37145. * @returns an unique number for the scene
  37146. */
  37147. getUniqueId(): number;
  37148. /**
  37149. * Add a mesh to the list of scene's meshes
  37150. * @param newMesh defines the mesh to add
  37151. * @param recursive if all child meshes should also be added to the scene
  37152. */
  37153. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  37154. /**
  37155. * Remove a mesh for the list of scene's meshes
  37156. * @param toRemove defines the mesh to remove
  37157. * @param recursive if all child meshes should also be removed from the scene
  37158. * @returns the index where the mesh was in the mesh list
  37159. */
  37160. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  37161. /**
  37162. * Add a transform node to the list of scene's transform nodes
  37163. * @param newTransformNode defines the transform node to add
  37164. */
  37165. addTransformNode(newTransformNode: TransformNode): void;
  37166. /**
  37167. * Remove a transform node for the list of scene's transform nodes
  37168. * @param toRemove defines the transform node to remove
  37169. * @returns the index where the transform node was in the transform node list
  37170. */
  37171. removeTransformNode(toRemove: TransformNode): number;
  37172. /**
  37173. * Remove a skeleton for the list of scene's skeletons
  37174. * @param toRemove defines the skeleton to remove
  37175. * @returns the index where the skeleton was in the skeleton list
  37176. */
  37177. removeSkeleton(toRemove: Skeleton): number;
  37178. /**
  37179. * Remove a morph target for the list of scene's morph targets
  37180. * @param toRemove defines the morph target to remove
  37181. * @returns the index where the morph target was in the morph target list
  37182. */
  37183. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  37184. /**
  37185. * Remove a light for the list of scene's lights
  37186. * @param toRemove defines the light to remove
  37187. * @returns the index where the light was in the light list
  37188. */
  37189. removeLight(toRemove: Light): number;
  37190. /**
  37191. * Remove a camera for the list of scene's cameras
  37192. * @param toRemove defines the camera to remove
  37193. * @returns the index where the camera was in the camera list
  37194. */
  37195. removeCamera(toRemove: Camera): number;
  37196. /**
  37197. * Remove a particle system for the list of scene's particle systems
  37198. * @param toRemove defines the particle system to remove
  37199. * @returns the index where the particle system was in the particle system list
  37200. */
  37201. removeParticleSystem(toRemove: IParticleSystem): number;
  37202. /**
  37203. * Remove a animation for the list of scene's animations
  37204. * @param toRemove defines the animation to remove
  37205. * @returns the index where the animation was in the animation list
  37206. */
  37207. removeAnimation(toRemove: Animation): number;
  37208. /**
  37209. * Will stop the animation of the given target
  37210. * @param target - the target
  37211. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  37212. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  37213. */
  37214. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  37215. /**
  37216. * Removes the given animation group from this scene.
  37217. * @param toRemove The animation group to remove
  37218. * @returns The index of the removed animation group
  37219. */
  37220. removeAnimationGroup(toRemove: AnimationGroup): number;
  37221. /**
  37222. * Removes the given multi-material from this scene.
  37223. * @param toRemove The multi-material to remove
  37224. * @returns The index of the removed multi-material
  37225. */
  37226. removeMultiMaterial(toRemove: MultiMaterial): number;
  37227. /**
  37228. * Removes the given material from this scene.
  37229. * @param toRemove The material to remove
  37230. * @returns The index of the removed material
  37231. */
  37232. removeMaterial(toRemove: Material): number;
  37233. /**
  37234. * Removes the given action manager from this scene.
  37235. * @param toRemove The action manager to remove
  37236. * @returns The index of the removed action manager
  37237. */
  37238. removeActionManager(toRemove: AbstractActionManager): number;
  37239. /**
  37240. * Removes the given texture from this scene.
  37241. * @param toRemove The texture to remove
  37242. * @returns The index of the removed texture
  37243. */
  37244. removeTexture(toRemove: BaseTexture): number;
  37245. /**
  37246. * Adds the given light to this scene
  37247. * @param newLight The light to add
  37248. */
  37249. addLight(newLight: Light): void;
  37250. /**
  37251. * Sorts the list list based on light priorities
  37252. */
  37253. sortLightsByPriority(): void;
  37254. /**
  37255. * Adds the given camera to this scene
  37256. * @param newCamera The camera to add
  37257. */
  37258. addCamera(newCamera: Camera): void;
  37259. /**
  37260. * Adds the given skeleton to this scene
  37261. * @param newSkeleton The skeleton to add
  37262. */
  37263. addSkeleton(newSkeleton: Skeleton): void;
  37264. /**
  37265. * Adds the given particle system to this scene
  37266. * @param newParticleSystem The particle system to add
  37267. */
  37268. addParticleSystem(newParticleSystem: IParticleSystem): void;
  37269. /**
  37270. * Adds the given animation to this scene
  37271. * @param newAnimation The animation to add
  37272. */
  37273. addAnimation(newAnimation: Animation): void;
  37274. /**
  37275. * Adds the given animation group to this scene.
  37276. * @param newAnimationGroup The animation group to add
  37277. */
  37278. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  37279. /**
  37280. * Adds the given multi-material to this scene
  37281. * @param newMultiMaterial The multi-material to add
  37282. */
  37283. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  37284. /**
  37285. * Adds the given material to this scene
  37286. * @param newMaterial The material to add
  37287. */
  37288. addMaterial(newMaterial: Material): void;
  37289. /**
  37290. * Adds the given morph target to this scene
  37291. * @param newMorphTargetManager The morph target to add
  37292. */
  37293. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  37294. /**
  37295. * Adds the given geometry to this scene
  37296. * @param newGeometry The geometry to add
  37297. */
  37298. addGeometry(newGeometry: Geometry): void;
  37299. /**
  37300. * Adds the given action manager to this scene
  37301. * @param newActionManager The action manager to add
  37302. */
  37303. addActionManager(newActionManager: AbstractActionManager): void;
  37304. /**
  37305. * Adds the given texture to this scene.
  37306. * @param newTexture The texture to add
  37307. */
  37308. addTexture(newTexture: BaseTexture): void;
  37309. /**
  37310. * Switch active camera
  37311. * @param newCamera defines the new active camera
  37312. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  37313. */
  37314. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  37315. /**
  37316. * sets the active camera of the scene using its ID
  37317. * @param id defines the camera's ID
  37318. * @return the new active camera or null if none found.
  37319. */
  37320. setActiveCameraByID(id: string): Nullable<Camera>;
  37321. /**
  37322. * sets the active camera of the scene using its name
  37323. * @param name defines the camera's name
  37324. * @returns the new active camera or null if none found.
  37325. */
  37326. setActiveCameraByName(name: string): Nullable<Camera>;
  37327. /**
  37328. * get an animation group using its name
  37329. * @param name defines the material's name
  37330. * @return the animation group or null if none found.
  37331. */
  37332. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  37333. /**
  37334. * Get a material using its unique id
  37335. * @param uniqueId defines the material's unique id
  37336. * @return the material or null if none found.
  37337. */
  37338. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  37339. /**
  37340. * get a material using its id
  37341. * @param id defines the material's ID
  37342. * @return the material or null if none found.
  37343. */
  37344. getMaterialByID(id: string): Nullable<Material>;
  37345. /**
  37346. * Gets a the last added material using a given id
  37347. * @param id defines the material's ID
  37348. * @return the last material with the given id or null if none found.
  37349. */
  37350. getLastMaterialByID(id: string): Nullable<Material>;
  37351. /**
  37352. * Gets a material using its name
  37353. * @param name defines the material's name
  37354. * @return the material or null if none found.
  37355. */
  37356. getMaterialByName(name: string): Nullable<Material>;
  37357. /**
  37358. * Get a texture using its unique id
  37359. * @param uniqueId defines the texture's unique id
  37360. * @return the texture or null if none found.
  37361. */
  37362. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  37363. /**
  37364. * Gets a camera using its id
  37365. * @param id defines the id to look for
  37366. * @returns the camera or null if not found
  37367. */
  37368. getCameraByID(id: string): Nullable<Camera>;
  37369. /**
  37370. * Gets a camera using its unique id
  37371. * @param uniqueId defines the unique id to look for
  37372. * @returns the camera or null if not found
  37373. */
  37374. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  37375. /**
  37376. * Gets a camera using its name
  37377. * @param name defines the camera's name
  37378. * @return the camera or null if none found.
  37379. */
  37380. getCameraByName(name: string): Nullable<Camera>;
  37381. /**
  37382. * Gets a bone using its id
  37383. * @param id defines the bone's id
  37384. * @return the bone or null if not found
  37385. */
  37386. getBoneByID(id: string): Nullable<Bone>;
  37387. /**
  37388. * Gets a bone using its id
  37389. * @param name defines the bone's name
  37390. * @return the bone or null if not found
  37391. */
  37392. getBoneByName(name: string): Nullable<Bone>;
  37393. /**
  37394. * Gets a light node using its name
  37395. * @param name defines the the light's name
  37396. * @return the light or null if none found.
  37397. */
  37398. getLightByName(name: string): Nullable<Light>;
  37399. /**
  37400. * Gets a light node using its id
  37401. * @param id defines the light's id
  37402. * @return the light or null if none found.
  37403. */
  37404. getLightByID(id: string): Nullable<Light>;
  37405. /**
  37406. * Gets a light node using its scene-generated unique ID
  37407. * @param uniqueId defines the light's unique id
  37408. * @return the light or null if none found.
  37409. */
  37410. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  37411. /**
  37412. * Gets a particle system by id
  37413. * @param id defines the particle system id
  37414. * @return the corresponding system or null if none found
  37415. */
  37416. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  37417. /**
  37418. * Gets a geometry using its ID
  37419. * @param id defines the geometry's id
  37420. * @return the geometry or null if none found.
  37421. */
  37422. getGeometryByID(id: string): Nullable<Geometry>;
  37423. private _getGeometryByUniqueID;
  37424. /**
  37425. * Add a new geometry to this scene
  37426. * @param geometry defines the geometry to be added to the scene.
  37427. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  37428. * @return a boolean defining if the geometry was added or not
  37429. */
  37430. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  37431. /**
  37432. * Removes an existing geometry
  37433. * @param geometry defines the geometry to be removed from the scene
  37434. * @return a boolean defining if the geometry was removed or not
  37435. */
  37436. removeGeometry(geometry: Geometry): boolean;
  37437. /**
  37438. * Gets the list of geometries attached to the scene
  37439. * @returns an array of Geometry
  37440. */
  37441. getGeometries(): Geometry[];
  37442. /**
  37443. * Gets the first added mesh found of a given ID
  37444. * @param id defines the id to search for
  37445. * @return the mesh found or null if not found at all
  37446. */
  37447. getMeshByID(id: string): Nullable<AbstractMesh>;
  37448. /**
  37449. * Gets a list of meshes using their id
  37450. * @param id defines the id to search for
  37451. * @returns a list of meshes
  37452. */
  37453. getMeshesByID(id: string): Array<AbstractMesh>;
  37454. /**
  37455. * Gets the first added transform node found of a given ID
  37456. * @param id defines the id to search for
  37457. * @return the found transform node or null if not found at all.
  37458. */
  37459. getTransformNodeByID(id: string): Nullable<TransformNode>;
  37460. /**
  37461. * Gets a transform node with its auto-generated unique id
  37462. * @param uniqueId efines the unique id to search for
  37463. * @return the found transform node or null if not found at all.
  37464. */
  37465. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  37466. /**
  37467. * Gets a list of transform nodes using their id
  37468. * @param id defines the id to search for
  37469. * @returns a list of transform nodes
  37470. */
  37471. getTransformNodesByID(id: string): Array<TransformNode>;
  37472. /**
  37473. * Gets a mesh with its auto-generated unique id
  37474. * @param uniqueId defines the unique id to search for
  37475. * @return the found mesh or null if not found at all.
  37476. */
  37477. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  37478. /**
  37479. * Gets a the last added mesh using a given id
  37480. * @param id defines the id to search for
  37481. * @return the found mesh or null if not found at all.
  37482. */
  37483. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  37484. /**
  37485. * Gets a the last added node (Mesh, Camera, Light) using a given id
  37486. * @param id defines the id to search for
  37487. * @return the found node or null if not found at all
  37488. */
  37489. getLastEntryByID(id: string): Nullable<Node>;
  37490. /**
  37491. * Gets a node (Mesh, Camera, Light) using a given id
  37492. * @param id defines the id to search for
  37493. * @return the found node or null if not found at all
  37494. */
  37495. getNodeByID(id: string): Nullable<Node>;
  37496. /**
  37497. * Gets a node (Mesh, Camera, Light) using a given name
  37498. * @param name defines the name to search for
  37499. * @return the found node or null if not found at all.
  37500. */
  37501. getNodeByName(name: string): Nullable<Node>;
  37502. /**
  37503. * Gets a mesh using a given name
  37504. * @param name defines the name to search for
  37505. * @return the found mesh or null if not found at all.
  37506. */
  37507. getMeshByName(name: string): Nullable<AbstractMesh>;
  37508. /**
  37509. * Gets a transform node using a given name
  37510. * @param name defines the name to search for
  37511. * @return the found transform node or null if not found at all.
  37512. */
  37513. getTransformNodeByName(name: string): Nullable<TransformNode>;
  37514. /**
  37515. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  37516. * @param id defines the id to search for
  37517. * @return the found skeleton or null if not found at all.
  37518. */
  37519. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  37520. /**
  37521. * Gets a skeleton using a given auto generated unique id
  37522. * @param uniqueId defines the unique id to search for
  37523. * @return the found skeleton or null if not found at all.
  37524. */
  37525. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  37526. /**
  37527. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  37528. * @param id defines the id to search for
  37529. * @return the found skeleton or null if not found at all.
  37530. */
  37531. getSkeletonById(id: string): Nullable<Skeleton>;
  37532. /**
  37533. * Gets a skeleton using a given name
  37534. * @param name defines the name to search for
  37535. * @return the found skeleton or null if not found at all.
  37536. */
  37537. getSkeletonByName(name: string): Nullable<Skeleton>;
  37538. /**
  37539. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  37540. * @param id defines the id to search for
  37541. * @return the found morph target manager or null if not found at all.
  37542. */
  37543. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  37544. /**
  37545. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  37546. * @param id defines the id to search for
  37547. * @return the found morph target or null if not found at all.
  37548. */
  37549. getMorphTargetById(id: string): Nullable<MorphTarget>;
  37550. /**
  37551. * Gets a boolean indicating if the given mesh is active
  37552. * @param mesh defines the mesh to look for
  37553. * @returns true if the mesh is in the active list
  37554. */
  37555. isActiveMesh(mesh: AbstractMesh): boolean;
  37556. /**
  37557. * Return a unique id as a string which can serve as an identifier for the scene
  37558. */
  37559. get uid(): string;
  37560. /**
  37561. * Add an externaly attached data from its key.
  37562. * This method call will fail and return false, if such key already exists.
  37563. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  37564. * @param key the unique key that identifies the data
  37565. * @param data the data object to associate to the key for this Engine instance
  37566. * @return true if no such key were already present and the data was added successfully, false otherwise
  37567. */
  37568. addExternalData<T>(key: string, data: T): boolean;
  37569. /**
  37570. * Get an externaly attached data from its key
  37571. * @param key the unique key that identifies the data
  37572. * @return the associated data, if present (can be null), or undefined if not present
  37573. */
  37574. getExternalData<T>(key: string): Nullable<T>;
  37575. /**
  37576. * Get an externaly attached data from its key, create it using a factory if it's not already present
  37577. * @param key the unique key that identifies the data
  37578. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  37579. * @return the associated data, can be null if the factory returned null.
  37580. */
  37581. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  37582. /**
  37583. * Remove an externaly attached data from the Engine instance
  37584. * @param key the unique key that identifies the data
  37585. * @return true if the data was successfully removed, false if it doesn't exist
  37586. */
  37587. removeExternalData(key: string): boolean;
  37588. private _evaluateSubMesh;
  37589. /**
  37590. * Clear the processed materials smart array preventing retention point in material dispose.
  37591. */
  37592. freeProcessedMaterials(): void;
  37593. private _preventFreeActiveMeshesAndRenderingGroups;
  37594. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  37595. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  37596. * when disposing several meshes in a row or a hierarchy of meshes.
  37597. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  37598. */
  37599. get blockfreeActiveMeshesAndRenderingGroups(): boolean;
  37600. set blockfreeActiveMeshesAndRenderingGroups(value: boolean);
  37601. /**
  37602. * Clear the active meshes smart array preventing retention point in mesh dispose.
  37603. */
  37604. freeActiveMeshes(): void;
  37605. /**
  37606. * Clear the info related to rendering groups preventing retention points during dispose.
  37607. */
  37608. freeRenderingGroups(): void;
  37609. /** @hidden */
  37610. _isInIntermediateRendering(): boolean;
  37611. /**
  37612. * Lambda returning the list of potentially active meshes.
  37613. */
  37614. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  37615. /**
  37616. * Lambda returning the list of potentially active sub meshes.
  37617. */
  37618. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  37619. /**
  37620. * Lambda returning the list of potentially intersecting sub meshes.
  37621. */
  37622. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  37623. /**
  37624. * Lambda returning the list of potentially colliding sub meshes.
  37625. */
  37626. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  37627. private _activeMeshesFrozen;
  37628. private _skipEvaluateActiveMeshesCompletely;
  37629. /**
  37630. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  37631. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  37632. * @returns the current scene
  37633. */
  37634. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  37635. /**
  37636. * Use this function to restart evaluating active meshes on every frame
  37637. * @returns the current scene
  37638. */
  37639. unfreezeActiveMeshes(): Scene;
  37640. private _evaluateActiveMeshes;
  37641. private _activeMesh;
  37642. /**
  37643. * Update the transform matrix to update from the current active camera
  37644. * @param force defines a boolean used to force the update even if cache is up to date
  37645. */
  37646. updateTransformMatrix(force?: boolean): void;
  37647. private _bindFrameBuffer;
  37648. /** @hidden */
  37649. _allowPostProcessClearColor: boolean;
  37650. /** @hidden */
  37651. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  37652. private _processSubCameras;
  37653. private _checkIntersections;
  37654. /** @hidden */
  37655. _advancePhysicsEngineStep(step: number): void;
  37656. /**
  37657. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  37658. */
  37659. getDeterministicFrameTime: () => number;
  37660. /** @hidden */
  37661. _animate(): void;
  37662. /** Execute all animations (for a frame) */
  37663. animate(): void;
  37664. /**
  37665. * Render the scene
  37666. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  37667. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  37668. */
  37669. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  37670. /**
  37671. * Freeze all materials
  37672. * A frozen material will not be updatable but should be faster to render
  37673. */
  37674. freezeMaterials(): void;
  37675. /**
  37676. * Unfreeze all materials
  37677. * A frozen material will not be updatable but should be faster to render
  37678. */
  37679. unfreezeMaterials(): void;
  37680. /**
  37681. * Releases all held ressources
  37682. */
  37683. dispose(): void;
  37684. /**
  37685. * Gets if the scene is already disposed
  37686. */
  37687. get isDisposed(): boolean;
  37688. /**
  37689. * Call this function to reduce memory footprint of the scene.
  37690. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  37691. */
  37692. clearCachedVertexData(): void;
  37693. /**
  37694. * This function will remove the local cached buffer data from texture.
  37695. * It will save memory but will prevent the texture from being rebuilt
  37696. */
  37697. cleanCachedTextureBuffer(): void;
  37698. /**
  37699. * Get the world extend vectors with an optional filter
  37700. *
  37701. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  37702. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  37703. */
  37704. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  37705. min: Vector3;
  37706. max: Vector3;
  37707. };
  37708. /**
  37709. * Creates a ray that can be used to pick in the scene
  37710. * @param x defines the x coordinate of the origin (on-screen)
  37711. * @param y defines the y coordinate of the origin (on-screen)
  37712. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  37713. * @param camera defines the camera to use for the picking
  37714. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  37715. * @returns a Ray
  37716. */
  37717. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  37718. /**
  37719. * Creates a ray that can be used to pick in the scene
  37720. * @param x defines the x coordinate of the origin (on-screen)
  37721. * @param y defines the y coordinate of the origin (on-screen)
  37722. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  37723. * @param result defines the ray where to store the picking ray
  37724. * @param camera defines the camera to use for the picking
  37725. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  37726. * @returns the current scene
  37727. */
  37728. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  37729. /**
  37730. * Creates a ray that can be used to pick in the scene
  37731. * @param x defines the x coordinate of the origin (on-screen)
  37732. * @param y defines the y coordinate of the origin (on-screen)
  37733. * @param camera defines the camera to use for the picking
  37734. * @returns a Ray
  37735. */
  37736. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  37737. /**
  37738. * Creates a ray that can be used to pick in the scene
  37739. * @param x defines the x coordinate of the origin (on-screen)
  37740. * @param y defines the y coordinate of the origin (on-screen)
  37741. * @param result defines the ray where to store the picking ray
  37742. * @param camera defines the camera to use for the picking
  37743. * @returns the current scene
  37744. */
  37745. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  37746. /** Launch a ray to try to pick a mesh in the scene
  37747. * @param x position on screen
  37748. * @param y position on screen
  37749. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  37750. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  37751. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  37752. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37753. * @returns a PickingInfo
  37754. */
  37755. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  37756. /** Use the given ray to pick a mesh in the scene
  37757. * @param ray The ray to use to pick meshes
  37758. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  37759. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  37760. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37761. * @returns a PickingInfo
  37762. */
  37763. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  37764. /**
  37765. * Launch a ray to try to pick a mesh in the scene
  37766. * @param x X position on screen
  37767. * @param y Y position on screen
  37768. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  37769. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  37770. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37771. * @returns an array of PickingInfo
  37772. */
  37773. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  37774. /**
  37775. * Launch a ray to try to pick a mesh in the scene
  37776. * @param ray Ray to use
  37777. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  37778. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37779. * @returns an array of PickingInfo
  37780. */
  37781. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  37782. /**
  37783. * Force the value of meshUnderPointer
  37784. * @param mesh defines the mesh to use
  37785. */
  37786. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  37787. /**
  37788. * Gets the mesh under the pointer
  37789. * @returns a Mesh or null if no mesh is under the pointer
  37790. */
  37791. getPointerOverMesh(): Nullable<AbstractMesh>;
  37792. /** @hidden */
  37793. _rebuildGeometries(): void;
  37794. /** @hidden */
  37795. _rebuildTextures(): void;
  37796. private _getByTags;
  37797. /**
  37798. * Get a list of meshes by tags
  37799. * @param tagsQuery defines the tags query to use
  37800. * @param forEach defines a predicate used to filter results
  37801. * @returns an array of Mesh
  37802. */
  37803. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  37804. /**
  37805. * Get a list of cameras by tags
  37806. * @param tagsQuery defines the tags query to use
  37807. * @param forEach defines a predicate used to filter results
  37808. * @returns an array of Camera
  37809. */
  37810. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  37811. /**
  37812. * Get a list of lights by tags
  37813. * @param tagsQuery defines the tags query to use
  37814. * @param forEach defines a predicate used to filter results
  37815. * @returns an array of Light
  37816. */
  37817. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  37818. /**
  37819. * Get a list of materials by tags
  37820. * @param tagsQuery defines the tags query to use
  37821. * @param forEach defines a predicate used to filter results
  37822. * @returns an array of Material
  37823. */
  37824. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  37825. /**
  37826. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  37827. * This allowed control for front to back rendering or reversly depending of the special needs.
  37828. *
  37829. * @param renderingGroupId The rendering group id corresponding to its index
  37830. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  37831. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  37832. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  37833. */
  37834. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  37835. /**
  37836. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  37837. *
  37838. * @param renderingGroupId The rendering group id corresponding to its index
  37839. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  37840. * @param depth Automatically clears depth between groups if true and autoClear is true.
  37841. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  37842. */
  37843. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  37844. /**
  37845. * Gets the current auto clear configuration for one rendering group of the rendering
  37846. * manager.
  37847. * @param index the rendering group index to get the information for
  37848. * @returns The auto clear setup for the requested rendering group
  37849. */
  37850. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  37851. private _blockMaterialDirtyMechanism;
  37852. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  37853. get blockMaterialDirtyMechanism(): boolean;
  37854. set blockMaterialDirtyMechanism(value: boolean);
  37855. /**
  37856. * Will flag all materials as dirty to trigger new shader compilation
  37857. * @param flag defines the flag used to specify which material part must be marked as dirty
  37858. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  37859. */
  37860. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  37861. /** @hidden */
  37862. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  37863. /** @hidden */
  37864. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  37865. /** @hidden */
  37866. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  37867. /** @hidden */
  37868. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  37869. /** @hidden */
  37870. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  37871. /** @hidden */
  37872. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  37873. }
  37874. }
  37875. declare module "babylonjs/assetContainer" {
  37876. import { AbstractScene } from "babylonjs/abstractScene";
  37877. import { Scene } from "babylonjs/scene";
  37878. import { Mesh } from "babylonjs/Meshes/mesh";
  37879. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37880. import { Skeleton } from "babylonjs/Bones/skeleton";
  37881. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  37882. import { Animatable } from "babylonjs/Animations/animatable";
  37883. import { Nullable } from "babylonjs/types";
  37884. import { Node } from "babylonjs/node";
  37885. /**
  37886. * Set of assets to keep when moving a scene into an asset container.
  37887. */
  37888. export class KeepAssets extends AbstractScene {
  37889. }
  37890. /**
  37891. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  37892. */
  37893. export class InstantiatedEntries {
  37894. /**
  37895. * List of new root nodes (eg. nodes with no parent)
  37896. */
  37897. rootNodes: TransformNode[];
  37898. /**
  37899. * List of new skeletons
  37900. */
  37901. skeletons: Skeleton[];
  37902. /**
  37903. * List of new animation groups
  37904. */
  37905. animationGroups: AnimationGroup[];
  37906. }
  37907. /**
  37908. * Container with a set of assets that can be added or removed from a scene.
  37909. */
  37910. export class AssetContainer extends AbstractScene {
  37911. /**
  37912. * The scene the AssetContainer belongs to.
  37913. */
  37914. scene: Scene;
  37915. /**
  37916. * Instantiates an AssetContainer.
  37917. * @param scene The scene the AssetContainer belongs to.
  37918. */
  37919. constructor(scene: Scene);
  37920. /**
  37921. * Instantiate or clone all meshes and add the new ones to the scene.
  37922. * Skeletons and animation groups will all be cloned
  37923. * @param nameFunction defines an optional function used to get new names for clones
  37924. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  37925. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  37926. */
  37927. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  37928. /**
  37929. * Adds all the assets from the container to the scene.
  37930. */
  37931. addAllToScene(): void;
  37932. /**
  37933. * Removes all the assets in the container from the scene
  37934. */
  37935. removeAllFromScene(): void;
  37936. /**
  37937. * Disposes all the assets in the container
  37938. */
  37939. dispose(): void;
  37940. private _moveAssets;
  37941. /**
  37942. * Removes all the assets contained in the scene and adds them to the container.
  37943. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  37944. */
  37945. moveAllFromScene(keepAssets?: KeepAssets): void;
  37946. /**
  37947. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  37948. * @returns the root mesh
  37949. */
  37950. createRootMesh(): Mesh;
  37951. /**
  37952. * Merge animations from this asset container into a scene
  37953. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  37954. * @param animatables set of animatables to retarget to a node from the scene
  37955. * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)
  37956. */
  37957. mergeAnimationsTo(scene: Scene | null | undefined, animatables: Animatable[], targetConverter?: Nullable<(target: any) => Nullable<Node>>): void;
  37958. }
  37959. }
  37960. declare module "babylonjs/abstractScene" {
  37961. import { Scene } from "babylonjs/scene";
  37962. import { Nullable } from "babylonjs/types";
  37963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37964. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37965. import { Geometry } from "babylonjs/Meshes/geometry";
  37966. import { Skeleton } from "babylonjs/Bones/skeleton";
  37967. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  37968. import { AssetContainer } from "babylonjs/assetContainer";
  37969. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  37970. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  37971. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  37972. import { Material } from "babylonjs/Materials/material";
  37973. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  37974. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  37975. import { Camera } from "babylonjs/Cameras/camera";
  37976. import { Light } from "babylonjs/Lights/light";
  37977. import { Node } from "babylonjs/node";
  37978. import { Animation } from "babylonjs/Animations/animation";
  37979. /**
  37980. * Defines how the parser contract is defined.
  37981. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  37982. */
  37983. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  37984. /**
  37985. * Defines how the individual parser contract is defined.
  37986. * These parser can parse an individual asset
  37987. */
  37988. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  37989. /**
  37990. * Base class of the scene acting as a container for the different elements composing a scene.
  37991. * This class is dynamically extended by the different components of the scene increasing
  37992. * flexibility and reducing coupling
  37993. */
  37994. export abstract class AbstractScene {
  37995. /**
  37996. * Stores the list of available parsers in the application.
  37997. */
  37998. private static _BabylonFileParsers;
  37999. /**
  38000. * Stores the list of available individual parsers in the application.
  38001. */
  38002. private static _IndividualBabylonFileParsers;
  38003. /**
  38004. * Adds a parser in the list of available ones
  38005. * @param name Defines the name of the parser
  38006. * @param parser Defines the parser to add
  38007. */
  38008. static AddParser(name: string, parser: BabylonFileParser): void;
  38009. /**
  38010. * Gets a general parser from the list of avaialble ones
  38011. * @param name Defines the name of the parser
  38012. * @returns the requested parser or null
  38013. */
  38014. static GetParser(name: string): Nullable<BabylonFileParser>;
  38015. /**
  38016. * Adds n individual parser in the list of available ones
  38017. * @param name Defines the name of the parser
  38018. * @param parser Defines the parser to add
  38019. */
  38020. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  38021. /**
  38022. * Gets an individual parser from the list of avaialble ones
  38023. * @param name Defines the name of the parser
  38024. * @returns the requested parser or null
  38025. */
  38026. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  38027. /**
  38028. * Parser json data and populate both a scene and its associated container object
  38029. * @param jsonData Defines the data to parse
  38030. * @param scene Defines the scene to parse the data for
  38031. * @param container Defines the container attached to the parsing sequence
  38032. * @param rootUrl Defines the root url of the data
  38033. */
  38034. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  38035. /**
  38036. * Gets the list of root nodes (ie. nodes with no parent)
  38037. */
  38038. rootNodes: Node[];
  38039. /** All of the cameras added to this scene
  38040. * @see http://doc.babylonjs.com/babylon101/cameras
  38041. */
  38042. cameras: Camera[];
  38043. /**
  38044. * All of the lights added to this scene
  38045. * @see http://doc.babylonjs.com/babylon101/lights
  38046. */
  38047. lights: Light[];
  38048. /**
  38049. * All of the (abstract) meshes added to this scene
  38050. */
  38051. meshes: AbstractMesh[];
  38052. /**
  38053. * The list of skeletons added to the scene
  38054. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  38055. */
  38056. skeletons: Skeleton[];
  38057. /**
  38058. * All of the particle systems added to this scene
  38059. * @see http://doc.babylonjs.com/babylon101/particles
  38060. */
  38061. particleSystems: IParticleSystem[];
  38062. /**
  38063. * Gets a list of Animations associated with the scene
  38064. */
  38065. animations: Animation[];
  38066. /**
  38067. * All of the animation groups added to this scene
  38068. * @see http://doc.babylonjs.com/how_to/group
  38069. */
  38070. animationGroups: AnimationGroup[];
  38071. /**
  38072. * All of the multi-materials added to this scene
  38073. * @see http://doc.babylonjs.com/how_to/multi_materials
  38074. */
  38075. multiMaterials: MultiMaterial[];
  38076. /**
  38077. * All of the materials added to this scene
  38078. * In the context of a Scene, it is not supposed to be modified manually.
  38079. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  38080. * Note also that the order of the Material within the array is not significant and might change.
  38081. * @see http://doc.babylonjs.com/babylon101/materials
  38082. */
  38083. materials: Material[];
  38084. /**
  38085. * The list of morph target managers added to the scene
  38086. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  38087. */
  38088. morphTargetManagers: MorphTargetManager[];
  38089. /**
  38090. * The list of geometries used in the scene.
  38091. */
  38092. geometries: Geometry[];
  38093. /**
  38094. * All of the tranform nodes added to this scene
  38095. * In the context of a Scene, it is not supposed to be modified manually.
  38096. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  38097. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  38098. * @see http://doc.babylonjs.com/how_to/transformnode
  38099. */
  38100. transformNodes: TransformNode[];
  38101. /**
  38102. * ActionManagers available on the scene.
  38103. */
  38104. actionManagers: AbstractActionManager[];
  38105. /**
  38106. * Textures to keep.
  38107. */
  38108. textures: BaseTexture[];
  38109. /**
  38110. * Environment texture for the scene
  38111. */
  38112. environmentTexture: Nullable<BaseTexture>;
  38113. /**
  38114. * @returns all meshes, lights, cameras, transformNodes and bones
  38115. */
  38116. getNodes(): Array<Node>;
  38117. }
  38118. }
  38119. declare module "babylonjs/Audio/sound" {
  38120. import { Observable } from "babylonjs/Misc/observable";
  38121. import { Vector3 } from "babylonjs/Maths/math.vector";
  38122. import { Nullable } from "babylonjs/types";
  38123. import { Scene } from "babylonjs/scene";
  38124. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38125. /**
  38126. * Interface used to define options for Sound class
  38127. */
  38128. export interface ISoundOptions {
  38129. /**
  38130. * Does the sound autoplay once loaded.
  38131. */
  38132. autoplay?: boolean;
  38133. /**
  38134. * Does the sound loop after it finishes playing once.
  38135. */
  38136. loop?: boolean;
  38137. /**
  38138. * Sound's volume
  38139. */
  38140. volume?: number;
  38141. /**
  38142. * Is it a spatial sound?
  38143. */
  38144. spatialSound?: boolean;
  38145. /**
  38146. * Maximum distance to hear that sound
  38147. */
  38148. maxDistance?: number;
  38149. /**
  38150. * Uses user defined attenuation function
  38151. */
  38152. useCustomAttenuation?: boolean;
  38153. /**
  38154. * Define the roll off factor of spatial sounds.
  38155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38156. */
  38157. rolloffFactor?: number;
  38158. /**
  38159. * Define the reference distance the sound should be heard perfectly.
  38160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38161. */
  38162. refDistance?: number;
  38163. /**
  38164. * Define the distance attenuation model the sound will follow.
  38165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38166. */
  38167. distanceModel?: string;
  38168. /**
  38169. * Defines the playback speed (1 by default)
  38170. */
  38171. playbackRate?: number;
  38172. /**
  38173. * Defines if the sound is from a streaming source
  38174. */
  38175. streaming?: boolean;
  38176. /**
  38177. * Defines an optional length (in seconds) inside the sound file
  38178. */
  38179. length?: number;
  38180. /**
  38181. * Defines an optional offset (in seconds) inside the sound file
  38182. */
  38183. offset?: number;
  38184. /**
  38185. * If true, URLs will not be required to state the audio file codec to use.
  38186. */
  38187. skipCodecCheck?: boolean;
  38188. }
  38189. /**
  38190. * Defines a sound that can be played in the application.
  38191. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  38192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38193. */
  38194. export class Sound {
  38195. /**
  38196. * The name of the sound in the scene.
  38197. */
  38198. name: string;
  38199. /**
  38200. * Does the sound autoplay once loaded.
  38201. */
  38202. autoplay: boolean;
  38203. /**
  38204. * Does the sound loop after it finishes playing once.
  38205. */
  38206. loop: boolean;
  38207. /**
  38208. * Does the sound use a custom attenuation curve to simulate the falloff
  38209. * happening when the source gets further away from the camera.
  38210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  38211. */
  38212. useCustomAttenuation: boolean;
  38213. /**
  38214. * The sound track id this sound belongs to.
  38215. */
  38216. soundTrackId: number;
  38217. /**
  38218. * Is this sound currently played.
  38219. */
  38220. isPlaying: boolean;
  38221. /**
  38222. * Is this sound currently paused.
  38223. */
  38224. isPaused: boolean;
  38225. /**
  38226. * Does this sound enables spatial sound.
  38227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38228. */
  38229. spatialSound: boolean;
  38230. /**
  38231. * Define the reference distance the sound should be heard perfectly.
  38232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38233. */
  38234. refDistance: number;
  38235. /**
  38236. * Define the roll off factor of spatial sounds.
  38237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38238. */
  38239. rolloffFactor: number;
  38240. /**
  38241. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  38242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38243. */
  38244. maxDistance: number;
  38245. /**
  38246. * Define the distance attenuation model the sound will follow.
  38247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38248. */
  38249. distanceModel: string;
  38250. /**
  38251. * @hidden
  38252. * Back Compat
  38253. **/
  38254. onended: () => any;
  38255. /**
  38256. * Observable event when the current playing sound finishes.
  38257. */
  38258. onEndedObservable: Observable<Sound>;
  38259. private _panningModel;
  38260. private _playbackRate;
  38261. private _streaming;
  38262. private _startTime;
  38263. private _startOffset;
  38264. private _position;
  38265. /** @hidden */
  38266. _positionInEmitterSpace: boolean;
  38267. private _localDirection;
  38268. private _volume;
  38269. private _isReadyToPlay;
  38270. private _isDirectional;
  38271. private _readyToPlayCallback;
  38272. private _audioBuffer;
  38273. private _soundSource;
  38274. private _streamingSource;
  38275. private _soundPanner;
  38276. private _soundGain;
  38277. private _inputAudioNode;
  38278. private _outputAudioNode;
  38279. private _coneInnerAngle;
  38280. private _coneOuterAngle;
  38281. private _coneOuterGain;
  38282. private _scene;
  38283. private _connectedTransformNode;
  38284. private _customAttenuationFunction;
  38285. private _registerFunc;
  38286. private _isOutputConnected;
  38287. private _htmlAudioElement;
  38288. private _urlType;
  38289. private _length?;
  38290. private _offset?;
  38291. /** @hidden */
  38292. static _SceneComponentInitialization: (scene: Scene) => void;
  38293. /**
  38294. * Create a sound and attach it to a scene
  38295. * @param name Name of your sound
  38296. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  38297. * @param scene defines the scene the sound belongs to
  38298. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  38299. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  38300. */
  38301. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  38302. /**
  38303. * Release the sound and its associated resources
  38304. */
  38305. dispose(): void;
  38306. /**
  38307. * Gets if the sounds is ready to be played or not.
  38308. * @returns true if ready, otherwise false
  38309. */
  38310. isReady(): boolean;
  38311. private _soundLoaded;
  38312. /**
  38313. * Sets the data of the sound from an audiobuffer
  38314. * @param audioBuffer The audioBuffer containing the data
  38315. */
  38316. setAudioBuffer(audioBuffer: AudioBuffer): void;
  38317. /**
  38318. * Updates the current sounds options such as maxdistance, loop...
  38319. * @param options A JSON object containing values named as the object properties
  38320. */
  38321. updateOptions(options: ISoundOptions): void;
  38322. private _createSpatialParameters;
  38323. private _updateSpatialParameters;
  38324. /**
  38325. * Switch the panning model to HRTF:
  38326. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  38327. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38328. */
  38329. switchPanningModelToHRTF(): void;
  38330. /**
  38331. * Switch the panning model to Equal Power:
  38332. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  38333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38334. */
  38335. switchPanningModelToEqualPower(): void;
  38336. private _switchPanningModel;
  38337. /**
  38338. * Connect this sound to a sound track audio node like gain...
  38339. * @param soundTrackAudioNode the sound track audio node to connect to
  38340. */
  38341. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  38342. /**
  38343. * Transform this sound into a directional source
  38344. * @param coneInnerAngle Size of the inner cone in degree
  38345. * @param coneOuterAngle Size of the outer cone in degree
  38346. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  38347. */
  38348. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  38349. /**
  38350. * Gets or sets the inner angle for the directional cone.
  38351. */
  38352. get directionalConeInnerAngle(): number;
  38353. /**
  38354. * Gets or sets the inner angle for the directional cone.
  38355. */
  38356. set directionalConeInnerAngle(value: number);
  38357. /**
  38358. * Gets or sets the outer angle for the directional cone.
  38359. */
  38360. get directionalConeOuterAngle(): number;
  38361. /**
  38362. * Gets or sets the outer angle for the directional cone.
  38363. */
  38364. set directionalConeOuterAngle(value: number);
  38365. /**
  38366. * Sets the position of the emitter if spatial sound is enabled
  38367. * @param newPosition Defines the new posisiton
  38368. */
  38369. setPosition(newPosition: Vector3): void;
  38370. /**
  38371. * Sets the local direction of the emitter if spatial sound is enabled
  38372. * @param newLocalDirection Defines the new local direction
  38373. */
  38374. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  38375. private _updateDirection;
  38376. /** @hidden */
  38377. updateDistanceFromListener(): void;
  38378. /**
  38379. * Sets a new custom attenuation function for the sound.
  38380. * @param callback Defines the function used for the attenuation
  38381. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  38382. */
  38383. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  38384. /**
  38385. * Play the sound
  38386. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  38387. * @param offset (optional) Start the sound at a specific time in seconds
  38388. * @param length (optional) Sound duration (in seconds)
  38389. */
  38390. play(time?: number, offset?: number, length?: number): void;
  38391. private _onended;
  38392. /**
  38393. * Stop the sound
  38394. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  38395. */
  38396. stop(time?: number): void;
  38397. /**
  38398. * Put the sound in pause
  38399. */
  38400. pause(): void;
  38401. /**
  38402. * Sets a dedicated volume for this sounds
  38403. * @param newVolume Define the new volume of the sound
  38404. * @param time Define time for gradual change to new volume
  38405. */
  38406. setVolume(newVolume: number, time?: number): void;
  38407. /**
  38408. * Set the sound play back rate
  38409. * @param newPlaybackRate Define the playback rate the sound should be played at
  38410. */
  38411. setPlaybackRate(newPlaybackRate: number): void;
  38412. /**
  38413. * Gets the volume of the sound.
  38414. * @returns the volume of the sound
  38415. */
  38416. getVolume(): number;
  38417. /**
  38418. * Attach the sound to a dedicated mesh
  38419. * @param transformNode The transform node to connect the sound with
  38420. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  38421. */
  38422. attachToMesh(transformNode: TransformNode): void;
  38423. /**
  38424. * Detach the sound from the previously attached mesh
  38425. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  38426. */
  38427. detachFromMesh(): void;
  38428. private _onRegisterAfterWorldMatrixUpdate;
  38429. /**
  38430. * Clone the current sound in the scene.
  38431. * @returns the new sound clone
  38432. */
  38433. clone(): Nullable<Sound>;
  38434. /**
  38435. * Gets the current underlying audio buffer containing the data
  38436. * @returns the audio buffer
  38437. */
  38438. getAudioBuffer(): Nullable<AudioBuffer>;
  38439. /**
  38440. * Serializes the Sound in a JSON representation
  38441. * @returns the JSON representation of the sound
  38442. */
  38443. serialize(): any;
  38444. /**
  38445. * Parse a JSON representation of a sound to innstantiate in a given scene
  38446. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  38447. * @param scene Define the scene the new parsed sound should be created in
  38448. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  38449. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  38450. * @returns the newly parsed sound
  38451. */
  38452. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  38453. }
  38454. }
  38455. declare module "babylonjs/Actions/directAudioActions" {
  38456. import { Action } from "babylonjs/Actions/action";
  38457. import { Condition } from "babylonjs/Actions/condition";
  38458. import { Sound } from "babylonjs/Audio/sound";
  38459. /**
  38460. * This defines an action helpful to play a defined sound on a triggered action.
  38461. */
  38462. export class PlaySoundAction extends Action {
  38463. private _sound;
  38464. /**
  38465. * Instantiate the action
  38466. * @param triggerOptions defines the trigger options
  38467. * @param sound defines the sound to play
  38468. * @param condition defines the trigger related conditions
  38469. */
  38470. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  38471. /** @hidden */
  38472. _prepare(): void;
  38473. /**
  38474. * Execute the action and play the sound.
  38475. */
  38476. execute(): void;
  38477. /**
  38478. * Serializes the actions and its related information.
  38479. * @param parent defines the object to serialize in
  38480. * @returns the serialized object
  38481. */
  38482. serialize(parent: any): any;
  38483. }
  38484. /**
  38485. * This defines an action helpful to stop a defined sound on a triggered action.
  38486. */
  38487. export class StopSoundAction extends Action {
  38488. private _sound;
  38489. /**
  38490. * Instantiate the action
  38491. * @param triggerOptions defines the trigger options
  38492. * @param sound defines the sound to stop
  38493. * @param condition defines the trigger related conditions
  38494. */
  38495. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  38496. /** @hidden */
  38497. _prepare(): void;
  38498. /**
  38499. * Execute the action and stop the sound.
  38500. */
  38501. execute(): void;
  38502. /**
  38503. * Serializes the actions and its related information.
  38504. * @param parent defines the object to serialize in
  38505. * @returns the serialized object
  38506. */
  38507. serialize(parent: any): any;
  38508. }
  38509. }
  38510. declare module "babylonjs/Actions/interpolateValueAction" {
  38511. import { Action } from "babylonjs/Actions/action";
  38512. import { Condition } from "babylonjs/Actions/condition";
  38513. import { Observable } from "babylonjs/Misc/observable";
  38514. /**
  38515. * This defines an action responsible to change the value of a property
  38516. * by interpolating between its current value and the newly set one once triggered.
  38517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  38518. */
  38519. export class InterpolateValueAction extends Action {
  38520. /**
  38521. * Defines the path of the property where the value should be interpolated
  38522. */
  38523. propertyPath: string;
  38524. /**
  38525. * Defines the target value at the end of the interpolation.
  38526. */
  38527. value: any;
  38528. /**
  38529. * Defines the time it will take for the property to interpolate to the value.
  38530. */
  38531. duration: number;
  38532. /**
  38533. * Defines if the other scene animations should be stopped when the action has been triggered
  38534. */
  38535. stopOtherAnimations?: boolean;
  38536. /**
  38537. * Defines a callback raised once the interpolation animation has been done.
  38538. */
  38539. onInterpolationDone?: () => void;
  38540. /**
  38541. * Observable triggered once the interpolation animation has been done.
  38542. */
  38543. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  38544. private _target;
  38545. private _effectiveTarget;
  38546. private _property;
  38547. /**
  38548. * Instantiate the action
  38549. * @param triggerOptions defines the trigger options
  38550. * @param target defines the object containing the value to interpolate
  38551. * @param propertyPath defines the path to the property in the target object
  38552. * @param value defines the target value at the end of the interpolation
  38553. * @param duration deines the time it will take for the property to interpolate to the value.
  38554. * @param condition defines the trigger related conditions
  38555. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  38556. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  38557. */
  38558. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  38559. /** @hidden */
  38560. _prepare(): void;
  38561. /**
  38562. * Execute the action starts the value interpolation.
  38563. */
  38564. execute(): void;
  38565. /**
  38566. * Serializes the actions and its related information.
  38567. * @param parent defines the object to serialize in
  38568. * @returns the serialized object
  38569. */
  38570. serialize(parent: any): any;
  38571. }
  38572. }
  38573. declare module "babylonjs/Actions/index" {
  38574. export * from "babylonjs/Actions/abstractActionManager";
  38575. export * from "babylonjs/Actions/action";
  38576. export * from "babylonjs/Actions/actionEvent";
  38577. export * from "babylonjs/Actions/actionManager";
  38578. export * from "babylonjs/Actions/condition";
  38579. export * from "babylonjs/Actions/directActions";
  38580. export * from "babylonjs/Actions/directAudioActions";
  38581. export * from "babylonjs/Actions/interpolateValueAction";
  38582. }
  38583. declare module "babylonjs/Animations/index" {
  38584. export * from "babylonjs/Animations/animatable";
  38585. export * from "babylonjs/Animations/animation";
  38586. export * from "babylonjs/Animations/animationGroup";
  38587. export * from "babylonjs/Animations/animationPropertiesOverride";
  38588. export * from "babylonjs/Animations/easing";
  38589. export * from "babylonjs/Animations/runtimeAnimation";
  38590. export * from "babylonjs/Animations/animationEvent";
  38591. export * from "babylonjs/Animations/animationGroup";
  38592. export * from "babylonjs/Animations/animationKey";
  38593. export * from "babylonjs/Animations/animationRange";
  38594. export * from "babylonjs/Animations/animatable.interface";
  38595. }
  38596. declare module "babylonjs/Audio/soundTrack" {
  38597. import { Sound } from "babylonjs/Audio/sound";
  38598. import { Analyser } from "babylonjs/Audio/analyser";
  38599. import { Scene } from "babylonjs/scene";
  38600. /**
  38601. * Options allowed during the creation of a sound track.
  38602. */
  38603. export interface ISoundTrackOptions {
  38604. /**
  38605. * The volume the sound track should take during creation
  38606. */
  38607. volume?: number;
  38608. /**
  38609. * Define if the sound track is the main sound track of the scene
  38610. */
  38611. mainTrack?: boolean;
  38612. }
  38613. /**
  38614. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  38615. * It will be also used in a future release to apply effects on a specific track.
  38616. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  38617. */
  38618. export class SoundTrack {
  38619. /**
  38620. * The unique identifier of the sound track in the scene.
  38621. */
  38622. id: number;
  38623. /**
  38624. * The list of sounds included in the sound track.
  38625. */
  38626. soundCollection: Array<Sound>;
  38627. private _outputAudioNode;
  38628. private _scene;
  38629. private _connectedAnalyser;
  38630. private _options;
  38631. private _isInitialized;
  38632. /**
  38633. * Creates a new sound track.
  38634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  38635. * @param scene Define the scene the sound track belongs to
  38636. * @param options
  38637. */
  38638. constructor(scene: Scene, options?: ISoundTrackOptions);
  38639. private _initializeSoundTrackAudioGraph;
  38640. /**
  38641. * Release the sound track and its associated resources
  38642. */
  38643. dispose(): void;
  38644. /**
  38645. * Adds a sound to this sound track
  38646. * @param sound define the cound to add
  38647. * @ignoreNaming
  38648. */
  38649. AddSound(sound: Sound): void;
  38650. /**
  38651. * Removes a sound to this sound track
  38652. * @param sound define the cound to remove
  38653. * @ignoreNaming
  38654. */
  38655. RemoveSound(sound: Sound): void;
  38656. /**
  38657. * Set a global volume for the full sound track.
  38658. * @param newVolume Define the new volume of the sound track
  38659. */
  38660. setVolume(newVolume: number): void;
  38661. /**
  38662. * Switch the panning model to HRTF:
  38663. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  38664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38665. */
  38666. switchPanningModelToHRTF(): void;
  38667. /**
  38668. * Switch the panning model to Equal Power:
  38669. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  38670. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38671. */
  38672. switchPanningModelToEqualPower(): void;
  38673. /**
  38674. * Connect the sound track to an audio analyser allowing some amazing
  38675. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  38676. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  38677. * @param analyser The analyser to connect to the engine
  38678. */
  38679. connectToAnalyser(analyser: Analyser): void;
  38680. }
  38681. }
  38682. declare module "babylonjs/Audio/audioSceneComponent" {
  38683. import { Sound } from "babylonjs/Audio/sound";
  38684. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  38685. import { Nullable } from "babylonjs/types";
  38686. import { Vector3 } from "babylonjs/Maths/math.vector";
  38687. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  38688. import { Scene } from "babylonjs/scene";
  38689. import { AbstractScene } from "babylonjs/abstractScene";
  38690. import "babylonjs/Audio/audioEngine";
  38691. module "babylonjs/abstractScene" {
  38692. interface AbstractScene {
  38693. /**
  38694. * The list of sounds used in the scene.
  38695. */
  38696. sounds: Nullable<Array<Sound>>;
  38697. }
  38698. }
  38699. module "babylonjs/scene" {
  38700. interface Scene {
  38701. /**
  38702. * @hidden
  38703. * Backing field
  38704. */
  38705. _mainSoundTrack: SoundTrack;
  38706. /**
  38707. * The main sound track played by the scene.
  38708. * It cotains your primary collection of sounds.
  38709. */
  38710. mainSoundTrack: SoundTrack;
  38711. /**
  38712. * The list of sound tracks added to the scene
  38713. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38714. */
  38715. soundTracks: Nullable<Array<SoundTrack>>;
  38716. /**
  38717. * Gets a sound using a given name
  38718. * @param name defines the name to search for
  38719. * @return the found sound or null if not found at all.
  38720. */
  38721. getSoundByName(name: string): Nullable<Sound>;
  38722. /**
  38723. * Gets or sets if audio support is enabled
  38724. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38725. */
  38726. audioEnabled: boolean;
  38727. /**
  38728. * Gets or sets if audio will be output to headphones
  38729. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38730. */
  38731. headphone: boolean;
  38732. /**
  38733. * Gets or sets custom audio listener position provider
  38734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38735. */
  38736. audioListenerPositionProvider: Nullable<() => Vector3>;
  38737. /**
  38738. * Gets or sets a refresh rate when using 3D audio positioning
  38739. */
  38740. audioPositioningRefreshRate: number;
  38741. }
  38742. }
  38743. /**
  38744. * Defines the sound scene component responsible to manage any sounds
  38745. * in a given scene.
  38746. */
  38747. export class AudioSceneComponent implements ISceneSerializableComponent {
  38748. /**
  38749. * The component name helpfull to identify the component in the list of scene components.
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * The scene the component belongs to.
  38754. */
  38755. scene: Scene;
  38756. private _audioEnabled;
  38757. /**
  38758. * Gets whether audio is enabled or not.
  38759. * Please use related enable/disable method to switch state.
  38760. */
  38761. get audioEnabled(): boolean;
  38762. private _headphone;
  38763. /**
  38764. * Gets whether audio is outputing to headphone or not.
  38765. * Please use the according Switch methods to change output.
  38766. */
  38767. get headphone(): boolean;
  38768. /**
  38769. * Gets or sets a refresh rate when using 3D audio positioning
  38770. */
  38771. audioPositioningRefreshRate: number;
  38772. private _audioListenerPositionProvider;
  38773. /**
  38774. * Gets the current audio listener position provider
  38775. */
  38776. get audioListenerPositionProvider(): Nullable<() => Vector3>;
  38777. /**
  38778. * Sets a custom listener position for all sounds in the scene
  38779. * By default, this is the position of the first active camera
  38780. */
  38781. set audioListenerPositionProvider(value: Nullable<() => Vector3>);
  38782. /**
  38783. * Creates a new instance of the component for the given scene
  38784. * @param scene Defines the scene to register the component in
  38785. */
  38786. constructor(scene: Scene);
  38787. /**
  38788. * Registers the component in a given scene
  38789. */
  38790. register(): void;
  38791. /**
  38792. * Rebuilds the elements related to this component in case of
  38793. * context lost for instance.
  38794. */
  38795. rebuild(): void;
  38796. /**
  38797. * Serializes the component data to the specified json object
  38798. * @param serializationObject The object to serialize to
  38799. */
  38800. serialize(serializationObject: any): void;
  38801. /**
  38802. * Adds all the elements from the container to the scene
  38803. * @param container the container holding the elements
  38804. */
  38805. addFromContainer(container: AbstractScene): void;
  38806. /**
  38807. * Removes all the elements in the container from the scene
  38808. * @param container contains the elements to remove
  38809. * @param dispose if the removed element should be disposed (default: false)
  38810. */
  38811. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  38812. /**
  38813. * Disposes the component and the associated ressources.
  38814. */
  38815. dispose(): void;
  38816. /**
  38817. * Disables audio in the associated scene.
  38818. */
  38819. disableAudio(): void;
  38820. /**
  38821. * Enables audio in the associated scene.
  38822. */
  38823. enableAudio(): void;
  38824. /**
  38825. * Switch audio to headphone output.
  38826. */
  38827. switchAudioModeForHeadphones(): void;
  38828. /**
  38829. * Switch audio to normal speakers.
  38830. */
  38831. switchAudioModeForNormalSpeakers(): void;
  38832. private _cachedCameraDirection;
  38833. private _cachedCameraPosition;
  38834. private _lastCheck;
  38835. private _afterRender;
  38836. }
  38837. }
  38838. declare module "babylonjs/Audio/weightedsound" {
  38839. import { Sound } from "babylonjs/Audio/sound";
  38840. /**
  38841. * Wraps one or more Sound objects and selects one with random weight for playback.
  38842. */
  38843. export class WeightedSound {
  38844. /** When true a Sound will be selected and played when the current playing Sound completes. */
  38845. loop: boolean;
  38846. private _coneInnerAngle;
  38847. private _coneOuterAngle;
  38848. private _volume;
  38849. /** A Sound is currently playing. */
  38850. isPlaying: boolean;
  38851. /** A Sound is currently paused. */
  38852. isPaused: boolean;
  38853. private _sounds;
  38854. private _weights;
  38855. private _currentIndex?;
  38856. /**
  38857. * Creates a new WeightedSound from the list of sounds given.
  38858. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  38859. * @param sounds Array of Sounds that will be selected from.
  38860. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  38861. */
  38862. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  38863. /**
  38864. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  38865. */
  38866. get directionalConeInnerAngle(): number;
  38867. /**
  38868. * The size of cone in degress for a directional sound in which there will be no attenuation.
  38869. */
  38870. set directionalConeInnerAngle(value: number);
  38871. /**
  38872. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  38873. * Listener angles between innerAngle and outerAngle will falloff linearly.
  38874. */
  38875. get directionalConeOuterAngle(): number;
  38876. /**
  38877. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  38878. * Listener angles between innerAngle and outerAngle will falloff linearly.
  38879. */
  38880. set directionalConeOuterAngle(value: number);
  38881. /**
  38882. * Playback volume.
  38883. */
  38884. get volume(): number;
  38885. /**
  38886. * Playback volume.
  38887. */
  38888. set volume(value: number);
  38889. private _onended;
  38890. /**
  38891. * Suspend playback
  38892. */
  38893. pause(): void;
  38894. /**
  38895. * Stop playback
  38896. */
  38897. stop(): void;
  38898. /**
  38899. * Start playback.
  38900. * @param startOffset Position the clip head at a specific time in seconds.
  38901. */
  38902. play(startOffset?: number): void;
  38903. }
  38904. }
  38905. declare module "babylonjs/Audio/index" {
  38906. export * from "babylonjs/Audio/analyser";
  38907. export * from "babylonjs/Audio/audioEngine";
  38908. export * from "babylonjs/Audio/audioSceneComponent";
  38909. export * from "babylonjs/Audio/sound";
  38910. export * from "babylonjs/Audio/soundTrack";
  38911. export * from "babylonjs/Audio/weightedsound";
  38912. }
  38913. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  38914. import { Behavior } from "babylonjs/Behaviors/behavior";
  38915. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38916. import { BackEase } from "babylonjs/Animations/easing";
  38917. /**
  38918. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  38919. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38920. */
  38921. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  38922. /**
  38923. * Gets the name of the behavior.
  38924. */
  38925. get name(): string;
  38926. /**
  38927. * The easing function used by animations
  38928. */
  38929. static EasingFunction: BackEase;
  38930. /**
  38931. * The easing mode used by animations
  38932. */
  38933. static EasingMode: number;
  38934. /**
  38935. * The duration of the animation, in milliseconds
  38936. */
  38937. transitionDuration: number;
  38938. /**
  38939. * Length of the distance animated by the transition when lower radius is reached
  38940. */
  38941. lowerRadiusTransitionRange: number;
  38942. /**
  38943. * Length of the distance animated by the transition when upper radius is reached
  38944. */
  38945. upperRadiusTransitionRange: number;
  38946. private _autoTransitionRange;
  38947. /**
  38948. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  38949. */
  38950. get autoTransitionRange(): boolean;
  38951. /**
  38952. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  38953. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  38954. */
  38955. set autoTransitionRange(value: boolean);
  38956. private _attachedCamera;
  38957. private _onAfterCheckInputsObserver;
  38958. private _onMeshTargetChangedObserver;
  38959. /**
  38960. * Initializes the behavior.
  38961. */
  38962. init(): void;
  38963. /**
  38964. * Attaches the behavior to its arc rotate camera.
  38965. * @param camera Defines the camera to attach the behavior to
  38966. */
  38967. attach(camera: ArcRotateCamera): void;
  38968. /**
  38969. * Detaches the behavior from its current arc rotate camera.
  38970. */
  38971. detach(): void;
  38972. private _radiusIsAnimating;
  38973. private _radiusBounceTransition;
  38974. private _animatables;
  38975. private _cachedWheelPrecision;
  38976. /**
  38977. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  38978. * @param radiusLimit The limit to check against.
  38979. * @return Bool to indicate if at limit.
  38980. */
  38981. private _isRadiusAtLimit;
  38982. /**
  38983. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  38984. * @param radiusDelta The delta by which to animate to. Can be negative.
  38985. */
  38986. private _applyBoundRadiusAnimation;
  38987. /**
  38988. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  38989. */
  38990. protected _clearAnimationLocks(): void;
  38991. /**
  38992. * Stops and removes all animations that have been applied to the camera
  38993. */
  38994. stopAllAnimations(): void;
  38995. }
  38996. }
  38997. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  38998. import { Behavior } from "babylonjs/Behaviors/behavior";
  38999. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39000. import { ExponentialEase } from "babylonjs/Animations/easing";
  39001. import { Nullable } from "babylonjs/types";
  39002. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39003. import { Vector3 } from "babylonjs/Maths/math.vector";
  39004. /**
  39005. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  39006. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39007. */
  39008. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  39009. /**
  39010. * Gets the name of the behavior.
  39011. */
  39012. get name(): string;
  39013. private _mode;
  39014. private _radiusScale;
  39015. private _positionScale;
  39016. private _defaultElevation;
  39017. private _elevationReturnTime;
  39018. private _elevationReturnWaitTime;
  39019. private _zoomStopsAnimation;
  39020. private _framingTime;
  39021. /**
  39022. * The easing function used by animations
  39023. */
  39024. static EasingFunction: ExponentialEase;
  39025. /**
  39026. * The easing mode used by animations
  39027. */
  39028. static EasingMode: number;
  39029. /**
  39030. * Sets the current mode used by the behavior
  39031. */
  39032. set mode(mode: number);
  39033. /**
  39034. * Gets current mode used by the behavior.
  39035. */
  39036. get mode(): number;
  39037. /**
  39038. * Sets the scale applied to the radius (1 by default)
  39039. */
  39040. set radiusScale(radius: number);
  39041. /**
  39042. * Gets the scale applied to the radius
  39043. */
  39044. get radiusScale(): number;
  39045. /**
  39046. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  39047. */
  39048. set positionScale(scale: number);
  39049. /**
  39050. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  39051. */
  39052. get positionScale(): number;
  39053. /**
  39054. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  39055. * behaviour is triggered, in radians.
  39056. */
  39057. set defaultElevation(elevation: number);
  39058. /**
  39059. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  39060. * behaviour is triggered, in radians.
  39061. */
  39062. get defaultElevation(): number;
  39063. /**
  39064. * Sets the time (in milliseconds) taken to return to the default beta position.
  39065. * Negative value indicates camera should not return to default.
  39066. */
  39067. set elevationReturnTime(speed: number);
  39068. /**
  39069. * Gets the time (in milliseconds) taken to return to the default beta position.
  39070. * Negative value indicates camera should not return to default.
  39071. */
  39072. get elevationReturnTime(): number;
  39073. /**
  39074. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  39075. */
  39076. set elevationReturnWaitTime(time: number);
  39077. /**
  39078. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  39079. */
  39080. get elevationReturnWaitTime(): number;
  39081. /**
  39082. * Sets the flag that indicates if user zooming should stop animation.
  39083. */
  39084. set zoomStopsAnimation(flag: boolean);
  39085. /**
  39086. * Gets the flag that indicates if user zooming should stop animation.
  39087. */
  39088. get zoomStopsAnimation(): boolean;
  39089. /**
  39090. * Sets the transition time when framing the mesh, in milliseconds
  39091. */
  39092. set framingTime(time: number);
  39093. /**
  39094. * Gets the transition time when framing the mesh, in milliseconds
  39095. */
  39096. get framingTime(): number;
  39097. /**
  39098. * Define if the behavior should automatically change the configured
  39099. * camera limits and sensibilities.
  39100. */
  39101. autoCorrectCameraLimitsAndSensibility: boolean;
  39102. private _onPrePointerObservableObserver;
  39103. private _onAfterCheckInputsObserver;
  39104. private _onMeshTargetChangedObserver;
  39105. private _attachedCamera;
  39106. private _isPointerDown;
  39107. private _lastInteractionTime;
  39108. /**
  39109. * Initializes the behavior.
  39110. */
  39111. init(): void;
  39112. /**
  39113. * Attaches the behavior to its arc rotate camera.
  39114. * @param camera Defines the camera to attach the behavior to
  39115. */
  39116. attach(camera: ArcRotateCamera): void;
  39117. /**
  39118. * Detaches the behavior from its current arc rotate camera.
  39119. */
  39120. detach(): void;
  39121. private _animatables;
  39122. private _betaIsAnimating;
  39123. private _betaTransition;
  39124. private _radiusTransition;
  39125. private _vectorTransition;
  39126. /**
  39127. * Targets the given mesh and updates zoom level accordingly.
  39128. * @param mesh The mesh to target.
  39129. * @param radius Optional. If a cached radius position already exists, overrides default.
  39130. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39131. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39132. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39133. */
  39134. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39135. /**
  39136. * Targets the given mesh with its children and updates zoom level accordingly.
  39137. * @param mesh The mesh to target.
  39138. * @param radius Optional. If a cached radius position already exists, overrides default.
  39139. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39140. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39141. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39142. */
  39143. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39144. /**
  39145. * Targets the given meshes with their children and updates zoom level accordingly.
  39146. * @param meshes The mesh to target.
  39147. * @param radius Optional. If a cached radius position already exists, overrides default.
  39148. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39149. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39150. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39151. */
  39152. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39153. /**
  39154. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  39155. * @param minimumWorld Determines the smaller position of the bounding box extend
  39156. * @param maximumWorld Determines the bigger position of the bounding box extend
  39157. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39158. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39159. */
  39160. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39161. /**
  39162. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  39163. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  39164. * frustum width.
  39165. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  39166. * to fully enclose the mesh in the viewing frustum.
  39167. */
  39168. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  39169. /**
  39170. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  39171. * is automatically returned to its default position (expected to be above ground plane).
  39172. */
  39173. private _maintainCameraAboveGround;
  39174. /**
  39175. * Returns the frustum slope based on the canvas ratio and camera FOV
  39176. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  39177. */
  39178. private _getFrustumSlope;
  39179. /**
  39180. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  39181. */
  39182. private _clearAnimationLocks;
  39183. /**
  39184. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  39185. */
  39186. private _applyUserInteraction;
  39187. /**
  39188. * Stops and removes all animations that have been applied to the camera
  39189. */
  39190. stopAllAnimations(): void;
  39191. /**
  39192. * Gets a value indicating if the user is moving the camera
  39193. */
  39194. get isUserIsMoving(): boolean;
  39195. /**
  39196. * The camera can move all the way towards the mesh.
  39197. */
  39198. static IgnoreBoundsSizeMode: number;
  39199. /**
  39200. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  39201. */
  39202. static FitFrustumSidesMode: number;
  39203. }
  39204. }
  39205. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  39206. import { Nullable } from "babylonjs/types";
  39207. import { Camera } from "babylonjs/Cameras/camera";
  39208. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39209. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39210. /**
  39211. * Base class for Camera Pointer Inputs.
  39212. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  39213. * for example usage.
  39214. */
  39215. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  39216. /**
  39217. * Defines the camera the input is attached to.
  39218. */
  39219. abstract camera: Camera;
  39220. /**
  39221. * Whether keyboard modifier keys are pressed at time of last mouse event.
  39222. */
  39223. protected _altKey: boolean;
  39224. protected _ctrlKey: boolean;
  39225. protected _metaKey: boolean;
  39226. protected _shiftKey: boolean;
  39227. /**
  39228. * Which mouse buttons were pressed at time of last mouse event.
  39229. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  39230. */
  39231. protected _buttonsPressed: number;
  39232. /**
  39233. * Defines the buttons associated with the input to handle camera move.
  39234. */
  39235. buttons: number[];
  39236. /**
  39237. * Attach the input controls to a specific dom element to get the input from.
  39238. * @param element Defines the element the controls should be listened from
  39239. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39240. */
  39241. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39242. /**
  39243. * Detach the current controls from the specified dom element.
  39244. * @param element Defines the element to stop listening the inputs from
  39245. */
  39246. detachControl(element: Nullable<HTMLElement>): void;
  39247. /**
  39248. * Gets the class name of the current input.
  39249. * @returns the class name
  39250. */
  39251. getClassName(): string;
  39252. /**
  39253. * Get the friendly name associated with the input class.
  39254. * @returns the input friendly name
  39255. */
  39256. getSimpleName(): string;
  39257. /**
  39258. * Called on pointer POINTERDOUBLETAP event.
  39259. * Override this method to provide functionality on POINTERDOUBLETAP event.
  39260. */
  39261. protected onDoubleTap(type: string): void;
  39262. /**
  39263. * Called on pointer POINTERMOVE event if only a single touch is active.
  39264. * Override this method to provide functionality.
  39265. */
  39266. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39267. /**
  39268. * Called on pointer POINTERMOVE event if multiple touches are active.
  39269. * Override this method to provide functionality.
  39270. */
  39271. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39272. /**
  39273. * Called on JS contextmenu event.
  39274. * Override this method to provide functionality.
  39275. */
  39276. protected onContextMenu(evt: PointerEvent): void;
  39277. /**
  39278. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  39279. * press.
  39280. * Override this method to provide functionality.
  39281. */
  39282. protected onButtonDown(evt: PointerEvent): void;
  39283. /**
  39284. * Called each time a new POINTERUP event occurs. Ie, for each button
  39285. * release.
  39286. * Override this method to provide functionality.
  39287. */
  39288. protected onButtonUp(evt: PointerEvent): void;
  39289. /**
  39290. * Called when window becomes inactive.
  39291. * Override this method to provide functionality.
  39292. */
  39293. protected onLostFocus(): void;
  39294. private _pointerInput;
  39295. private _observer;
  39296. private _onLostFocus;
  39297. private pointA;
  39298. private pointB;
  39299. }
  39300. }
  39301. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  39302. import { Nullable } from "babylonjs/types";
  39303. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39304. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39305. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39306. /**
  39307. * Manage the pointers inputs to control an arc rotate camera.
  39308. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39309. */
  39310. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  39311. /**
  39312. * Defines the camera the input is attached to.
  39313. */
  39314. camera: ArcRotateCamera;
  39315. /**
  39316. * Gets the class name of the current input.
  39317. * @returns the class name
  39318. */
  39319. getClassName(): string;
  39320. /**
  39321. * Defines the buttons associated with the input to handle camera move.
  39322. */
  39323. buttons: number[];
  39324. /**
  39325. * Defines the pointer angular sensibility along the X axis or how fast is
  39326. * the camera rotating.
  39327. */
  39328. angularSensibilityX: number;
  39329. /**
  39330. * Defines the pointer angular sensibility along the Y axis or how fast is
  39331. * the camera rotating.
  39332. */
  39333. angularSensibilityY: number;
  39334. /**
  39335. * Defines the pointer pinch precision or how fast is the camera zooming.
  39336. */
  39337. pinchPrecision: number;
  39338. /**
  39339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39340. * from 0.
  39341. * It defines the percentage of current camera.radius to use as delta when
  39342. * pinch zoom is used.
  39343. */
  39344. pinchDeltaPercentage: number;
  39345. /**
  39346. * Defines the pointer panning sensibility or how fast is the camera moving.
  39347. */
  39348. panningSensibility: number;
  39349. /**
  39350. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  39351. */
  39352. multiTouchPanning: boolean;
  39353. /**
  39354. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  39355. * zoom (pinch) through multitouch.
  39356. */
  39357. multiTouchPanAndZoom: boolean;
  39358. /**
  39359. * Revers pinch action direction.
  39360. */
  39361. pinchInwards: boolean;
  39362. private _isPanClick;
  39363. private _twoFingerActivityCount;
  39364. private _isPinching;
  39365. /**
  39366. * Called on pointer POINTERMOVE event if only a single touch is active.
  39367. */
  39368. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39369. /**
  39370. * Called on pointer POINTERDOUBLETAP event.
  39371. */
  39372. protected onDoubleTap(type: string): void;
  39373. /**
  39374. * Called on pointer POINTERMOVE event if multiple touches are active.
  39375. */
  39376. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39377. /**
  39378. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  39379. * press.
  39380. */
  39381. protected onButtonDown(evt: PointerEvent): void;
  39382. /**
  39383. * Called each time a new POINTERUP event occurs. Ie, for each button
  39384. * release.
  39385. */
  39386. protected onButtonUp(evt: PointerEvent): void;
  39387. /**
  39388. * Called when window becomes inactive.
  39389. */
  39390. protected onLostFocus(): void;
  39391. }
  39392. }
  39393. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  39394. import { Nullable } from "babylonjs/types";
  39395. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39396. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39397. /**
  39398. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  39399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39400. */
  39401. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  39402. /**
  39403. * Defines the camera the input is attached to.
  39404. */
  39405. camera: ArcRotateCamera;
  39406. /**
  39407. * Defines the list of key codes associated with the up action (increase alpha)
  39408. */
  39409. keysUp: number[];
  39410. /**
  39411. * Defines the list of key codes associated with the down action (decrease alpha)
  39412. */
  39413. keysDown: number[];
  39414. /**
  39415. * Defines the list of key codes associated with the left action (increase beta)
  39416. */
  39417. keysLeft: number[];
  39418. /**
  39419. * Defines the list of key codes associated with the right action (decrease beta)
  39420. */
  39421. keysRight: number[];
  39422. /**
  39423. * Defines the list of key codes associated with the reset action.
  39424. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  39425. */
  39426. keysReset: number[];
  39427. /**
  39428. * Defines the panning sensibility of the inputs.
  39429. * (How fast is the camera paning)
  39430. */
  39431. panningSensibility: number;
  39432. /**
  39433. * Defines the zooming sensibility of the inputs.
  39434. * (How fast is the camera zooming)
  39435. */
  39436. zoomingSensibility: number;
  39437. /**
  39438. * Defines wether maintaining the alt key down switch the movement mode from
  39439. * orientation to zoom.
  39440. */
  39441. useAltToZoom: boolean;
  39442. /**
  39443. * Rotation speed of the camera
  39444. */
  39445. angularSpeed: number;
  39446. private _keys;
  39447. private _ctrlPressed;
  39448. private _altPressed;
  39449. private _onCanvasBlurObserver;
  39450. private _onKeyboardObserver;
  39451. private _engine;
  39452. private _scene;
  39453. /**
  39454. * Attach the input controls to a specific dom element to get the input from.
  39455. * @param element Defines the element the controls should be listened from
  39456. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39457. */
  39458. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39459. /**
  39460. * Detach the current controls from the specified dom element.
  39461. * @param element Defines the element to stop listening the inputs from
  39462. */
  39463. detachControl(element: Nullable<HTMLElement>): void;
  39464. /**
  39465. * Update the current camera state depending on the inputs that have been used this frame.
  39466. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39467. */
  39468. checkInputs(): void;
  39469. /**
  39470. * Gets the class name of the current intput.
  39471. * @returns the class name
  39472. */
  39473. getClassName(): string;
  39474. /**
  39475. * Get the friendly name associated with the input class.
  39476. * @returns the input friendly name
  39477. */
  39478. getSimpleName(): string;
  39479. }
  39480. }
  39481. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  39482. import { Nullable } from "babylonjs/types";
  39483. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39484. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39485. /**
  39486. * Manage the mouse wheel inputs to control an arc rotate camera.
  39487. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39488. */
  39489. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  39490. /**
  39491. * Defines the camera the input is attached to.
  39492. */
  39493. camera: ArcRotateCamera;
  39494. /**
  39495. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  39496. */
  39497. wheelPrecision: number;
  39498. /**
  39499. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39500. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39501. */
  39502. wheelDeltaPercentage: number;
  39503. private _wheel;
  39504. private _observer;
  39505. private computeDeltaFromMouseWheelLegacyEvent;
  39506. /**
  39507. * Attach the input controls to a specific dom element to get the input from.
  39508. * @param element Defines the element the controls should be listened from
  39509. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39510. */
  39511. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39512. /**
  39513. * Detach the current controls from the specified dom element.
  39514. * @param element Defines the element to stop listening the inputs from
  39515. */
  39516. detachControl(element: Nullable<HTMLElement>): void;
  39517. /**
  39518. * Gets the class name of the current intput.
  39519. * @returns the class name
  39520. */
  39521. getClassName(): string;
  39522. /**
  39523. * Get the friendly name associated with the input class.
  39524. * @returns the input friendly name
  39525. */
  39526. getSimpleName(): string;
  39527. }
  39528. }
  39529. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39530. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39531. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39532. /**
  39533. * Default Inputs manager for the ArcRotateCamera.
  39534. * It groups all the default supported inputs for ease of use.
  39535. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39536. */
  39537. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  39538. /**
  39539. * Instantiates a new ArcRotateCameraInputsManager.
  39540. * @param camera Defines the camera the inputs belong to
  39541. */
  39542. constructor(camera: ArcRotateCamera);
  39543. /**
  39544. * Add mouse wheel input support to the input manager.
  39545. * @returns the current input manager
  39546. */
  39547. addMouseWheel(): ArcRotateCameraInputsManager;
  39548. /**
  39549. * Add pointers input support to the input manager.
  39550. * @returns the current input manager
  39551. */
  39552. addPointers(): ArcRotateCameraInputsManager;
  39553. /**
  39554. * Add keyboard input support to the input manager.
  39555. * @returns the current input manager
  39556. */
  39557. addKeyboard(): ArcRotateCameraInputsManager;
  39558. }
  39559. }
  39560. declare module "babylonjs/Cameras/arcRotateCamera" {
  39561. import { Observable } from "babylonjs/Misc/observable";
  39562. import { Nullable } from "babylonjs/types";
  39563. import { Scene } from "babylonjs/scene";
  39564. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  39565. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39566. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  39567. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  39568. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  39569. import { Camera } from "babylonjs/Cameras/camera";
  39570. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39571. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  39572. import { Collider } from "babylonjs/Collisions/collider";
  39573. /**
  39574. * This represents an orbital type of camera.
  39575. *
  39576. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  39577. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  39578. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  39579. */
  39580. export class ArcRotateCamera extends TargetCamera {
  39581. /**
  39582. * Defines the rotation angle of the camera along the longitudinal axis.
  39583. */
  39584. alpha: number;
  39585. /**
  39586. * Defines the rotation angle of the camera along the latitudinal axis.
  39587. */
  39588. beta: number;
  39589. /**
  39590. * Defines the radius of the camera from it s target point.
  39591. */
  39592. radius: number;
  39593. protected _target: Vector3;
  39594. protected _targetHost: Nullable<AbstractMesh>;
  39595. /**
  39596. * Defines the target point of the camera.
  39597. * The camera looks towards it form the radius distance.
  39598. */
  39599. get target(): Vector3;
  39600. set target(value: Vector3);
  39601. /**
  39602. * Define the current local position of the camera in the scene
  39603. */
  39604. get position(): Vector3;
  39605. set position(newPosition: Vector3);
  39606. protected _upVector: Vector3;
  39607. protected _upToYMatrix: Matrix;
  39608. protected _YToUpMatrix: Matrix;
  39609. /**
  39610. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  39611. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  39612. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  39613. */
  39614. set upVector(vec: Vector3);
  39615. get upVector(): Vector3;
  39616. /**
  39617. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  39618. */
  39619. setMatUp(): void;
  39620. /**
  39621. * Current inertia value on the longitudinal axis.
  39622. * The bigger this number the longer it will take for the camera to stop.
  39623. */
  39624. inertialAlphaOffset: number;
  39625. /**
  39626. * Current inertia value on the latitudinal axis.
  39627. * The bigger this number the longer it will take for the camera to stop.
  39628. */
  39629. inertialBetaOffset: number;
  39630. /**
  39631. * Current inertia value on the radius axis.
  39632. * The bigger this number the longer it will take for the camera to stop.
  39633. */
  39634. inertialRadiusOffset: number;
  39635. /**
  39636. * Minimum allowed angle on the longitudinal axis.
  39637. * This can help limiting how the Camera is able to move in the scene.
  39638. */
  39639. lowerAlphaLimit: Nullable<number>;
  39640. /**
  39641. * Maximum allowed angle on the longitudinal axis.
  39642. * This can help limiting how the Camera is able to move in the scene.
  39643. */
  39644. upperAlphaLimit: Nullable<number>;
  39645. /**
  39646. * Minimum allowed angle on the latitudinal axis.
  39647. * This can help limiting how the Camera is able to move in the scene.
  39648. */
  39649. lowerBetaLimit: number;
  39650. /**
  39651. * Maximum allowed angle on the latitudinal axis.
  39652. * This can help limiting how the Camera is able to move in the scene.
  39653. */
  39654. upperBetaLimit: number;
  39655. /**
  39656. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  39657. * This can help limiting how the Camera is able to move in the scene.
  39658. */
  39659. lowerRadiusLimit: Nullable<number>;
  39660. /**
  39661. * Maximum allowed distance of the camera to the target (The camera can not get further).
  39662. * This can help limiting how the Camera is able to move in the scene.
  39663. */
  39664. upperRadiusLimit: Nullable<number>;
  39665. /**
  39666. * Defines the current inertia value used during panning of the camera along the X axis.
  39667. */
  39668. inertialPanningX: number;
  39669. /**
  39670. * Defines the current inertia value used during panning of the camera along the Y axis.
  39671. */
  39672. inertialPanningY: number;
  39673. /**
  39674. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  39675. * Basically if your fingers moves away from more than this distance you will be considered
  39676. * in pinch mode.
  39677. */
  39678. pinchToPanMaxDistance: number;
  39679. /**
  39680. * Defines the maximum distance the camera can pan.
  39681. * This could help keeping the cammera always in your scene.
  39682. */
  39683. panningDistanceLimit: Nullable<number>;
  39684. /**
  39685. * Defines the target of the camera before paning.
  39686. */
  39687. panningOriginTarget: Vector3;
  39688. /**
  39689. * Defines the value of the inertia used during panning.
  39690. * 0 would mean stop inertia and one would mean no decelleration at all.
  39691. */
  39692. panningInertia: number;
  39693. /**
  39694. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  39695. */
  39696. get angularSensibilityX(): number;
  39697. set angularSensibilityX(value: number);
  39698. /**
  39699. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  39700. */
  39701. get angularSensibilityY(): number;
  39702. set angularSensibilityY(value: number);
  39703. /**
  39704. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  39705. */
  39706. get pinchPrecision(): number;
  39707. set pinchPrecision(value: number);
  39708. /**
  39709. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  39710. * It will be used instead of pinchDeltaPrecision if different from 0.
  39711. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  39712. */
  39713. get pinchDeltaPercentage(): number;
  39714. set pinchDeltaPercentage(value: number);
  39715. /**
  39716. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  39717. */
  39718. get panningSensibility(): number;
  39719. set panningSensibility(value: number);
  39720. /**
  39721. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  39722. */
  39723. get keysUp(): number[];
  39724. set keysUp(value: number[]);
  39725. /**
  39726. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  39727. */
  39728. get keysDown(): number[];
  39729. set keysDown(value: number[]);
  39730. /**
  39731. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  39732. */
  39733. get keysLeft(): number[];
  39734. set keysLeft(value: number[]);
  39735. /**
  39736. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  39737. */
  39738. get keysRight(): number[];
  39739. set keysRight(value: number[]);
  39740. /**
  39741. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  39742. */
  39743. get wheelPrecision(): number;
  39744. set wheelPrecision(value: number);
  39745. /**
  39746. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  39747. * It will be used instead of pinchDeltaPrecision if different from 0.
  39748. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  39749. */
  39750. get wheelDeltaPercentage(): number;
  39751. set wheelDeltaPercentage(value: number);
  39752. /**
  39753. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  39754. */
  39755. zoomOnFactor: number;
  39756. /**
  39757. * Defines a screen offset for the camera position.
  39758. */
  39759. targetScreenOffset: Vector2;
  39760. /**
  39761. * Allows the camera to be completely reversed.
  39762. * If false the camera can not arrive upside down.
  39763. */
  39764. allowUpsideDown: boolean;
  39765. /**
  39766. * Define if double tap/click is used to restore the previously saved state of the camera.
  39767. */
  39768. useInputToRestoreState: boolean;
  39769. /** @hidden */
  39770. _viewMatrix: Matrix;
  39771. /** @hidden */
  39772. _useCtrlForPanning: boolean;
  39773. /** @hidden */
  39774. _panningMouseButton: number;
  39775. /**
  39776. * Defines the input associated to the camera.
  39777. */
  39778. inputs: ArcRotateCameraInputsManager;
  39779. /** @hidden */
  39780. _reset: () => void;
  39781. /**
  39782. * Defines the allowed panning axis.
  39783. */
  39784. panningAxis: Vector3;
  39785. protected _localDirection: Vector3;
  39786. protected _transformedDirection: Vector3;
  39787. private _bouncingBehavior;
  39788. /**
  39789. * Gets the bouncing behavior of the camera if it has been enabled.
  39790. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  39791. */
  39792. get bouncingBehavior(): Nullable<BouncingBehavior>;
  39793. /**
  39794. * Defines if the bouncing behavior of the camera is enabled on the camera.
  39795. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  39796. */
  39797. get useBouncingBehavior(): boolean;
  39798. set useBouncingBehavior(value: boolean);
  39799. private _framingBehavior;
  39800. /**
  39801. * Gets the framing behavior of the camera if it has been enabled.
  39802. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39803. */
  39804. get framingBehavior(): Nullable<FramingBehavior>;
  39805. /**
  39806. * Defines if the framing behavior of the camera is enabled on the camera.
  39807. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39808. */
  39809. get useFramingBehavior(): boolean;
  39810. set useFramingBehavior(value: boolean);
  39811. private _autoRotationBehavior;
  39812. /**
  39813. * Gets the auto rotation behavior of the camera if it has been enabled.
  39814. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39815. */
  39816. get autoRotationBehavior(): Nullable<AutoRotationBehavior>;
  39817. /**
  39818. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  39819. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39820. */
  39821. get useAutoRotationBehavior(): boolean;
  39822. set useAutoRotationBehavior(value: boolean);
  39823. /**
  39824. * Observable triggered when the mesh target has been changed on the camera.
  39825. */
  39826. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  39827. /**
  39828. * Event raised when the camera is colliding with a mesh.
  39829. */
  39830. onCollide: (collidedMesh: AbstractMesh) => void;
  39831. /**
  39832. * Defines whether the camera should check collision with the objects oh the scene.
  39833. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  39834. */
  39835. checkCollisions: boolean;
  39836. /**
  39837. * Defines the collision radius of the camera.
  39838. * This simulates a sphere around the camera.
  39839. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39840. */
  39841. collisionRadius: Vector3;
  39842. protected _collider: Collider;
  39843. protected _previousPosition: Vector3;
  39844. protected _collisionVelocity: Vector3;
  39845. protected _newPosition: Vector3;
  39846. protected _previousAlpha: number;
  39847. protected _previousBeta: number;
  39848. protected _previousRadius: number;
  39849. protected _collisionTriggered: boolean;
  39850. protected _targetBoundingCenter: Nullable<Vector3>;
  39851. private _computationVector;
  39852. /**
  39853. * Instantiates a new ArcRotateCamera in a given scene
  39854. * @param name Defines the name of the camera
  39855. * @param alpha Defines the camera rotation along the logitudinal axis
  39856. * @param beta Defines the camera rotation along the latitudinal axis
  39857. * @param radius Defines the camera distance from its target
  39858. * @param target Defines the camera target
  39859. * @param scene Defines the scene the camera belongs to
  39860. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  39861. */
  39862. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39863. /** @hidden */
  39864. _initCache(): void;
  39865. /** @hidden */
  39866. _updateCache(ignoreParentClass?: boolean): void;
  39867. protected _getTargetPosition(): Vector3;
  39868. private _storedAlpha;
  39869. private _storedBeta;
  39870. private _storedRadius;
  39871. private _storedTarget;
  39872. private _storedTargetScreenOffset;
  39873. /**
  39874. * Stores the current state of the camera (alpha, beta, radius and target)
  39875. * @returns the camera itself
  39876. */
  39877. storeState(): Camera;
  39878. /**
  39879. * @hidden
  39880. * Restored camera state. You must call storeState() first
  39881. */
  39882. _restoreStateValues(): boolean;
  39883. /** @hidden */
  39884. _isSynchronizedViewMatrix(): boolean;
  39885. /**
  39886. * Attached controls to the current camera.
  39887. * @param element Defines the element the controls should be listened from
  39888. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39889. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  39890. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  39891. */
  39892. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  39893. /**
  39894. * Detach the current controls from the camera.
  39895. * The camera will stop reacting to inputs.
  39896. * @param element Defines the element to stop listening the inputs from
  39897. */
  39898. detachControl(element: HTMLElement): void;
  39899. /** @hidden */
  39900. _checkInputs(): void;
  39901. protected _checkLimits(): void;
  39902. /**
  39903. * Rebuilds angles (alpha, beta) and radius from the give position and target
  39904. */
  39905. rebuildAnglesAndRadius(): void;
  39906. /**
  39907. * Use a position to define the current camera related information like alpha, beta and radius
  39908. * @param position Defines the position to set the camera at
  39909. */
  39910. setPosition(position: Vector3): void;
  39911. /**
  39912. * Defines the target the camera should look at.
  39913. * This will automatically adapt alpha beta and radius to fit within the new target.
  39914. * @param target Defines the new target as a Vector or a mesh
  39915. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  39916. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  39917. */
  39918. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  39919. /** @hidden */
  39920. _getViewMatrix(): Matrix;
  39921. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  39922. /**
  39923. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  39924. * @param meshes Defines the mesh to zoom on
  39925. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  39926. */
  39927. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  39928. /**
  39929. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  39930. * The target will be changed but the radius
  39931. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  39932. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  39933. */
  39934. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  39935. min: Vector3;
  39936. max: Vector3;
  39937. distance: number;
  39938. }, doNotUpdateMaxZ?: boolean): void;
  39939. /**
  39940. * @override
  39941. * Override Camera.createRigCamera
  39942. */
  39943. createRigCamera(name: string, cameraIndex: number): Camera;
  39944. /**
  39945. * @hidden
  39946. * @override
  39947. * Override Camera._updateRigCameras
  39948. */
  39949. _updateRigCameras(): void;
  39950. /**
  39951. * Destroy the camera and release the current resources hold by it.
  39952. */
  39953. dispose(): void;
  39954. /**
  39955. * Gets the current object class name.
  39956. * @return the class name
  39957. */
  39958. getClassName(): string;
  39959. }
  39960. }
  39961. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  39962. import { Behavior } from "babylonjs/Behaviors/behavior";
  39963. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39964. /**
  39965. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  39966. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39967. */
  39968. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  39969. /**
  39970. * Gets the name of the behavior.
  39971. */
  39972. get name(): string;
  39973. private _zoomStopsAnimation;
  39974. private _idleRotationSpeed;
  39975. private _idleRotationWaitTime;
  39976. private _idleRotationSpinupTime;
  39977. /**
  39978. * Sets the flag that indicates if user zooming should stop animation.
  39979. */
  39980. set zoomStopsAnimation(flag: boolean);
  39981. /**
  39982. * Gets the flag that indicates if user zooming should stop animation.
  39983. */
  39984. get zoomStopsAnimation(): boolean;
  39985. /**
  39986. * Sets the default speed at which the camera rotates around the model.
  39987. */
  39988. set idleRotationSpeed(speed: number);
  39989. /**
  39990. * Gets the default speed at which the camera rotates around the model.
  39991. */
  39992. get idleRotationSpeed(): number;
  39993. /**
  39994. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  39995. */
  39996. set idleRotationWaitTime(time: number);
  39997. /**
  39998. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  39999. */
  40000. get idleRotationWaitTime(): number;
  40001. /**
  40002. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  40003. */
  40004. set idleRotationSpinupTime(time: number);
  40005. /**
  40006. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  40007. */
  40008. get idleRotationSpinupTime(): number;
  40009. /**
  40010. * Gets a value indicating if the camera is currently rotating because of this behavior
  40011. */
  40012. get rotationInProgress(): boolean;
  40013. private _onPrePointerObservableObserver;
  40014. private _onAfterCheckInputsObserver;
  40015. private _attachedCamera;
  40016. private _isPointerDown;
  40017. private _lastFrameTime;
  40018. private _lastInteractionTime;
  40019. private _cameraRotationSpeed;
  40020. /**
  40021. * Initializes the behavior.
  40022. */
  40023. init(): void;
  40024. /**
  40025. * Attaches the behavior to its arc rotate camera.
  40026. * @param camera Defines the camera to attach the behavior to
  40027. */
  40028. attach(camera: ArcRotateCamera): void;
  40029. /**
  40030. * Detaches the behavior from its current arc rotate camera.
  40031. */
  40032. detach(): void;
  40033. /**
  40034. * Returns true if user is scrolling.
  40035. * @return true if user is scrolling.
  40036. */
  40037. private _userIsZooming;
  40038. private _lastFrameRadius;
  40039. private _shouldAnimationStopForInteraction;
  40040. /**
  40041. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  40042. */
  40043. private _applyUserInteraction;
  40044. private _userIsMoving;
  40045. }
  40046. }
  40047. declare module "babylonjs/Behaviors/Cameras/index" {
  40048. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  40049. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  40050. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  40051. }
  40052. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  40053. import { Mesh } from "babylonjs/Meshes/mesh";
  40054. import { TransformNode } from "babylonjs/Meshes/transformNode";
  40055. import { Behavior } from "babylonjs/Behaviors/behavior";
  40056. /**
  40057. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  40058. */
  40059. export class AttachToBoxBehavior implements Behavior<Mesh> {
  40060. private ui;
  40061. /**
  40062. * The name of the behavior
  40063. */
  40064. name: string;
  40065. /**
  40066. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  40067. */
  40068. distanceAwayFromFace: number;
  40069. /**
  40070. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  40071. */
  40072. distanceAwayFromBottomOfFace: number;
  40073. private _faceVectors;
  40074. private _target;
  40075. private _scene;
  40076. private _onRenderObserver;
  40077. private _tmpMatrix;
  40078. private _tmpVector;
  40079. /**
  40080. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  40081. * @param ui The transform node that should be attched to the mesh
  40082. */
  40083. constructor(ui: TransformNode);
  40084. /**
  40085. * Initializes the behavior
  40086. */
  40087. init(): void;
  40088. private _closestFace;
  40089. private _zeroVector;
  40090. private _lookAtTmpMatrix;
  40091. private _lookAtToRef;
  40092. /**
  40093. * Attaches the AttachToBoxBehavior to the passed in mesh
  40094. * @param target The mesh that the specified node will be attached to
  40095. */
  40096. attach(target: Mesh): void;
  40097. /**
  40098. * Detaches the behavior from the mesh
  40099. */
  40100. detach(): void;
  40101. }
  40102. }
  40103. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  40104. import { Behavior } from "babylonjs/Behaviors/behavior";
  40105. import { Mesh } from "babylonjs/Meshes/mesh";
  40106. /**
  40107. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  40108. */
  40109. export class FadeInOutBehavior implements Behavior<Mesh> {
  40110. /**
  40111. * Time in milliseconds to delay before fading in (Default: 0)
  40112. */
  40113. delay: number;
  40114. /**
  40115. * Time in milliseconds for the mesh to fade in (Default: 300)
  40116. */
  40117. fadeInTime: number;
  40118. private _millisecondsPerFrame;
  40119. private _hovered;
  40120. private _hoverValue;
  40121. private _ownerNode;
  40122. /**
  40123. * Instatiates the FadeInOutBehavior
  40124. */
  40125. constructor();
  40126. /**
  40127. * The name of the behavior
  40128. */
  40129. get name(): string;
  40130. /**
  40131. * Initializes the behavior
  40132. */
  40133. init(): void;
  40134. /**
  40135. * Attaches the fade behavior on the passed in mesh
  40136. * @param ownerNode The mesh that will be faded in/out once attached
  40137. */
  40138. attach(ownerNode: Mesh): void;
  40139. /**
  40140. * Detaches the behavior from the mesh
  40141. */
  40142. detach(): void;
  40143. /**
  40144. * Triggers the mesh to begin fading in or out
  40145. * @param value if the object should fade in or out (true to fade in)
  40146. */
  40147. fadeIn(value: boolean): void;
  40148. private _update;
  40149. private _setAllVisibility;
  40150. }
  40151. }
  40152. declare module "babylonjs/Misc/pivotTools" {
  40153. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40154. /**
  40155. * Class containing a set of static utilities functions for managing Pivots
  40156. * @hidden
  40157. */
  40158. export class PivotTools {
  40159. private static _PivotCached;
  40160. private static _OldPivotPoint;
  40161. private static _PivotTranslation;
  40162. private static _PivotTmpVector;
  40163. /** @hidden */
  40164. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  40165. /** @hidden */
  40166. static _RestorePivotPoint(mesh: AbstractMesh): void;
  40167. }
  40168. }
  40169. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  40170. import { Scene } from "babylonjs/scene";
  40171. import { Vector4 } from "babylonjs/Maths/math.vector";
  40172. import { Mesh } from "babylonjs/Meshes/mesh";
  40173. import { Nullable } from "babylonjs/types";
  40174. import { Plane } from "babylonjs/Maths/math.plane";
  40175. /**
  40176. * Class containing static functions to help procedurally build meshes
  40177. */
  40178. export class PlaneBuilder {
  40179. /**
  40180. * Creates a plane mesh
  40181. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  40182. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  40183. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  40184. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40185. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  40186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  40187. * @param name defines the name of the mesh
  40188. * @param options defines the options used to create the mesh
  40189. * @param scene defines the hosting scene
  40190. * @returns the plane mesh
  40191. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  40192. */
  40193. static CreatePlane(name: string, options: {
  40194. size?: number;
  40195. width?: number;
  40196. height?: number;
  40197. sideOrientation?: number;
  40198. frontUVs?: Vector4;
  40199. backUVs?: Vector4;
  40200. updatable?: boolean;
  40201. sourcePlane?: Plane;
  40202. }, scene?: Nullable<Scene>): Mesh;
  40203. }
  40204. }
  40205. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  40206. import { Behavior } from "babylonjs/Behaviors/behavior";
  40207. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40208. import { Observable } from "babylonjs/Misc/observable";
  40209. import { Vector3 } from "babylonjs/Maths/math.vector";
  40210. import { Ray } from "babylonjs/Culling/ray";
  40211. import "babylonjs/Meshes/Builders/planeBuilder";
  40212. /**
  40213. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  40214. */
  40215. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  40216. private static _AnyMouseID;
  40217. /**
  40218. * Abstract mesh the behavior is set on
  40219. */
  40220. attachedNode: AbstractMesh;
  40221. private _dragPlane;
  40222. private _scene;
  40223. private _pointerObserver;
  40224. private _beforeRenderObserver;
  40225. private static _planeScene;
  40226. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  40227. /**
  40228. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  40229. */
  40230. maxDragAngle: number;
  40231. /**
  40232. * @hidden
  40233. */
  40234. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  40235. /**
  40236. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  40237. */
  40238. currentDraggingPointerID: number;
  40239. /**
  40240. * The last position where the pointer hit the drag plane in world space
  40241. */
  40242. lastDragPosition: Vector3;
  40243. /**
  40244. * If the behavior is currently in a dragging state
  40245. */
  40246. dragging: boolean;
  40247. /**
  40248. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  40249. */
  40250. dragDeltaRatio: number;
  40251. /**
  40252. * If the drag plane orientation should be updated during the dragging (Default: true)
  40253. */
  40254. updateDragPlane: boolean;
  40255. private _debugMode;
  40256. private _moving;
  40257. /**
  40258. * Fires each time the attached mesh is dragged with the pointer
  40259. * * delta between last drag position and current drag position in world space
  40260. * * dragDistance along the drag axis
  40261. * * dragPlaneNormal normal of the current drag plane used during the drag
  40262. * * dragPlanePoint in world space where the drag intersects the drag plane
  40263. */
  40264. onDragObservable: Observable<{
  40265. delta: Vector3;
  40266. dragPlanePoint: Vector3;
  40267. dragPlaneNormal: Vector3;
  40268. dragDistance: number;
  40269. pointerId: number;
  40270. }>;
  40271. /**
  40272. * Fires each time a drag begins (eg. mouse down on mesh)
  40273. */
  40274. onDragStartObservable: Observable<{
  40275. dragPlanePoint: Vector3;
  40276. pointerId: number;
  40277. }>;
  40278. /**
  40279. * Fires each time a drag ends (eg. mouse release after drag)
  40280. */
  40281. onDragEndObservable: Observable<{
  40282. dragPlanePoint: Vector3;
  40283. pointerId: number;
  40284. }>;
  40285. /**
  40286. * If the attached mesh should be moved when dragged
  40287. */
  40288. moveAttached: boolean;
  40289. /**
  40290. * If the drag behavior will react to drag events (Default: true)
  40291. */
  40292. enabled: boolean;
  40293. /**
  40294. * If pointer events should start and release the drag (Default: true)
  40295. */
  40296. startAndReleaseDragOnPointerEvents: boolean;
  40297. /**
  40298. * If camera controls should be detached during the drag
  40299. */
  40300. detachCameraControls: boolean;
  40301. /**
  40302. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  40303. */
  40304. useObjectOrientationForDragging: boolean;
  40305. private _options;
  40306. /**
  40307. * Gets the options used by the behavior
  40308. */
  40309. get options(): {
  40310. dragAxis?: Vector3;
  40311. dragPlaneNormal?: Vector3;
  40312. };
  40313. /**
  40314. * Sets the options used by the behavior
  40315. */
  40316. set options(options: {
  40317. dragAxis?: Vector3;
  40318. dragPlaneNormal?: Vector3;
  40319. });
  40320. /**
  40321. * Creates a pointer drag behavior that can be attached to a mesh
  40322. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  40323. */
  40324. constructor(options?: {
  40325. dragAxis?: Vector3;
  40326. dragPlaneNormal?: Vector3;
  40327. });
  40328. /**
  40329. * Predicate to determine if it is valid to move the object to a new position when it is moved
  40330. */
  40331. validateDrag: (targetPosition: Vector3) => boolean;
  40332. /**
  40333. * The name of the behavior
  40334. */
  40335. get name(): string;
  40336. /**
  40337. * Initializes the behavior
  40338. */
  40339. init(): void;
  40340. private _tmpVector;
  40341. private _alternatePickedPoint;
  40342. private _worldDragAxis;
  40343. private _targetPosition;
  40344. private _attachedElement;
  40345. /**
  40346. * Attaches the drag behavior the passed in mesh
  40347. * @param ownerNode The mesh that will be dragged around once attached
  40348. * @param predicate Predicate to use for pick filtering
  40349. */
  40350. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  40351. /**
  40352. * Force relase the drag action by code.
  40353. */
  40354. releaseDrag(): void;
  40355. private _startDragRay;
  40356. private _lastPointerRay;
  40357. /**
  40358. * Simulates the start of a pointer drag event on the behavior
  40359. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  40360. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  40361. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  40362. */
  40363. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  40364. private _startDrag;
  40365. private _dragDelta;
  40366. private _moveDrag;
  40367. private _pickWithRayOnDragPlane;
  40368. private _pointA;
  40369. private _pointB;
  40370. private _pointC;
  40371. private _lineA;
  40372. private _lineB;
  40373. private _localAxis;
  40374. private _lookAt;
  40375. private _updateDragPlanePosition;
  40376. /**
  40377. * Detaches the behavior from the mesh
  40378. */
  40379. detach(): void;
  40380. }
  40381. }
  40382. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  40383. import { Mesh } from "babylonjs/Meshes/mesh";
  40384. import { Behavior } from "babylonjs/Behaviors/behavior";
  40385. /**
  40386. * A behavior that when attached to a mesh will allow the mesh to be scaled
  40387. */
  40388. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  40389. private _dragBehaviorA;
  40390. private _dragBehaviorB;
  40391. private _startDistance;
  40392. private _initialScale;
  40393. private _targetScale;
  40394. private _ownerNode;
  40395. private _sceneRenderObserver;
  40396. /**
  40397. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  40398. */
  40399. constructor();
  40400. /**
  40401. * The name of the behavior
  40402. */
  40403. get name(): string;
  40404. /**
  40405. * Initializes the behavior
  40406. */
  40407. init(): void;
  40408. private _getCurrentDistance;
  40409. /**
  40410. * Attaches the scale behavior the passed in mesh
  40411. * @param ownerNode The mesh that will be scaled around once attached
  40412. */
  40413. attach(ownerNode: Mesh): void;
  40414. /**
  40415. * Detaches the behavior from the mesh
  40416. */
  40417. detach(): void;
  40418. }
  40419. }
  40420. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  40421. import { Behavior } from "babylonjs/Behaviors/behavior";
  40422. import { Mesh } from "babylonjs/Meshes/mesh";
  40423. import { Observable } from "babylonjs/Misc/observable";
  40424. /**
  40425. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  40426. */
  40427. export class SixDofDragBehavior implements Behavior<Mesh> {
  40428. private static _virtualScene;
  40429. private _ownerNode;
  40430. private _sceneRenderObserver;
  40431. private _scene;
  40432. private _targetPosition;
  40433. private _virtualOriginMesh;
  40434. private _virtualDragMesh;
  40435. private _pointerObserver;
  40436. private _moving;
  40437. private _startingOrientation;
  40438. /**
  40439. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  40440. */
  40441. private zDragFactor;
  40442. /**
  40443. * If the object should rotate to face the drag origin
  40444. */
  40445. rotateDraggedObject: boolean;
  40446. /**
  40447. * If the behavior is currently in a dragging state
  40448. */
  40449. dragging: boolean;
  40450. /**
  40451. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  40452. */
  40453. dragDeltaRatio: number;
  40454. /**
  40455. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  40456. */
  40457. currentDraggingPointerID: number;
  40458. /**
  40459. * If camera controls should be detached during the drag
  40460. */
  40461. detachCameraControls: boolean;
  40462. /**
  40463. * Fires each time a drag starts
  40464. */
  40465. onDragStartObservable: Observable<{}>;
  40466. /**
  40467. * Fires each time a drag ends (eg. mouse release after drag)
  40468. */
  40469. onDragEndObservable: Observable<{}>;
  40470. /**
  40471. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  40472. */
  40473. constructor();
  40474. /**
  40475. * The name of the behavior
  40476. */
  40477. get name(): string;
  40478. /**
  40479. * Initializes the behavior
  40480. */
  40481. init(): void;
  40482. /**
  40483. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  40484. */
  40485. private get _pointerCamera();
  40486. /**
  40487. * Attaches the scale behavior the passed in mesh
  40488. * @param ownerNode The mesh that will be scaled around once attached
  40489. */
  40490. attach(ownerNode: Mesh): void;
  40491. /**
  40492. * Detaches the behavior from the mesh
  40493. */
  40494. detach(): void;
  40495. }
  40496. }
  40497. declare module "babylonjs/Behaviors/Meshes/index" {
  40498. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  40499. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  40500. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  40501. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  40502. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  40503. }
  40504. declare module "babylonjs/Behaviors/index" {
  40505. export * from "babylonjs/Behaviors/behavior";
  40506. export * from "babylonjs/Behaviors/Cameras/index";
  40507. export * from "babylonjs/Behaviors/Meshes/index";
  40508. }
  40509. declare module "babylonjs/Bones/boneIKController" {
  40510. import { Bone } from "babylonjs/Bones/bone";
  40511. import { Vector3 } from "babylonjs/Maths/math.vector";
  40512. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40513. import { Nullable } from "babylonjs/types";
  40514. /**
  40515. * Class used to apply inverse kinematics to bones
  40516. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  40517. */
  40518. export class BoneIKController {
  40519. private static _tmpVecs;
  40520. private static _tmpQuat;
  40521. private static _tmpMats;
  40522. /**
  40523. * Gets or sets the target mesh
  40524. */
  40525. targetMesh: AbstractMesh;
  40526. /** Gets or sets the mesh used as pole */
  40527. poleTargetMesh: AbstractMesh;
  40528. /**
  40529. * Gets or sets the bone used as pole
  40530. */
  40531. poleTargetBone: Nullable<Bone>;
  40532. /**
  40533. * Gets or sets the target position
  40534. */
  40535. targetPosition: Vector3;
  40536. /**
  40537. * Gets or sets the pole target position
  40538. */
  40539. poleTargetPosition: Vector3;
  40540. /**
  40541. * Gets or sets the pole target local offset
  40542. */
  40543. poleTargetLocalOffset: Vector3;
  40544. /**
  40545. * Gets or sets the pole angle
  40546. */
  40547. poleAngle: number;
  40548. /**
  40549. * Gets or sets the mesh associated with the controller
  40550. */
  40551. mesh: AbstractMesh;
  40552. /**
  40553. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  40554. */
  40555. slerpAmount: number;
  40556. private _bone1Quat;
  40557. private _bone1Mat;
  40558. private _bone2Ang;
  40559. private _bone1;
  40560. private _bone2;
  40561. private _bone1Length;
  40562. private _bone2Length;
  40563. private _maxAngle;
  40564. private _maxReach;
  40565. private _rightHandedSystem;
  40566. private _bendAxis;
  40567. private _slerping;
  40568. private _adjustRoll;
  40569. /**
  40570. * Gets or sets maximum allowed angle
  40571. */
  40572. get maxAngle(): number;
  40573. set maxAngle(value: number);
  40574. /**
  40575. * Creates a new BoneIKController
  40576. * @param mesh defines the mesh to control
  40577. * @param bone defines the bone to control
  40578. * @param options defines options to set up the controller
  40579. */
  40580. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  40581. targetMesh?: AbstractMesh;
  40582. poleTargetMesh?: AbstractMesh;
  40583. poleTargetBone?: Bone;
  40584. poleTargetLocalOffset?: Vector3;
  40585. poleAngle?: number;
  40586. bendAxis?: Vector3;
  40587. maxAngle?: number;
  40588. slerpAmount?: number;
  40589. });
  40590. private _setMaxAngle;
  40591. /**
  40592. * Force the controller to update the bones
  40593. */
  40594. update(): void;
  40595. }
  40596. }
  40597. declare module "babylonjs/Bones/boneLookController" {
  40598. import { Vector3 } from "babylonjs/Maths/math.vector";
  40599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40600. import { Bone } from "babylonjs/Bones/bone";
  40601. import { Space } from "babylonjs/Maths/math.axis";
  40602. /**
  40603. * Class used to make a bone look toward a point in space
  40604. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  40605. */
  40606. export class BoneLookController {
  40607. private static _tmpVecs;
  40608. private static _tmpQuat;
  40609. private static _tmpMats;
  40610. /**
  40611. * The target Vector3 that the bone will look at
  40612. */
  40613. target: Vector3;
  40614. /**
  40615. * The mesh that the bone is attached to
  40616. */
  40617. mesh: AbstractMesh;
  40618. /**
  40619. * The bone that will be looking to the target
  40620. */
  40621. bone: Bone;
  40622. /**
  40623. * The up axis of the coordinate system that is used when the bone is rotated
  40624. */
  40625. upAxis: Vector3;
  40626. /**
  40627. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  40628. */
  40629. upAxisSpace: Space;
  40630. /**
  40631. * Used to make an adjustment to the yaw of the bone
  40632. */
  40633. adjustYaw: number;
  40634. /**
  40635. * Used to make an adjustment to the pitch of the bone
  40636. */
  40637. adjustPitch: number;
  40638. /**
  40639. * Used to make an adjustment to the roll of the bone
  40640. */
  40641. adjustRoll: number;
  40642. /**
  40643. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  40644. */
  40645. slerpAmount: number;
  40646. private _minYaw;
  40647. private _maxYaw;
  40648. private _minPitch;
  40649. private _maxPitch;
  40650. private _minYawSin;
  40651. private _minYawCos;
  40652. private _maxYawSin;
  40653. private _maxYawCos;
  40654. private _midYawConstraint;
  40655. private _minPitchTan;
  40656. private _maxPitchTan;
  40657. private _boneQuat;
  40658. private _slerping;
  40659. private _transformYawPitch;
  40660. private _transformYawPitchInv;
  40661. private _firstFrameSkipped;
  40662. private _yawRange;
  40663. private _fowardAxis;
  40664. /**
  40665. * Gets or sets the minimum yaw angle that the bone can look to
  40666. */
  40667. get minYaw(): number;
  40668. set minYaw(value: number);
  40669. /**
  40670. * Gets or sets the maximum yaw angle that the bone can look to
  40671. */
  40672. get maxYaw(): number;
  40673. set maxYaw(value: number);
  40674. /**
  40675. * Gets or sets the minimum pitch angle that the bone can look to
  40676. */
  40677. get minPitch(): number;
  40678. set minPitch(value: number);
  40679. /**
  40680. * Gets or sets the maximum pitch angle that the bone can look to
  40681. */
  40682. get maxPitch(): number;
  40683. set maxPitch(value: number);
  40684. /**
  40685. * Create a BoneLookController
  40686. * @param mesh the mesh that the bone belongs to
  40687. * @param bone the bone that will be looking to the target
  40688. * @param target the target Vector3 to look at
  40689. * @param options optional settings:
  40690. * * maxYaw: the maximum angle the bone will yaw to
  40691. * * minYaw: the minimum angle the bone will yaw to
  40692. * * maxPitch: the maximum angle the bone will pitch to
  40693. * * minPitch: the minimum angle the bone will yaw to
  40694. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  40695. * * upAxis: the up axis of the coordinate system
  40696. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  40697. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  40698. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  40699. * * adjustYaw: used to make an adjustment to the yaw of the bone
  40700. * * adjustPitch: used to make an adjustment to the pitch of the bone
  40701. * * adjustRoll: used to make an adjustment to the roll of the bone
  40702. **/
  40703. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  40704. maxYaw?: number;
  40705. minYaw?: number;
  40706. maxPitch?: number;
  40707. minPitch?: number;
  40708. slerpAmount?: number;
  40709. upAxis?: Vector3;
  40710. upAxisSpace?: Space;
  40711. yawAxis?: Vector3;
  40712. pitchAxis?: Vector3;
  40713. adjustYaw?: number;
  40714. adjustPitch?: number;
  40715. adjustRoll?: number;
  40716. });
  40717. /**
  40718. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  40719. */
  40720. update(): void;
  40721. private _getAngleDiff;
  40722. private _getAngleBetween;
  40723. private _isAngleBetween;
  40724. }
  40725. }
  40726. declare module "babylonjs/Bones/index" {
  40727. export * from "babylonjs/Bones/bone";
  40728. export * from "babylonjs/Bones/boneIKController";
  40729. export * from "babylonjs/Bones/boneLookController";
  40730. export * from "babylonjs/Bones/skeleton";
  40731. }
  40732. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  40733. import { Nullable } from "babylonjs/types";
  40734. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40735. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40736. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40737. /**
  40738. * Manage the gamepad inputs to control an arc rotate camera.
  40739. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40740. */
  40741. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  40742. /**
  40743. * Defines the camera the input is attached to.
  40744. */
  40745. camera: ArcRotateCamera;
  40746. /**
  40747. * Defines the gamepad the input is gathering event from.
  40748. */
  40749. gamepad: Nullable<Gamepad>;
  40750. /**
  40751. * Defines the gamepad rotation sensiblity.
  40752. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40753. */
  40754. gamepadRotationSensibility: number;
  40755. /**
  40756. * Defines the gamepad move sensiblity.
  40757. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40758. */
  40759. gamepadMoveSensibility: number;
  40760. private _yAxisScale;
  40761. /**
  40762. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40763. */
  40764. get invertYAxis(): boolean;
  40765. set invertYAxis(value: boolean);
  40766. private _onGamepadConnectedObserver;
  40767. private _onGamepadDisconnectedObserver;
  40768. /**
  40769. * Attach the input controls to a specific dom element to get the input from.
  40770. * @param element Defines the element the controls should be listened from
  40771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40772. */
  40773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40774. /**
  40775. * Detach the current controls from the specified dom element.
  40776. * @param element Defines the element to stop listening the inputs from
  40777. */
  40778. detachControl(element: Nullable<HTMLElement>): void;
  40779. /**
  40780. * Update the current camera state depending on the inputs that have been used this frame.
  40781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40782. */
  40783. checkInputs(): void;
  40784. /**
  40785. * Gets the class name of the current intput.
  40786. * @returns the class name
  40787. */
  40788. getClassName(): string;
  40789. /**
  40790. * Get the friendly name associated with the input class.
  40791. * @returns the input friendly name
  40792. */
  40793. getSimpleName(): string;
  40794. }
  40795. }
  40796. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  40797. import { Nullable } from "babylonjs/types";
  40798. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40799. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40800. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40801. interface ArcRotateCameraInputsManager {
  40802. /**
  40803. * Add orientation input support to the input manager.
  40804. * @returns the current input manager
  40805. */
  40806. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  40807. }
  40808. }
  40809. /**
  40810. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  40811. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40812. */
  40813. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  40814. /**
  40815. * Defines the camera the input is attached to.
  40816. */
  40817. camera: ArcRotateCamera;
  40818. /**
  40819. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  40820. */
  40821. alphaCorrection: number;
  40822. /**
  40823. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  40824. */
  40825. gammaCorrection: number;
  40826. private _alpha;
  40827. private _gamma;
  40828. private _dirty;
  40829. private _deviceOrientationHandler;
  40830. /**
  40831. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  40832. */
  40833. constructor();
  40834. /**
  40835. * Attach the input controls to a specific dom element to get the input from.
  40836. * @param element Defines the element the controls should be listened from
  40837. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40838. */
  40839. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40840. /** @hidden */
  40841. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  40842. /**
  40843. * Update the current camera state depending on the inputs that have been used this frame.
  40844. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40845. */
  40846. checkInputs(): void;
  40847. /**
  40848. * Detach the current controls from the specified dom element.
  40849. * @param element Defines the element to stop listening the inputs from
  40850. */
  40851. detachControl(element: Nullable<HTMLElement>): void;
  40852. /**
  40853. * Gets the class name of the current intput.
  40854. * @returns the class name
  40855. */
  40856. getClassName(): string;
  40857. /**
  40858. * Get the friendly name associated with the input class.
  40859. * @returns the input friendly name
  40860. */
  40861. getSimpleName(): string;
  40862. }
  40863. }
  40864. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  40865. import { Nullable } from "babylonjs/types";
  40866. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40867. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  40868. /**
  40869. * Listen to mouse events to control the camera.
  40870. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40871. */
  40872. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  40873. /**
  40874. * Defines the camera the input is attached to.
  40875. */
  40876. camera: FlyCamera;
  40877. /**
  40878. * Defines if touch is enabled. (Default is true.)
  40879. */
  40880. touchEnabled: boolean;
  40881. /**
  40882. * Defines the buttons associated with the input to handle camera rotation.
  40883. */
  40884. buttons: number[];
  40885. /**
  40886. * Assign buttons for Yaw control.
  40887. */
  40888. buttonsYaw: number[];
  40889. /**
  40890. * Assign buttons for Pitch control.
  40891. */
  40892. buttonsPitch: number[];
  40893. /**
  40894. * Assign buttons for Roll control.
  40895. */
  40896. buttonsRoll: number[];
  40897. /**
  40898. * Detect if any button is being pressed while mouse is moved.
  40899. * -1 = Mouse locked.
  40900. * 0 = Left button.
  40901. * 1 = Middle Button.
  40902. * 2 = Right Button.
  40903. */
  40904. activeButton: number;
  40905. /**
  40906. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  40907. * Higher values reduce its sensitivity.
  40908. */
  40909. angularSensibility: number;
  40910. private _mousemoveCallback;
  40911. private _observer;
  40912. private _rollObserver;
  40913. private previousPosition;
  40914. private noPreventDefault;
  40915. private element;
  40916. /**
  40917. * Listen to mouse events to control the camera.
  40918. * @param touchEnabled Define if touch is enabled. (Default is true.)
  40919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40920. */
  40921. constructor(touchEnabled?: boolean);
  40922. /**
  40923. * Attach the mouse control to the HTML DOM element.
  40924. * @param element Defines the element that listens to the input events.
  40925. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  40926. */
  40927. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40928. /**
  40929. * Detach the current controls from the specified dom element.
  40930. * @param element Defines the element to stop listening the inputs from
  40931. */
  40932. detachControl(element: Nullable<HTMLElement>): void;
  40933. /**
  40934. * Gets the class name of the current input.
  40935. * @returns the class name.
  40936. */
  40937. getClassName(): string;
  40938. /**
  40939. * Get the friendly name associated with the input class.
  40940. * @returns the input's friendly name.
  40941. */
  40942. getSimpleName(): string;
  40943. private _pointerInput;
  40944. private _onMouseMove;
  40945. /**
  40946. * Rotate camera by mouse offset.
  40947. */
  40948. private rotateCamera;
  40949. }
  40950. }
  40951. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  40952. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  40953. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  40954. /**
  40955. * Default Inputs manager for the FlyCamera.
  40956. * It groups all the default supported inputs for ease of use.
  40957. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40958. */
  40959. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  40960. /**
  40961. * Instantiates a new FlyCameraInputsManager.
  40962. * @param camera Defines the camera the inputs belong to.
  40963. */
  40964. constructor(camera: FlyCamera);
  40965. /**
  40966. * Add keyboard input support to the input manager.
  40967. * @returns the new FlyCameraKeyboardMoveInput().
  40968. */
  40969. addKeyboard(): FlyCameraInputsManager;
  40970. /**
  40971. * Add mouse input support to the input manager.
  40972. * @param touchEnabled Enable touch screen support.
  40973. * @returns the new FlyCameraMouseInput().
  40974. */
  40975. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  40976. }
  40977. }
  40978. declare module "babylonjs/Cameras/flyCamera" {
  40979. import { Scene } from "babylonjs/scene";
  40980. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  40981. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40982. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  40983. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  40984. /**
  40985. * This is a flying camera, designed for 3D movement and rotation in all directions,
  40986. * such as in a 3D Space Shooter or a Flight Simulator.
  40987. */
  40988. export class FlyCamera extends TargetCamera {
  40989. /**
  40990. * Define the collision ellipsoid of the camera.
  40991. * This is helpful for simulating a camera body, like a player's body.
  40992. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  40993. */
  40994. ellipsoid: Vector3;
  40995. /**
  40996. * Define an offset for the position of the ellipsoid around the camera.
  40997. * This can be helpful if the camera is attached away from the player's body center,
  40998. * such as at its head.
  40999. */
  41000. ellipsoidOffset: Vector3;
  41001. /**
  41002. * Enable or disable collisions of the camera with the rest of the scene objects.
  41003. */
  41004. checkCollisions: boolean;
  41005. /**
  41006. * Enable or disable gravity on the camera.
  41007. */
  41008. applyGravity: boolean;
  41009. /**
  41010. * Define the current direction the camera is moving to.
  41011. */
  41012. cameraDirection: Vector3;
  41013. /**
  41014. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  41015. * This overrides and empties cameraRotation.
  41016. */
  41017. rotationQuaternion: Quaternion;
  41018. /**
  41019. * Track Roll to maintain the wanted Rolling when looking around.
  41020. */
  41021. _trackRoll: number;
  41022. /**
  41023. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  41024. */
  41025. rollCorrect: number;
  41026. /**
  41027. * Mimic a banked turn, Rolling the camera when Yawing.
  41028. * It's recommended to use rollCorrect = 10 for faster banking correction.
  41029. */
  41030. bankedTurn: boolean;
  41031. /**
  41032. * Limit in radians for how much Roll banking will add. (Default: 90°)
  41033. */
  41034. bankedTurnLimit: number;
  41035. /**
  41036. * Value of 0 disables the banked Roll.
  41037. * Value of 1 is equal to the Yaw angle in radians.
  41038. */
  41039. bankedTurnMultiplier: number;
  41040. /**
  41041. * The inputs manager loads all the input sources, such as keyboard and mouse.
  41042. */
  41043. inputs: FlyCameraInputsManager;
  41044. /**
  41045. * Gets the input sensibility for mouse input.
  41046. * Higher values reduce sensitivity.
  41047. */
  41048. get angularSensibility(): number;
  41049. /**
  41050. * Sets the input sensibility for a mouse input.
  41051. * Higher values reduce sensitivity.
  41052. */
  41053. set angularSensibility(value: number);
  41054. /**
  41055. * Get the keys for camera movement forward.
  41056. */
  41057. get keysForward(): number[];
  41058. /**
  41059. * Set the keys for camera movement forward.
  41060. */
  41061. set keysForward(value: number[]);
  41062. /**
  41063. * Get the keys for camera movement backward.
  41064. */
  41065. get keysBackward(): number[];
  41066. set keysBackward(value: number[]);
  41067. /**
  41068. * Get the keys for camera movement up.
  41069. */
  41070. get keysUp(): number[];
  41071. /**
  41072. * Set the keys for camera movement up.
  41073. */
  41074. set keysUp(value: number[]);
  41075. /**
  41076. * Get the keys for camera movement down.
  41077. */
  41078. get keysDown(): number[];
  41079. /**
  41080. * Set the keys for camera movement down.
  41081. */
  41082. set keysDown(value: number[]);
  41083. /**
  41084. * Get the keys for camera movement left.
  41085. */
  41086. get keysLeft(): number[];
  41087. /**
  41088. * Set the keys for camera movement left.
  41089. */
  41090. set keysLeft(value: number[]);
  41091. /**
  41092. * Set the keys for camera movement right.
  41093. */
  41094. get keysRight(): number[];
  41095. /**
  41096. * Set the keys for camera movement right.
  41097. */
  41098. set keysRight(value: number[]);
  41099. /**
  41100. * Event raised when the camera collides with a mesh in the scene.
  41101. */
  41102. onCollide: (collidedMesh: AbstractMesh) => void;
  41103. private _collider;
  41104. private _needMoveForGravity;
  41105. private _oldPosition;
  41106. private _diffPosition;
  41107. private _newPosition;
  41108. /** @hidden */
  41109. _localDirection: Vector3;
  41110. /** @hidden */
  41111. _transformedDirection: Vector3;
  41112. /**
  41113. * Instantiates a FlyCamera.
  41114. * This is a flying camera, designed for 3D movement and rotation in all directions,
  41115. * such as in a 3D Space Shooter or a Flight Simulator.
  41116. * @param name Define the name of the camera in the scene.
  41117. * @param position Define the starting position of the camera in the scene.
  41118. * @param scene Define the scene the camera belongs to.
  41119. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  41120. */
  41121. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  41122. /**
  41123. * Attach a control to the HTML DOM element.
  41124. * @param element Defines the element that listens to the input events.
  41125. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  41126. */
  41127. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41128. /**
  41129. * Detach a control from the HTML DOM element.
  41130. * The camera will stop reacting to that input.
  41131. * @param element Defines the element that listens to the input events.
  41132. */
  41133. detachControl(element: HTMLElement): void;
  41134. private _collisionMask;
  41135. /**
  41136. * Get the mask that the camera ignores in collision events.
  41137. */
  41138. get collisionMask(): number;
  41139. /**
  41140. * Set the mask that the camera ignores in collision events.
  41141. */
  41142. set collisionMask(mask: number);
  41143. /** @hidden */
  41144. _collideWithWorld(displacement: Vector3): void;
  41145. /** @hidden */
  41146. private _onCollisionPositionChange;
  41147. /** @hidden */
  41148. _checkInputs(): void;
  41149. /** @hidden */
  41150. _decideIfNeedsToMove(): boolean;
  41151. /** @hidden */
  41152. _updatePosition(): void;
  41153. /**
  41154. * Restore the Roll to its target value at the rate specified.
  41155. * @param rate - Higher means slower restoring.
  41156. * @hidden
  41157. */
  41158. restoreRoll(rate: number): void;
  41159. /**
  41160. * Destroy the camera and release the current resources held by it.
  41161. */
  41162. dispose(): void;
  41163. /**
  41164. * Get the current object class name.
  41165. * @returns the class name.
  41166. */
  41167. getClassName(): string;
  41168. }
  41169. }
  41170. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  41171. import { Nullable } from "babylonjs/types";
  41172. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41173. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  41174. /**
  41175. * Listen to keyboard events to control the camera.
  41176. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41177. */
  41178. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  41179. /**
  41180. * Defines the camera the input is attached to.
  41181. */
  41182. camera: FlyCamera;
  41183. /**
  41184. * The list of keyboard keys used to control the forward move of the camera.
  41185. */
  41186. keysForward: number[];
  41187. /**
  41188. * The list of keyboard keys used to control the backward move of the camera.
  41189. */
  41190. keysBackward: number[];
  41191. /**
  41192. * The list of keyboard keys used to control the forward move of the camera.
  41193. */
  41194. keysUp: number[];
  41195. /**
  41196. * The list of keyboard keys used to control the backward move of the camera.
  41197. */
  41198. keysDown: number[];
  41199. /**
  41200. * The list of keyboard keys used to control the right strafe move of the camera.
  41201. */
  41202. keysRight: number[];
  41203. /**
  41204. * The list of keyboard keys used to control the left strafe move of the camera.
  41205. */
  41206. keysLeft: number[];
  41207. private _keys;
  41208. private _onCanvasBlurObserver;
  41209. private _onKeyboardObserver;
  41210. private _engine;
  41211. private _scene;
  41212. /**
  41213. * Attach the input controls to a specific dom element to get the input from.
  41214. * @param element Defines the element the controls should be listened from
  41215. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41216. */
  41217. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41218. /**
  41219. * Detach the current controls from the specified dom element.
  41220. * @param element Defines the element to stop listening the inputs from
  41221. */
  41222. detachControl(element: Nullable<HTMLElement>): void;
  41223. /**
  41224. * Gets the class name of the current intput.
  41225. * @returns the class name
  41226. */
  41227. getClassName(): string;
  41228. /** @hidden */
  41229. _onLostFocus(e: FocusEvent): void;
  41230. /**
  41231. * Get the friendly name associated with the input class.
  41232. * @returns the input friendly name
  41233. */
  41234. getSimpleName(): string;
  41235. /**
  41236. * Update the current camera state depending on the inputs that have been used this frame.
  41237. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41238. */
  41239. checkInputs(): void;
  41240. }
  41241. }
  41242. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  41243. import { Nullable } from "babylonjs/types";
  41244. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41245. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41246. /**
  41247. * Manage the mouse wheel inputs to control a follow camera.
  41248. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41249. */
  41250. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  41251. /**
  41252. * Defines the camera the input is attached to.
  41253. */
  41254. camera: FollowCamera;
  41255. /**
  41256. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  41257. */
  41258. axisControlRadius: boolean;
  41259. /**
  41260. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  41261. */
  41262. axisControlHeight: boolean;
  41263. /**
  41264. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  41265. */
  41266. axisControlRotation: boolean;
  41267. /**
  41268. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  41269. * relation to mouseWheel events.
  41270. */
  41271. wheelPrecision: number;
  41272. /**
  41273. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  41274. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  41275. */
  41276. wheelDeltaPercentage: number;
  41277. private _wheel;
  41278. private _observer;
  41279. /**
  41280. * Attach the input controls to a specific dom element to get the input from.
  41281. * @param element Defines the element the controls should be listened from
  41282. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41283. */
  41284. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41285. /**
  41286. * Detach the current controls from the specified dom element.
  41287. * @param element Defines the element to stop listening the inputs from
  41288. */
  41289. detachControl(element: Nullable<HTMLElement>): void;
  41290. /**
  41291. * Gets the class name of the current intput.
  41292. * @returns the class name
  41293. */
  41294. getClassName(): string;
  41295. /**
  41296. * Get the friendly name associated with the input class.
  41297. * @returns the input friendly name
  41298. */
  41299. getSimpleName(): string;
  41300. }
  41301. }
  41302. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  41303. import { Nullable } from "babylonjs/types";
  41304. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41305. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  41306. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  41307. /**
  41308. * Manage the pointers inputs to control an follow camera.
  41309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41310. */
  41311. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  41312. /**
  41313. * Defines the camera the input is attached to.
  41314. */
  41315. camera: FollowCamera;
  41316. /**
  41317. * Gets the class name of the current input.
  41318. * @returns the class name
  41319. */
  41320. getClassName(): string;
  41321. /**
  41322. * Defines the pointer angular sensibility along the X axis or how fast is
  41323. * the camera rotating.
  41324. * A negative number will reverse the axis direction.
  41325. */
  41326. angularSensibilityX: number;
  41327. /**
  41328. * Defines the pointer angular sensibility along the Y axis or how fast is
  41329. * the camera rotating.
  41330. * A negative number will reverse the axis direction.
  41331. */
  41332. angularSensibilityY: number;
  41333. /**
  41334. * Defines the pointer pinch precision or how fast is the camera zooming.
  41335. * A negative number will reverse the axis direction.
  41336. */
  41337. pinchPrecision: number;
  41338. /**
  41339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  41340. * from 0.
  41341. * It defines the percentage of current camera.radius to use as delta when
  41342. * pinch zoom is used.
  41343. */
  41344. pinchDeltaPercentage: number;
  41345. /**
  41346. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  41347. */
  41348. axisXControlRadius: boolean;
  41349. /**
  41350. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  41351. */
  41352. axisXControlHeight: boolean;
  41353. /**
  41354. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  41355. */
  41356. axisXControlRotation: boolean;
  41357. /**
  41358. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  41359. */
  41360. axisYControlRadius: boolean;
  41361. /**
  41362. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  41363. */
  41364. axisYControlHeight: boolean;
  41365. /**
  41366. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  41367. */
  41368. axisYControlRotation: boolean;
  41369. /**
  41370. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  41371. */
  41372. axisPinchControlRadius: boolean;
  41373. /**
  41374. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  41375. */
  41376. axisPinchControlHeight: boolean;
  41377. /**
  41378. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  41379. */
  41380. axisPinchControlRotation: boolean;
  41381. /**
  41382. * Log error messages if basic misconfiguration has occurred.
  41383. */
  41384. warningEnable: boolean;
  41385. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  41386. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  41387. private _warningCounter;
  41388. private _warning;
  41389. }
  41390. }
  41391. declare module "babylonjs/Cameras/followCameraInputsManager" {
  41392. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  41393. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41394. /**
  41395. * Default Inputs manager for the FollowCamera.
  41396. * It groups all the default supported inputs for ease of use.
  41397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41398. */
  41399. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  41400. /**
  41401. * Instantiates a new FollowCameraInputsManager.
  41402. * @param camera Defines the camera the inputs belong to
  41403. */
  41404. constructor(camera: FollowCamera);
  41405. /**
  41406. * Add keyboard input support to the input manager.
  41407. * @returns the current input manager
  41408. */
  41409. addKeyboard(): FollowCameraInputsManager;
  41410. /**
  41411. * Add mouse wheel input support to the input manager.
  41412. * @returns the current input manager
  41413. */
  41414. addMouseWheel(): FollowCameraInputsManager;
  41415. /**
  41416. * Add pointers input support to the input manager.
  41417. * @returns the current input manager
  41418. */
  41419. addPointers(): FollowCameraInputsManager;
  41420. /**
  41421. * Add orientation input support to the input manager.
  41422. * @returns the current input manager
  41423. */
  41424. addVRDeviceOrientation(): FollowCameraInputsManager;
  41425. }
  41426. }
  41427. declare module "babylonjs/Cameras/followCamera" {
  41428. import { Nullable } from "babylonjs/types";
  41429. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  41430. import { Scene } from "babylonjs/scene";
  41431. import { Vector3 } from "babylonjs/Maths/math.vector";
  41432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41433. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  41434. /**
  41435. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  41436. * an arc rotate version arcFollowCamera are available.
  41437. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41438. */
  41439. export class FollowCamera extends TargetCamera {
  41440. /**
  41441. * Distance the follow camera should follow an object at
  41442. */
  41443. radius: number;
  41444. /**
  41445. * Minimum allowed distance of the camera to the axis of rotation
  41446. * (The camera can not get closer).
  41447. * This can help limiting how the Camera is able to move in the scene.
  41448. */
  41449. lowerRadiusLimit: Nullable<number>;
  41450. /**
  41451. * Maximum allowed distance of the camera to the axis of rotation
  41452. * (The camera can not get further).
  41453. * This can help limiting how the Camera is able to move in the scene.
  41454. */
  41455. upperRadiusLimit: Nullable<number>;
  41456. /**
  41457. * Define a rotation offset between the camera and the object it follows
  41458. */
  41459. rotationOffset: number;
  41460. /**
  41461. * Minimum allowed angle to camera position relative to target object.
  41462. * This can help limiting how the Camera is able to move in the scene.
  41463. */
  41464. lowerRotationOffsetLimit: Nullable<number>;
  41465. /**
  41466. * Maximum allowed angle to camera position relative to target object.
  41467. * This can help limiting how the Camera is able to move in the scene.
  41468. */
  41469. upperRotationOffsetLimit: Nullable<number>;
  41470. /**
  41471. * Define a height offset between the camera and the object it follows.
  41472. * It can help following an object from the top (like a car chaing a plane)
  41473. */
  41474. heightOffset: number;
  41475. /**
  41476. * Minimum allowed height of camera position relative to target object.
  41477. * This can help limiting how the Camera is able to move in the scene.
  41478. */
  41479. lowerHeightOffsetLimit: Nullable<number>;
  41480. /**
  41481. * Maximum allowed height of camera position relative to target object.
  41482. * This can help limiting how the Camera is able to move in the scene.
  41483. */
  41484. upperHeightOffsetLimit: Nullable<number>;
  41485. /**
  41486. * Define how fast the camera can accelerate to follow it s target.
  41487. */
  41488. cameraAcceleration: number;
  41489. /**
  41490. * Define the speed limit of the camera following an object.
  41491. */
  41492. maxCameraSpeed: number;
  41493. /**
  41494. * Define the target of the camera.
  41495. */
  41496. lockedTarget: Nullable<AbstractMesh>;
  41497. /**
  41498. * Defines the input associated with the camera.
  41499. */
  41500. inputs: FollowCameraInputsManager;
  41501. /**
  41502. * Instantiates the follow camera.
  41503. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41504. * @param name Define the name of the camera in the scene
  41505. * @param position Define the position of the camera
  41506. * @param scene Define the scene the camera belong to
  41507. * @param lockedTarget Define the target of the camera
  41508. */
  41509. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  41510. private _follow;
  41511. /**
  41512. * Attached controls to the current camera.
  41513. * @param element Defines the element the controls should be listened from
  41514. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41515. */
  41516. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41517. /**
  41518. * Detach the current controls from the camera.
  41519. * The camera will stop reacting to inputs.
  41520. * @param element Defines the element to stop listening the inputs from
  41521. */
  41522. detachControl(element: HTMLElement): void;
  41523. /** @hidden */
  41524. _checkInputs(): void;
  41525. private _checkLimits;
  41526. /**
  41527. * Gets the camera class name.
  41528. * @returns the class name
  41529. */
  41530. getClassName(): string;
  41531. }
  41532. /**
  41533. * Arc Rotate version of the follow camera.
  41534. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  41535. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41536. */
  41537. export class ArcFollowCamera extends TargetCamera {
  41538. /** The longitudinal angle of the camera */
  41539. alpha: number;
  41540. /** The latitudinal angle of the camera */
  41541. beta: number;
  41542. /** The radius of the camera from its target */
  41543. radius: number;
  41544. /** Define the camera target (the messh it should follow) */
  41545. target: Nullable<AbstractMesh>;
  41546. private _cartesianCoordinates;
  41547. /**
  41548. * Instantiates a new ArcFollowCamera
  41549. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41550. * @param name Define the name of the camera
  41551. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  41552. * @param beta Define the rotation angle of the camera around the elevation axis
  41553. * @param radius Define the radius of the camera from its target point
  41554. * @param target Define the target of the camera
  41555. * @param scene Define the scene the camera belongs to
  41556. */
  41557. constructor(name: string,
  41558. /** The longitudinal angle of the camera */
  41559. alpha: number,
  41560. /** The latitudinal angle of the camera */
  41561. beta: number,
  41562. /** The radius of the camera from its target */
  41563. radius: number,
  41564. /** Define the camera target (the messh it should follow) */
  41565. target: Nullable<AbstractMesh>, scene: Scene);
  41566. private _follow;
  41567. /** @hidden */
  41568. _checkInputs(): void;
  41569. /**
  41570. * Returns the class name of the object.
  41571. * It is mostly used internally for serialization purposes.
  41572. */
  41573. getClassName(): string;
  41574. }
  41575. }
  41576. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  41577. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41578. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41579. import { Nullable } from "babylonjs/types";
  41580. /**
  41581. * Manage the keyboard inputs to control the movement of a follow camera.
  41582. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41583. */
  41584. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  41585. /**
  41586. * Defines the camera the input is attached to.
  41587. */
  41588. camera: FollowCamera;
  41589. /**
  41590. * Defines the list of key codes associated with the up action (increase heightOffset)
  41591. */
  41592. keysHeightOffsetIncr: number[];
  41593. /**
  41594. * Defines the list of key codes associated with the down action (decrease heightOffset)
  41595. */
  41596. keysHeightOffsetDecr: number[];
  41597. /**
  41598. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  41599. */
  41600. keysHeightOffsetModifierAlt: boolean;
  41601. /**
  41602. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  41603. */
  41604. keysHeightOffsetModifierCtrl: boolean;
  41605. /**
  41606. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  41607. */
  41608. keysHeightOffsetModifierShift: boolean;
  41609. /**
  41610. * Defines the list of key codes associated with the left action (increase rotationOffset)
  41611. */
  41612. keysRotationOffsetIncr: number[];
  41613. /**
  41614. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  41615. */
  41616. keysRotationOffsetDecr: number[];
  41617. /**
  41618. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  41619. */
  41620. keysRotationOffsetModifierAlt: boolean;
  41621. /**
  41622. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  41623. */
  41624. keysRotationOffsetModifierCtrl: boolean;
  41625. /**
  41626. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  41627. */
  41628. keysRotationOffsetModifierShift: boolean;
  41629. /**
  41630. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  41631. */
  41632. keysRadiusIncr: number[];
  41633. /**
  41634. * Defines the list of key codes associated with the zoom-out action (increase radius)
  41635. */
  41636. keysRadiusDecr: number[];
  41637. /**
  41638. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  41639. */
  41640. keysRadiusModifierAlt: boolean;
  41641. /**
  41642. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  41643. */
  41644. keysRadiusModifierCtrl: boolean;
  41645. /**
  41646. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  41647. */
  41648. keysRadiusModifierShift: boolean;
  41649. /**
  41650. * Defines the rate of change of heightOffset.
  41651. */
  41652. heightSensibility: number;
  41653. /**
  41654. * Defines the rate of change of rotationOffset.
  41655. */
  41656. rotationSensibility: number;
  41657. /**
  41658. * Defines the rate of change of radius.
  41659. */
  41660. radiusSensibility: number;
  41661. private _keys;
  41662. private _ctrlPressed;
  41663. private _altPressed;
  41664. private _shiftPressed;
  41665. private _onCanvasBlurObserver;
  41666. private _onKeyboardObserver;
  41667. private _engine;
  41668. private _scene;
  41669. /**
  41670. * Attach the input controls to a specific dom element to get the input from.
  41671. * @param element Defines the element the controls should be listened from
  41672. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41673. */
  41674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41675. /**
  41676. * Detach the current controls from the specified dom element.
  41677. * @param element Defines the element to stop listening the inputs from
  41678. */
  41679. detachControl(element: Nullable<HTMLElement>): void;
  41680. /**
  41681. * Update the current camera state depending on the inputs that have been used this frame.
  41682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41683. */
  41684. checkInputs(): void;
  41685. /**
  41686. * Gets the class name of the current input.
  41687. * @returns the class name
  41688. */
  41689. getClassName(): string;
  41690. /**
  41691. * Get the friendly name associated with the input class.
  41692. * @returns the input friendly name
  41693. */
  41694. getSimpleName(): string;
  41695. /**
  41696. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41697. * allow modification of the heightOffset value.
  41698. */
  41699. private _modifierHeightOffset;
  41700. /**
  41701. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41702. * allow modification of the rotationOffset value.
  41703. */
  41704. private _modifierRotationOffset;
  41705. /**
  41706. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41707. * allow modification of the radius value.
  41708. */
  41709. private _modifierRadius;
  41710. }
  41711. }
  41712. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  41713. import { Nullable } from "babylonjs/types";
  41714. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41715. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41716. import { Observable } from "babylonjs/Misc/observable";
  41717. module "babylonjs/Cameras/freeCameraInputsManager" {
  41718. interface FreeCameraInputsManager {
  41719. /**
  41720. * @hidden
  41721. */
  41722. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  41723. /**
  41724. * Add orientation input support to the input manager.
  41725. * @returns the current input manager
  41726. */
  41727. addDeviceOrientation(): FreeCameraInputsManager;
  41728. }
  41729. }
  41730. /**
  41731. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  41732. * Screen rotation is taken into account.
  41733. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41734. */
  41735. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  41736. private _camera;
  41737. private _screenOrientationAngle;
  41738. private _constantTranform;
  41739. private _screenQuaternion;
  41740. private _alpha;
  41741. private _beta;
  41742. private _gamma;
  41743. /**
  41744. * Can be used to detect if a device orientation sensor is available on a device
  41745. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  41746. * @returns a promise that will resolve on orientation change
  41747. */
  41748. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  41749. /**
  41750. * @hidden
  41751. */
  41752. _onDeviceOrientationChangedObservable: Observable<void>;
  41753. /**
  41754. * Instantiates a new input
  41755. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41756. */
  41757. constructor();
  41758. /**
  41759. * Define the camera controlled by the input.
  41760. */
  41761. get camera(): FreeCamera;
  41762. set camera(camera: FreeCamera);
  41763. /**
  41764. * Attach the input controls to a specific dom element to get the input from.
  41765. * @param element Defines the element the controls should be listened from
  41766. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41767. */
  41768. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41769. private _orientationChanged;
  41770. private _deviceOrientation;
  41771. /**
  41772. * Detach the current controls from the specified dom element.
  41773. * @param element Defines the element to stop listening the inputs from
  41774. */
  41775. detachControl(element: Nullable<HTMLElement>): void;
  41776. /**
  41777. * Update the current camera state depending on the inputs that have been used this frame.
  41778. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41779. */
  41780. checkInputs(): void;
  41781. /**
  41782. * Gets the class name of the current intput.
  41783. * @returns the class name
  41784. */
  41785. getClassName(): string;
  41786. /**
  41787. * Get the friendly name associated with the input class.
  41788. * @returns the input friendly name
  41789. */
  41790. getSimpleName(): string;
  41791. }
  41792. }
  41793. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  41794. import { Nullable } from "babylonjs/types";
  41795. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41796. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41797. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  41798. /**
  41799. * Manage the gamepad inputs to control a free camera.
  41800. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41801. */
  41802. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  41803. /**
  41804. * Define the camera the input is attached to.
  41805. */
  41806. camera: FreeCamera;
  41807. /**
  41808. * Define the Gamepad controlling the input
  41809. */
  41810. gamepad: Nullable<Gamepad>;
  41811. /**
  41812. * Defines the gamepad rotation sensiblity.
  41813. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41814. */
  41815. gamepadAngularSensibility: number;
  41816. /**
  41817. * Defines the gamepad move sensiblity.
  41818. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41819. */
  41820. gamepadMoveSensibility: number;
  41821. private _yAxisScale;
  41822. /**
  41823. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  41824. */
  41825. get invertYAxis(): boolean;
  41826. set invertYAxis(value: boolean);
  41827. private _onGamepadConnectedObserver;
  41828. private _onGamepadDisconnectedObserver;
  41829. private _cameraTransform;
  41830. private _deltaTransform;
  41831. private _vector3;
  41832. private _vector2;
  41833. /**
  41834. * Attach the input controls to a specific dom element to get the input from.
  41835. * @param element Defines the element the controls should be listened from
  41836. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41837. */
  41838. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41839. /**
  41840. * Detach the current controls from the specified dom element.
  41841. * @param element Defines the element to stop listening the inputs from
  41842. */
  41843. detachControl(element: Nullable<HTMLElement>): void;
  41844. /**
  41845. * Update the current camera state depending on the inputs that have been used this frame.
  41846. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41847. */
  41848. checkInputs(): void;
  41849. /**
  41850. * Gets the class name of the current intput.
  41851. * @returns the class name
  41852. */
  41853. getClassName(): string;
  41854. /**
  41855. * Get the friendly name associated with the input class.
  41856. * @returns the input friendly name
  41857. */
  41858. getSimpleName(): string;
  41859. }
  41860. }
  41861. declare module "babylonjs/Misc/virtualJoystick" {
  41862. import { Nullable } from "babylonjs/types";
  41863. import { Vector3 } from "babylonjs/Maths/math.vector";
  41864. /**
  41865. * Defines the potential axis of a Joystick
  41866. */
  41867. export enum JoystickAxis {
  41868. /** X axis */
  41869. X = 0,
  41870. /** Y axis */
  41871. Y = 1,
  41872. /** Z axis */
  41873. Z = 2
  41874. }
  41875. /**
  41876. * Class used to define virtual joystick (used in touch mode)
  41877. */
  41878. export class VirtualJoystick {
  41879. /**
  41880. * Gets or sets a boolean indicating that left and right values must be inverted
  41881. */
  41882. reverseLeftRight: boolean;
  41883. /**
  41884. * Gets or sets a boolean indicating that up and down values must be inverted
  41885. */
  41886. reverseUpDown: boolean;
  41887. /**
  41888. * Gets the offset value for the position (ie. the change of the position value)
  41889. */
  41890. deltaPosition: Vector3;
  41891. /**
  41892. * Gets a boolean indicating if the virtual joystick was pressed
  41893. */
  41894. pressed: boolean;
  41895. /**
  41896. * Canvas the virtual joystick will render onto, default z-index of this is 5
  41897. */
  41898. static Canvas: Nullable<HTMLCanvasElement>;
  41899. private static _globalJoystickIndex;
  41900. private static vjCanvasContext;
  41901. private static vjCanvasWidth;
  41902. private static vjCanvasHeight;
  41903. private static halfWidth;
  41904. private _action;
  41905. private _axisTargetedByLeftAndRight;
  41906. private _axisTargetedByUpAndDown;
  41907. private _joystickSensibility;
  41908. private _inversedSensibility;
  41909. private _joystickPointerID;
  41910. private _joystickColor;
  41911. private _joystickPointerPos;
  41912. private _joystickPreviousPointerPos;
  41913. private _joystickPointerStartPos;
  41914. private _deltaJoystickVector;
  41915. private _leftJoystick;
  41916. private _touches;
  41917. private _onPointerDownHandlerRef;
  41918. private _onPointerMoveHandlerRef;
  41919. private _onPointerUpHandlerRef;
  41920. private _onResize;
  41921. /**
  41922. * Creates a new virtual joystick
  41923. * @param leftJoystick defines that the joystick is for left hand (false by default)
  41924. */
  41925. constructor(leftJoystick?: boolean);
  41926. /**
  41927. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  41928. * @param newJoystickSensibility defines the new sensibility
  41929. */
  41930. setJoystickSensibility(newJoystickSensibility: number): void;
  41931. private _onPointerDown;
  41932. private _onPointerMove;
  41933. private _onPointerUp;
  41934. /**
  41935. * Change the color of the virtual joystick
  41936. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  41937. */
  41938. setJoystickColor(newColor: string): void;
  41939. /**
  41940. * Defines a callback to call when the joystick is touched
  41941. * @param action defines the callback
  41942. */
  41943. setActionOnTouch(action: () => any): void;
  41944. /**
  41945. * Defines which axis you'd like to control for left & right
  41946. * @param axis defines the axis to use
  41947. */
  41948. setAxisForLeftRight(axis: JoystickAxis): void;
  41949. /**
  41950. * Defines which axis you'd like to control for up & down
  41951. * @param axis defines the axis to use
  41952. */
  41953. setAxisForUpDown(axis: JoystickAxis): void;
  41954. private _drawVirtualJoystick;
  41955. /**
  41956. * Release internal HTML canvas
  41957. */
  41958. releaseCanvas(): void;
  41959. }
  41960. }
  41961. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  41962. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  41963. import { Nullable } from "babylonjs/types";
  41964. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41965. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41966. module "babylonjs/Cameras/freeCameraInputsManager" {
  41967. interface FreeCameraInputsManager {
  41968. /**
  41969. * Add virtual joystick input support to the input manager.
  41970. * @returns the current input manager
  41971. */
  41972. addVirtualJoystick(): FreeCameraInputsManager;
  41973. }
  41974. }
  41975. /**
  41976. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  41977. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41978. */
  41979. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  41980. /**
  41981. * Defines the camera the input is attached to.
  41982. */
  41983. camera: FreeCamera;
  41984. private _leftjoystick;
  41985. private _rightjoystick;
  41986. /**
  41987. * Gets the left stick of the virtual joystick.
  41988. * @returns The virtual Joystick
  41989. */
  41990. getLeftJoystick(): VirtualJoystick;
  41991. /**
  41992. * Gets the right stick of the virtual joystick.
  41993. * @returns The virtual Joystick
  41994. */
  41995. getRightJoystick(): VirtualJoystick;
  41996. /**
  41997. * Update the current camera state depending on the inputs that have been used this frame.
  41998. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41999. */
  42000. checkInputs(): void;
  42001. /**
  42002. * Attach the input controls to a specific dom element to get the input from.
  42003. * @param element Defines the element the controls should be listened from
  42004. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  42005. */
  42006. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  42007. /**
  42008. * Detach the current controls from the specified dom element.
  42009. * @param element Defines the element to stop listening the inputs from
  42010. */
  42011. detachControl(element: Nullable<HTMLElement>): void;
  42012. /**
  42013. * Gets the class name of the current intput.
  42014. * @returns the class name
  42015. */
  42016. getClassName(): string;
  42017. /**
  42018. * Get the friendly name associated with the input class.
  42019. * @returns the input friendly name
  42020. */
  42021. getSimpleName(): string;
  42022. }
  42023. }
  42024. declare module "babylonjs/Cameras/Inputs/index" {
  42025. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  42026. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  42027. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  42028. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  42029. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  42030. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  42031. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  42032. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  42033. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  42034. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  42035. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  42036. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  42037. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  42038. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  42039. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  42040. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  42041. }
  42042. declare module "babylonjs/Cameras/touchCamera" {
  42043. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42044. import { Scene } from "babylonjs/scene";
  42045. import { Vector3 } from "babylonjs/Maths/math.vector";
  42046. /**
  42047. * This represents a FPS type of camera controlled by touch.
  42048. * This is like a universal camera minus the Gamepad controls.
  42049. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42050. */
  42051. export class TouchCamera extends FreeCamera {
  42052. /**
  42053. * Defines the touch sensibility for rotation.
  42054. * The higher the faster.
  42055. */
  42056. get touchAngularSensibility(): number;
  42057. set touchAngularSensibility(value: number);
  42058. /**
  42059. * Defines the touch sensibility for move.
  42060. * The higher the faster.
  42061. */
  42062. get touchMoveSensibility(): number;
  42063. set touchMoveSensibility(value: number);
  42064. /**
  42065. * Instantiates a new touch camera.
  42066. * This represents a FPS type of camera controlled by touch.
  42067. * This is like a universal camera minus the Gamepad controls.
  42068. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42069. * @param name Define the name of the camera in the scene
  42070. * @param position Define the start position of the camera in the scene
  42071. * @param scene Define the scene the camera belongs to
  42072. */
  42073. constructor(name: string, position: Vector3, scene: Scene);
  42074. /**
  42075. * Gets the current object class name.
  42076. * @return the class name
  42077. */
  42078. getClassName(): string;
  42079. /** @hidden */
  42080. _setupInputs(): void;
  42081. }
  42082. }
  42083. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  42084. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42085. import { Scene } from "babylonjs/scene";
  42086. import { Vector3 } from "babylonjs/Maths/math.vector";
  42087. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  42088. import { Axis } from "babylonjs/Maths/math.axis";
  42089. /**
  42090. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  42091. * being tilted forward or back and left or right.
  42092. */
  42093. export class DeviceOrientationCamera extends FreeCamera {
  42094. private _initialQuaternion;
  42095. private _quaternionCache;
  42096. private _tmpDragQuaternion;
  42097. private _disablePointerInputWhenUsingDeviceOrientation;
  42098. /**
  42099. * Creates a new device orientation camera
  42100. * @param name The name of the camera
  42101. * @param position The start position camera
  42102. * @param scene The scene the camera belongs to
  42103. */
  42104. constructor(name: string, position: Vector3, scene: Scene);
  42105. /**
  42106. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  42107. */
  42108. get disablePointerInputWhenUsingDeviceOrientation(): boolean;
  42109. set disablePointerInputWhenUsingDeviceOrientation(value: boolean);
  42110. private _dragFactor;
  42111. /**
  42112. * Enabled turning on the y axis when the orientation sensor is active
  42113. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  42114. */
  42115. enableHorizontalDragging(dragFactor?: number): void;
  42116. /**
  42117. * Gets the current instance class name ("DeviceOrientationCamera").
  42118. * This helps avoiding instanceof at run time.
  42119. * @returns the class name
  42120. */
  42121. getClassName(): string;
  42122. /**
  42123. * @hidden
  42124. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  42125. */
  42126. _checkInputs(): void;
  42127. /**
  42128. * Reset the camera to its default orientation on the specified axis only.
  42129. * @param axis The axis to reset
  42130. */
  42131. resetToCurrentRotation(axis?: Axis): void;
  42132. }
  42133. }
  42134. declare module "babylonjs/Gamepads/xboxGamepad" {
  42135. import { Observable } from "babylonjs/Misc/observable";
  42136. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42137. /**
  42138. * Defines supported buttons for XBox360 compatible gamepads
  42139. */
  42140. export enum Xbox360Button {
  42141. /** A */
  42142. A = 0,
  42143. /** B */
  42144. B = 1,
  42145. /** X */
  42146. X = 2,
  42147. /** Y */
  42148. Y = 3,
  42149. /** Start */
  42150. Start = 4,
  42151. /** Back */
  42152. Back = 5,
  42153. /** Left button */
  42154. LB = 6,
  42155. /** Right button */
  42156. RB = 7,
  42157. /** Left stick */
  42158. LeftStick = 8,
  42159. /** Right stick */
  42160. RightStick = 9
  42161. }
  42162. /** Defines values for XBox360 DPad */
  42163. export enum Xbox360Dpad {
  42164. /** Up */
  42165. Up = 0,
  42166. /** Down */
  42167. Down = 1,
  42168. /** Left */
  42169. Left = 2,
  42170. /** Right */
  42171. Right = 3
  42172. }
  42173. /**
  42174. * Defines a XBox360 gamepad
  42175. */
  42176. export class Xbox360Pad extends Gamepad {
  42177. private _leftTrigger;
  42178. private _rightTrigger;
  42179. private _onlefttriggerchanged;
  42180. private _onrighttriggerchanged;
  42181. private _onbuttondown;
  42182. private _onbuttonup;
  42183. private _ondpaddown;
  42184. private _ondpadup;
  42185. /** Observable raised when a button is pressed */
  42186. onButtonDownObservable: Observable<Xbox360Button>;
  42187. /** Observable raised when a button is released */
  42188. onButtonUpObservable: Observable<Xbox360Button>;
  42189. /** Observable raised when a pad is pressed */
  42190. onPadDownObservable: Observable<Xbox360Dpad>;
  42191. /** Observable raised when a pad is released */
  42192. onPadUpObservable: Observable<Xbox360Dpad>;
  42193. private _buttonA;
  42194. private _buttonB;
  42195. private _buttonX;
  42196. private _buttonY;
  42197. private _buttonBack;
  42198. private _buttonStart;
  42199. private _buttonLB;
  42200. private _buttonRB;
  42201. private _buttonLeftStick;
  42202. private _buttonRightStick;
  42203. private _dPadUp;
  42204. private _dPadDown;
  42205. private _dPadLeft;
  42206. private _dPadRight;
  42207. private _isXboxOnePad;
  42208. /**
  42209. * Creates a new XBox360 gamepad object
  42210. * @param id defines the id of this gamepad
  42211. * @param index defines its index
  42212. * @param gamepad defines the internal HTML gamepad object
  42213. * @param xboxOne defines if it is a XBox One gamepad
  42214. */
  42215. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  42216. /**
  42217. * Defines the callback to call when left trigger is pressed
  42218. * @param callback defines the callback to use
  42219. */
  42220. onlefttriggerchanged(callback: (value: number) => void): void;
  42221. /**
  42222. * Defines the callback to call when right trigger is pressed
  42223. * @param callback defines the callback to use
  42224. */
  42225. onrighttriggerchanged(callback: (value: number) => void): void;
  42226. /**
  42227. * Gets the left trigger value
  42228. */
  42229. get leftTrigger(): number;
  42230. /**
  42231. * Sets the left trigger value
  42232. */
  42233. set leftTrigger(newValue: number);
  42234. /**
  42235. * Gets the right trigger value
  42236. */
  42237. get rightTrigger(): number;
  42238. /**
  42239. * Sets the right trigger value
  42240. */
  42241. set rightTrigger(newValue: number);
  42242. /**
  42243. * Defines the callback to call when a button is pressed
  42244. * @param callback defines the callback to use
  42245. */
  42246. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  42247. /**
  42248. * Defines the callback to call when a button is released
  42249. * @param callback defines the callback to use
  42250. */
  42251. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  42252. /**
  42253. * Defines the callback to call when a pad is pressed
  42254. * @param callback defines the callback to use
  42255. */
  42256. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  42257. /**
  42258. * Defines the callback to call when a pad is released
  42259. * @param callback defines the callback to use
  42260. */
  42261. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  42262. private _setButtonValue;
  42263. private _setDPadValue;
  42264. /**
  42265. * Gets the value of the `A` button
  42266. */
  42267. get buttonA(): number;
  42268. /**
  42269. * Sets the value of the `A` button
  42270. */
  42271. set buttonA(value: number);
  42272. /**
  42273. * Gets the value of the `B` button
  42274. */
  42275. get buttonB(): number;
  42276. /**
  42277. * Sets the value of the `B` button
  42278. */
  42279. set buttonB(value: number);
  42280. /**
  42281. * Gets the value of the `X` button
  42282. */
  42283. get buttonX(): number;
  42284. /**
  42285. * Sets the value of the `X` button
  42286. */
  42287. set buttonX(value: number);
  42288. /**
  42289. * Gets the value of the `Y` button
  42290. */
  42291. get buttonY(): number;
  42292. /**
  42293. * Sets the value of the `Y` button
  42294. */
  42295. set buttonY(value: number);
  42296. /**
  42297. * Gets the value of the `Start` button
  42298. */
  42299. get buttonStart(): number;
  42300. /**
  42301. * Sets the value of the `Start` button
  42302. */
  42303. set buttonStart(value: number);
  42304. /**
  42305. * Gets the value of the `Back` button
  42306. */
  42307. get buttonBack(): number;
  42308. /**
  42309. * Sets the value of the `Back` button
  42310. */
  42311. set buttonBack(value: number);
  42312. /**
  42313. * Gets the value of the `Left` button
  42314. */
  42315. get buttonLB(): number;
  42316. /**
  42317. * Sets the value of the `Left` button
  42318. */
  42319. set buttonLB(value: number);
  42320. /**
  42321. * Gets the value of the `Right` button
  42322. */
  42323. get buttonRB(): number;
  42324. /**
  42325. * Sets the value of the `Right` button
  42326. */
  42327. set buttonRB(value: number);
  42328. /**
  42329. * Gets the value of the Left joystick
  42330. */
  42331. get buttonLeftStick(): number;
  42332. /**
  42333. * Sets the value of the Left joystick
  42334. */
  42335. set buttonLeftStick(value: number);
  42336. /**
  42337. * Gets the value of the Right joystick
  42338. */
  42339. get buttonRightStick(): number;
  42340. /**
  42341. * Sets the value of the Right joystick
  42342. */
  42343. set buttonRightStick(value: number);
  42344. /**
  42345. * Gets the value of D-pad up
  42346. */
  42347. get dPadUp(): number;
  42348. /**
  42349. * Sets the value of D-pad up
  42350. */
  42351. set dPadUp(value: number);
  42352. /**
  42353. * Gets the value of D-pad down
  42354. */
  42355. get dPadDown(): number;
  42356. /**
  42357. * Sets the value of D-pad down
  42358. */
  42359. set dPadDown(value: number);
  42360. /**
  42361. * Gets the value of D-pad left
  42362. */
  42363. get dPadLeft(): number;
  42364. /**
  42365. * Sets the value of D-pad left
  42366. */
  42367. set dPadLeft(value: number);
  42368. /**
  42369. * Gets the value of D-pad right
  42370. */
  42371. get dPadRight(): number;
  42372. /**
  42373. * Sets the value of D-pad right
  42374. */
  42375. set dPadRight(value: number);
  42376. /**
  42377. * Force the gamepad to synchronize with device values
  42378. */
  42379. update(): void;
  42380. /**
  42381. * Disposes the gamepad
  42382. */
  42383. dispose(): void;
  42384. }
  42385. }
  42386. declare module "babylonjs/Gamepads/dualShockGamepad" {
  42387. import { Observable } from "babylonjs/Misc/observable";
  42388. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42389. /**
  42390. * Defines supported buttons for DualShock compatible gamepads
  42391. */
  42392. export enum DualShockButton {
  42393. /** Cross */
  42394. Cross = 0,
  42395. /** Circle */
  42396. Circle = 1,
  42397. /** Square */
  42398. Square = 2,
  42399. /** Triangle */
  42400. Triangle = 3,
  42401. /** Options */
  42402. Options = 4,
  42403. /** Share */
  42404. Share = 5,
  42405. /** L1 */
  42406. L1 = 6,
  42407. /** R1 */
  42408. R1 = 7,
  42409. /** Left stick */
  42410. LeftStick = 8,
  42411. /** Right stick */
  42412. RightStick = 9
  42413. }
  42414. /** Defines values for DualShock DPad */
  42415. export enum DualShockDpad {
  42416. /** Up */
  42417. Up = 0,
  42418. /** Down */
  42419. Down = 1,
  42420. /** Left */
  42421. Left = 2,
  42422. /** Right */
  42423. Right = 3
  42424. }
  42425. /**
  42426. * Defines a DualShock gamepad
  42427. */
  42428. export class DualShockPad extends Gamepad {
  42429. private _leftTrigger;
  42430. private _rightTrigger;
  42431. private _onlefttriggerchanged;
  42432. private _onrighttriggerchanged;
  42433. private _onbuttondown;
  42434. private _onbuttonup;
  42435. private _ondpaddown;
  42436. private _ondpadup;
  42437. /** Observable raised when a button is pressed */
  42438. onButtonDownObservable: Observable<DualShockButton>;
  42439. /** Observable raised when a button is released */
  42440. onButtonUpObservable: Observable<DualShockButton>;
  42441. /** Observable raised when a pad is pressed */
  42442. onPadDownObservable: Observable<DualShockDpad>;
  42443. /** Observable raised when a pad is released */
  42444. onPadUpObservable: Observable<DualShockDpad>;
  42445. private _buttonCross;
  42446. private _buttonCircle;
  42447. private _buttonSquare;
  42448. private _buttonTriangle;
  42449. private _buttonShare;
  42450. private _buttonOptions;
  42451. private _buttonL1;
  42452. private _buttonR1;
  42453. private _buttonLeftStick;
  42454. private _buttonRightStick;
  42455. private _dPadUp;
  42456. private _dPadDown;
  42457. private _dPadLeft;
  42458. private _dPadRight;
  42459. /**
  42460. * Creates a new DualShock gamepad object
  42461. * @param id defines the id of this gamepad
  42462. * @param index defines its index
  42463. * @param gamepad defines the internal HTML gamepad object
  42464. */
  42465. constructor(id: string, index: number, gamepad: any);
  42466. /**
  42467. * Defines the callback to call when left trigger is pressed
  42468. * @param callback defines the callback to use
  42469. */
  42470. onlefttriggerchanged(callback: (value: number) => void): void;
  42471. /**
  42472. * Defines the callback to call when right trigger is pressed
  42473. * @param callback defines the callback to use
  42474. */
  42475. onrighttriggerchanged(callback: (value: number) => void): void;
  42476. /**
  42477. * Gets the left trigger value
  42478. */
  42479. get leftTrigger(): number;
  42480. /**
  42481. * Sets the left trigger value
  42482. */
  42483. set leftTrigger(newValue: number);
  42484. /**
  42485. * Gets the right trigger value
  42486. */
  42487. get rightTrigger(): number;
  42488. /**
  42489. * Sets the right trigger value
  42490. */
  42491. set rightTrigger(newValue: number);
  42492. /**
  42493. * Defines the callback to call when a button is pressed
  42494. * @param callback defines the callback to use
  42495. */
  42496. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  42497. /**
  42498. * Defines the callback to call when a button is released
  42499. * @param callback defines the callback to use
  42500. */
  42501. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  42502. /**
  42503. * Defines the callback to call when a pad is pressed
  42504. * @param callback defines the callback to use
  42505. */
  42506. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  42507. /**
  42508. * Defines the callback to call when a pad is released
  42509. * @param callback defines the callback to use
  42510. */
  42511. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  42512. private _setButtonValue;
  42513. private _setDPadValue;
  42514. /**
  42515. * Gets the value of the `Cross` button
  42516. */
  42517. get buttonCross(): number;
  42518. /**
  42519. * Sets the value of the `Cross` button
  42520. */
  42521. set buttonCross(value: number);
  42522. /**
  42523. * Gets the value of the `Circle` button
  42524. */
  42525. get buttonCircle(): number;
  42526. /**
  42527. * Sets the value of the `Circle` button
  42528. */
  42529. set buttonCircle(value: number);
  42530. /**
  42531. * Gets the value of the `Square` button
  42532. */
  42533. get buttonSquare(): number;
  42534. /**
  42535. * Sets the value of the `Square` button
  42536. */
  42537. set buttonSquare(value: number);
  42538. /**
  42539. * Gets the value of the `Triangle` button
  42540. */
  42541. get buttonTriangle(): number;
  42542. /**
  42543. * Sets the value of the `Triangle` button
  42544. */
  42545. set buttonTriangle(value: number);
  42546. /**
  42547. * Gets the value of the `Options` button
  42548. */
  42549. get buttonOptions(): number;
  42550. /**
  42551. * Sets the value of the `Options` button
  42552. */
  42553. set buttonOptions(value: number);
  42554. /**
  42555. * Gets the value of the `Share` button
  42556. */
  42557. get buttonShare(): number;
  42558. /**
  42559. * Sets the value of the `Share` button
  42560. */
  42561. set buttonShare(value: number);
  42562. /**
  42563. * Gets the value of the `L1` button
  42564. */
  42565. get buttonL1(): number;
  42566. /**
  42567. * Sets the value of the `L1` button
  42568. */
  42569. set buttonL1(value: number);
  42570. /**
  42571. * Gets the value of the `R1` button
  42572. */
  42573. get buttonR1(): number;
  42574. /**
  42575. * Sets the value of the `R1` button
  42576. */
  42577. set buttonR1(value: number);
  42578. /**
  42579. * Gets the value of the Left joystick
  42580. */
  42581. get buttonLeftStick(): number;
  42582. /**
  42583. * Sets the value of the Left joystick
  42584. */
  42585. set buttonLeftStick(value: number);
  42586. /**
  42587. * Gets the value of the Right joystick
  42588. */
  42589. get buttonRightStick(): number;
  42590. /**
  42591. * Sets the value of the Right joystick
  42592. */
  42593. set buttonRightStick(value: number);
  42594. /**
  42595. * Gets the value of D-pad up
  42596. */
  42597. get dPadUp(): number;
  42598. /**
  42599. * Sets the value of D-pad up
  42600. */
  42601. set dPadUp(value: number);
  42602. /**
  42603. * Gets the value of D-pad down
  42604. */
  42605. get dPadDown(): number;
  42606. /**
  42607. * Sets the value of D-pad down
  42608. */
  42609. set dPadDown(value: number);
  42610. /**
  42611. * Gets the value of D-pad left
  42612. */
  42613. get dPadLeft(): number;
  42614. /**
  42615. * Sets the value of D-pad left
  42616. */
  42617. set dPadLeft(value: number);
  42618. /**
  42619. * Gets the value of D-pad right
  42620. */
  42621. get dPadRight(): number;
  42622. /**
  42623. * Sets the value of D-pad right
  42624. */
  42625. set dPadRight(value: number);
  42626. /**
  42627. * Force the gamepad to synchronize with device values
  42628. */
  42629. update(): void;
  42630. /**
  42631. * Disposes the gamepad
  42632. */
  42633. dispose(): void;
  42634. }
  42635. }
  42636. declare module "babylonjs/Gamepads/gamepadManager" {
  42637. import { Observable } from "babylonjs/Misc/observable";
  42638. import { Nullable } from "babylonjs/types";
  42639. import { Scene } from "babylonjs/scene";
  42640. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42641. /**
  42642. * Manager for handling gamepads
  42643. */
  42644. export class GamepadManager {
  42645. private _scene?;
  42646. private _babylonGamepads;
  42647. private _oneGamepadConnected;
  42648. /** @hidden */
  42649. _isMonitoring: boolean;
  42650. private _gamepadEventSupported;
  42651. private _gamepadSupport?;
  42652. /**
  42653. * observable to be triggered when the gamepad controller has been connected
  42654. */
  42655. onGamepadConnectedObservable: Observable<Gamepad>;
  42656. /**
  42657. * observable to be triggered when the gamepad controller has been disconnected
  42658. */
  42659. onGamepadDisconnectedObservable: Observable<Gamepad>;
  42660. private _onGamepadConnectedEvent;
  42661. private _onGamepadDisconnectedEvent;
  42662. /**
  42663. * Initializes the gamepad manager
  42664. * @param _scene BabylonJS scene
  42665. */
  42666. constructor(_scene?: Scene | undefined);
  42667. /**
  42668. * The gamepads in the game pad manager
  42669. */
  42670. get gamepads(): Gamepad[];
  42671. /**
  42672. * Get the gamepad controllers based on type
  42673. * @param type The type of gamepad controller
  42674. * @returns Nullable gamepad
  42675. */
  42676. getGamepadByType(type?: number): Nullable<Gamepad>;
  42677. /**
  42678. * Disposes the gamepad manager
  42679. */
  42680. dispose(): void;
  42681. private _addNewGamepad;
  42682. private _startMonitoringGamepads;
  42683. private _stopMonitoringGamepads;
  42684. /** @hidden */
  42685. _checkGamepadsStatus(): void;
  42686. private _updateGamepadObjects;
  42687. }
  42688. }
  42689. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  42690. import { Nullable } from "babylonjs/types";
  42691. import { Scene } from "babylonjs/scene";
  42692. import { ISceneComponent } from "babylonjs/sceneComponent";
  42693. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  42694. module "babylonjs/scene" {
  42695. interface Scene {
  42696. /** @hidden */
  42697. _gamepadManager: Nullable<GamepadManager>;
  42698. /**
  42699. * Gets the gamepad manager associated with the scene
  42700. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  42701. */
  42702. gamepadManager: GamepadManager;
  42703. }
  42704. }
  42705. module "babylonjs/Cameras/freeCameraInputsManager" {
  42706. /**
  42707. * Interface representing a free camera inputs manager
  42708. */
  42709. interface FreeCameraInputsManager {
  42710. /**
  42711. * Adds gamepad input support to the FreeCameraInputsManager.
  42712. * @returns the FreeCameraInputsManager
  42713. */
  42714. addGamepad(): FreeCameraInputsManager;
  42715. }
  42716. }
  42717. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  42718. /**
  42719. * Interface representing an arc rotate camera inputs manager
  42720. */
  42721. interface ArcRotateCameraInputsManager {
  42722. /**
  42723. * Adds gamepad input support to the ArcRotateCamera InputManager.
  42724. * @returns the camera inputs manager
  42725. */
  42726. addGamepad(): ArcRotateCameraInputsManager;
  42727. }
  42728. }
  42729. /**
  42730. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  42731. */
  42732. export class GamepadSystemSceneComponent implements ISceneComponent {
  42733. /**
  42734. * The component name helpfull to identify the component in the list of scene components.
  42735. */
  42736. readonly name: string;
  42737. /**
  42738. * The scene the component belongs to.
  42739. */
  42740. scene: Scene;
  42741. /**
  42742. * Creates a new instance of the component for the given scene
  42743. * @param scene Defines the scene to register the component in
  42744. */
  42745. constructor(scene: Scene);
  42746. /**
  42747. * Registers the component in a given scene
  42748. */
  42749. register(): void;
  42750. /**
  42751. * Rebuilds the elements related to this component in case of
  42752. * context lost for instance.
  42753. */
  42754. rebuild(): void;
  42755. /**
  42756. * Disposes the component and the associated ressources
  42757. */
  42758. dispose(): void;
  42759. private _beforeCameraUpdate;
  42760. }
  42761. }
  42762. declare module "babylonjs/Cameras/universalCamera" {
  42763. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  42764. import { Scene } from "babylonjs/scene";
  42765. import { Vector3 } from "babylonjs/Maths/math.vector";
  42766. import "babylonjs/Gamepads/gamepadSceneComponent";
  42767. /**
  42768. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  42769. * which still works and will still be found in many Playgrounds.
  42770. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42771. */
  42772. export class UniversalCamera extends TouchCamera {
  42773. /**
  42774. * Defines the gamepad rotation sensiblity.
  42775. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  42776. */
  42777. get gamepadAngularSensibility(): number;
  42778. set gamepadAngularSensibility(value: number);
  42779. /**
  42780. * Defines the gamepad move sensiblity.
  42781. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  42782. */
  42783. get gamepadMoveSensibility(): number;
  42784. set gamepadMoveSensibility(value: number);
  42785. /**
  42786. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  42787. * which still works and will still be found in many Playgrounds.
  42788. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42789. * @param name Define the name of the camera in the scene
  42790. * @param position Define the start position of the camera in the scene
  42791. * @param scene Define the scene the camera belongs to
  42792. */
  42793. constructor(name: string, position: Vector3, scene: Scene);
  42794. /**
  42795. * Gets the current object class name.
  42796. * @return the class name
  42797. */
  42798. getClassName(): string;
  42799. }
  42800. }
  42801. declare module "babylonjs/Cameras/gamepadCamera" {
  42802. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  42803. import { Scene } from "babylonjs/scene";
  42804. import { Vector3 } from "babylonjs/Maths/math.vector";
  42805. /**
  42806. * This represents a FPS type of camera. This is only here for back compat purpose.
  42807. * Please use the UniversalCamera instead as both are identical.
  42808. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42809. */
  42810. export class GamepadCamera extends UniversalCamera {
  42811. /**
  42812. * Instantiates a new Gamepad Camera
  42813. * This represents a FPS type of camera. This is only here for back compat purpose.
  42814. * Please use the UniversalCamera instead as both are identical.
  42815. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42816. * @param name Define the name of the camera in the scene
  42817. * @param position Define the start position of the camera in the scene
  42818. * @param scene Define the scene the camera belongs to
  42819. */
  42820. constructor(name: string, position: Vector3, scene: Scene);
  42821. /**
  42822. * Gets the current object class name.
  42823. * @return the class name
  42824. */
  42825. getClassName(): string;
  42826. }
  42827. }
  42828. declare module "babylonjs/Shaders/pass.fragment" {
  42829. /** @hidden */
  42830. export var passPixelShader: {
  42831. name: string;
  42832. shader: string;
  42833. };
  42834. }
  42835. declare module "babylonjs/Shaders/passCube.fragment" {
  42836. /** @hidden */
  42837. export var passCubePixelShader: {
  42838. name: string;
  42839. shader: string;
  42840. };
  42841. }
  42842. declare module "babylonjs/PostProcesses/passPostProcess" {
  42843. import { Nullable } from "babylonjs/types";
  42844. import { Camera } from "babylonjs/Cameras/camera";
  42845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42846. import { Engine } from "babylonjs/Engines/engine";
  42847. import "babylonjs/Shaders/pass.fragment";
  42848. import "babylonjs/Shaders/passCube.fragment";
  42849. /**
  42850. * PassPostProcess which produces an output the same as it's input
  42851. */
  42852. export class PassPostProcess extends PostProcess {
  42853. /**
  42854. * Creates the PassPostProcess
  42855. * @param name The name of the effect.
  42856. * @param options The required width/height ratio to downsize to before computing the render pass.
  42857. * @param camera The camera to apply the render pass to.
  42858. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  42859. * @param engine The engine which the post process will be applied. (default: current engine)
  42860. * @param reusable If the post process can be reused on the same frame. (default: false)
  42861. * @param textureType The type of texture to be used when performing the post processing.
  42862. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  42863. */
  42864. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  42865. }
  42866. /**
  42867. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  42868. */
  42869. export class PassCubePostProcess extends PostProcess {
  42870. private _face;
  42871. /**
  42872. * Gets or sets the cube face to display.
  42873. * * 0 is +X
  42874. * * 1 is -X
  42875. * * 2 is +Y
  42876. * * 3 is -Y
  42877. * * 4 is +Z
  42878. * * 5 is -Z
  42879. */
  42880. get face(): number;
  42881. set face(value: number);
  42882. /**
  42883. * Creates the PassCubePostProcess
  42884. * @param name The name of the effect.
  42885. * @param options The required width/height ratio to downsize to before computing the render pass.
  42886. * @param camera The camera to apply the render pass to.
  42887. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  42888. * @param engine The engine which the post process will be applied. (default: current engine)
  42889. * @param reusable If the post process can be reused on the same frame. (default: false)
  42890. * @param textureType The type of texture to be used when performing the post processing.
  42891. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  42892. */
  42893. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  42894. }
  42895. }
  42896. declare module "babylonjs/Shaders/anaglyph.fragment" {
  42897. /** @hidden */
  42898. export var anaglyphPixelShader: {
  42899. name: string;
  42900. shader: string;
  42901. };
  42902. }
  42903. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  42904. import { Engine } from "babylonjs/Engines/engine";
  42905. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42906. import { Camera } from "babylonjs/Cameras/camera";
  42907. import "babylonjs/Shaders/anaglyph.fragment";
  42908. /**
  42909. * Postprocess used to generate anaglyphic rendering
  42910. */
  42911. export class AnaglyphPostProcess extends PostProcess {
  42912. private _passedProcess;
  42913. /**
  42914. * Creates a new AnaglyphPostProcess
  42915. * @param name defines postprocess name
  42916. * @param options defines creation options or target ratio scale
  42917. * @param rigCameras defines cameras using this postprocess
  42918. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  42919. * @param engine defines hosting engine
  42920. * @param reusable defines if the postprocess will be reused multiple times per frame
  42921. */
  42922. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  42923. }
  42924. }
  42925. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  42926. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  42927. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  42928. import { Scene } from "babylonjs/scene";
  42929. import { Vector3 } from "babylonjs/Maths/math.vector";
  42930. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42931. /**
  42932. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  42933. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42934. */
  42935. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  42936. /**
  42937. * Creates a new AnaglyphArcRotateCamera
  42938. * @param name defines camera name
  42939. * @param alpha defines alpha angle (in radians)
  42940. * @param beta defines beta angle (in radians)
  42941. * @param radius defines radius
  42942. * @param target defines camera target
  42943. * @param interaxialDistance defines distance between each color axis
  42944. * @param scene defines the hosting scene
  42945. */
  42946. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  42947. /**
  42948. * Gets camera class name
  42949. * @returns AnaglyphArcRotateCamera
  42950. */
  42951. getClassName(): string;
  42952. }
  42953. }
  42954. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  42955. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42956. import { Scene } from "babylonjs/scene";
  42957. import { Vector3 } from "babylonjs/Maths/math.vector";
  42958. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42959. /**
  42960. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  42961. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42962. */
  42963. export class AnaglyphFreeCamera extends FreeCamera {
  42964. /**
  42965. * Creates a new AnaglyphFreeCamera
  42966. * @param name defines camera name
  42967. * @param position defines initial position
  42968. * @param interaxialDistance defines distance between each color axis
  42969. * @param scene defines the hosting scene
  42970. */
  42971. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  42972. /**
  42973. * Gets camera class name
  42974. * @returns AnaglyphFreeCamera
  42975. */
  42976. getClassName(): string;
  42977. }
  42978. }
  42979. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  42980. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  42981. import { Scene } from "babylonjs/scene";
  42982. import { Vector3 } from "babylonjs/Maths/math.vector";
  42983. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42984. /**
  42985. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  42986. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42987. */
  42988. export class AnaglyphGamepadCamera extends GamepadCamera {
  42989. /**
  42990. * Creates a new AnaglyphGamepadCamera
  42991. * @param name defines camera name
  42992. * @param position defines initial position
  42993. * @param interaxialDistance defines distance between each color axis
  42994. * @param scene defines the hosting scene
  42995. */
  42996. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  42997. /**
  42998. * Gets camera class name
  42999. * @returns AnaglyphGamepadCamera
  43000. */
  43001. getClassName(): string;
  43002. }
  43003. }
  43004. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  43005. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  43006. import { Scene } from "babylonjs/scene";
  43007. import { Vector3 } from "babylonjs/Maths/math.vector";
  43008. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43009. /**
  43010. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  43011. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  43012. */
  43013. export class AnaglyphUniversalCamera extends UniversalCamera {
  43014. /**
  43015. * Creates a new AnaglyphUniversalCamera
  43016. * @param name defines camera name
  43017. * @param position defines initial position
  43018. * @param interaxialDistance defines distance between each color axis
  43019. * @param scene defines the hosting scene
  43020. */
  43021. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  43022. /**
  43023. * Gets camera class name
  43024. * @returns AnaglyphUniversalCamera
  43025. */
  43026. getClassName(): string;
  43027. }
  43028. }
  43029. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  43030. /** @hidden */
  43031. export var stereoscopicInterlacePixelShader: {
  43032. name: string;
  43033. shader: string;
  43034. };
  43035. }
  43036. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  43037. import { Camera } from "babylonjs/Cameras/camera";
  43038. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  43039. import { Engine } from "babylonjs/Engines/engine";
  43040. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  43041. /**
  43042. * StereoscopicInterlacePostProcessI used to render stereo views from a rigged camera with support for alternate line interlacing
  43043. */
  43044. export class StereoscopicInterlacePostProcessI extends PostProcess {
  43045. private _stepSize;
  43046. private _passedProcess;
  43047. /**
  43048. * Initializes a StereoscopicInterlacePostProcessI
  43049. * @param name The name of the effect.
  43050. * @param rigCameras The rig cameras to be appled to the post process
  43051. * @param isStereoscopicHoriz If the rendered results are horizontal or vertical
  43052. * @param isStereoscopicInterlaced If the rendered results are alternate line interlaced
  43053. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  43054. * @param engine The engine which the post process will be applied. (default: current engine)
  43055. * @param reusable If the post process can be reused on the same frame. (default: false)
  43056. */
  43057. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, isStereoscopicInterlaced: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  43058. }
  43059. /**
  43060. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  43061. */
  43062. export class StereoscopicInterlacePostProcess extends PostProcess {
  43063. private _stepSize;
  43064. private _passedProcess;
  43065. /**
  43066. * Initializes a StereoscopicInterlacePostProcess
  43067. * @param name The name of the effect.
  43068. * @param rigCameras The rig cameras to be appled to the post process
  43069. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  43070. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  43071. * @param engine The engine which the post process will be applied. (default: current engine)
  43072. * @param reusable If the post process can be reused on the same frame. (default: false)
  43073. */
  43074. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  43075. }
  43076. }
  43077. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  43078. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  43079. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  43080. import { Scene } from "babylonjs/scene";
  43081. import { Vector3 } from "babylonjs/Maths/math.vector";
  43082. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43083. /**
  43084. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  43085. * @see http://doc.babylonjs.com/features/cameras
  43086. */
  43087. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  43088. /**
  43089. * Creates a new StereoscopicArcRotateCamera
  43090. * @param name defines camera name
  43091. * @param alpha defines alpha angle (in radians)
  43092. * @param beta defines beta angle (in radians)
  43093. * @param radius defines radius
  43094. * @param target defines camera target
  43095. * @param interaxialDistance defines distance between each color axis
  43096. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43097. * @param scene defines the hosting scene
  43098. */
  43099. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43100. /**
  43101. * Gets camera class name
  43102. * @returns StereoscopicArcRotateCamera
  43103. */
  43104. getClassName(): string;
  43105. }
  43106. }
  43107. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  43108. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43109. import { Scene } from "babylonjs/scene";
  43110. import { Vector3 } from "babylonjs/Maths/math.vector";
  43111. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43112. /**
  43113. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  43114. * @see http://doc.babylonjs.com/features/cameras
  43115. */
  43116. export class StereoscopicFreeCamera extends FreeCamera {
  43117. /**
  43118. * Creates a new StereoscopicFreeCamera
  43119. * @param name defines camera name
  43120. * @param position defines initial position
  43121. * @param interaxialDistance defines distance between each color axis
  43122. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43123. * @param scene defines the hosting scene
  43124. */
  43125. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43126. /**
  43127. * Gets camera class name
  43128. * @returns StereoscopicFreeCamera
  43129. */
  43130. getClassName(): string;
  43131. }
  43132. }
  43133. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  43134. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  43135. import { Scene } from "babylonjs/scene";
  43136. import { Vector3 } from "babylonjs/Maths/math.vector";
  43137. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43138. /**
  43139. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  43140. * @see http://doc.babylonjs.com/features/cameras
  43141. */
  43142. export class StereoscopicGamepadCamera extends GamepadCamera {
  43143. /**
  43144. * Creates a new StereoscopicGamepadCamera
  43145. * @param name defines camera name
  43146. * @param position defines initial position
  43147. * @param interaxialDistance defines distance between each color axis
  43148. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43149. * @param scene defines the hosting scene
  43150. */
  43151. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43152. /**
  43153. * Gets camera class name
  43154. * @returns StereoscopicGamepadCamera
  43155. */
  43156. getClassName(): string;
  43157. }
  43158. }
  43159. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  43160. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  43161. import { Scene } from "babylonjs/scene";
  43162. import { Vector3 } from "babylonjs/Maths/math.vector";
  43163. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43164. /**
  43165. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  43166. * @see http://doc.babylonjs.com/features/cameras
  43167. */
  43168. export class StereoscopicUniversalCamera extends UniversalCamera {
  43169. /**
  43170. * Creates a new StereoscopicUniversalCamera
  43171. * @param name defines camera name
  43172. * @param position defines initial position
  43173. * @param interaxialDistance defines distance between each color axis
  43174. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43175. * @param scene defines the hosting scene
  43176. */
  43177. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43178. /**
  43179. * Gets camera class name
  43180. * @returns StereoscopicUniversalCamera
  43181. */
  43182. getClassName(): string;
  43183. }
  43184. }
  43185. declare module "babylonjs/Cameras/Stereoscopic/index" {
  43186. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  43187. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  43188. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  43189. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  43190. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  43191. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  43192. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  43193. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  43194. }
  43195. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  43196. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43197. import { Scene } from "babylonjs/scene";
  43198. import { Vector3 } from "babylonjs/Maths/math.vector";
  43199. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  43200. /**
  43201. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  43202. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  43203. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  43204. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  43205. */
  43206. export class VirtualJoysticksCamera extends FreeCamera {
  43207. /**
  43208. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  43209. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  43210. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  43211. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  43212. * @param name Define the name of the camera in the scene
  43213. * @param position Define the start position of the camera in the scene
  43214. * @param scene Define the scene the camera belongs to
  43215. */
  43216. constructor(name: string, position: Vector3, scene: Scene);
  43217. /**
  43218. * Gets the current object class name.
  43219. * @return the class name
  43220. */
  43221. getClassName(): string;
  43222. }
  43223. }
  43224. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  43225. import { Matrix } from "babylonjs/Maths/math.vector";
  43226. /**
  43227. * This represents all the required metrics to create a VR camera.
  43228. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  43229. */
  43230. export class VRCameraMetrics {
  43231. /**
  43232. * Define the horizontal resolution off the screen.
  43233. */
  43234. hResolution: number;
  43235. /**
  43236. * Define the vertical resolution off the screen.
  43237. */
  43238. vResolution: number;
  43239. /**
  43240. * Define the horizontal screen size.
  43241. */
  43242. hScreenSize: number;
  43243. /**
  43244. * Define the vertical screen size.
  43245. */
  43246. vScreenSize: number;
  43247. /**
  43248. * Define the vertical screen center position.
  43249. */
  43250. vScreenCenter: number;
  43251. /**
  43252. * Define the distance of the eyes to the screen.
  43253. */
  43254. eyeToScreenDistance: number;
  43255. /**
  43256. * Define the distance between both lenses
  43257. */
  43258. lensSeparationDistance: number;
  43259. /**
  43260. * Define the distance between both viewer's eyes.
  43261. */
  43262. interpupillaryDistance: number;
  43263. /**
  43264. * Define the distortion factor of the VR postprocess.
  43265. * Please, touch with care.
  43266. */
  43267. distortionK: number[];
  43268. /**
  43269. * Define the chromatic aberration correction factors for the VR post process.
  43270. */
  43271. chromaAbCorrection: number[];
  43272. /**
  43273. * Define the scale factor of the post process.
  43274. * The smaller the better but the slower.
  43275. */
  43276. postProcessScaleFactor: number;
  43277. /**
  43278. * Define an offset for the lens center.
  43279. */
  43280. lensCenterOffset: number;
  43281. /**
  43282. * Define if the current vr camera should compensate the distortion of the lense or not.
  43283. */
  43284. compensateDistortion: boolean;
  43285. /**
  43286. * Defines if multiview should be enabled when rendering (Default: false)
  43287. */
  43288. multiviewEnabled: boolean;
  43289. /**
  43290. * Gets the rendering aspect ratio based on the provided resolutions.
  43291. */
  43292. get aspectRatio(): number;
  43293. /**
  43294. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  43295. */
  43296. get aspectRatioFov(): number;
  43297. /**
  43298. * @hidden
  43299. */
  43300. get leftHMatrix(): Matrix;
  43301. /**
  43302. * @hidden
  43303. */
  43304. get rightHMatrix(): Matrix;
  43305. /**
  43306. * @hidden
  43307. */
  43308. get leftPreViewMatrix(): Matrix;
  43309. /**
  43310. * @hidden
  43311. */
  43312. get rightPreViewMatrix(): Matrix;
  43313. /**
  43314. * Get the default VRMetrics based on the most generic setup.
  43315. * @returns the default vr metrics
  43316. */
  43317. static GetDefault(): VRCameraMetrics;
  43318. }
  43319. }
  43320. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  43321. /** @hidden */
  43322. export var vrDistortionCorrectionPixelShader: {
  43323. name: string;
  43324. shader: string;
  43325. };
  43326. }
  43327. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  43328. import { Camera } from "babylonjs/Cameras/camera";
  43329. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43330. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  43331. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  43332. /**
  43333. * VRDistortionCorrectionPostProcess used for mobile VR
  43334. */
  43335. export class VRDistortionCorrectionPostProcess extends PostProcess {
  43336. private _isRightEye;
  43337. private _distortionFactors;
  43338. private _postProcessScaleFactor;
  43339. private _lensCenterOffset;
  43340. private _scaleIn;
  43341. private _scaleFactor;
  43342. private _lensCenter;
  43343. /**
  43344. * Initializes the VRDistortionCorrectionPostProcess
  43345. * @param name The name of the effect.
  43346. * @param camera The camera to apply the render pass to.
  43347. * @param isRightEye If this is for the right eye distortion
  43348. * @param vrMetrics All the required metrics for the VR camera
  43349. */
  43350. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  43351. }
  43352. }
  43353. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  43354. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  43355. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  43356. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43357. import { Scene } from "babylonjs/scene";
  43358. import { Vector3 } from "babylonjs/Maths/math.vector";
  43359. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  43360. import "babylonjs/Cameras/RigModes/vrRigMode";
  43361. /**
  43362. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  43363. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43364. */
  43365. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  43366. /**
  43367. * Creates a new VRDeviceOrientationArcRotateCamera
  43368. * @param name defines camera name
  43369. * @param alpha defines the camera rotation along the logitudinal axis
  43370. * @param beta defines the camera rotation along the latitudinal axis
  43371. * @param radius defines the camera distance from its target
  43372. * @param target defines the camera target
  43373. * @param scene defines the scene the camera belongs to
  43374. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43375. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43376. */
  43377. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43378. /**
  43379. * Gets camera class name
  43380. * @returns VRDeviceOrientationArcRotateCamera
  43381. */
  43382. getClassName(): string;
  43383. }
  43384. }
  43385. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  43386. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  43387. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43388. import { Scene } from "babylonjs/scene";
  43389. import { Vector3 } from "babylonjs/Maths/math.vector";
  43390. import "babylonjs/Cameras/RigModes/vrRigMode";
  43391. /**
  43392. * Camera used to simulate VR rendering (based on FreeCamera)
  43393. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43394. */
  43395. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  43396. /**
  43397. * Creates a new VRDeviceOrientationFreeCamera
  43398. * @param name defines camera name
  43399. * @param position defines the start position of the camera
  43400. * @param scene defines the scene the camera belongs to
  43401. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43402. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43403. */
  43404. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43405. /**
  43406. * Gets camera class name
  43407. * @returns VRDeviceOrientationFreeCamera
  43408. */
  43409. getClassName(): string;
  43410. }
  43411. }
  43412. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  43413. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43414. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43415. import { Scene } from "babylonjs/scene";
  43416. import { Vector3 } from "babylonjs/Maths/math.vector";
  43417. import "babylonjs/Gamepads/gamepadSceneComponent";
  43418. /**
  43419. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  43420. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43421. */
  43422. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  43423. /**
  43424. * Creates a new VRDeviceOrientationGamepadCamera
  43425. * @param name defines camera name
  43426. * @param position defines the start position of the camera
  43427. * @param scene defines the scene the camera belongs to
  43428. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43429. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43430. */
  43431. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43432. /**
  43433. * Gets camera class name
  43434. * @returns VRDeviceOrientationGamepadCamera
  43435. */
  43436. getClassName(): string;
  43437. }
  43438. }
  43439. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  43440. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  43441. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  43442. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  43443. /** @hidden */
  43444. export var imageProcessingPixelShader: {
  43445. name: string;
  43446. shader: string;
  43447. };
  43448. }
  43449. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  43450. import { Nullable } from "babylonjs/types";
  43451. import { Color4 } from "babylonjs/Maths/math.color";
  43452. import { Camera } from "babylonjs/Cameras/camera";
  43453. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  43454. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  43455. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  43456. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  43457. import { Engine } from "babylonjs/Engines/engine";
  43458. import "babylonjs/Shaders/imageProcessing.fragment";
  43459. import "babylonjs/Shaders/postprocess.vertex";
  43460. /**
  43461. * ImageProcessingPostProcess
  43462. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  43463. */
  43464. export class ImageProcessingPostProcess extends PostProcess {
  43465. /**
  43466. * Default configuration related to image processing available in the PBR Material.
  43467. */
  43468. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  43469. /**
  43470. * Gets the image processing configuration used either in this material.
  43471. */
  43472. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  43473. /**
  43474. * Sets the Default image processing configuration used either in the this material.
  43475. *
  43476. * If sets to null, the scene one is in use.
  43477. */
  43478. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  43479. /**
  43480. * Keep track of the image processing observer to allow dispose and replace.
  43481. */
  43482. private _imageProcessingObserver;
  43483. /**
  43484. * Attaches a new image processing configuration to the PBR Material.
  43485. * @param configuration
  43486. */
  43487. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  43488. /**
  43489. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  43490. */
  43491. get colorCurves(): Nullable<ColorCurves>;
  43492. /**
  43493. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  43494. */
  43495. set colorCurves(value: Nullable<ColorCurves>);
  43496. /**
  43497. * Gets wether the color curves effect is enabled.
  43498. */
  43499. get colorCurvesEnabled(): boolean;
  43500. /**
  43501. * Sets wether the color curves effect is enabled.
  43502. */
  43503. set colorCurvesEnabled(value: boolean);
  43504. /**
  43505. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  43506. */
  43507. get colorGradingTexture(): Nullable<BaseTexture>;
  43508. /**
  43509. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  43510. */
  43511. set colorGradingTexture(value: Nullable<BaseTexture>);
  43512. /**
  43513. * Gets wether the color grading effect is enabled.
  43514. */
  43515. get colorGradingEnabled(): boolean;
  43516. /**
  43517. * Gets wether the color grading effect is enabled.
  43518. */
  43519. set colorGradingEnabled(value: boolean);
  43520. /**
  43521. * Gets exposure used in the effect.
  43522. */
  43523. get exposure(): number;
  43524. /**
  43525. * Sets exposure used in the effect.
  43526. */
  43527. set exposure(value: number);
  43528. /**
  43529. * Gets wether tonemapping is enabled or not.
  43530. */
  43531. get toneMappingEnabled(): boolean;
  43532. /**
  43533. * Sets wether tonemapping is enabled or not
  43534. */
  43535. set toneMappingEnabled(value: boolean);
  43536. /**
  43537. * Gets the type of tone mapping effect.
  43538. */
  43539. get toneMappingType(): number;
  43540. /**
  43541. * Sets the type of tone mapping effect.
  43542. */
  43543. set toneMappingType(value: number);
  43544. /**
  43545. * Gets contrast used in the effect.
  43546. */
  43547. get contrast(): number;
  43548. /**
  43549. * Sets contrast used in the effect.
  43550. */
  43551. set contrast(value: number);
  43552. /**
  43553. * Gets Vignette stretch size.
  43554. */
  43555. get vignetteStretch(): number;
  43556. /**
  43557. * Sets Vignette stretch size.
  43558. */
  43559. set vignetteStretch(value: number);
  43560. /**
  43561. * Gets Vignette centre X Offset.
  43562. */
  43563. get vignetteCentreX(): number;
  43564. /**
  43565. * Sets Vignette centre X Offset.
  43566. */
  43567. set vignetteCentreX(value: number);
  43568. /**
  43569. * Gets Vignette centre Y Offset.
  43570. */
  43571. get vignetteCentreY(): number;
  43572. /**
  43573. * Sets Vignette centre Y Offset.
  43574. */
  43575. set vignetteCentreY(value: number);
  43576. /**
  43577. * Gets Vignette weight or intensity of the vignette effect.
  43578. */
  43579. get vignetteWeight(): number;
  43580. /**
  43581. * Sets Vignette weight or intensity of the vignette effect.
  43582. */
  43583. set vignetteWeight(value: number);
  43584. /**
  43585. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  43586. * if vignetteEnabled is set to true.
  43587. */
  43588. get vignetteColor(): Color4;
  43589. /**
  43590. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  43591. * if vignetteEnabled is set to true.
  43592. */
  43593. set vignetteColor(value: Color4);
  43594. /**
  43595. * Gets Camera field of view used by the Vignette effect.
  43596. */
  43597. get vignetteCameraFov(): number;
  43598. /**
  43599. * Sets Camera field of view used by the Vignette effect.
  43600. */
  43601. set vignetteCameraFov(value: number);
  43602. /**
  43603. * Gets the vignette blend mode allowing different kind of effect.
  43604. */
  43605. get vignetteBlendMode(): number;
  43606. /**
  43607. * Sets the vignette blend mode allowing different kind of effect.
  43608. */
  43609. set vignetteBlendMode(value: number);
  43610. /**
  43611. * Gets wether the vignette effect is enabled.
  43612. */
  43613. get vignetteEnabled(): boolean;
  43614. /**
  43615. * Sets wether the vignette effect is enabled.
  43616. */
  43617. set vignetteEnabled(value: boolean);
  43618. private _fromLinearSpace;
  43619. /**
  43620. * Gets wether the input of the processing is in Gamma or Linear Space.
  43621. */
  43622. get fromLinearSpace(): boolean;
  43623. /**
  43624. * Sets wether the input of the processing is in Gamma or Linear Space.
  43625. */
  43626. set fromLinearSpace(value: boolean);
  43627. /**
  43628. * Defines cache preventing GC.
  43629. */
  43630. private _defines;
  43631. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  43632. /**
  43633. * "ImageProcessingPostProcess"
  43634. * @returns "ImageProcessingPostProcess"
  43635. */
  43636. getClassName(): string;
  43637. protected _updateParameters(): void;
  43638. dispose(camera?: Camera): void;
  43639. }
  43640. }
  43641. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  43642. import { Scene } from "babylonjs/scene";
  43643. import { Color3 } from "babylonjs/Maths/math.color";
  43644. import { Mesh } from "babylonjs/Meshes/mesh";
  43645. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  43646. import { Nullable } from "babylonjs/types";
  43647. /**
  43648. * Class containing static functions to help procedurally build meshes
  43649. */
  43650. export class GroundBuilder {
  43651. /**
  43652. * Creates a ground mesh
  43653. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  43654. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  43655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43656. * @param name defines the name of the mesh
  43657. * @param options defines the options used to create the mesh
  43658. * @param scene defines the hosting scene
  43659. * @returns the ground mesh
  43660. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  43661. */
  43662. static CreateGround(name: string, options: {
  43663. width?: number;
  43664. height?: number;
  43665. subdivisions?: number;
  43666. subdivisionsX?: number;
  43667. subdivisionsY?: number;
  43668. updatable?: boolean;
  43669. }, scene: any): Mesh;
  43670. /**
  43671. * Creates a tiled ground mesh
  43672. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  43673. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  43674. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  43675. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  43676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43677. * @param name defines the name of the mesh
  43678. * @param options defines the options used to create the mesh
  43679. * @param scene defines the hosting scene
  43680. * @returns the tiled ground mesh
  43681. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  43682. */
  43683. static CreateTiledGround(name: string, options: {
  43684. xmin: number;
  43685. zmin: number;
  43686. xmax: number;
  43687. zmax: number;
  43688. subdivisions?: {
  43689. w: number;
  43690. h: number;
  43691. };
  43692. precision?: {
  43693. w: number;
  43694. h: number;
  43695. };
  43696. updatable?: boolean;
  43697. }, scene?: Nullable<Scene>): Mesh;
  43698. /**
  43699. * Creates a ground mesh from a height map
  43700. * * The parameter `url` sets the URL of the height map image resource.
  43701. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  43702. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  43703. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  43704. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  43705. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  43706. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  43707. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  43708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43709. * @param name defines the name of the mesh
  43710. * @param url defines the url to the height map
  43711. * @param options defines the options used to create the mesh
  43712. * @param scene defines the hosting scene
  43713. * @returns the ground mesh
  43714. * @see https://doc.babylonjs.com/babylon101/height_map
  43715. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  43716. */
  43717. static CreateGroundFromHeightMap(name: string, url: string, options: {
  43718. width?: number;
  43719. height?: number;
  43720. subdivisions?: number;
  43721. minHeight?: number;
  43722. maxHeight?: number;
  43723. colorFilter?: Color3;
  43724. alphaFilter?: number;
  43725. updatable?: boolean;
  43726. onReady?: (mesh: GroundMesh) => void;
  43727. }, scene?: Nullable<Scene>): GroundMesh;
  43728. }
  43729. }
  43730. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  43731. import { Vector4 } from "babylonjs/Maths/math.vector";
  43732. import { Mesh } from "babylonjs/Meshes/mesh";
  43733. /**
  43734. * Class containing static functions to help procedurally build meshes
  43735. */
  43736. export class TorusBuilder {
  43737. /**
  43738. * Creates a torus mesh
  43739. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  43740. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  43741. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  43742. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43743. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43745. * @param name defines the name of the mesh
  43746. * @param options defines the options used to create the mesh
  43747. * @param scene defines the hosting scene
  43748. * @returns the torus mesh
  43749. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  43750. */
  43751. static CreateTorus(name: string, options: {
  43752. diameter?: number;
  43753. thickness?: number;
  43754. tessellation?: number;
  43755. updatable?: boolean;
  43756. sideOrientation?: number;
  43757. frontUVs?: Vector4;
  43758. backUVs?: Vector4;
  43759. }, scene: any): Mesh;
  43760. }
  43761. }
  43762. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  43763. import { Vector4 } from "babylonjs/Maths/math.vector";
  43764. import { Color4 } from "babylonjs/Maths/math.color";
  43765. import { Mesh } from "babylonjs/Meshes/mesh";
  43766. /**
  43767. * Class containing static functions to help procedurally build meshes
  43768. */
  43769. export class CylinderBuilder {
  43770. /**
  43771. * Creates a cylinder or a cone mesh
  43772. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  43773. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  43774. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  43775. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  43776. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  43777. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  43778. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  43779. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  43780. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  43781. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  43782. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  43783. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  43784. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  43785. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  43786. * * If `enclose` is false, a ring surface is one element.
  43787. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  43788. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  43789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43790. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43791. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43792. * @param name defines the name of the mesh
  43793. * @param options defines the options used to create the mesh
  43794. * @param scene defines the hosting scene
  43795. * @returns the cylinder mesh
  43796. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  43797. */
  43798. static CreateCylinder(name: string, options: {
  43799. height?: number;
  43800. diameterTop?: number;
  43801. diameterBottom?: number;
  43802. diameter?: number;
  43803. tessellation?: number;
  43804. subdivisions?: number;
  43805. arc?: number;
  43806. faceColors?: Color4[];
  43807. faceUV?: Vector4[];
  43808. updatable?: boolean;
  43809. hasRings?: boolean;
  43810. enclose?: boolean;
  43811. cap?: number;
  43812. sideOrientation?: number;
  43813. frontUVs?: Vector4;
  43814. backUVs?: Vector4;
  43815. }, scene: any): Mesh;
  43816. }
  43817. }
  43818. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43819. import { Nullable } from "babylonjs/types";
  43820. import { IDisposable } from "babylonjs/scene";
  43821. /**
  43822. * States of the webXR experience
  43823. */
  43824. export enum WebXRState {
  43825. /**
  43826. * Transitioning to being in XR mode
  43827. */
  43828. ENTERING_XR = 0,
  43829. /**
  43830. * Transitioning to non XR mode
  43831. */
  43832. EXITING_XR = 1,
  43833. /**
  43834. * In XR mode and presenting
  43835. */
  43836. IN_XR = 2,
  43837. /**
  43838. * Not entered XR mode
  43839. */
  43840. NOT_IN_XR = 3
  43841. }
  43842. /**
  43843. * Abstraction of the XR render target
  43844. */
  43845. export interface WebXRRenderTarget extends IDisposable {
  43846. /**
  43847. * xrpresent context of the canvas which can be used to display/mirror xr content
  43848. */
  43849. canvasContext: WebGLRenderingContext;
  43850. /**
  43851. * xr layer for the canvas
  43852. */
  43853. xrLayer: Nullable<XRWebGLLayer>;
  43854. /**
  43855. * Initializes the xr layer for the session
  43856. * @param xrSession xr session
  43857. * @returns a promise that will resolve once the XR Layer has been created
  43858. */
  43859. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  43860. }
  43861. }
  43862. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43863. import { Nullable } from "babylonjs/types";
  43864. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43865. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43866. /**
  43867. * COnfiguration object for WebXR output canvas
  43868. */
  43869. export class WebXRManagedOutputCanvasOptions {
  43870. /**
  43871. * Options for this XR Layer output
  43872. */
  43873. canvasOptions?: XRWebGLLayerOptions;
  43874. /**
  43875. * CSS styling for a newly created canvas (if not provided)
  43876. */
  43877. newCanvasCssStyle?: string;
  43878. /**
  43879. * An optional canvas in case you wish to create it yourself and provide it here.
  43880. * If not provided, a new canvas will be created
  43881. */
  43882. canvasElement?: HTMLCanvasElement;
  43883. /**
  43884. * Get the default values of the configuration object
  43885. * @returns default values of this configuration object
  43886. */
  43887. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43888. }
  43889. /**
  43890. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43891. */
  43892. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43893. private _options;
  43894. private _engine;
  43895. private _canvas;
  43896. /**
  43897. * Rendering context of the canvas which can be used to display/mirror xr content
  43898. */
  43899. canvasContext: WebGLRenderingContext;
  43900. /**
  43901. * xr layer for the canvas
  43902. */
  43903. xrLayer: Nullable<XRWebGLLayer>;
  43904. /**
  43905. * Initializes the xr layer for the session
  43906. * @param xrSession xr session
  43907. * @returns a promise that will resolve once the XR Layer has been created
  43908. */
  43909. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  43910. /**
  43911. * Initializes the canvas to be added/removed upon entering/exiting xr
  43912. * @param _xrSessionManager The XR Session manager
  43913. * @param _options optional configuration for this canvas output. defaults will be used if not provided
  43914. */
  43915. constructor(_xrSessionManager: WebXRSessionManager, _options?: WebXRManagedOutputCanvasOptions);
  43916. /**
  43917. * Disposes of the object
  43918. */
  43919. dispose(): void;
  43920. private _setManagedOutputCanvas;
  43921. private _addCanvas;
  43922. private _removeCanvas;
  43923. }
  43924. }
  43925. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43926. import { Observable } from "babylonjs/Misc/observable";
  43927. import { Nullable } from "babylonjs/types";
  43928. import { IDisposable, Scene } from "babylonjs/scene";
  43929. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43930. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43931. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43932. /**
  43933. * Manages an XRSession to work with Babylon's engine
  43934. * @see https://doc.babylonjs.com/how_to/webxr
  43935. */
  43936. export class WebXRSessionManager implements IDisposable {
  43937. /** The scene which the session should be created for */
  43938. scene: Scene;
  43939. /**
  43940. * Fires every time a new xrFrame arrives which can be used to update the camera
  43941. */
  43942. onXRFrameObservable: Observable<XRFrame>;
  43943. /**
  43944. * Fires when the xr session is ended either by the device or manually done
  43945. */
  43946. onXRSessionEnded: Observable<any>;
  43947. /**
  43948. * Fires when the xr session is ended either by the device or manually done
  43949. */
  43950. onXRSessionInit: Observable<XRSession>;
  43951. /**
  43952. * Fires when the reference space changed
  43953. */
  43954. onXRReferenceSpaceChanged: Observable<XRReferenceSpace>;
  43955. /**
  43956. * Underlying xr session
  43957. */
  43958. session: XRSession;
  43959. /**
  43960. * The viewer (head position) reference space. This can be used to get the XR world coordinates
  43961. * or get the offset the player is currently at.
  43962. */
  43963. viewerReferenceSpace: XRReferenceSpace;
  43964. private _referenceSpace;
  43965. /**
  43966. * The current reference space used in this session. This reference space can constantly change!
  43967. * It is mainly used to offset the camera's position.
  43968. */
  43969. get referenceSpace(): XRReferenceSpace;
  43970. /**
  43971. * Set a new reference space and triggers the observable
  43972. */
  43973. set referenceSpace(newReferenceSpace: XRReferenceSpace);
  43974. /**
  43975. * The base reference space from which the session started. good if you want to reset your
  43976. * reference space
  43977. */
  43978. baseReferenceSpace: XRReferenceSpace;
  43979. /**
  43980. * Used just in case of a failure to initialize an immersive session.
  43981. * The viewer reference space is compensated using this height, creating a kind of "viewer-floor" reference space
  43982. */
  43983. defaultHeightCompensation: number;
  43984. /**
  43985. * Current XR frame
  43986. */
  43987. currentFrame: Nullable<XRFrame>;
  43988. /** WebXR timestamp updated every frame */
  43989. currentTimestamp: number;
  43990. private _xrNavigator;
  43991. private baseLayer;
  43992. private _rttProvider;
  43993. private _sessionEnded;
  43994. /**
  43995. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43996. * @param scene The scene which the session should be created for
  43997. */
  43998. constructor(
  43999. /** The scene which the session should be created for */
  44000. scene: Scene);
  44001. /**
  44002. * Initializes the manager
  44003. * After initialization enterXR can be called to start an XR session
  44004. * @returns Promise which resolves after it is initialized
  44005. */
  44006. initializeAsync(): Promise<void>;
  44007. /**
  44008. * Initializes an xr session
  44009. * @param xrSessionMode mode to initialize
  44010. * @param optionalFeatures defines optional values to pass to the session builder
  44011. * @returns a promise which will resolve once the session has been initialized
  44012. */
  44013. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  44014. /**
  44015. * Sets the reference space on the xr session
  44016. * @param referenceSpace space to set
  44017. * @returns a promise that will resolve once the reference space has been set
  44018. */
  44019. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  44020. /**
  44021. * Resets the reference space to the one started the session
  44022. */
  44023. resetReferenceSpace(): void;
  44024. /**
  44025. * Updates the render state of the session
  44026. * @param state state to set
  44027. * @returns a promise that resolves once the render state has been updated
  44028. */
  44029. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  44030. /**
  44031. * Starts rendering to the xr layer
  44032. * @returns a promise that will resolve once rendering has started
  44033. */
  44034. startRenderingToXRAsync(): Promise<void>;
  44035. /**
  44036. * Gets the correct render target texture to be rendered this frame for this eye
  44037. * @param eye the eye for which to get the render target
  44038. * @returns the render target for the specified eye
  44039. */
  44040. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  44041. /**
  44042. * Stops the xrSession and restores the renderloop
  44043. * @returns Promise which resolves after it exits XR
  44044. */
  44045. exitXRAsync(): Promise<void>;
  44046. /**
  44047. * Checks if a session would be supported for the creation options specified
  44048. * @param sessionMode session mode to check if supported eg. immersive-vr
  44049. * @returns true if supported
  44050. */
  44051. supportsSessionAsync(sessionMode: XRSessionMode): Promise<boolean>;
  44052. /**
  44053. * Creates a WebXRRenderTarget object for the XR session
  44054. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  44055. * @param options optional options to provide when creating a new render target
  44056. * @returns a WebXR render target to which the session can render
  44057. */
  44058. getWebXRRenderTarget(options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  44059. /**
  44060. * @hidden
  44061. * Converts the render layer of xrSession to a render target
  44062. * @param session session to create render target for
  44063. * @param scene scene the new render target should be created for
  44064. * @param baseLayer the webgl layer to create the render target for
  44065. */
  44066. static _CreateRenderTargetTextureFromSession(_session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  44067. /**
  44068. * Disposes of the session manager
  44069. */
  44070. dispose(): void;
  44071. /**
  44072. * Returns a promise that resolves with a boolean indicating if the provided session mode is supported by this browser
  44073. * @param sessionMode defines the session to test
  44074. * @returns a promise with boolean as final value
  44075. */
  44076. static IsSessionSupportedAsync(sessionMode: XRSessionMode): Promise<boolean>;
  44077. }
  44078. }
  44079. declare module "babylonjs/Cameras/XR/webXRCamera" {
  44080. import { Scene } from "babylonjs/scene";
  44081. import { Camera } from "babylonjs/Cameras/camera";
  44082. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  44083. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44084. /**
  44085. * WebXR Camera which holds the views for the xrSession
  44086. * @see https://doc.babylonjs.com/how_to/webxr
  44087. */
  44088. export class WebXRCamera extends FreeCamera {
  44089. private _xrSessionManager;
  44090. /**
  44091. * Is the camera in debug mode. Used when using an emulator
  44092. */
  44093. debugMode: boolean;
  44094. private _firstFrame;
  44095. private _referencedPosition;
  44096. private _referenceQuaternion;
  44097. private _xrInvPositionCache;
  44098. private _xrInvQuaternionCache;
  44099. /**
  44100. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  44101. * @param name the name of the camera
  44102. * @param scene the scene to add the camera to
  44103. */
  44104. constructor(name: string, scene: Scene, _xrSessionManager: WebXRSessionManager);
  44105. private _updateNumberOfRigCameras;
  44106. /**
  44107. * Sets this camera's transformation based on a non-vr camera
  44108. * @param otherCamera the non-vr camera to copy the transformation from
  44109. * @param resetToBaseReferenceSpace should XR reset to the base reference space
  44110. */
  44111. setTransformationFromNonVRCamera(otherCamera: Camera, resetToBaseReferenceSpace?: boolean): void;
  44112. /** @hidden */
  44113. _updateForDualEyeDebugging(): void;
  44114. private _updateReferenceSpace;
  44115. private _updateReferenceSpaceOffset;
  44116. private _updateFromXRSession;
  44117. }
  44118. }
  44119. declare module "babylonjs/Cameras/XR/webXRFeaturesManager" {
  44120. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44121. import { IDisposable } from "babylonjs/scene";
  44122. /**
  44123. * Defining the interface required for a (webxr) feature
  44124. */
  44125. export interface IWebXRFeature extends IDisposable {
  44126. /**
  44127. * Is this feature attached
  44128. */
  44129. attached: boolean;
  44130. /**
  44131. * Attach the feature to the session
  44132. * Will usually be called by the features manager
  44133. *
  44134. * @returns true if successful.
  44135. */
  44136. attach(): boolean;
  44137. /**
  44138. * Detach the feature from the session
  44139. * Will usually be called by the features manager
  44140. *
  44141. * @returns true if successful.
  44142. */
  44143. detach(): boolean;
  44144. }
  44145. /**
  44146. * Defining the constructor of a feature. Used to register the modules.
  44147. */
  44148. export type WebXRFeatureConstructor = (xrSessionManager: WebXRSessionManager, options?: any) => (() => IWebXRFeature);
  44149. /**
  44150. * The WebXR features manager is responsible of enabling or disabling features required for the current XR session.
  44151. * It is mainly used in AR sessions.
  44152. *
  44153. * A feature can have a version that is defined by Babylon (and does not correspond with the webxr version).
  44154. */
  44155. export class WebXRFeaturesManager implements IDisposable {
  44156. private _xrSessionManager;
  44157. private static readonly _AvailableFeatures;
  44158. /**
  44159. * Used to register a module. After calling this function a developer can use this feature in the scene.
  44160. * Mainly used internally.
  44161. *
  44162. * @param featureName the name of the feature to register
  44163. * @param constructorFunction the function used to construct the module
  44164. * @param version the (babylon) version of the module
  44165. * @param stable is that a stable version of this module
  44166. */
  44167. static AddWebXRFeature(featureName: string, constructorFunction: WebXRFeatureConstructor, version?: number, stable?: boolean): void;
  44168. /**
  44169. * Returns a constructor of a specific feature.
  44170. *
  44171. * @param featureName the name of the feature to construct
  44172. * @param version the version of the feature to load
  44173. * @param xrSessionManager the xrSessionManager. Used to construct the module
  44174. * @param options optional options provided to the module.
  44175. * @returns a function that, when called, will return a new instance of this feature
  44176. */
  44177. static ConstructFeature(featureName: string, version: number | undefined, xrSessionManager: WebXRSessionManager, options?: any): (() => IWebXRFeature);
  44178. /**
  44179. * Return the latest unstable version of this feature
  44180. * @param featureName the name of the feature to search
  44181. * @returns the version number. if not found will return -1
  44182. */
  44183. static GetLatestVersionOfFeature(featureName: string): number;
  44184. /**
  44185. * Return the latest stable version of this feature
  44186. * @param featureName the name of the feature to search
  44187. * @returns the version number. if not found will return -1
  44188. */
  44189. static GetStableVersionOfFeature(featureName: string): number;
  44190. /**
  44191. * Can be used to return the list of features currently registered
  44192. *
  44193. * @returns an Array of available features
  44194. */
  44195. static GetAvailableFeatures(): string[];
  44196. /**
  44197. * Gets the versions available for a specific feature
  44198. * @param featureName the name of the feature
  44199. * @returns an array with the available versions
  44200. */
  44201. static GetAvailableVersions(featureName: string): string[];
  44202. private _features;
  44203. /**
  44204. * constructs a new features manages.
  44205. *
  44206. * @param _xrSessionManager an instance of WebXRSessionManager
  44207. */
  44208. constructor(_xrSessionManager: WebXRSessionManager);
  44209. /**
  44210. * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.
  44211. * If used twice, the old version will be disposed and a new one will be constructed. This way you can re-enable with different configuration.
  44212. *
  44213. * @param featureName the name of the feature to load or the class of the feature
  44214. * @param version optional version to load. if not provided the latest version will be enabled
  44215. * @param moduleOptions options provided to the module. Ses the module documentation / constructor
  44216. * @param attachIfPossible if set to true (default) the feature will be automatically attached, if it is currently possible
  44217. * @returns a new constructed feature or throws an error if feature not found.
  44218. */
  44219. enableFeature(featureName: string | {
  44220. Name: string;
  44221. }, version?: number | string, moduleOptions?: any, attachIfPossible?: boolean): IWebXRFeature;
  44222. /**
  44223. * Used to disable an already-enabled feature
  44224. * The feature will be disposed and will be recreated once enabled.
  44225. * @param featureName the feature to disable
  44226. * @returns true if disable was successful
  44227. */
  44228. disableFeature(featureName: string | {
  44229. Name: string;
  44230. }): boolean;
  44231. /**
  44232. * Attach a feature to the current session. Mainly used when session started to start the feature effect.
  44233. * Can be used during a session to start a feature
  44234. * @param featureName the name of feature to attach
  44235. */
  44236. attachFeature(featureName: string): void;
  44237. /**
  44238. * Can be used inside a session or when the session ends to detach a specific feature
  44239. * @param featureName the name of the feature to detach
  44240. */
  44241. detachFeature(featureName: string): void;
  44242. /**
  44243. * Get the list of enabled features
  44244. * @returns an array of enabled features
  44245. */
  44246. getEnabledFeatures(): string[];
  44247. /**
  44248. * get the implementation of an enabled feature.
  44249. * @param featureName the name of the feature to load
  44250. * @returns the feature class, if found
  44251. */
  44252. getEnabledFeature(featureName: string): IWebXRFeature;
  44253. /**
  44254. * dispose this features manager
  44255. */
  44256. dispose(): void;
  44257. }
  44258. }
  44259. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  44260. import { Observable } from "babylonjs/Misc/observable";
  44261. import { IDisposable, Scene } from "babylonjs/scene";
  44262. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44263. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  44264. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44265. import { WebXRFeaturesManager } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  44266. /**
  44267. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  44268. * @see https://doc.babylonjs.com/how_to/webxr
  44269. */
  44270. export class WebXRExperienceHelper implements IDisposable {
  44271. private scene;
  44272. /**
  44273. * Camera used to render xr content
  44274. */
  44275. camera: WebXRCamera;
  44276. /**
  44277. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  44278. */
  44279. state: WebXRState;
  44280. private _setState;
  44281. /**
  44282. * Fires when the state of the experience helper has changed
  44283. */
  44284. onStateChangedObservable: Observable<WebXRState>;
  44285. /**
  44286. * Observers registered here will be triggered after the camera's initial transformation is set
  44287. * This can be used to set a different ground level or an extra rotation.
  44288. *
  44289. * Note that ground level is considered to be at 0. The height defined by the XR camera will be added
  44290. * to the position set after this observable is done executing.
  44291. */
  44292. onInitialXRPoseSetObservable: Observable<WebXRCamera>;
  44293. /** Session manager used to keep track of xr session */
  44294. sessionManager: WebXRSessionManager;
  44295. /** A features manager for this xr session */
  44296. featuresManager: WebXRFeaturesManager;
  44297. private _nonVRCamera;
  44298. private _originalSceneAutoClear;
  44299. private _supported;
  44300. /**
  44301. * Creates the experience helper
  44302. * @param scene the scene to attach the experience helper to
  44303. * @returns a promise for the experience helper
  44304. */
  44305. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  44306. /**
  44307. * Creates a WebXRExperienceHelper
  44308. * @param scene The scene the helper should be created in
  44309. */
  44310. private constructor();
  44311. /**
  44312. * Exits XR mode and returns the scene to its original state
  44313. * @returns promise that resolves after xr mode has exited
  44314. */
  44315. exitXRAsync(): Promise<void>;
  44316. /**
  44317. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  44318. * @param sessionMode options for the XR session
  44319. * @param referenceSpaceType frame of reference of the XR session
  44320. * @param renderTarget the output canvas that will be used to enter XR mode
  44321. * @returns promise that resolves after xr mode has entered
  44322. */
  44323. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  44324. /**
  44325. * Disposes of the experience helper
  44326. */
  44327. dispose(): void;
  44328. private _nonXRToXRCamera;
  44329. }
  44330. }
  44331. declare module "babylonjs/Cameras/XR/motionController/webXRControllerComponent" {
  44332. import { IMinimalMotionControllerObject, MotionControllerComponentType } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  44333. import { Observable } from "babylonjs/Misc/observable";
  44334. import { IDisposable } from "babylonjs/scene";
  44335. /**
  44336. * X-Y values for axes in WebXR
  44337. */
  44338. export interface IWebXRMotionControllerAxesValue {
  44339. /**
  44340. * The value of the x axis
  44341. */
  44342. x: number;
  44343. /**
  44344. * The value of the y-axis
  44345. */
  44346. y: number;
  44347. }
  44348. /**
  44349. * changed / previous values for the values of this component
  44350. */
  44351. export interface IWebXRMotionControllerComponentChangesValues<T> {
  44352. /**
  44353. * current (this frame) value
  44354. */
  44355. current: T;
  44356. /**
  44357. * previous (last change) value
  44358. */
  44359. previous: T;
  44360. }
  44361. /**
  44362. * Represents changes in the component between current frame and last values recorded
  44363. */
  44364. export interface IWebXRMotionControllerComponentChanges {
  44365. /**
  44366. * will be populated with previous and current values if touched changed
  44367. */
  44368. touched?: IWebXRMotionControllerComponentChangesValues<boolean>;
  44369. /**
  44370. * will be populated with previous and current values if pressed changed
  44371. */
  44372. pressed?: IWebXRMotionControllerComponentChangesValues<boolean>;
  44373. /**
  44374. * will be populated with previous and current values if value changed
  44375. */
  44376. value?: IWebXRMotionControllerComponentChangesValues<number>;
  44377. /**
  44378. * will be populated with previous and current values if axes changed
  44379. */
  44380. axes?: IWebXRMotionControllerComponentChangesValues<IWebXRMotionControllerAxesValue>;
  44381. }
  44382. /**
  44383. * This class represents a single component (for example button or thumbstick) of a motion controller
  44384. */
  44385. export class WebXRControllerComponent implements IDisposable {
  44386. /**
  44387. * the id of this component
  44388. */
  44389. id: string;
  44390. /**
  44391. * the type of the component
  44392. */
  44393. type: MotionControllerComponentType;
  44394. private _buttonIndex;
  44395. private _axesIndices;
  44396. /**
  44397. * Thumbstick component type
  44398. */
  44399. static THUMBSTICK: string;
  44400. /**
  44401. * Touchpad component type
  44402. */
  44403. static TOUCHPAD: string;
  44404. /**
  44405. * trigger component type
  44406. */
  44407. static TRIGGER: string;
  44408. /**
  44409. * squeeze component type
  44410. */
  44411. static SQUEEZE: string;
  44412. /**
  44413. * Observers registered here will be triggered when the state of a button changes
  44414. * State change is either pressed / touched / value
  44415. */
  44416. onButtonStateChanged: Observable<WebXRControllerComponent>;
  44417. /**
  44418. * If axes are available for this component (like a touchpad or thumbstick) the observers will be notified when
  44419. * the axes data changes
  44420. */
  44421. onAxisValueChanged: Observable<{
  44422. x: number;
  44423. y: number;
  44424. }>;
  44425. private _currentValue;
  44426. private _touched;
  44427. private _pressed;
  44428. private _axes;
  44429. private _changes;
  44430. /**
  44431. * Creates a new component for a motion controller.
  44432. * It is created by the motion controller itself
  44433. *
  44434. * @param id the id of this component
  44435. * @param type the type of the component
  44436. * @param _buttonIndex index in the buttons array of the gamepad
  44437. * @param _axesIndices indices of the values in the axes array of the gamepad
  44438. */
  44439. constructor(
  44440. /**
  44441. * the id of this component
  44442. */
  44443. id: string,
  44444. /**
  44445. * the type of the component
  44446. */
  44447. type: MotionControllerComponentType, _buttonIndex?: number, _axesIndices?: number[]);
  44448. /**
  44449. * Get the current value of this component
  44450. */
  44451. get value(): number;
  44452. /**
  44453. * is the button currently pressed
  44454. */
  44455. get pressed(): boolean;
  44456. /**
  44457. * is the button currently touched
  44458. */
  44459. get touched(): boolean;
  44460. /**
  44461. * The current axes data. If this component has no axes it will still return an object { x: 0, y: 0 }
  44462. */
  44463. get axes(): IWebXRMotionControllerAxesValue;
  44464. /**
  44465. * Get the changes. Elements will be populated only if they changed with their previous and current value
  44466. */
  44467. get changes(): IWebXRMotionControllerComponentChanges;
  44468. /**
  44469. * Is this component a button (hence - pressable)
  44470. * @returns true if can be pressed
  44471. */
  44472. isButton(): boolean;
  44473. /**
  44474. * Are there axes correlating to this component
  44475. * @return true is axes data is available
  44476. */
  44477. isAxes(): boolean;
  44478. /**
  44479. * update this component using the gamepad object it is in. Called on every frame
  44480. * @param nativeController the native gamepad controller object
  44481. */
  44482. update(nativeController: IMinimalMotionControllerObject): void;
  44483. /**
  44484. * Dispose this component
  44485. */
  44486. dispose(): void;
  44487. }
  44488. }
  44489. declare module "babylonjs/Loading/sceneLoader" {
  44490. import { Observable } from "babylonjs/Misc/observable";
  44491. import { Nullable } from "babylonjs/types";
  44492. import { Scene } from "babylonjs/scene";
  44493. import { Engine } from "babylonjs/Engines/engine";
  44494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44495. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  44496. import { AssetContainer } from "babylonjs/assetContainer";
  44497. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  44498. import { Skeleton } from "babylonjs/Bones/skeleton";
  44499. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  44500. import { WebRequest } from "babylonjs/Misc/webRequest";
  44501. /**
  44502. * Class used to represent data loading progression
  44503. */
  44504. export class SceneLoaderProgressEvent {
  44505. /** defines if data length to load can be evaluated */
  44506. readonly lengthComputable: boolean;
  44507. /** defines the loaded data length */
  44508. readonly loaded: number;
  44509. /** defines the data length to load */
  44510. readonly total: number;
  44511. /**
  44512. * Create a new progress event
  44513. * @param lengthComputable defines if data length to load can be evaluated
  44514. * @param loaded defines the loaded data length
  44515. * @param total defines the data length to load
  44516. */
  44517. constructor(
  44518. /** defines if data length to load can be evaluated */
  44519. lengthComputable: boolean,
  44520. /** defines the loaded data length */
  44521. loaded: number,
  44522. /** defines the data length to load */
  44523. total: number);
  44524. /**
  44525. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  44526. * @param event defines the source event
  44527. * @returns a new SceneLoaderProgressEvent
  44528. */
  44529. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  44530. }
  44531. /**
  44532. * Interface used by SceneLoader plugins to define supported file extensions
  44533. */
  44534. export interface ISceneLoaderPluginExtensions {
  44535. /**
  44536. * Defines the list of supported extensions
  44537. */
  44538. [extension: string]: {
  44539. isBinary: boolean;
  44540. };
  44541. }
  44542. /**
  44543. * Interface used by SceneLoader plugin factory
  44544. */
  44545. export interface ISceneLoaderPluginFactory {
  44546. /**
  44547. * Defines the name of the factory
  44548. */
  44549. name: string;
  44550. /**
  44551. * Function called to create a new plugin
  44552. * @return the new plugin
  44553. */
  44554. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44555. /**
  44556. * The callback that returns true if the data can be directly loaded.
  44557. * @param data string containing the file data
  44558. * @returns if the data can be loaded directly
  44559. */
  44560. canDirectLoad?(data: string): boolean;
  44561. }
  44562. /**
  44563. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44564. */
  44565. export interface ISceneLoaderPluginBase {
  44566. /**
  44567. * The friendly name of this plugin.
  44568. */
  44569. name: string;
  44570. /**
  44571. * The file extensions supported by this plugin.
  44572. */
  44573. extensions: string | ISceneLoaderPluginExtensions;
  44574. /**
  44575. * The callback called when loading from a url.
  44576. * @param scene scene loading this url
  44577. * @param url url to load
  44578. * @param onSuccess callback called when the file successfully loads
  44579. * @param onProgress callback called while file is loading (if the server supports this mode)
  44580. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44581. * @param onError callback called when the file fails to load
  44582. * @returns a file request object
  44583. */
  44584. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44585. /**
  44586. * The callback called when loading from a file object.
  44587. * @param scene scene loading this file
  44588. * @param file defines the file to load
  44589. * @param onSuccess defines the callback to call when data is loaded
  44590. * @param onProgress defines the callback to call during loading process
  44591. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44592. * @param onError defines the callback to call when an error occurs
  44593. * @returns a file request object
  44594. */
  44595. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44596. /**
  44597. * The callback that returns true if the data can be directly loaded.
  44598. * @param data string containing the file data
  44599. * @returns if the data can be loaded directly
  44600. */
  44601. canDirectLoad?(data: string): boolean;
  44602. /**
  44603. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44604. * @param scene scene loading this data
  44605. * @param data string containing the data
  44606. * @returns data to pass to the plugin
  44607. */
  44608. directLoad?(scene: Scene, data: string): any;
  44609. /**
  44610. * The callback that allows custom handling of the root url based on the response url.
  44611. * @param rootUrl the original root url
  44612. * @param responseURL the response url if available
  44613. * @returns the new root url
  44614. */
  44615. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44616. }
  44617. /**
  44618. * Interface used to define a SceneLoader plugin
  44619. */
  44620. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44621. /**
  44622. * Import meshes into a scene.
  44623. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44624. * @param scene The scene to import into
  44625. * @param data The data to import
  44626. * @param rootUrl The root url for scene and resources
  44627. * @param meshes The meshes array to import into
  44628. * @param particleSystems The particle systems array to import into
  44629. * @param skeletons The skeletons array to import into
  44630. * @param onError The callback when import fails
  44631. * @returns True if successful or false otherwise
  44632. */
  44633. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44634. /**
  44635. * Load into a scene.
  44636. * @param scene The scene to load into
  44637. * @param data The data to import
  44638. * @param rootUrl The root url for scene and resources
  44639. * @param onError The callback when import fails
  44640. * @returns True if successful or false otherwise
  44641. */
  44642. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44643. /**
  44644. * Load into an asset container.
  44645. * @param scene The scene to load into
  44646. * @param data The data to import
  44647. * @param rootUrl The root url for scene and resources
  44648. * @param onError The callback when import fails
  44649. * @returns The loaded asset container
  44650. */
  44651. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44652. }
  44653. /**
  44654. * Interface used to define an async SceneLoader plugin
  44655. */
  44656. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44657. /**
  44658. * Import meshes into a scene.
  44659. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44660. * @param scene The scene to import into
  44661. * @param data The data to import
  44662. * @param rootUrl The root url for scene and resources
  44663. * @param onProgress The callback when the load progresses
  44664. * @param fileName Defines the name of the file to load
  44665. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44666. */
  44667. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44668. meshes: AbstractMesh[];
  44669. particleSystems: IParticleSystem[];
  44670. skeletons: Skeleton[];
  44671. animationGroups: AnimationGroup[];
  44672. }>;
  44673. /**
  44674. * Load into a scene.
  44675. * @param scene The scene to load into
  44676. * @param data The data to import
  44677. * @param rootUrl The root url for scene and resources
  44678. * @param onProgress The callback when the load progresses
  44679. * @param fileName Defines the name of the file to load
  44680. * @returns Nothing
  44681. */
  44682. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44683. /**
  44684. * Load into an asset container.
  44685. * @param scene The scene to load into
  44686. * @param data The data to import
  44687. * @param rootUrl The root url for scene and resources
  44688. * @param onProgress The callback when the load progresses
  44689. * @param fileName Defines the name of the file to load
  44690. * @returns The loaded asset container
  44691. */
  44692. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44693. }
  44694. /**
  44695. * Mode that determines how to handle old animation groups before loading new ones.
  44696. */
  44697. export enum SceneLoaderAnimationGroupLoadingMode {
  44698. /**
  44699. * Reset all old animations to initial state then dispose them.
  44700. */
  44701. Clean = 0,
  44702. /**
  44703. * Stop all old animations.
  44704. */
  44705. Stop = 1,
  44706. /**
  44707. * Restart old animations from first frame.
  44708. */
  44709. Sync = 2,
  44710. /**
  44711. * Old animations remains untouched.
  44712. */
  44713. NoSync = 3
  44714. }
  44715. /**
  44716. * Class used to load scene from various file formats using registered plugins
  44717. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44718. */
  44719. export class SceneLoader {
  44720. /**
  44721. * No logging while loading
  44722. */
  44723. static readonly NO_LOGGING: number;
  44724. /**
  44725. * Minimal logging while loading
  44726. */
  44727. static readonly MINIMAL_LOGGING: number;
  44728. /**
  44729. * Summary logging while loading
  44730. */
  44731. static readonly SUMMARY_LOGGING: number;
  44732. /**
  44733. * Detailled logging while loading
  44734. */
  44735. static readonly DETAILED_LOGGING: number;
  44736. /**
  44737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44738. */
  44739. static get ForceFullSceneLoadingForIncremental(): boolean;
  44740. static set ForceFullSceneLoadingForIncremental(value: boolean);
  44741. /**
  44742. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44743. */
  44744. static get ShowLoadingScreen(): boolean;
  44745. static set ShowLoadingScreen(value: boolean);
  44746. /**
  44747. * Defines the current logging level (while loading the scene)
  44748. * @ignorenaming
  44749. */
  44750. static get loggingLevel(): number;
  44751. static set loggingLevel(value: number);
  44752. /**
  44753. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44754. */
  44755. static get CleanBoneMatrixWeights(): boolean;
  44756. static set CleanBoneMatrixWeights(value: boolean);
  44757. /**
  44758. * Event raised when a plugin is used to load a scene
  44759. */
  44760. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44761. private static _registeredPlugins;
  44762. private static _getDefaultPlugin;
  44763. private static _getPluginForExtension;
  44764. private static _getPluginForDirectLoad;
  44765. private static _getPluginForFilename;
  44766. private static _getDirectLoad;
  44767. private static _loadData;
  44768. private static _getFileInfo;
  44769. /**
  44770. * Gets a plugin that can load the given extension
  44771. * @param extension defines the extension to load
  44772. * @returns a plugin or null if none works
  44773. */
  44774. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44775. /**
  44776. * Gets a boolean indicating that the given extension can be loaded
  44777. * @param extension defines the extension to load
  44778. * @returns true if the extension is supported
  44779. */
  44780. static IsPluginForExtensionAvailable(extension: string): boolean;
  44781. /**
  44782. * Adds a new plugin to the list of registered plugins
  44783. * @param plugin defines the plugin to add
  44784. */
  44785. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44786. /**
  44787. * Import meshes into a scene
  44788. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44789. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44790. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44791. * @param scene the instance of BABYLON.Scene to append to
  44792. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44793. * @param onProgress a callback with a progress event for each file being loaded
  44794. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44795. * @param pluginExtension the extension used to determine the plugin
  44796. * @returns The loaded plugin
  44797. */
  44798. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44799. /**
  44800. * Import meshes into a scene
  44801. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44802. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44803. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44804. * @param scene the instance of BABYLON.Scene to append to
  44805. * @param onProgress a callback with a progress event for each file being loaded
  44806. * @param pluginExtension the extension used to determine the plugin
  44807. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44808. */
  44809. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44810. meshes: AbstractMesh[];
  44811. particleSystems: IParticleSystem[];
  44812. skeletons: Skeleton[];
  44813. animationGroups: AnimationGroup[];
  44814. }>;
  44815. /**
  44816. * Load a scene
  44817. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44818. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44819. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44820. * @param onSuccess a callback with the scene when import succeeds
  44821. * @param onProgress a callback with a progress event for each file being loaded
  44822. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44823. * @param pluginExtension the extension used to determine the plugin
  44824. * @returns The loaded plugin
  44825. */
  44826. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44827. /**
  44828. * Load a scene
  44829. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44830. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44831. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44832. * @param onProgress a callback with a progress event for each file being loaded
  44833. * @param pluginExtension the extension used to determine the plugin
  44834. * @returns The loaded scene
  44835. */
  44836. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44837. /**
  44838. * Append a scene
  44839. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44840. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44841. * @param scene is the instance of BABYLON.Scene to append to
  44842. * @param onSuccess a callback with the scene when import succeeds
  44843. * @param onProgress a callback with a progress event for each file being loaded
  44844. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44845. * @param pluginExtension the extension used to determine the plugin
  44846. * @returns The loaded plugin
  44847. */
  44848. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44849. /**
  44850. * Append a scene
  44851. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44852. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44853. * @param scene is the instance of BABYLON.Scene to append to
  44854. * @param onProgress a callback with a progress event for each file being loaded
  44855. * @param pluginExtension the extension used to determine the plugin
  44856. * @returns The given scene
  44857. */
  44858. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44859. /**
  44860. * Load a scene into an asset container
  44861. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44862. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44863. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44864. * @param onSuccess a callback with the scene when import succeeds
  44865. * @param onProgress a callback with a progress event for each file being loaded
  44866. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44867. * @param pluginExtension the extension used to determine the plugin
  44868. * @returns The loaded plugin
  44869. */
  44870. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44871. /**
  44872. * Load a scene into an asset container
  44873. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44874. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  44875. * @param scene is the instance of Scene to append to
  44876. * @param onProgress a callback with a progress event for each file being loaded
  44877. * @param pluginExtension the extension used to determine the plugin
  44878. * @returns The loaded asset container
  44879. */
  44880. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44881. /**
  44882. * Import animations from a file into a scene
  44883. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44884. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44885. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44886. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  44887. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  44888. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  44889. * @param onSuccess a callback with the scene when import succeeds
  44890. * @param onProgress a callback with a progress event for each file being loaded
  44891. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44892. */
  44893. static ImportAnimations(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
  44894. /**
  44895. * Import animations from a file into a scene
  44896. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44897. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44898. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44899. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  44900. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  44901. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  44902. * @param onSuccess a callback with the scene when import succeeds
  44903. * @param onProgress a callback with a progress event for each file being loaded
  44904. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44905. * @returns the updated scene with imported animations
  44906. */
  44907. static ImportAnimationsAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): Promise<Scene>;
  44908. }
  44909. }
  44910. declare module "babylonjs/Cameras/XR/motionController/webXRAbstractController" {
  44911. import { IDisposable, Scene } from "babylonjs/scene";
  44912. import { WebXRControllerComponent } from "babylonjs/Cameras/XR/motionController/webXRControllerComponent";
  44913. import { Observable } from "babylonjs/Misc/observable";
  44914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44915. import { Nullable } from "babylonjs/types";
  44916. /**
  44917. * Handness type in xrInput profiles. These can be used to define layouts in the Layout Map.
  44918. */
  44919. export type MotionControllerHandness = "none" | "left" | "right" | "left-right" | "left-right-none";
  44920. /**
  44921. * The type of components available in motion controllers.
  44922. * This is not the name of the component.
  44923. */
  44924. export type MotionControllerComponentType = "trigger" | "squeeze" | "touchpad" | "thumbstick" | "button";
  44925. /**
  44926. * The schema of motion controller layout.
  44927. * No object will be initialized using this interface
  44928. * This is used just to define the profile.
  44929. */
  44930. export interface IMotionControllerLayout {
  44931. /**
  44932. * Defines the main button component id
  44933. */
  44934. selectComponentId: string;
  44935. /**
  44936. * Available components (unsorted)
  44937. */
  44938. components: {
  44939. /**
  44940. * A map of component Ids
  44941. */
  44942. [componentId: string]: {
  44943. /**
  44944. * The type of input the component outputs
  44945. */
  44946. type: MotionControllerComponentType;
  44947. };
  44948. };
  44949. /**
  44950. * An optional gamepad object. If no gamepad object is not defined, no models will be loaded
  44951. */
  44952. gamepad?: {
  44953. /**
  44954. * Is the mapping based on the xr-standard defined here:
  44955. * https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
  44956. */
  44957. mapping: "" | "xr-standard";
  44958. /**
  44959. * The buttons available in this input in the right order
  44960. * index of this button will be the index in the gamepadObject.buttons array
  44961. * correlates to the componentId in components
  44962. */
  44963. buttons: Array<string | null>;
  44964. /**
  44965. * Definition of the axes of the gamepad input, sorted
  44966. * Correlates to componentIds in the components map
  44967. */
  44968. axes: Array<{
  44969. /**
  44970. * The component id that the axis correlates to
  44971. */
  44972. componentId: string;
  44973. /**
  44974. * X or Y Axis
  44975. */
  44976. axis: "x-axis" | "y-axis";
  44977. } | null>;
  44978. };
  44979. }
  44980. /**
  44981. * A definition for the layout map in the input profile
  44982. */
  44983. export interface IMotionControllerLayoutMap {
  44984. /**
  44985. * Layouts with handness type as a key
  44986. */
  44987. [handness: string]: IMotionControllerLayout;
  44988. }
  44989. /**
  44990. * The XR Input profile schema
  44991. * Profiles can be found here:
  44992. * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles
  44993. */
  44994. export interface IMotionControllerProfile {
  44995. /**
  44996. * The id of this profile
  44997. * correlates to the profile(s) in the xrInput.profiles array
  44998. */
  44999. profileId: string;
  45000. /**
  45001. * fallback profiles for this profileId
  45002. */
  45003. fallbackProfileIds: string[];
  45004. /**
  45005. * The layout map, with handness as key
  45006. */
  45007. layouts: IMotionControllerLayoutMap;
  45008. }
  45009. /**
  45010. * A helper-interface for the 3 meshes needed for controller button animation
  45011. * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh
  45012. */
  45013. export interface IMotionControllerButtonMeshMap {
  45014. /**
  45015. * The mesh that will be changed when value changes
  45016. */
  45017. valueMesh: AbstractMesh;
  45018. /**
  45019. * the mesh that defines the pressed value mesh position.
  45020. * This is used to find the max-position of this button
  45021. */
  45022. pressedMesh: AbstractMesh;
  45023. /**
  45024. * the mesh that defines the unpressed value mesh position.
  45025. * This is used to find the min (or initial) position of this button
  45026. */
  45027. unpressedMesh: AbstractMesh;
  45028. }
  45029. /**
  45030. * A helper-interface for the 3 meshes needed for controller axis animation.
  45031. * This will be expanded when touchpad animations are fully supported
  45032. * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh
  45033. */
  45034. export interface IMotionControllerAxisMeshMap {
  45035. /**
  45036. * The mesh that will be changed when axis value changes
  45037. */
  45038. valueMesh: AbstractMesh;
  45039. /**
  45040. * the mesh that defines the minimum value mesh position.
  45041. */
  45042. minMesh: AbstractMesh;
  45043. /**
  45044. * the mesh that defines the maximum value mesh position.
  45045. */
  45046. maxMesh: AbstractMesh;
  45047. }
  45048. /**
  45049. * The elements needed for change-detection of the gamepad objects in motion controllers
  45050. */
  45051. export interface IMinimalMotionControllerObject {
  45052. /**
  45053. * An array of available buttons
  45054. */
  45055. buttons: Array<{
  45056. /**
  45057. * Value of the button/trigger
  45058. */
  45059. value: number;
  45060. /**
  45061. * If the button/trigger is currently touched
  45062. */
  45063. touched: boolean;
  45064. /**
  45065. * If the button/trigger is currently pressed
  45066. */
  45067. pressed: boolean;
  45068. }>;
  45069. /**
  45070. * Available axes of this controller
  45071. */
  45072. axes: number[];
  45073. }
  45074. /**
  45075. * An Abstract Motion controller
  45076. * This class receives an xrInput and a profile layout and uses those to initialize the components
  45077. * Each component has an observable to check for changes in value and state
  45078. */
  45079. export abstract class WebXRAbstractMotionController implements IDisposable {
  45080. protected scene: Scene;
  45081. protected layout: IMotionControllerLayout;
  45082. /**
  45083. * The gamepad object correlating to this controller
  45084. */
  45085. gamepadObject: IMinimalMotionControllerObject;
  45086. /**
  45087. * handness (left/right/none) of this controller
  45088. */
  45089. handness: MotionControllerHandness;
  45090. /**
  45091. * Component type map
  45092. */
  45093. static ComponentType: {
  45094. TRIGGER: string;
  45095. SQUEEZE: string;
  45096. TOUCHPAD: string;
  45097. THUMBSTICK: string;
  45098. BUTTON: string;
  45099. };
  45100. /**
  45101. * The profile id of this motion controller
  45102. */
  45103. abstract profileId: string;
  45104. /**
  45105. * A map of components (WebXRControllerComponent) in this motion controller
  45106. * Components have a ComponentType and can also have both button and axis definitions
  45107. */
  45108. readonly components: {
  45109. [id: string]: WebXRControllerComponent;
  45110. };
  45111. /**
  45112. * Observers registered here will be triggered when the model of this controller is done loading
  45113. */
  45114. onModelLoadedObservable: Observable<WebXRAbstractMotionController>;
  45115. /**
  45116. * The root mesh of the model. It is null if the model was not yet initialized
  45117. */
  45118. rootMesh: Nullable<AbstractMesh>;
  45119. private _modelReady;
  45120. /**
  45121. * constructs a new abstract motion controller
  45122. * @param scene the scene to which the model of the controller will be added
  45123. * @param layout The profile layout to load
  45124. * @param gamepadObject The gamepad object correlating to this controller
  45125. * @param handness handness (left/right/none) of this controller
  45126. * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading
  45127. */
  45128. constructor(scene: Scene, layout: IMotionControllerLayout,
  45129. /**
  45130. * The gamepad object correlating to this controller
  45131. */
  45132. gamepadObject: IMinimalMotionControllerObject,
  45133. /**
  45134. * handness (left/right/none) of this controller
  45135. */
  45136. handness: MotionControllerHandness, _doNotLoadControllerMesh?: boolean);
  45137. private _initComponent;
  45138. /**
  45139. * Update this model using the current XRFrame
  45140. * @param xrFrame the current xr frame to use and update the model
  45141. */
  45142. updateFromXRFrame(xrFrame: XRFrame): void;
  45143. /**
  45144. * Get the list of components available in this motion controller
  45145. * @returns an array of strings correlating to available components
  45146. */
  45147. getComponentTypes(): string[];
  45148. /**
  45149. * Get the main (Select) component of this controller as defined in the layout
  45150. * @returns the main component of this controller
  45151. */
  45152. getMainComponent(): WebXRControllerComponent;
  45153. /**
  45154. * get a component based an its component id as defined in layout.components
  45155. * @param id the id of the component
  45156. * @returns the component correlates to the id or undefined if not found
  45157. */
  45158. getComponent(id: string): WebXRControllerComponent;
  45159. /**
  45160. * Loads the model correlating to this controller
  45161. * When the mesh is loaded, the onModelLoadedObservable will be triggered
  45162. * @returns A promise fulfilled with the result of the model loading
  45163. */
  45164. loadModel(): Promise<boolean>;
  45165. /**
  45166. * Update the model itself with the current frame data
  45167. * @param xrFrame the frame to use for updating the model mesh
  45168. */
  45169. protected updateModel(xrFrame: XRFrame): void;
  45170. /**
  45171. * Moves the axis on the controller mesh based on its current state
  45172. * @param axis the index of the axis
  45173. * @param axisValue the value of the axis which determines the meshes new position
  45174. * @hidden
  45175. */
  45176. protected _lerpAxisTransform(axisMap: IMotionControllerAxisMeshMap, axisValue: number): void;
  45177. /**
  45178. * Moves the buttons on the controller mesh based on their current state
  45179. * @param buttonName the name of the button to move
  45180. * @param buttonValue the value of the button which determines the buttons new position
  45181. */
  45182. protected _lerpButtonTransform(buttonMap: IMotionControllerButtonMeshMap, buttonValue: number): void;
  45183. private _getGenericFilenameAndPath;
  45184. private _getGenericParentMesh;
  45185. /**
  45186. * Get the filename and path for this controller's model
  45187. * @returns a map of filename and path
  45188. */
  45189. protected abstract _getFilenameAndPath(): {
  45190. filename: string;
  45191. path: string;
  45192. };
  45193. /**
  45194. * This function will be called after the model was successfully loaded and can be used
  45195. * for mesh transformations before it is available for the user
  45196. * @param meshes the loaded meshes
  45197. */
  45198. protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;
  45199. /**
  45200. * Set the root mesh for this controller. Important for the WebXR controller class
  45201. * @param meshes the loaded meshes
  45202. */
  45203. protected abstract _setRootMesh(meshes: AbstractMesh[]): void;
  45204. /**
  45205. * A function executed each frame that updates the mesh (if needed)
  45206. * @param xrFrame the current xrFrame
  45207. */
  45208. protected abstract _updateModel(xrFrame: XRFrame): void;
  45209. /**
  45210. * This function is called before the mesh is loaded. It checks for loading constraints.
  45211. * For example, this function can check if the GLB loader is available
  45212. * If this function returns false, the generic controller will be loaded instead
  45213. * @returns Is the client ready to load the mesh
  45214. */
  45215. protected abstract _getModelLoadingConstraints(): boolean;
  45216. /**
  45217. * Dispose this controller, the model mesh and all its components
  45218. */
  45219. dispose(): void;
  45220. }
  45221. }
  45222. declare module "babylonjs/Cameras/XR/motionController/webXRGenericMotionController" {
  45223. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45225. import { Scene } from "babylonjs/scene";
  45226. /**
  45227. * A generic trigger-only motion controller for WebXR
  45228. */
  45229. export class WebXRGenericTriggerMotionController extends WebXRAbstractMotionController {
  45230. /**
  45231. * Static version of the profile id of this controller
  45232. */
  45233. static ProfileId: string;
  45234. profileId: string;
  45235. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  45236. protected _processLoadedModel(meshes: AbstractMesh[]): void;
  45237. protected _updateModel(): void;
  45238. protected _getFilenameAndPath(): {
  45239. filename: string;
  45240. path: string;
  45241. };
  45242. protected _setRootMesh(meshes: AbstractMesh[]): void;
  45243. protected _getModelLoadingConstraints(): boolean;
  45244. }
  45245. }
  45246. declare module "babylonjs/Cameras/XR/motionController/webXRMotionControllerManager" {
  45247. import { WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45248. import { Scene } from "babylonjs/scene";
  45249. /**
  45250. * A construction function type to create a new controller based on an xrInput object
  45251. */
  45252. export type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;
  45253. /**
  45254. * The MotionController Manager manages all registered motion controllers and loads the right one when needed.
  45255. *
  45256. * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets
  45257. * it should be replaced with auto-loaded controllers.
  45258. *
  45259. * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes
  45260. */
  45261. export class WebXRMotionControllerManager {
  45262. private static _AvailableControllers;
  45263. private static _Fallbacks;
  45264. /**
  45265. * Register a new controller based on its profile. This function will be called by the controller classes themselves.
  45266. *
  45267. * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.
  45268. *
  45269. * @param type the profile type to register
  45270. * @param constructFunction the function to be called when loading this profile
  45271. */
  45272. static RegisterController(type: string, constructFunction: MotionControllerConstructor): void;
  45273. /**
  45274. * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.
  45275. * The order of search:
  45276. *
  45277. * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller
  45278. * 2) (If not found) search in the gamepad id and try using it (legacy versions only)
  45279. * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)
  45280. * 4) return the generic trigger controller if none were found
  45281. *
  45282. * @param xrInput the xrInput to which a new controller is initialized
  45283. * @param scene the scene to which the model will be added
  45284. * @param forceProfile force a certain profile for this controller
  45285. * @return the motion controller class for this profile id or the generic standard class if none was found
  45286. */
  45287. static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): WebXRAbstractMotionController;
  45288. /**
  45289. * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.
  45290. * @param profileId the profile to which a fallback needs to be found
  45291. * @return an array with corresponding fallback profiles
  45292. */
  45293. static FindFallbackWithProfileId(profileId: string): string[];
  45294. /**
  45295. * Register a fallback to a specific profile.
  45296. * @param profileId the profileId that will receive the fallbacks
  45297. * @param fallbacks A list of fallback profiles
  45298. */
  45299. static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void;
  45300. /**
  45301. * Register the default fallbacks.
  45302. * This function is called automatically when this file is imported.
  45303. */
  45304. static DefaultFallbacks(): void;
  45305. }
  45306. }
  45307. declare module "babylonjs/Cameras/XR/webXRController" {
  45308. import { Observable } from "babylonjs/Misc/observable";
  45309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45310. import { Ray } from "babylonjs/Culling/ray";
  45311. import { Scene } from "babylonjs/scene";
  45312. import { WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45313. /**
  45314. * Configuration options for the WebXR controller creation
  45315. */
  45316. export interface IWebXRControllerOptions {
  45317. /**
  45318. * Force a specific controller type for this controller.
  45319. * This can be used when creating your own profile or when testing different controllers
  45320. */
  45321. forceControllerProfile?: string;
  45322. }
  45323. /**
  45324. * Represents an XR controller
  45325. */
  45326. export class WebXRController {
  45327. private _scene;
  45328. /** The underlying input source for the controller */
  45329. inputSource: XRInputSource;
  45330. private _options;
  45331. /**
  45332. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  45333. */
  45334. grip?: AbstractMesh;
  45335. /**
  45336. * Pointer which can be used to select objects or attach a visible laser to
  45337. */
  45338. pointer: AbstractMesh;
  45339. /**
  45340. * If available, this is the gamepad object related to this controller.
  45341. * Using this object it is possible to get click events and trackpad changes of the
  45342. * webxr controller that is currently being used.
  45343. */
  45344. gamepadController?: WebXRAbstractMotionController;
  45345. /**
  45346. * Event that fires when the controller is removed/disposed
  45347. */
  45348. onDisposeObservable: Observable<{}>;
  45349. private _tmpQuaternion;
  45350. private _tmpVector;
  45351. private _uniqueId;
  45352. /**
  45353. * Creates the controller
  45354. * @see https://doc.babylonjs.com/how_to/webxr
  45355. * @param _scene the scene which the controller should be associated to
  45356. * @param inputSource the underlying input source for the controller
  45357. * @param _options options for this controller creation
  45358. */
  45359. constructor(_scene: Scene,
  45360. /** The underlying input source for the controller */
  45361. inputSource: XRInputSource, _options?: IWebXRControllerOptions);
  45362. /**
  45363. * Get this controllers unique id
  45364. */
  45365. get uniqueId(): string;
  45366. /**
  45367. * Updates the controller pose based on the given XRFrame
  45368. * @param xrFrame xr frame to update the pose with
  45369. * @param referenceSpace reference space to use
  45370. */
  45371. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  45372. /**
  45373. * Gets a world space ray coming from the controller
  45374. * @param result the resulting ray
  45375. */
  45376. getWorldPointerRayToRef(result: Ray): void;
  45377. /**
  45378. * Disposes of the object
  45379. */
  45380. dispose(): void;
  45381. }
  45382. }
  45383. declare module "babylonjs/Cameras/XR/webXRInput" {
  45384. import { Observable } from "babylonjs/Misc/observable";
  45385. import { IDisposable } from "babylonjs/scene";
  45386. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  45387. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45388. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  45389. /**
  45390. * The schema for initialization options of the XR Input class
  45391. */
  45392. export interface IWebXRInputOptions {
  45393. /**
  45394. * If set to true no model will be automatically loaded
  45395. */
  45396. doNotLoadControllerMeshes?: boolean;
  45397. /**
  45398. * If set, this profile will be used for all controllers loaded (for example "microsoft-mixed-reality")
  45399. * If not found, the xr input profile data will be used.
  45400. * Profiles are defined here - https://github.com/immersive-web/webxr-input-profiles/
  45401. */
  45402. forceInputProfile?: string;
  45403. }
  45404. /**
  45405. * XR input used to track XR inputs such as controllers/rays
  45406. */
  45407. export class WebXRInput implements IDisposable {
  45408. /**
  45409. * the xr session manager for this session
  45410. */
  45411. xrSessionManager: WebXRSessionManager;
  45412. /**
  45413. * the WebXR camera for this session. Mainly used for teleportation
  45414. */
  45415. xrCamera: WebXRCamera;
  45416. private readonly options;
  45417. /**
  45418. * XR controllers being tracked
  45419. */
  45420. controllers: Array<WebXRController>;
  45421. private _frameObserver;
  45422. private _sessionEndedObserver;
  45423. private _sessionInitObserver;
  45424. /**
  45425. * Event when a controller has been connected/added
  45426. */
  45427. onControllerAddedObservable: Observable<WebXRController>;
  45428. /**
  45429. * Event when a controller has been removed/disconnected
  45430. */
  45431. onControllerRemovedObservable: Observable<WebXRController>;
  45432. /**
  45433. * Initializes the WebXRInput
  45434. * @param xrSessionManager the xr session manager for this session
  45435. * @param xrCamera the WebXR camera for this session. Mainly used for teleportation
  45436. * @param options = initialization options for this xr input
  45437. */
  45438. constructor(
  45439. /**
  45440. * the xr session manager for this session
  45441. */
  45442. xrSessionManager: WebXRSessionManager,
  45443. /**
  45444. * the WebXR camera for this session. Mainly used for teleportation
  45445. */
  45446. xrCamera: WebXRCamera, options?: IWebXRInputOptions);
  45447. private _onInputSourcesChange;
  45448. private _addAndRemoveControllers;
  45449. /**
  45450. * Disposes of the object
  45451. */
  45452. dispose(): void;
  45453. }
  45454. }
  45455. declare module "babylonjs/Cameras/XR/features/WebXRAbstractFeature" {
  45456. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45457. import { Observable, EventState } from "babylonjs/Misc/observable";
  45458. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45459. /**
  45460. * This is the base class for all WebXR features.
  45461. * Since most features require almost the same resources and callbacks, this class can be used to simplify the development
  45462. * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class
  45463. */
  45464. export abstract class WebXRAbstractFeature implements IWebXRFeature {
  45465. protected _xrSessionManager: WebXRSessionManager;
  45466. /**
  45467. * Construct a new (abstract) webxr feature
  45468. * @param _xrSessionManager the xr session manager for this feature
  45469. */
  45470. constructor(_xrSessionManager: WebXRSessionManager);
  45471. private _attached;
  45472. private _removeOnDetach;
  45473. /**
  45474. * Is this feature attached
  45475. */
  45476. get attached(): boolean;
  45477. /**
  45478. * attach this feature
  45479. *
  45480. * @returns true if successful.
  45481. */
  45482. attach(): boolean;
  45483. /**
  45484. * detach this feature.
  45485. *
  45486. * @returns true if successful.
  45487. */
  45488. detach(): boolean;
  45489. /**
  45490. * Dispose this feature and all of the resources attached
  45491. */
  45492. dispose(): void;
  45493. /**
  45494. * Code in this function will be executed on each xrFrame received from the browser.
  45495. * This function will not execute after the feature is detached.
  45496. * @param _xrFrame the current frame
  45497. */
  45498. protected _onXRFrame(_xrFrame: XRFrame): void;
  45499. /**
  45500. * This is used to register callbacks that will automatically be removed when detach is called.
  45501. * @param observable the observable to which the observer will be attached
  45502. * @param callback the callback to register
  45503. */
  45504. protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
  45505. }
  45506. }
  45507. declare module "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection" {
  45508. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45509. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45510. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  45511. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  45512. import { Nullable } from "babylonjs/types";
  45513. import { Color3 } from "babylonjs/Maths/math.color";
  45514. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  45515. /**
  45516. * Options interface for the pointer selection module
  45517. */
  45518. export interface IWebXRControllerPointerSelectionOptions {
  45519. /**
  45520. * the xr input to use with this pointer selection
  45521. */
  45522. xrInput: WebXRInput;
  45523. /**
  45524. * Different button type to use instead of the main component
  45525. */
  45526. overrideButtonId?: string;
  45527. /**
  45528. * The amount of time in miliseconds it takes between pick found something to a pointer down event.
  45529. * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events
  45530. * 3000 means 3 seconds between pointing at something and selecting it
  45531. */
  45532. timeToSelect?: number;
  45533. /**
  45534. * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)
  45535. * If not disabled, the last picked point will be used to execute a pointer up event
  45536. * If disabled, pointer up event will be triggered right after the pointer down event.
  45537. * Used in screen and gaze target ray mode only
  45538. */
  45539. disablePointerUpOnTouchOut: boolean;
  45540. /**
  45541. * For gaze mode (time to select instead of press)
  45542. */
  45543. forceGazeMode: boolean;
  45544. /**
  45545. * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved
  45546. * to start a new countdown to the pointer down event.
  45547. * Defaults to 1.
  45548. */
  45549. gazeModePointerMovedFactor?: number;
  45550. }
  45551. /**
  45552. * A module that will enable pointer selection for motion controllers of XR Input Sources
  45553. */
  45554. export class WebXRControllerPointerSelection extends WebXRAbstractFeature implements IWebXRFeature {
  45555. private readonly _options;
  45556. /**
  45557. * The module's name
  45558. */
  45559. static readonly Name: string;
  45560. /**
  45561. * The (Babylon) version of this module.
  45562. * This is an integer representing the implementation version.
  45563. * This number does not correspond to the webxr specs version
  45564. */
  45565. static readonly Version: number;
  45566. /**
  45567. * This color will be set to the laser pointer when selection is triggered
  45568. */
  45569. laserPointerPickedColor: Color3;
  45570. /**
  45571. * This color will be applied to the selection ring when selection is triggered
  45572. */
  45573. selectionMeshPickedColor: Color3;
  45574. /**
  45575. * default color of the selection ring
  45576. */
  45577. selectionMeshDefaultColor: Color3;
  45578. /**
  45579. * Default color of the laser pointer
  45580. */
  45581. lasterPointerDefaultColor: Color3;
  45582. private static _idCounter;
  45583. private _tmpRay;
  45584. private _controllers;
  45585. private _scene;
  45586. /**
  45587. * constructs a new background remover module
  45588. * @param _xrSessionManager the session manager for this module
  45589. * @param _options read-only options to be used in this module
  45590. */
  45591. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRControllerPointerSelectionOptions);
  45592. /**
  45593. * attach this feature
  45594. * Will usually be called by the features manager
  45595. *
  45596. * @returns true if successful.
  45597. */
  45598. attach(): boolean;
  45599. /**
  45600. * detach this feature.
  45601. * Will usually be called by the features manager
  45602. *
  45603. * @returns true if successful.
  45604. */
  45605. detach(): boolean;
  45606. /**
  45607. * Get the xr controller that correlates to the pointer id in the pointer event
  45608. *
  45609. * @param id the pointer id to search for
  45610. * @returns the controller that correlates to this id or null if not found
  45611. */
  45612. getXRControllerByPointerId(id: number): Nullable<WebXRController>;
  45613. protected _onXRFrame(_xrFrame: XRFrame): void;
  45614. private _attachController;
  45615. private _attachScreenRayMode;
  45616. private _attachGazeMode;
  45617. private _tmpVectorForPickCompare;
  45618. private _pickingMoved;
  45619. private _attachTrackedPointerRayMode;
  45620. private _detachController;
  45621. private _generateNewMeshPair;
  45622. private _convertNormalToDirectionOfRay;
  45623. private _updatePointerDistance;
  45624. }
  45625. }
  45626. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  45627. import { Nullable } from "babylonjs/types";
  45628. import { Observable } from "babylonjs/Misc/observable";
  45629. import { IDisposable, Scene } from "babylonjs/scene";
  45630. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  45631. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  45632. /**
  45633. * Button which can be used to enter a different mode of XR
  45634. */
  45635. export class WebXREnterExitUIButton {
  45636. /** button element */
  45637. element: HTMLElement;
  45638. /** XR initialization options for the button */
  45639. sessionMode: XRSessionMode;
  45640. /** Reference space type */
  45641. referenceSpaceType: XRReferenceSpaceType;
  45642. /**
  45643. * Creates a WebXREnterExitUIButton
  45644. * @param element button element
  45645. * @param sessionMode XR initialization session mode
  45646. * @param referenceSpaceType the type of reference space to be used
  45647. */
  45648. constructor(
  45649. /** button element */
  45650. element: HTMLElement,
  45651. /** XR initialization options for the button */
  45652. sessionMode: XRSessionMode,
  45653. /** Reference space type */
  45654. referenceSpaceType: XRReferenceSpaceType);
  45655. /**
  45656. * Overwritable function which can be used to update the button's visuals when the state changes
  45657. * @param activeButton the current active button in the UI
  45658. */
  45659. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  45660. }
  45661. /**
  45662. * Options to create the webXR UI
  45663. */
  45664. export class WebXREnterExitUIOptions {
  45665. /**
  45666. * Context to enter xr with
  45667. */
  45668. renderTarget?: Nullable<WebXRRenderTarget>;
  45669. /**
  45670. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  45671. */
  45672. customButtons?: Array<WebXREnterExitUIButton>;
  45673. /**
  45674. * A session mode to use when creating the default button.
  45675. * Default is immersive-vr
  45676. */
  45677. sessionMode?: XRSessionMode;
  45678. /**
  45679. * A reference space type to use when creating the default button.
  45680. * Default is local-floor
  45681. */
  45682. referenceSpaceType?: XRReferenceSpaceType;
  45683. }
  45684. /**
  45685. * UI to allow the user to enter/exit XR mode
  45686. */
  45687. export class WebXREnterExitUI implements IDisposable {
  45688. private scene;
  45689. /** version of the options passed to this UI */
  45690. options: WebXREnterExitUIOptions;
  45691. private _overlay;
  45692. private _buttons;
  45693. private _activeButton;
  45694. /**
  45695. * Fired every time the active button is changed.
  45696. *
  45697. * When xr is entered via a button that launches xr that button will be the callback parameter
  45698. *
  45699. * When exiting xr the callback parameter will be null)
  45700. */
  45701. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  45702. /**
  45703. * Creates UI to allow the user to enter/exit XR mode
  45704. * @param scene the scene to add the ui to
  45705. * @param helper the xr experience helper to enter/exit xr with
  45706. * @param options options to configure the UI
  45707. * @returns the created ui
  45708. */
  45709. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  45710. /**
  45711. *
  45712. * @param scene babylon scene object to use
  45713. * @param options (read-only) version of the options passed to this UI
  45714. */
  45715. private constructor();
  45716. private _updateButtons;
  45717. /**
  45718. * Disposes of the object
  45719. */
  45720. dispose(): void;
  45721. }
  45722. }
  45723. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45724. import { Vector3 } from "babylonjs/Maths/math.vector";
  45725. import { Color4 } from "babylonjs/Maths/math.color";
  45726. import { Nullable } from "babylonjs/types";
  45727. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45728. import { Scene } from "babylonjs/scene";
  45729. /**
  45730. * Class containing static functions to help procedurally build meshes
  45731. */
  45732. export class LinesBuilder {
  45733. /**
  45734. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45735. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  45736. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45737. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45738. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45739. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45740. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45741. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45742. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45743. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45744. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45745. * @param name defines the name of the new line system
  45746. * @param options defines the options used to create the line system
  45747. * @param scene defines the hosting scene
  45748. * @returns a new line system mesh
  45749. */
  45750. static CreateLineSystem(name: string, options: {
  45751. lines: Vector3[][];
  45752. updatable?: boolean;
  45753. instance?: Nullable<LinesMesh>;
  45754. colors?: Nullable<Color4[][]>;
  45755. useVertexAlpha?: boolean;
  45756. }, scene: Nullable<Scene>): LinesMesh;
  45757. /**
  45758. * Creates a line mesh
  45759. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45760. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45761. * * The parameter `points` is an array successive Vector3
  45762. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45763. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45764. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45765. * * When updating an instance, remember that only point positions can change, not the number of points
  45766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45767. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45768. * @param name defines the name of the new line system
  45769. * @param options defines the options used to create the line system
  45770. * @param scene defines the hosting scene
  45771. * @returns a new line mesh
  45772. */
  45773. static CreateLines(name: string, options: {
  45774. points: Vector3[];
  45775. updatable?: boolean;
  45776. instance?: Nullable<LinesMesh>;
  45777. colors?: Color4[];
  45778. useVertexAlpha?: boolean;
  45779. }, scene?: Nullable<Scene>): LinesMesh;
  45780. /**
  45781. * Creates a dashed line mesh
  45782. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45783. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45784. * * The parameter `points` is an array successive Vector3
  45785. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45786. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45787. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45788. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45789. * * When updating an instance, remember that only point positions can change, not the number of points
  45790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45791. * @param name defines the name of the mesh
  45792. * @param options defines the options used to create the mesh
  45793. * @param scene defines the hosting scene
  45794. * @returns the dashed line mesh
  45795. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45796. */
  45797. static CreateDashedLines(name: string, options: {
  45798. points: Vector3[];
  45799. dashSize?: number;
  45800. gapSize?: number;
  45801. dashNb?: number;
  45802. updatable?: boolean;
  45803. instance?: LinesMesh;
  45804. }, scene?: Nullable<Scene>): LinesMesh;
  45805. }
  45806. }
  45807. declare module "babylonjs/Cameras/XR/features/WebXRControllerTeleportation" {
  45808. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45809. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45810. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  45811. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45812. import { Material } from "babylonjs/Materials/material";
  45813. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  45814. /**
  45815. * The options container for the teleportation module
  45816. */
  45817. export interface IWebXRTeleportationOptions {
  45818. /**
  45819. * Babylon XR Input class for controller
  45820. */
  45821. xrInput: WebXRInput;
  45822. /**
  45823. * A list of meshes to use as floor meshes.
  45824. * Meshes can be added and removed after initializing the feature using the
  45825. * addFloorMesh and removeFloorMesh functions
  45826. * If empty, rotation will still work
  45827. */
  45828. floorMeshes?: AbstractMesh[];
  45829. /**
  45830. * Provide your own teleportation mesh instead of babylon's wonderful doughnut.
  45831. * If you want to support rotation, make sure your mesh has a direction indicator.
  45832. *
  45833. * When left untouched, the default mesh will be initialized.
  45834. */
  45835. teleportationTargetMesh?: AbstractMesh;
  45836. /**
  45837. * Values to configure the default target mesh
  45838. */
  45839. defaultTargetMeshOptions?: {
  45840. /**
  45841. * Fill color of the teleportation area
  45842. */
  45843. teleportationFillColor?: string;
  45844. /**
  45845. * Border color for the teleportation area
  45846. */
  45847. teleportationBorderColor?: string;
  45848. /**
  45849. * Override the default material of the torus and arrow
  45850. */
  45851. torusArrowMaterial?: Material;
  45852. /**
  45853. * Disable the mesh's animation sequence
  45854. */
  45855. disableAnimation?: boolean;
  45856. };
  45857. /**
  45858. * Disable using the thumbstick and use the main component (usuallly trigger) on long press.
  45859. * This will be automatically true if the controller doesnt have a thumbstick or touchpad.
  45860. */
  45861. useMainComponentOnly?: boolean;
  45862. /**
  45863. * If main component is used (no thumbstick), how long should the "long press" take before teleporting
  45864. */
  45865. timeToTeleport?: number;
  45866. }
  45867. /**
  45868. * This is a teleportation feature to be used with webxr-enabled motion controllers.
  45869. * When enabled and attached, the feature will allow a user to move aroundand rotate in the scene using
  45870. * the input of the attached controllers.
  45871. */
  45872. export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature implements IWebXRFeature {
  45873. private _options;
  45874. /**
  45875. * The module's name
  45876. */
  45877. static readonly Name: string;
  45878. /**
  45879. * The (Babylon) version of this module.
  45880. * This is an integer representing the implementation version.
  45881. * This number does not correspond to the webxr specs version
  45882. */
  45883. static readonly Version: number;
  45884. /**
  45885. * Is rotation enabled when moving forward?
  45886. * Disabling this feature will prevent the user from deciding the direction when teleporting
  45887. */
  45888. rotationEnabled: boolean;
  45889. /**
  45890. * Should the module support parabolic ray on top of direct ray
  45891. * If enabled, the user will be able to point "at the sky" and move according to predefined radius distance
  45892. * Very helpful when moving between floors / different heights
  45893. */
  45894. parabolicRayEnabled: boolean;
  45895. /**
  45896. * The distance from the user to the inspection point in the direction of the controller
  45897. * A higher number will allow the user to move further
  45898. * defaults to 5 (meters, in xr units)
  45899. */
  45900. parabolicCheckRadius: number;
  45901. /**
  45902. * How much rotation should be applied when rotating right and left
  45903. */
  45904. rotationAngle: number;
  45905. /**
  45906. * Distance to travel when moving backwards
  45907. */
  45908. backwardsTeleportationDistance: number;
  45909. /**
  45910. * Add a new mesh to the floor meshes array
  45911. * @param mesh the mesh to use as floor mesh
  45912. */
  45913. addFloorMesh(mesh: AbstractMesh): void;
  45914. /**
  45915. * Remove a mesh from the floor meshes array
  45916. * @param mesh the mesh to remove
  45917. */
  45918. removeFloorMesh(mesh: AbstractMesh): void;
  45919. /**
  45920. * Remove a mesh from the floor meshes array using its name
  45921. * @param name the mesh name to remove
  45922. */
  45923. removeFloorMeshByName(name: string): void;
  45924. private _tmpRay;
  45925. private _tmpVector;
  45926. private _floorMeshes;
  45927. private _controllers;
  45928. /**
  45929. * constructs a new anchor system
  45930. * @param _xrSessionManager an instance of WebXRSessionManager
  45931. * @param _options configuration object for this feature
  45932. */
  45933. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRTeleportationOptions);
  45934. private _selectionFeature;
  45935. /**
  45936. * This function sets a selection feature that will be disabled when
  45937. * the forward ray is shown and will be reattached when hidden.
  45938. * This is used to remove the selection rays when moving.
  45939. * @param selectionFeature the feature to disable when forward movement is enabled
  45940. */
  45941. setSelectionFeature(selectionFeature: IWebXRFeature): void;
  45942. attach(): boolean;
  45943. detach(): boolean;
  45944. dispose(): void;
  45945. protected _onXRFrame(_xrFrame: XRFrame): void;
  45946. private _currentTeleportationControllerId;
  45947. private _attachController;
  45948. private _teleportForward;
  45949. private _detachController;
  45950. private createDefaultTargetMesh;
  45951. private setTargetMeshVisibility;
  45952. private setTargetMeshPosition;
  45953. private _quadraticBezierCurve;
  45954. private showParabolicPath;
  45955. }
  45956. }
  45957. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  45958. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  45959. import { Scene } from "babylonjs/scene";
  45960. import { WebXRInput, IWebXRInputOptions } from "babylonjs/Cameras/XR/webXRInput";
  45961. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection";
  45962. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  45963. import { WebXREnterExitUI, WebXREnterExitUIOptions } from "babylonjs/Cameras/XR/webXREnterExitUI";
  45964. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45965. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  45966. import { WebXRMotionControllerTeleportation } from "babylonjs/Cameras/XR/features/WebXRControllerTeleportation";
  45967. /**
  45968. * Options for the default xr helper
  45969. */
  45970. export class WebXRDefaultExperienceOptions {
  45971. /**
  45972. * Floor meshes that will be used for teleporting
  45973. */
  45974. floorMeshes?: Array<AbstractMesh>;
  45975. /**
  45976. * Enable or disable default UI to enter XR
  45977. */
  45978. disableDefaultUI?: boolean;
  45979. /**
  45980. * optional configuration for the output canvas
  45981. */
  45982. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  45983. /**
  45984. * optional UI options. This can be used among other to change session mode and reference space type
  45985. */
  45986. uiOptions?: WebXREnterExitUIOptions;
  45987. /**
  45988. * Disable the controller mesh-loading. Can be used if you want to load your own meshes
  45989. */
  45990. inputOptions?: IWebXRInputOptions;
  45991. /**
  45992. * Should teleportation not initialize. defaults to false.
  45993. */
  45994. disableTeleportation?: boolean;
  45995. }
  45996. /**
  45997. * Default experience which provides a similar setup to the previous webVRExperience
  45998. */
  45999. export class WebXRDefaultExperience {
  46000. /**
  46001. * Base experience
  46002. */
  46003. baseExperience: WebXRExperienceHelper;
  46004. /**
  46005. * Input experience extension
  46006. */
  46007. input: WebXRInput;
  46008. /**
  46009. * Enables laser pointer and selection
  46010. */
  46011. pointerSelection: WebXRControllerPointerSelection;
  46012. /**
  46013. * Enables teleportation
  46014. */
  46015. teleportation: WebXRMotionControllerTeleportation;
  46016. /**
  46017. * Enables ui for entering/exiting xr
  46018. */
  46019. enterExitUI: WebXREnterExitUI;
  46020. /**
  46021. * Default target xr should render to
  46022. */
  46023. renderTarget: WebXRRenderTarget;
  46024. /**
  46025. * Creates the default xr experience
  46026. * @param scene scene
  46027. * @param options options for basic configuration
  46028. * @returns resulting WebXRDefaultExperience
  46029. */
  46030. static CreateAsync(scene: Scene, options?: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  46031. private constructor();
  46032. /**
  46033. * DIsposes of the experience helper
  46034. */
  46035. dispose(): void;
  46036. }
  46037. }
  46038. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  46039. import { Observable } from "babylonjs/Misc/observable";
  46040. import { Nullable } from "babylonjs/types";
  46041. import { Camera } from "babylonjs/Cameras/camera";
  46042. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  46043. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  46044. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  46045. import { Scene } from "babylonjs/scene";
  46046. import { Vector3 } from "babylonjs/Maths/math.vector";
  46047. import { Color3 } from "babylonjs/Maths/math.color";
  46048. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46049. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46050. import { Mesh } from "babylonjs/Meshes/mesh";
  46051. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  46052. import { EasingFunction } from "babylonjs/Animations/easing";
  46053. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  46054. import "babylonjs/Meshes/Builders/groundBuilder";
  46055. import "babylonjs/Meshes/Builders/torusBuilder";
  46056. import "babylonjs/Meshes/Builders/cylinderBuilder";
  46057. import "babylonjs/Gamepads/gamepadSceneComponent";
  46058. import "babylonjs/Animations/animatable";
  46059. import { WebXRDefaultExperience } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  46060. /**
  46061. * Options to modify the vr teleportation behavior.
  46062. */
  46063. export interface VRTeleportationOptions {
  46064. /**
  46065. * The name of the mesh which should be used as the teleportation floor. (default: null)
  46066. */
  46067. floorMeshName?: string;
  46068. /**
  46069. * A list of meshes to be used as the teleportation floor. (default: empty)
  46070. */
  46071. floorMeshes?: Mesh[];
  46072. /**
  46073. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  46074. */
  46075. teleportationMode?: number;
  46076. /**
  46077. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  46078. */
  46079. teleportationTime?: number;
  46080. /**
  46081. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  46082. */
  46083. teleportationSpeed?: number;
  46084. /**
  46085. * The easing function used in the animation or null for Linear. (default CircleEase)
  46086. */
  46087. easingFunction?: EasingFunction;
  46088. }
  46089. /**
  46090. * Options to modify the vr experience helper's behavior.
  46091. */
  46092. export interface VRExperienceHelperOptions extends WebVROptions {
  46093. /**
  46094. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  46095. */
  46096. createDeviceOrientationCamera?: boolean;
  46097. /**
  46098. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  46099. */
  46100. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  46101. /**
  46102. * Uses the main button on the controller to toggle the laser casted. (default: true)
  46103. */
  46104. laserToggle?: boolean;
  46105. /**
  46106. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  46107. */
  46108. floorMeshes?: Mesh[];
  46109. /**
  46110. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  46111. */
  46112. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  46113. /**
  46114. * Defines if WebXR should be used instead of WebVR (if available)
  46115. */
  46116. useXR?: boolean;
  46117. }
  46118. /**
  46119. * Event containing information after VR has been entered
  46120. */
  46121. export class OnAfterEnteringVRObservableEvent {
  46122. /**
  46123. * If entering vr was successful
  46124. */
  46125. success: boolean;
  46126. }
  46127. /**
  46128. * Helps to quickly add VR support to an existing scene.
  46129. * See http://doc.babylonjs.com/how_to/webvr_helper
  46130. */
  46131. export class VRExperienceHelper {
  46132. /** Options to modify the vr experience helper's behavior. */
  46133. webVROptions: VRExperienceHelperOptions;
  46134. private _scene;
  46135. private _position;
  46136. private _btnVR;
  46137. private _btnVRDisplayed;
  46138. private _webVRsupported;
  46139. private _webVRready;
  46140. private _webVRrequesting;
  46141. private _webVRpresenting;
  46142. private _hasEnteredVR;
  46143. private _fullscreenVRpresenting;
  46144. private _inputElement;
  46145. private _webVRCamera;
  46146. private _vrDeviceOrientationCamera;
  46147. private _deviceOrientationCamera;
  46148. private _existingCamera;
  46149. private _onKeyDown;
  46150. private _onVrDisplayPresentChange;
  46151. private _onVRDisplayChanged;
  46152. private _onVRRequestPresentStart;
  46153. private _onVRRequestPresentComplete;
  46154. /**
  46155. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  46156. */
  46157. enableGazeEvenWhenNoPointerLock: boolean;
  46158. /**
  46159. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  46160. */
  46161. exitVROnDoubleTap: boolean;
  46162. /**
  46163. * Observable raised right before entering VR.
  46164. */
  46165. onEnteringVRObservable: Observable<VRExperienceHelper>;
  46166. /**
  46167. * Observable raised when entering VR has completed.
  46168. */
  46169. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  46170. /**
  46171. * Observable raised when exiting VR.
  46172. */
  46173. onExitingVRObservable: Observable<VRExperienceHelper>;
  46174. /**
  46175. * Observable raised when controller mesh is loaded.
  46176. */
  46177. onControllerMeshLoadedObservable: Observable<WebVRController>;
  46178. /** Return this.onEnteringVRObservable
  46179. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  46180. */
  46181. get onEnteringVR(): Observable<VRExperienceHelper>;
  46182. /** Return this.onExitingVRObservable
  46183. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  46184. */
  46185. get onExitingVR(): Observable<VRExperienceHelper>;
  46186. /** Return this.onControllerMeshLoadedObservable
  46187. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  46188. */
  46189. get onControllerMeshLoaded(): Observable<WebVRController>;
  46190. private _rayLength;
  46191. private _useCustomVRButton;
  46192. private _teleportationRequested;
  46193. private _teleportActive;
  46194. private _floorMeshName;
  46195. private _floorMeshesCollection;
  46196. private _teleportationMode;
  46197. private _teleportationTime;
  46198. private _teleportationSpeed;
  46199. private _teleportationEasing;
  46200. private _rotationAllowed;
  46201. private _teleportBackwardsVector;
  46202. private _teleportationTarget;
  46203. private _isDefaultTeleportationTarget;
  46204. private _postProcessMove;
  46205. private _teleportationFillColor;
  46206. private _teleportationBorderColor;
  46207. private _rotationAngle;
  46208. private _haloCenter;
  46209. private _cameraGazer;
  46210. private _padSensibilityUp;
  46211. private _padSensibilityDown;
  46212. private _leftController;
  46213. private _rightController;
  46214. private _gazeColor;
  46215. private _laserColor;
  46216. private _pickedLaserColor;
  46217. private _pickedGazeColor;
  46218. /**
  46219. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  46220. */
  46221. onNewMeshSelected: Observable<AbstractMesh>;
  46222. /**
  46223. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  46224. * This observable will provide the mesh and the controller used to select the mesh
  46225. */
  46226. onMeshSelectedWithController: Observable<{
  46227. mesh: AbstractMesh;
  46228. controller: WebVRController;
  46229. }>;
  46230. /**
  46231. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  46232. */
  46233. onNewMeshPicked: Observable<PickingInfo>;
  46234. private _circleEase;
  46235. /**
  46236. * Observable raised before camera teleportation
  46237. */
  46238. onBeforeCameraTeleport: Observable<Vector3>;
  46239. /**
  46240. * Observable raised after camera teleportation
  46241. */
  46242. onAfterCameraTeleport: Observable<Vector3>;
  46243. /**
  46244. * Observable raised when current selected mesh gets unselected
  46245. */
  46246. onSelectedMeshUnselected: Observable<AbstractMesh>;
  46247. private _raySelectionPredicate;
  46248. /**
  46249. * To be optionaly changed by user to define custom ray selection
  46250. */
  46251. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  46252. /**
  46253. * To be optionaly changed by user to define custom selection logic (after ray selection)
  46254. */
  46255. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  46256. /**
  46257. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  46258. */
  46259. teleportationEnabled: boolean;
  46260. private _defaultHeight;
  46261. private _teleportationInitialized;
  46262. private _interactionsEnabled;
  46263. private _interactionsRequested;
  46264. private _displayGaze;
  46265. private _displayLaserPointer;
  46266. /**
  46267. * The mesh used to display where the user is going to teleport.
  46268. */
  46269. get teleportationTarget(): Mesh;
  46270. /**
  46271. * Sets the mesh to be used to display where the user is going to teleport.
  46272. */
  46273. set teleportationTarget(value: Mesh);
  46274. /**
  46275. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  46276. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  46277. * See http://doc.babylonjs.com/resources/baking_transformations
  46278. */
  46279. get gazeTrackerMesh(): Mesh;
  46280. set gazeTrackerMesh(value: Mesh);
  46281. /**
  46282. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  46283. */
  46284. updateGazeTrackerScale: boolean;
  46285. /**
  46286. * If the gaze trackers color should be updated when selecting meshes
  46287. */
  46288. updateGazeTrackerColor: boolean;
  46289. /**
  46290. * If the controller laser color should be updated when selecting meshes
  46291. */
  46292. updateControllerLaserColor: boolean;
  46293. /**
  46294. * The gaze tracking mesh corresponding to the left controller
  46295. */
  46296. get leftControllerGazeTrackerMesh(): Nullable<Mesh>;
  46297. /**
  46298. * The gaze tracking mesh corresponding to the right controller
  46299. */
  46300. get rightControllerGazeTrackerMesh(): Nullable<Mesh>;
  46301. /**
  46302. * If the ray of the gaze should be displayed.
  46303. */
  46304. get displayGaze(): boolean;
  46305. /**
  46306. * Sets if the ray of the gaze should be displayed.
  46307. */
  46308. set displayGaze(value: boolean);
  46309. /**
  46310. * If the ray of the LaserPointer should be displayed.
  46311. */
  46312. get displayLaserPointer(): boolean;
  46313. /**
  46314. * Sets if the ray of the LaserPointer should be displayed.
  46315. */
  46316. set displayLaserPointer(value: boolean);
  46317. /**
  46318. * The deviceOrientationCamera used as the camera when not in VR.
  46319. */
  46320. get deviceOrientationCamera(): Nullable<DeviceOrientationCamera>;
  46321. /**
  46322. * Based on the current WebVR support, returns the current VR camera used.
  46323. */
  46324. get currentVRCamera(): Nullable<Camera>;
  46325. /**
  46326. * The webVRCamera which is used when in VR.
  46327. */
  46328. get webVRCamera(): WebVRFreeCamera;
  46329. /**
  46330. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  46331. */
  46332. get vrDeviceOrientationCamera(): Nullable<VRDeviceOrientationFreeCamera>;
  46333. /**
  46334. * The html button that is used to trigger entering into VR.
  46335. */
  46336. get vrButton(): Nullable<HTMLButtonElement>;
  46337. private get _teleportationRequestInitiated();
  46338. /**
  46339. * Defines wether or not Pointer lock should be requested when switching to
  46340. * full screen.
  46341. */
  46342. requestPointerLockOnFullScreen: boolean;
  46343. /**
  46344. * If asking to force XR, this will be populated with the default xr experience
  46345. */
  46346. xr: WebXRDefaultExperience;
  46347. /**
  46348. * Was the XR test done already. If this is true AND this.xr exists, xr is initialized.
  46349. * If this is true and no this.xr, xr exists but is not supported, using WebVR.
  46350. */
  46351. xrTestDone: boolean;
  46352. /**
  46353. * Instantiates a VRExperienceHelper.
  46354. * Helps to quickly add VR support to an existing scene.
  46355. * @param scene The scene the VRExperienceHelper belongs to.
  46356. * @param webVROptions Options to modify the vr experience helper's behavior.
  46357. */
  46358. constructor(scene: Scene,
  46359. /** Options to modify the vr experience helper's behavior. */
  46360. webVROptions?: VRExperienceHelperOptions);
  46361. private completeVRInit;
  46362. private _onDefaultMeshLoaded;
  46363. private _onResize;
  46364. private _onFullscreenChange;
  46365. /**
  46366. * Gets a value indicating if we are currently in VR mode.
  46367. */
  46368. get isInVRMode(): boolean;
  46369. private onVrDisplayPresentChange;
  46370. private onVRDisplayChanged;
  46371. private moveButtonToBottomRight;
  46372. private displayVRButton;
  46373. private updateButtonVisibility;
  46374. private _cachedAngularSensibility;
  46375. /**
  46376. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  46377. * Otherwise, will use the fullscreen API.
  46378. */
  46379. enterVR(): void;
  46380. /**
  46381. * Attempt to exit VR, or fullscreen.
  46382. */
  46383. exitVR(): void;
  46384. /**
  46385. * The position of the vr experience helper.
  46386. */
  46387. get position(): Vector3;
  46388. /**
  46389. * Sets the position of the vr experience helper.
  46390. */
  46391. set position(value: Vector3);
  46392. /**
  46393. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  46394. */
  46395. enableInteractions(): void;
  46396. private get _noControllerIsActive();
  46397. private beforeRender;
  46398. private _isTeleportationFloor;
  46399. /**
  46400. * Adds a floor mesh to be used for teleportation.
  46401. * @param floorMesh the mesh to be used for teleportation.
  46402. */
  46403. addFloorMesh(floorMesh: Mesh): void;
  46404. /**
  46405. * Removes a floor mesh from being used for teleportation.
  46406. * @param floorMesh the mesh to be removed.
  46407. */
  46408. removeFloorMesh(floorMesh: Mesh): void;
  46409. /**
  46410. * Enables interactions and teleportation using the VR controllers and gaze.
  46411. * @param vrTeleportationOptions options to modify teleportation behavior.
  46412. */
  46413. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  46414. private _onNewGamepadConnected;
  46415. private _tryEnableInteractionOnController;
  46416. private _onNewGamepadDisconnected;
  46417. private _enableInteractionOnController;
  46418. private _checkTeleportWithRay;
  46419. private _checkRotate;
  46420. private _checkTeleportBackwards;
  46421. private _enableTeleportationOnController;
  46422. private _createTeleportationCircles;
  46423. private _displayTeleportationTarget;
  46424. private _hideTeleportationTarget;
  46425. private _rotateCamera;
  46426. private _moveTeleportationSelectorTo;
  46427. private _workingVector;
  46428. private _workingQuaternion;
  46429. private _workingMatrix;
  46430. /**
  46431. * Time Constant Teleportation Mode
  46432. */
  46433. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  46434. /**
  46435. * Speed Constant Teleportation Mode
  46436. */
  46437. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  46438. /**
  46439. * Teleports the users feet to the desired location
  46440. * @param location The location where the user's feet should be placed
  46441. */
  46442. teleportCamera(location: Vector3): void;
  46443. private _convertNormalToDirectionOfRay;
  46444. private _castRayAndSelectObject;
  46445. private _notifySelectedMeshUnselected;
  46446. /**
  46447. * Permanently set new colors for the laser pointer
  46448. * @param color the new laser color
  46449. * @param pickedColor the new laser color when picked mesh detected
  46450. */
  46451. setLaserColor(color: Color3, pickedColor?: Color3): void;
  46452. /**
  46453. * Permanently set new colors for the gaze pointer
  46454. * @param color the new gaze color
  46455. * @param pickedColor the new gaze color when picked mesh detected
  46456. */
  46457. setGazeColor(color: Color3, pickedColor?: Color3): void;
  46458. /**
  46459. * Sets the color of the laser ray from the vr controllers.
  46460. * @param color new color for the ray.
  46461. */
  46462. changeLaserColor(color: Color3): void;
  46463. /**
  46464. * Sets the color of the ray from the vr headsets gaze.
  46465. * @param color new color for the ray.
  46466. */
  46467. changeGazeColor(color: Color3): void;
  46468. /**
  46469. * Exits VR and disposes of the vr experience helper
  46470. */
  46471. dispose(): void;
  46472. /**
  46473. * Gets the name of the VRExperienceHelper class
  46474. * @returns "VRExperienceHelper"
  46475. */
  46476. getClassName(): string;
  46477. }
  46478. }
  46479. declare module "babylonjs/Cameras/VR/index" {
  46480. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  46481. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  46482. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  46483. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  46484. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  46485. export * from "babylonjs/Cameras/VR/webVRCamera";
  46486. }
  46487. declare module "babylonjs/Cameras/XR/features/WebXRHitTestLegacy" {
  46488. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46489. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46490. import { Observable } from "babylonjs/Misc/observable";
  46491. import { Matrix } from "babylonjs/Maths/math.vector";
  46492. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46493. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46494. /**
  46495. * Options used for hit testing
  46496. */
  46497. export interface IWebXRHitTestOptions {
  46498. /**
  46499. * Only test when user interacted with the scene. Default - hit test every frame
  46500. */
  46501. testOnPointerDownOnly?: boolean;
  46502. /**
  46503. * The node to use to transform the local results to world coordinates
  46504. */
  46505. worldParentNode?: TransformNode;
  46506. }
  46507. /**
  46508. * Interface defining the babylon result of raycasting/hit-test
  46509. */
  46510. export interface IWebXRHitResult {
  46511. /**
  46512. * The native hit test result
  46513. */
  46514. xrHitResult: XRHitResult;
  46515. /**
  46516. * Transformation matrix that can be applied to a node that will put it in the hit point location
  46517. */
  46518. transformationMatrix: Matrix;
  46519. }
  46520. /**
  46521. * The currently-working hit-test module.
  46522. * Hit test (or raycasting) is used to interact with the real world.
  46523. * For further information read here - https://github.com/immersive-web/hit-test
  46524. */
  46525. export class WebXRHitTestLegacy extends WebXRAbstractFeature implements IWebXRFeature {
  46526. /**
  46527. * options to use when constructing this feature
  46528. */
  46529. readonly options: IWebXRHitTestOptions;
  46530. /**
  46531. * The module's name
  46532. */
  46533. static readonly Name: string;
  46534. /**
  46535. * The (Babylon) version of this module.
  46536. * This is an integer representing the implementation version.
  46537. * This number does not correspond to the webxr specs version
  46538. */
  46539. static readonly Version: number;
  46540. /**
  46541. * Execute a hit test on the current running session using a select event returned from a transient input (such as touch)
  46542. * @param event the (select) event to use to select with
  46543. * @param referenceSpace the reference space to use for this hit test
  46544. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  46545. */
  46546. static XRHitTestWithSelectEvent(event: XRInputSourceEvent, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  46547. /**
  46548. * execute a hit test with an XR Ray
  46549. *
  46550. * @param xrSession a native xrSession that will execute this hit test
  46551. * @param xrRay the ray (position and direction) to use for raycasting
  46552. * @param referenceSpace native XR reference space to use for the hit-test
  46553. * @param filter filter function that will filter the results
  46554. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  46555. */
  46556. static XRHitTestWithRay(xrSession: XRSession, xrRay: XRRay, referenceSpace: XRReferenceSpace, filter?: (result: XRHitResult) => boolean): Promise<XRHitResult[]>;
  46557. /**
  46558. * Triggered when new babylon (transformed) hit test results are available
  46559. */
  46560. onHitTestResultObservable: Observable<IWebXRHitResult[]>;
  46561. private _onSelectEnabled;
  46562. /**
  46563. * Creates a new instance of the (legacy version) hit test feature
  46564. * @param _xrSessionManager an instance of WebXRSessionManager
  46565. * @param options options to use when constructing this feature
  46566. */
  46567. constructor(_xrSessionManager: WebXRSessionManager,
  46568. /**
  46569. * options to use when constructing this feature
  46570. */
  46571. options?: IWebXRHitTestOptions);
  46572. /**
  46573. * Populated with the last native XR Hit Results
  46574. */
  46575. lastNativeXRHitResults: XRHitResult[];
  46576. /**
  46577. * attach this feature
  46578. * Will usually be called by the features manager
  46579. *
  46580. * @returns true if successful.
  46581. */
  46582. attach(): boolean;
  46583. /**
  46584. * detach this feature.
  46585. * Will usually be called by the features manager
  46586. *
  46587. * @returns true if successful.
  46588. */
  46589. detach(): boolean;
  46590. private _onHitTestResults;
  46591. private _origin;
  46592. private _direction;
  46593. private _mat;
  46594. protected _onXRFrame(frame: XRFrame): void;
  46595. private _onSelect;
  46596. /**
  46597. * Dispose this feature and all of the resources attached
  46598. */
  46599. dispose(): void;
  46600. }
  46601. }
  46602. declare module "babylonjs/Cameras/XR/features/WebXRPlaneDetector" {
  46603. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46604. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46605. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46606. import { Observable } from "babylonjs/Misc/observable";
  46607. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  46608. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46609. /**
  46610. * Options used in the plane detector module
  46611. */
  46612. export interface IWebXRPlaneDetectorOptions {
  46613. /**
  46614. * The node to use to transform the local results to world coordinates
  46615. */
  46616. worldParentNode?: TransformNode;
  46617. }
  46618. /**
  46619. * A babylon interface for a webxr plane.
  46620. * A Plane is actually a polygon, built from N points in space
  46621. */
  46622. export interface IWebXRPlane {
  46623. /**
  46624. * a babylon-assigned ID for this polygon
  46625. */
  46626. id: number;
  46627. /**
  46628. * the native xr-plane object
  46629. */
  46630. xrPlane: XRPlane;
  46631. /**
  46632. * an array of vector3 points in babylon space. right/left hand system is taken into account.
  46633. */
  46634. polygonDefinition: Array<Vector3>;
  46635. /**
  46636. * A transformation matrix to apply on the mesh that will be built using the polygonDefinition
  46637. * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module
  46638. */
  46639. transformationMatrix: Matrix;
  46640. }
  46641. /**
  46642. * The plane detector is used to detect planes in the real world when in AR
  46643. * For more information see https://github.com/immersive-web/real-world-geometry/
  46644. */
  46645. export class WebXRPlaneDetector extends WebXRAbstractFeature implements IWebXRFeature {
  46646. private _options;
  46647. /**
  46648. * The module's name
  46649. */
  46650. static readonly Name: string;
  46651. /**
  46652. * The (Babylon) version of this module.
  46653. * This is an integer representing the implementation version.
  46654. * This number does not correspond to the webxr specs version
  46655. */
  46656. static readonly Version: number;
  46657. /**
  46658. * Observers registered here will be executed when a new plane was added to the session
  46659. */
  46660. onPlaneAddedObservable: Observable<IWebXRPlane>;
  46661. /**
  46662. * Observers registered here will be executed when a plane is no longer detected in the session
  46663. */
  46664. onPlaneRemovedObservable: Observable<IWebXRPlane>;
  46665. /**
  46666. * Observers registered here will be executed when an existing plane updates (for example - expanded)
  46667. * This can execute N times every frame
  46668. */
  46669. onPlaneUpdatedObservable: Observable<IWebXRPlane>;
  46670. private _enabled;
  46671. private _detectedPlanes;
  46672. private _lastFrameDetected;
  46673. /**
  46674. * construct a new Plane Detector
  46675. * @param _xrSessionManager an instance of xr Session manager
  46676. * @param _options configuration to use when constructing this feature
  46677. */
  46678. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRPlaneDetectorOptions);
  46679. protected _onXRFrame(frame: XRFrame): void;
  46680. /**
  46681. * Dispose this feature and all of the resources attached
  46682. */
  46683. dispose(): void;
  46684. private _updatePlaneWithXRPlane;
  46685. /**
  46686. * avoiding using Array.find for global support.
  46687. * @param xrPlane the plane to find in the array
  46688. */
  46689. private findIndexInPlaneArray;
  46690. }
  46691. }
  46692. declare module "babylonjs/Cameras/XR/features/WebXRAnchorSystem" {
  46693. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46694. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46695. import { Observable } from "babylonjs/Misc/observable";
  46696. import { Matrix } from "babylonjs/Maths/math.vector";
  46697. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46698. import { WebXRPlaneDetector } from "babylonjs/Cameras/XR/features/WebXRPlaneDetector";
  46699. import { WebXRHitTestLegacy } from "babylonjs/Cameras/XR/features/WebXRHitTestLegacy";
  46700. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46701. /**
  46702. * Configuration options of the anchor system
  46703. */
  46704. export interface IWebXRAnchorSystemOptions {
  46705. /**
  46706. * a node that will be used to convert local to world coordinates
  46707. */
  46708. worldParentNode?: TransformNode;
  46709. /**
  46710. * should the anchor system use plane detection.
  46711. * If set to true, the plane-detection feature should be set using setPlaneDetector
  46712. */
  46713. usePlaneDetection?: boolean;
  46714. /**
  46715. * Should a new anchor be added every time a select event is triggered
  46716. */
  46717. addAnchorOnSelect?: boolean;
  46718. }
  46719. /**
  46720. * A babylon container for an XR Anchor
  46721. */
  46722. export interface IWebXRAnchor {
  46723. /**
  46724. * A babylon-assigned ID for this anchor
  46725. */
  46726. id: number;
  46727. /**
  46728. * The native anchor object
  46729. */
  46730. xrAnchor: XRAnchor;
  46731. /**
  46732. * Transformation matrix to apply to an object attached to this anchor
  46733. */
  46734. transformationMatrix: Matrix;
  46735. }
  46736. /**
  46737. * An implementation of the anchor system of WebXR.
  46738. * Note that the current documented implementation is not available in any browser. Future implementations
  46739. * will use the frame to create an anchor and not the session or a detected plane
  46740. * For further information see https://github.com/immersive-web/anchors/
  46741. */
  46742. export class WebXRAnchorSystem extends WebXRAbstractFeature implements IWebXRFeature {
  46743. private _options;
  46744. /**
  46745. * The module's name
  46746. */
  46747. static readonly Name: string;
  46748. /**
  46749. * The (Babylon) version of this module.
  46750. * This is an integer representing the implementation version.
  46751. * This number does not correspond to the webxr specs version
  46752. */
  46753. static readonly Version: number;
  46754. /**
  46755. * Observers registered here will be executed when a new anchor was added to the session
  46756. */
  46757. onAnchorAddedObservable: Observable<IWebXRAnchor>;
  46758. /**
  46759. * Observers registered here will be executed when an existing anchor updates
  46760. * This can execute N times every frame
  46761. */
  46762. onAnchorUpdatedObservable: Observable<IWebXRAnchor>;
  46763. /**
  46764. * Observers registered here will be executed when an anchor was removed from the session
  46765. */
  46766. onAnchorRemovedObservable: Observable<IWebXRAnchor>;
  46767. private _planeDetector;
  46768. private _hitTestModule;
  46769. private _enabled;
  46770. private _trackedAnchors;
  46771. private _lastFrameDetected;
  46772. /**
  46773. * constructs a new anchor system
  46774. * @param _xrSessionManager an instance of WebXRSessionManager
  46775. * @param _options configuration object for this feature
  46776. */
  46777. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRAnchorSystemOptions);
  46778. /**
  46779. * set the plane detector to use in order to create anchors from frames
  46780. * @param planeDetector the plane-detector module to use
  46781. * @param enable enable plane-anchors. default is true
  46782. */
  46783. setPlaneDetector(planeDetector: WebXRPlaneDetector, enable?: boolean): void;
  46784. /**
  46785. * If set, it will improve performance by using the current hit-test results instead of executing a new hit-test
  46786. * @param hitTestModule the hit-test module to use.
  46787. */
  46788. setHitTestModule(hitTestModule: WebXRHitTestLegacy): void;
  46789. /**
  46790. * attach this feature
  46791. * Will usually be called by the features manager
  46792. *
  46793. * @returns true if successful.
  46794. */
  46795. attach(): boolean;
  46796. /**
  46797. * detach this feature.
  46798. * Will usually be called by the features manager
  46799. *
  46800. * @returns true if successful.
  46801. */
  46802. detach(): boolean;
  46803. /**
  46804. * Dispose this feature and all of the resources attached
  46805. */
  46806. dispose(): void;
  46807. protected _onXRFrame(frame: XRFrame): void;
  46808. private _onSelect;
  46809. /**
  46810. * Add anchor at a specific XR point.
  46811. *
  46812. * @param xrRigidTransformation xr-coordinates where a new anchor should be added
  46813. * @param anchorCreator the object o use to create an anchor with. either a session or a plane
  46814. * @returns a promise the fulfills when the anchor was created
  46815. */
  46816. addAnchorAtRigidTransformation(xrRigidTransformation: XRRigidTransform, anchorCreator?: XRAnchorCreator): Promise<XRAnchor>;
  46817. private _updateAnchorWithXRFrame;
  46818. /**
  46819. * avoiding using Array.find for global support.
  46820. * @param xrAnchor the plane to find in the array
  46821. */
  46822. private _findIndexInAnchorArray;
  46823. }
  46824. }
  46825. declare module "babylonjs/Cameras/XR/features/WebXRBackgroundRemover" {
  46826. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46827. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46829. import { Observable } from "babylonjs/Misc/observable";
  46830. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46831. /**
  46832. * Options interface for the background remover plugin
  46833. */
  46834. export interface IWebXRBackgroundRemoverOptions {
  46835. /**
  46836. * don't disable the environment helper
  46837. */
  46838. ignoreEnvironmentHelper?: boolean;
  46839. /**
  46840. * flags to configure the removal of the environment helper.
  46841. * If not set, the entire background will be removed. If set, flags should be set as well.
  46842. */
  46843. environmentHelperRemovalFlags?: {
  46844. /**
  46845. * Should the skybox be removed (default false)
  46846. */
  46847. skyBox?: boolean;
  46848. /**
  46849. * Should the ground be removed (default false)
  46850. */
  46851. ground?: boolean;
  46852. };
  46853. /**
  46854. * Further background meshes to disable when entering AR
  46855. */
  46856. backgroundMeshes?: AbstractMesh[];
  46857. }
  46858. /**
  46859. * A module that will automatically disable background meshes when entering AR and will enable them when leaving AR.
  46860. */
  46861. export class WebXRBackgroundRemover extends WebXRAbstractFeature implements IWebXRFeature {
  46862. /**
  46863. * read-only options to be used in this module
  46864. */
  46865. readonly options: IWebXRBackgroundRemoverOptions;
  46866. /**
  46867. * The module's name
  46868. */
  46869. static readonly Name: string;
  46870. /**
  46871. * The (Babylon) version of this module.
  46872. * This is an integer representing the implementation version.
  46873. * This number does not correspond to the webxr specs version
  46874. */
  46875. static readonly Version: number;
  46876. /**
  46877. * registered observers will be triggered when the background state changes
  46878. */
  46879. onBackgroundStateChangedObservable: Observable<boolean>;
  46880. /**
  46881. * constructs a new background remover module
  46882. * @param _xrSessionManager the session manager for this module
  46883. * @param options read-only options to be used in this module
  46884. */
  46885. constructor(_xrSessionManager: WebXRSessionManager,
  46886. /**
  46887. * read-only options to be used in this module
  46888. */
  46889. options?: IWebXRBackgroundRemoverOptions);
  46890. /**
  46891. * attach this feature
  46892. * Will usually be called by the features manager
  46893. *
  46894. * @returns true if successful.
  46895. */
  46896. attach(): boolean;
  46897. /**
  46898. * detach this feature.
  46899. * Will usually be called by the features manager
  46900. *
  46901. * @returns true if successful.
  46902. */
  46903. detach(): boolean;
  46904. private _setBackgroundState;
  46905. /**
  46906. * Dispose this feature and all of the resources attached
  46907. */
  46908. dispose(): void;
  46909. }
  46910. }
  46911. declare module "babylonjs/Cameras/XR/features/index" {
  46912. export * from "babylonjs/Cameras/XR/features/WebXRHitTestLegacy";
  46913. export * from "babylonjs/Cameras/XR/features/WebXRAnchorSystem";
  46914. export * from "babylonjs/Cameras/XR/features/WebXRPlaneDetector";
  46915. export * from "babylonjs/Cameras/XR/features/WebXRBackgroundRemover";
  46916. export * from "babylonjs/Cameras/XR/features/WebXRControllerTeleportation";
  46917. export * from "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection";
  46918. }
  46919. declare module "babylonjs/Cameras/XR/motionController/webXRMicrosoftMixedRealityController" {
  46920. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  46921. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46922. import { Scene } from "babylonjs/scene";
  46923. /**
  46924. * The motion controller class for all microsoft mixed reality controllers
  46925. */
  46926. export class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {
  46927. /**
  46928. * The base url used to load the left and right controller models
  46929. */
  46930. static MODEL_BASE_URL: string;
  46931. /**
  46932. * The name of the left controller model file
  46933. */
  46934. static MODEL_LEFT_FILENAME: string;
  46935. /**
  46936. * The name of the right controller model file
  46937. */
  46938. static MODEL_RIGHT_FILENAME: string;
  46939. profileId: string;
  46940. protected readonly _mapping: {
  46941. defaultButton: {
  46942. "valueNodeName": string;
  46943. "unpressedNodeName": string;
  46944. "pressedNodeName": string;
  46945. };
  46946. defaultAxis: {
  46947. "valueNodeName": string;
  46948. "minNodeName": string;
  46949. "maxNodeName": string;
  46950. };
  46951. buttons: {
  46952. "xr-standard-trigger": {
  46953. "rootNodeName": string;
  46954. "componentProperty": string;
  46955. "states": string[];
  46956. };
  46957. "xr-standard-squeeze": {
  46958. "rootNodeName": string;
  46959. "componentProperty": string;
  46960. "states": string[];
  46961. };
  46962. "xr-standard-touchpad": {
  46963. "rootNodeName": string;
  46964. "labelAnchorNodeName": string;
  46965. "touchPointNodeName": string;
  46966. };
  46967. "xr-standard-thumbstick": {
  46968. "rootNodeName": string;
  46969. "componentProperty": string;
  46970. "states": string[];
  46971. };
  46972. };
  46973. axes: {
  46974. "xr-standard-touchpad": {
  46975. "x-axis": {
  46976. "rootNodeName": string;
  46977. };
  46978. "y-axis": {
  46979. "rootNodeName": string;
  46980. };
  46981. };
  46982. "xr-standard-thumbstick": {
  46983. "x-axis": {
  46984. "rootNodeName": string;
  46985. };
  46986. "y-axis": {
  46987. "rootNodeName": string;
  46988. };
  46989. };
  46990. };
  46991. };
  46992. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  46993. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  46994. private _getChildByName;
  46995. private _getImmediateChildByName;
  46996. protected _getFilenameAndPath(): {
  46997. filename: string;
  46998. path: string;
  46999. };
  47000. protected _updateModel(): void;
  47001. protected _getModelLoadingConstraints(): boolean;
  47002. protected _setRootMesh(meshes: AbstractMesh[]): void;
  47003. }
  47004. }
  47005. declare module "babylonjs/Cameras/XR/motionController/webXROculusTouchMotionController" {
  47006. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47008. import { Scene } from "babylonjs/scene";
  47009. /**
  47010. * The motion controller class for oculus touch (quest, rift).
  47011. * This class supports legacy mapping as well the standard xr mapping
  47012. */
  47013. export class WebXROculusTouchMotionController extends WebXRAbstractMotionController {
  47014. private _forceLegacyControllers;
  47015. /**
  47016. * The base url used to load the left and right controller models
  47017. */
  47018. static MODEL_BASE_URL: string;
  47019. /**
  47020. * The name of the left controller model file
  47021. */
  47022. static MODEL_LEFT_FILENAME: string;
  47023. /**
  47024. * The name of the right controller model file
  47025. */
  47026. static MODEL_RIGHT_FILENAME: string;
  47027. /**
  47028. * Base Url for the Quest controller model.
  47029. */
  47030. static QUEST_MODEL_BASE_URL: string;
  47031. profileId: string;
  47032. private _modelRootNode;
  47033. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean, _forceLegacyControllers?: boolean);
  47034. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  47035. protected _getFilenameAndPath(): {
  47036. filename: string;
  47037. path: string;
  47038. };
  47039. /**
  47040. * Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate
  47041. * between the touch and touch 2.
  47042. */
  47043. private _isQuest;
  47044. protected _updateModel(): void;
  47045. protected _getModelLoadingConstraints(): boolean;
  47046. protected _setRootMesh(meshes: AbstractMesh[]): void;
  47047. }
  47048. }
  47049. declare module "babylonjs/Cameras/XR/motionController/webXRHTCViveMotionController" {
  47050. import { IMinimalMotionControllerObject, MotionControllerHandness, WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47051. import { Scene } from "babylonjs/scene";
  47052. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47053. /**
  47054. * The motion controller class for the standard HTC-Vive controllers
  47055. */
  47056. export class WebXRHTCViveMotionController extends WebXRAbstractMotionController {
  47057. /**
  47058. * The base url used to load the left and right controller models
  47059. */
  47060. static MODEL_BASE_URL: string;
  47061. /**
  47062. * File name for the controller model.
  47063. */
  47064. static MODEL_FILENAME: string;
  47065. profileId: string;
  47066. private _modelRootNode;
  47067. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean);
  47068. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  47069. protected _getFilenameAndPath(): {
  47070. filename: string;
  47071. path: string;
  47072. };
  47073. protected _updateModel(): void;
  47074. protected _getModelLoadingConstraints(): boolean;
  47075. protected _setRootMesh(meshes: AbstractMesh[]): void;
  47076. }
  47077. }
  47078. declare module "babylonjs/Cameras/XR/motionController/index" {
  47079. export * from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47080. export * from "babylonjs/Cameras/XR/motionController/webXRControllerComponent";
  47081. export * from "babylonjs/Cameras/XR/motionController/webXRGenericMotionController";
  47082. export * from "babylonjs/Cameras/XR/motionController/webXRMicrosoftMixedRealityController";
  47083. export * from "babylonjs/Cameras/XR/motionController/webXRMotionControllerManager";
  47084. export * from "babylonjs/Cameras/XR/motionController/webXROculusTouchMotionController";
  47085. export * from "babylonjs/Cameras/XR/motionController/webXRHTCViveMotionController";
  47086. }
  47087. declare module "babylonjs/Cameras/XR/index" {
  47088. export * from "babylonjs/Cameras/XR/webXRCamera";
  47089. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  47090. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  47091. export * from "babylonjs/Cameras/XR/webXRInput";
  47092. export * from "babylonjs/Cameras/XR/webXRController";
  47093. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  47094. export * from "babylonjs/Cameras/XR/webXRTypes";
  47095. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  47096. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  47097. export * from "babylonjs/Cameras/XR/webXRFeaturesManager";
  47098. export * from "babylonjs/Cameras/XR/features/index";
  47099. export * from "babylonjs/Cameras/XR/motionController/index";
  47100. }
  47101. declare module "babylonjs/Cameras/RigModes/index" {
  47102. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  47103. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  47104. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  47105. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  47106. }
  47107. declare module "babylonjs/Cameras/index" {
  47108. export * from "babylonjs/Cameras/Inputs/index";
  47109. export * from "babylonjs/Cameras/cameraInputsManager";
  47110. export * from "babylonjs/Cameras/camera";
  47111. export * from "babylonjs/Cameras/targetCamera";
  47112. export * from "babylonjs/Cameras/freeCamera";
  47113. export * from "babylonjs/Cameras/freeCameraInputsManager";
  47114. export * from "babylonjs/Cameras/touchCamera";
  47115. export * from "babylonjs/Cameras/arcRotateCamera";
  47116. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  47117. export * from "babylonjs/Cameras/deviceOrientationCamera";
  47118. export * from "babylonjs/Cameras/flyCamera";
  47119. export * from "babylonjs/Cameras/flyCameraInputsManager";
  47120. export * from "babylonjs/Cameras/followCamera";
  47121. export * from "babylonjs/Cameras/followCameraInputsManager";
  47122. export * from "babylonjs/Cameras/gamepadCamera";
  47123. export * from "babylonjs/Cameras/Stereoscopic/index";
  47124. export * from "babylonjs/Cameras/universalCamera";
  47125. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  47126. export * from "babylonjs/Cameras/VR/index";
  47127. export * from "babylonjs/Cameras/XR/index";
  47128. export * from "babylonjs/Cameras/RigModes/index";
  47129. }
  47130. declare module "babylonjs/Collisions/index" {
  47131. export * from "babylonjs/Collisions/collider";
  47132. export * from "babylonjs/Collisions/collisionCoordinator";
  47133. export * from "babylonjs/Collisions/pickingInfo";
  47134. export * from "babylonjs/Collisions/intersectionInfo";
  47135. export * from "babylonjs/Collisions/meshCollisionData";
  47136. }
  47137. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  47138. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  47139. import { Vector3 } from "babylonjs/Maths/math.vector";
  47140. import { Ray } from "babylonjs/Culling/ray";
  47141. import { Plane } from "babylonjs/Maths/math.plane";
  47142. /**
  47143. * Contains an array of blocks representing the octree
  47144. */
  47145. export interface IOctreeContainer<T> {
  47146. /**
  47147. * Blocks within the octree
  47148. */
  47149. blocks: Array<OctreeBlock<T>>;
  47150. }
  47151. /**
  47152. * Class used to store a cell in an octree
  47153. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47154. */
  47155. export class OctreeBlock<T> {
  47156. /**
  47157. * Gets the content of the current block
  47158. */
  47159. entries: T[];
  47160. /**
  47161. * Gets the list of block children
  47162. */
  47163. blocks: Array<OctreeBlock<T>>;
  47164. private _depth;
  47165. private _maxDepth;
  47166. private _capacity;
  47167. private _minPoint;
  47168. private _maxPoint;
  47169. private _boundingVectors;
  47170. private _creationFunc;
  47171. /**
  47172. * Creates a new block
  47173. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  47174. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  47175. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  47176. * @param depth defines the current depth of this block in the octree
  47177. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  47178. * @param creationFunc defines a callback to call when an element is added to the block
  47179. */
  47180. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  47181. /**
  47182. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  47183. */
  47184. get capacity(): number;
  47185. /**
  47186. * Gets the minimum vector (in world space) of the block's bounding box
  47187. */
  47188. get minPoint(): Vector3;
  47189. /**
  47190. * Gets the maximum vector (in world space) of the block's bounding box
  47191. */
  47192. get maxPoint(): Vector3;
  47193. /**
  47194. * Add a new element to this block
  47195. * @param entry defines the element to add
  47196. */
  47197. addEntry(entry: T): void;
  47198. /**
  47199. * Remove an element from this block
  47200. * @param entry defines the element to remove
  47201. */
  47202. removeEntry(entry: T): void;
  47203. /**
  47204. * Add an array of elements to this block
  47205. * @param entries defines the array of elements to add
  47206. */
  47207. addEntries(entries: T[]): void;
  47208. /**
  47209. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  47210. * @param frustumPlanes defines the frustum planes to test
  47211. * @param selection defines the array to store current content if selection is positive
  47212. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47213. */
  47214. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  47215. /**
  47216. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  47217. * @param sphereCenter defines the bounding sphere center
  47218. * @param sphereRadius defines the bounding sphere radius
  47219. * @param selection defines the array to store current content if selection is positive
  47220. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47221. */
  47222. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  47223. /**
  47224. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  47225. * @param ray defines the ray to test with
  47226. * @param selection defines the array to store current content if selection is positive
  47227. */
  47228. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  47229. /**
  47230. * Subdivide the content into child blocks (this block will then be empty)
  47231. */
  47232. createInnerBlocks(): void;
  47233. /**
  47234. * @hidden
  47235. */
  47236. 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;
  47237. }
  47238. }
  47239. declare module "babylonjs/Culling/Octrees/octree" {
  47240. import { SmartArray } from "babylonjs/Misc/smartArray";
  47241. import { Vector3 } from "babylonjs/Maths/math.vector";
  47242. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47244. import { Ray } from "babylonjs/Culling/ray";
  47245. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  47246. import { Plane } from "babylonjs/Maths/math.plane";
  47247. /**
  47248. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  47249. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47250. */
  47251. export class Octree<T> {
  47252. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  47253. maxDepth: number;
  47254. /**
  47255. * Blocks within the octree containing objects
  47256. */
  47257. blocks: Array<OctreeBlock<T>>;
  47258. /**
  47259. * Content stored in the octree
  47260. */
  47261. dynamicContent: T[];
  47262. private _maxBlockCapacity;
  47263. private _selectionContent;
  47264. private _creationFunc;
  47265. /**
  47266. * Creates a octree
  47267. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47268. * @param creationFunc function to be used to instatiate the octree
  47269. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  47270. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  47271. */
  47272. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  47273. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  47274. maxDepth?: number);
  47275. /**
  47276. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  47277. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  47278. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  47279. * @param entries meshes to be added to the octree blocks
  47280. */
  47281. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  47282. /**
  47283. * Adds a mesh to the octree
  47284. * @param entry Mesh to add to the octree
  47285. */
  47286. addMesh(entry: T): void;
  47287. /**
  47288. * Remove an element from the octree
  47289. * @param entry defines the element to remove
  47290. */
  47291. removeMesh(entry: T): void;
  47292. /**
  47293. * Selects an array of meshes within the frustum
  47294. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  47295. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  47296. * @returns array of meshes within the frustum
  47297. */
  47298. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  47299. /**
  47300. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  47301. * @param sphereCenter defines the bounding sphere center
  47302. * @param sphereRadius defines the bounding sphere radius
  47303. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47304. * @returns an array of objects that intersect the sphere
  47305. */
  47306. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  47307. /**
  47308. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  47309. * @param ray defines the ray to test with
  47310. * @returns array of intersected objects
  47311. */
  47312. intersectsRay(ray: Ray): SmartArray<T>;
  47313. /**
  47314. * Adds a mesh into the octree block if it intersects the block
  47315. */
  47316. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  47317. /**
  47318. * Adds a submesh into the octree block if it intersects the block
  47319. */
  47320. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  47321. }
  47322. }
  47323. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  47324. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  47325. import { Scene } from "babylonjs/scene";
  47326. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47327. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47328. import { Ray } from "babylonjs/Culling/ray";
  47329. import { Octree } from "babylonjs/Culling/Octrees/octree";
  47330. import { Collider } from "babylonjs/Collisions/collider";
  47331. module "babylonjs/scene" {
  47332. interface Scene {
  47333. /**
  47334. * @hidden
  47335. * Backing Filed
  47336. */
  47337. _selectionOctree: Octree<AbstractMesh>;
  47338. /**
  47339. * Gets the octree used to boost mesh selection (picking)
  47340. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47341. */
  47342. selectionOctree: Octree<AbstractMesh>;
  47343. /**
  47344. * Creates or updates the octree used to boost selection (picking)
  47345. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47346. * @param maxCapacity defines the maximum capacity per leaf
  47347. * @param maxDepth defines the maximum depth of the octree
  47348. * @returns an octree of AbstractMesh
  47349. */
  47350. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  47351. }
  47352. }
  47353. module "babylonjs/Meshes/abstractMesh" {
  47354. interface AbstractMesh {
  47355. /**
  47356. * @hidden
  47357. * Backing Field
  47358. */
  47359. _submeshesOctree: Octree<SubMesh>;
  47360. /**
  47361. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  47362. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  47363. * @param maxCapacity defines the maximum size of each block (64 by default)
  47364. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  47365. * @returns the new octree
  47366. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  47367. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47368. */
  47369. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  47370. }
  47371. }
  47372. /**
  47373. * Defines the octree scene component responsible to manage any octrees
  47374. * in a given scene.
  47375. */
  47376. export class OctreeSceneComponent {
  47377. /**
  47378. * The component name help to identify the component in the list of scene components.
  47379. */
  47380. readonly name: string;
  47381. /**
  47382. * The scene the component belongs to.
  47383. */
  47384. scene: Scene;
  47385. /**
  47386. * Indicates if the meshes have been checked to make sure they are isEnabled()
  47387. */
  47388. readonly checksIsEnabled: boolean;
  47389. /**
  47390. * Creates a new instance of the component for the given scene
  47391. * @param scene Defines the scene to register the component in
  47392. */
  47393. constructor(scene: Scene);
  47394. /**
  47395. * Registers the component in a given scene
  47396. */
  47397. register(): void;
  47398. /**
  47399. * Return the list of active meshes
  47400. * @returns the list of active meshes
  47401. */
  47402. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  47403. /**
  47404. * Return the list of active sub meshes
  47405. * @param mesh The mesh to get the candidates sub meshes from
  47406. * @returns the list of active sub meshes
  47407. */
  47408. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  47409. private _tempRay;
  47410. /**
  47411. * Return the list of sub meshes intersecting with a given local ray
  47412. * @param mesh defines the mesh to find the submesh for
  47413. * @param localRay defines the ray in local space
  47414. * @returns the list of intersecting sub meshes
  47415. */
  47416. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  47417. /**
  47418. * Return the list of sub meshes colliding with a collider
  47419. * @param mesh defines the mesh to find the submesh for
  47420. * @param collider defines the collider to evaluate the collision against
  47421. * @returns the list of colliding sub meshes
  47422. */
  47423. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  47424. /**
  47425. * Rebuilds the elements related to this component in case of
  47426. * context lost for instance.
  47427. */
  47428. rebuild(): void;
  47429. /**
  47430. * Disposes the component and the associated ressources.
  47431. */
  47432. dispose(): void;
  47433. }
  47434. }
  47435. declare module "babylonjs/Culling/Octrees/index" {
  47436. export * from "babylonjs/Culling/Octrees/octree";
  47437. export * from "babylonjs/Culling/Octrees/octreeBlock";
  47438. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  47439. }
  47440. declare module "babylonjs/Culling/index" {
  47441. export * from "babylonjs/Culling/boundingBox";
  47442. export * from "babylonjs/Culling/boundingInfo";
  47443. export * from "babylonjs/Culling/boundingSphere";
  47444. export * from "babylonjs/Culling/Octrees/index";
  47445. export * from "babylonjs/Culling/ray";
  47446. }
  47447. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  47448. import { IDisposable, Scene } from "babylonjs/scene";
  47449. import { Nullable } from "babylonjs/types";
  47450. import { Observable } from "babylonjs/Misc/observable";
  47451. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47452. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  47453. import { Camera } from "babylonjs/Cameras/camera";
  47454. /**
  47455. * Renders a layer on top of an existing scene
  47456. */
  47457. export class UtilityLayerRenderer implements IDisposable {
  47458. /** the original scene that will be rendered on top of */
  47459. originalScene: Scene;
  47460. private _pointerCaptures;
  47461. private _lastPointerEvents;
  47462. private static _DefaultUtilityLayer;
  47463. private static _DefaultKeepDepthUtilityLayer;
  47464. private _sharedGizmoLight;
  47465. private _renderCamera;
  47466. /**
  47467. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  47468. * @returns the camera that is used when rendering the utility layer
  47469. */
  47470. getRenderCamera(): Nullable<Camera>;
  47471. /**
  47472. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  47473. * @param cam the camera that should be used when rendering the utility layer
  47474. */
  47475. setRenderCamera(cam: Nullable<Camera>): void;
  47476. /**
  47477. * @hidden
  47478. * Light which used by gizmos to get light shading
  47479. */
  47480. _getSharedGizmoLight(): HemisphericLight;
  47481. /**
  47482. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  47483. */
  47484. pickUtilitySceneFirst: boolean;
  47485. /**
  47486. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  47487. */
  47488. static get DefaultUtilityLayer(): UtilityLayerRenderer;
  47489. /**
  47490. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  47491. */
  47492. static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
  47493. /**
  47494. * The scene that is rendered on top of the original scene
  47495. */
  47496. utilityLayerScene: Scene;
  47497. /**
  47498. * If the utility layer should automatically be rendered on top of existing scene
  47499. */
  47500. shouldRender: boolean;
  47501. /**
  47502. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  47503. */
  47504. onlyCheckPointerDownEvents: boolean;
  47505. /**
  47506. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  47507. */
  47508. processAllEvents: boolean;
  47509. /**
  47510. * Observable raised when the pointer move from the utility layer scene to the main scene
  47511. */
  47512. onPointerOutObservable: Observable<number>;
  47513. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  47514. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  47515. private _afterRenderObserver;
  47516. private _sceneDisposeObserver;
  47517. private _originalPointerObserver;
  47518. /**
  47519. * Instantiates a UtilityLayerRenderer
  47520. * @param originalScene the original scene that will be rendered on top of
  47521. * @param handleEvents boolean indicating if the utility layer should handle events
  47522. */
  47523. constructor(
  47524. /** the original scene that will be rendered on top of */
  47525. originalScene: Scene, handleEvents?: boolean);
  47526. private _notifyObservers;
  47527. /**
  47528. * Renders the utility layers scene on top of the original scene
  47529. */
  47530. render(): void;
  47531. /**
  47532. * Disposes of the renderer
  47533. */
  47534. dispose(): void;
  47535. private _updateCamera;
  47536. }
  47537. }
  47538. declare module "babylonjs/Gizmos/gizmo" {
  47539. import { Nullable } from "babylonjs/types";
  47540. import { IDisposable } from "babylonjs/scene";
  47541. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47542. import { Mesh } from "babylonjs/Meshes/mesh";
  47543. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47544. /**
  47545. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  47546. */
  47547. export class Gizmo implements IDisposable {
  47548. /** The utility layer the gizmo will be added to */
  47549. gizmoLayer: UtilityLayerRenderer;
  47550. /**
  47551. * The root mesh of the gizmo
  47552. */
  47553. _rootMesh: Mesh;
  47554. private _attachedMesh;
  47555. /**
  47556. * Ratio for the scale of the gizmo (Default: 1)
  47557. */
  47558. scaleRatio: number;
  47559. /**
  47560. * If a custom mesh has been set (Default: false)
  47561. */
  47562. protected _customMeshSet: boolean;
  47563. /**
  47564. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  47565. * * When set, interactions will be enabled
  47566. */
  47567. get attachedMesh(): Nullable<AbstractMesh>;
  47568. set attachedMesh(value: Nullable<AbstractMesh>);
  47569. /**
  47570. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47571. * @param mesh The mesh to replace the default mesh of the gizmo
  47572. */
  47573. setCustomMesh(mesh: Mesh): void;
  47574. /**
  47575. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  47576. */
  47577. updateGizmoRotationToMatchAttachedMesh: boolean;
  47578. /**
  47579. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  47580. */
  47581. updateGizmoPositionToMatchAttachedMesh: boolean;
  47582. /**
  47583. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  47584. */
  47585. updateScale: boolean;
  47586. protected _interactionsEnabled: boolean;
  47587. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47588. private _beforeRenderObserver;
  47589. private _tempVector;
  47590. /**
  47591. * Creates a gizmo
  47592. * @param gizmoLayer The utility layer the gizmo will be added to
  47593. */
  47594. constructor(
  47595. /** The utility layer the gizmo will be added to */
  47596. gizmoLayer?: UtilityLayerRenderer);
  47597. /**
  47598. * Updates the gizmo to match the attached mesh's position/rotation
  47599. */
  47600. protected _update(): void;
  47601. /**
  47602. * Disposes of the gizmo
  47603. */
  47604. dispose(): void;
  47605. }
  47606. }
  47607. declare module "babylonjs/Gizmos/planeDragGizmo" {
  47608. import { Observable } from "babylonjs/Misc/observable";
  47609. import { Nullable } from "babylonjs/types";
  47610. import { Vector3 } from "babylonjs/Maths/math.vector";
  47611. import { Color3 } from "babylonjs/Maths/math.color";
  47612. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47614. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47615. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47616. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47617. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47618. import { Scene } from "babylonjs/scene";
  47619. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47620. /**
  47621. * Single plane drag gizmo
  47622. */
  47623. export class PlaneDragGizmo extends Gizmo {
  47624. /**
  47625. * Drag behavior responsible for the gizmos dragging interactions
  47626. */
  47627. dragBehavior: PointerDragBehavior;
  47628. private _pointerObserver;
  47629. /**
  47630. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47631. */
  47632. snapDistance: number;
  47633. /**
  47634. * Event that fires each time the gizmo snaps to a new location.
  47635. * * snapDistance is the the change in distance
  47636. */
  47637. onSnapObservable: Observable<{
  47638. snapDistance: number;
  47639. }>;
  47640. private _plane;
  47641. private _coloredMaterial;
  47642. private _hoverMaterial;
  47643. private _isEnabled;
  47644. private _parent;
  47645. /** @hidden */
  47646. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  47647. /** @hidden */
  47648. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  47649. /**
  47650. * Creates a PlaneDragGizmo
  47651. * @param gizmoLayer The utility layer the gizmo will be added to
  47652. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  47653. * @param color The color of the gizmo
  47654. */
  47655. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  47656. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47657. /**
  47658. * If the gizmo is enabled
  47659. */
  47660. set isEnabled(value: boolean);
  47661. get isEnabled(): boolean;
  47662. /**
  47663. * Disposes of the gizmo
  47664. */
  47665. dispose(): void;
  47666. }
  47667. }
  47668. declare module "babylonjs/Gizmos/positionGizmo" {
  47669. import { Observable } from "babylonjs/Misc/observable";
  47670. import { Nullable } from "babylonjs/types";
  47671. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47672. import { Mesh } from "babylonjs/Meshes/mesh";
  47673. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47674. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  47675. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  47676. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47677. /**
  47678. * Gizmo that enables dragging a mesh along 3 axis
  47679. */
  47680. export class PositionGizmo extends Gizmo {
  47681. /**
  47682. * Internal gizmo used for interactions on the x axis
  47683. */
  47684. xGizmo: AxisDragGizmo;
  47685. /**
  47686. * Internal gizmo used for interactions on the y axis
  47687. */
  47688. yGizmo: AxisDragGizmo;
  47689. /**
  47690. * Internal gizmo used for interactions on the z axis
  47691. */
  47692. zGizmo: AxisDragGizmo;
  47693. /**
  47694. * Internal gizmo used for interactions on the yz plane
  47695. */
  47696. xPlaneGizmo: PlaneDragGizmo;
  47697. /**
  47698. * Internal gizmo used for interactions on the xz plane
  47699. */
  47700. yPlaneGizmo: PlaneDragGizmo;
  47701. /**
  47702. * Internal gizmo used for interactions on the xy plane
  47703. */
  47704. zPlaneGizmo: PlaneDragGizmo;
  47705. /**
  47706. * private variables
  47707. */
  47708. private _meshAttached;
  47709. private _updateGizmoRotationToMatchAttachedMesh;
  47710. private _snapDistance;
  47711. private _scaleRatio;
  47712. /** Fires an event when any of it's sub gizmos are dragged */
  47713. onDragStartObservable: Observable<unknown>;
  47714. /** Fires an event when any of it's sub gizmos are released from dragging */
  47715. onDragEndObservable: Observable<unknown>;
  47716. /**
  47717. * If set to true, planar drag is enabled
  47718. */
  47719. private _planarGizmoEnabled;
  47720. get attachedMesh(): Nullable<AbstractMesh>;
  47721. set attachedMesh(mesh: Nullable<AbstractMesh>);
  47722. /**
  47723. * Creates a PositionGizmo
  47724. * @param gizmoLayer The utility layer the gizmo will be added to
  47725. */
  47726. constructor(gizmoLayer?: UtilityLayerRenderer);
  47727. /**
  47728. * If the planar drag gizmo is enabled
  47729. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  47730. */
  47731. set planarGizmoEnabled(value: boolean);
  47732. get planarGizmoEnabled(): boolean;
  47733. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  47734. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  47735. /**
  47736. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47737. */
  47738. set snapDistance(value: number);
  47739. get snapDistance(): number;
  47740. /**
  47741. * Ratio for the scale of the gizmo (Default: 1)
  47742. */
  47743. set scaleRatio(value: number);
  47744. get scaleRatio(): number;
  47745. /**
  47746. * Disposes of the gizmo
  47747. */
  47748. dispose(): void;
  47749. /**
  47750. * CustomMeshes are not supported by this gizmo
  47751. * @param mesh The mesh to replace the default mesh of the gizmo
  47752. */
  47753. setCustomMesh(mesh: Mesh): void;
  47754. }
  47755. }
  47756. declare module "babylonjs/Gizmos/axisDragGizmo" {
  47757. import { Observable } from "babylonjs/Misc/observable";
  47758. import { Nullable } from "babylonjs/types";
  47759. import { Vector3 } from "babylonjs/Maths/math.vector";
  47760. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47762. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47763. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47764. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47765. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47766. import { Scene } from "babylonjs/scene";
  47767. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47768. import { Color3 } from "babylonjs/Maths/math.color";
  47769. /**
  47770. * Single axis drag gizmo
  47771. */
  47772. export class AxisDragGizmo extends Gizmo {
  47773. /**
  47774. * Drag behavior responsible for the gizmos dragging interactions
  47775. */
  47776. dragBehavior: PointerDragBehavior;
  47777. private _pointerObserver;
  47778. /**
  47779. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47780. */
  47781. snapDistance: number;
  47782. /**
  47783. * Event that fires each time the gizmo snaps to a new location.
  47784. * * snapDistance is the the change in distance
  47785. */
  47786. onSnapObservable: Observable<{
  47787. snapDistance: number;
  47788. }>;
  47789. private _isEnabled;
  47790. private _parent;
  47791. private _arrow;
  47792. private _coloredMaterial;
  47793. private _hoverMaterial;
  47794. /** @hidden */
  47795. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  47796. /** @hidden */
  47797. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  47798. /**
  47799. * Creates an AxisDragGizmo
  47800. * @param gizmoLayer The utility layer the gizmo will be added to
  47801. * @param dragAxis The axis which the gizmo will be able to drag on
  47802. * @param color The color of the gizmo
  47803. */
  47804. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  47805. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47806. /**
  47807. * If the gizmo is enabled
  47808. */
  47809. set isEnabled(value: boolean);
  47810. get isEnabled(): boolean;
  47811. /**
  47812. * Disposes of the gizmo
  47813. */
  47814. dispose(): void;
  47815. }
  47816. }
  47817. declare module "babylonjs/Debug/axesViewer" {
  47818. import { Vector3 } from "babylonjs/Maths/math.vector";
  47819. import { Nullable } from "babylonjs/types";
  47820. import { Scene } from "babylonjs/scene";
  47821. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47822. /**
  47823. * The Axes viewer will show 3 axes in a specific point in space
  47824. */
  47825. export class AxesViewer {
  47826. private _xAxis;
  47827. private _yAxis;
  47828. private _zAxis;
  47829. private _scaleLinesFactor;
  47830. private _instanced;
  47831. /**
  47832. * Gets the hosting scene
  47833. */
  47834. scene: Scene;
  47835. /**
  47836. * Gets or sets a number used to scale line length
  47837. */
  47838. scaleLines: number;
  47839. /** Gets the node hierarchy used to render x-axis */
  47840. get xAxis(): TransformNode;
  47841. /** Gets the node hierarchy used to render y-axis */
  47842. get yAxis(): TransformNode;
  47843. /** Gets the node hierarchy used to render z-axis */
  47844. get zAxis(): TransformNode;
  47845. /**
  47846. * Creates a new AxesViewer
  47847. * @param scene defines the hosting scene
  47848. * @param scaleLines defines a number used to scale line length (1 by default)
  47849. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  47850. * @param xAxis defines the node hierarchy used to render the x-axis
  47851. * @param yAxis defines the node hierarchy used to render the y-axis
  47852. * @param zAxis defines the node hierarchy used to render the z-axis
  47853. */
  47854. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  47855. /**
  47856. * Force the viewer to update
  47857. * @param position defines the position of the viewer
  47858. * @param xaxis defines the x axis of the viewer
  47859. * @param yaxis defines the y axis of the viewer
  47860. * @param zaxis defines the z axis of the viewer
  47861. */
  47862. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  47863. /**
  47864. * Creates an instance of this axes viewer.
  47865. * @returns a new axes viewer with instanced meshes
  47866. */
  47867. createInstance(): AxesViewer;
  47868. /** Releases resources */
  47869. dispose(): void;
  47870. private static _SetRenderingGroupId;
  47871. }
  47872. }
  47873. declare module "babylonjs/Debug/boneAxesViewer" {
  47874. import { Nullable } from "babylonjs/types";
  47875. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  47876. import { Vector3 } from "babylonjs/Maths/math.vector";
  47877. import { Mesh } from "babylonjs/Meshes/mesh";
  47878. import { Bone } from "babylonjs/Bones/bone";
  47879. import { Scene } from "babylonjs/scene";
  47880. /**
  47881. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  47882. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  47883. */
  47884. export class BoneAxesViewer extends AxesViewer {
  47885. /**
  47886. * Gets or sets the target mesh where to display the axes viewer
  47887. */
  47888. mesh: Nullable<Mesh>;
  47889. /**
  47890. * Gets or sets the target bone where to display the axes viewer
  47891. */
  47892. bone: Nullable<Bone>;
  47893. /** Gets current position */
  47894. pos: Vector3;
  47895. /** Gets direction of X axis */
  47896. xaxis: Vector3;
  47897. /** Gets direction of Y axis */
  47898. yaxis: Vector3;
  47899. /** Gets direction of Z axis */
  47900. zaxis: Vector3;
  47901. /**
  47902. * Creates a new BoneAxesViewer
  47903. * @param scene defines the hosting scene
  47904. * @param bone defines the target bone
  47905. * @param mesh defines the target mesh
  47906. * @param scaleLines defines a scaling factor for line length (1 by default)
  47907. */
  47908. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  47909. /**
  47910. * Force the viewer to update
  47911. */
  47912. update(): void;
  47913. /** Releases resources */
  47914. dispose(): void;
  47915. }
  47916. }
  47917. declare module "babylonjs/Debug/debugLayer" {
  47918. import { Scene } from "babylonjs/scene";
  47919. /**
  47920. * Interface used to define scene explorer extensibility option
  47921. */
  47922. export interface IExplorerExtensibilityOption {
  47923. /**
  47924. * Define the option label
  47925. */
  47926. label: string;
  47927. /**
  47928. * Defines the action to execute on click
  47929. */
  47930. action: (entity: any) => void;
  47931. }
  47932. /**
  47933. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  47934. */
  47935. export interface IExplorerExtensibilityGroup {
  47936. /**
  47937. * Defines a predicate to test if a given type mut be extended
  47938. */
  47939. predicate: (entity: any) => boolean;
  47940. /**
  47941. * Gets the list of options added to a type
  47942. */
  47943. entries: IExplorerExtensibilityOption[];
  47944. }
  47945. /**
  47946. * Interface used to define the options to use to create the Inspector
  47947. */
  47948. export interface IInspectorOptions {
  47949. /**
  47950. * Display in overlay mode (default: false)
  47951. */
  47952. overlay?: boolean;
  47953. /**
  47954. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  47955. */
  47956. globalRoot?: HTMLElement;
  47957. /**
  47958. * Display the Scene explorer
  47959. */
  47960. showExplorer?: boolean;
  47961. /**
  47962. * Display the property inspector
  47963. */
  47964. showInspector?: boolean;
  47965. /**
  47966. * Display in embed mode (both panes on the right)
  47967. */
  47968. embedMode?: boolean;
  47969. /**
  47970. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  47971. */
  47972. handleResize?: boolean;
  47973. /**
  47974. * Allow the panes to popup (default: true)
  47975. */
  47976. enablePopup?: boolean;
  47977. /**
  47978. * Allow the panes to be closed by users (default: true)
  47979. */
  47980. enableClose?: boolean;
  47981. /**
  47982. * Optional list of extensibility entries
  47983. */
  47984. explorerExtensibility?: IExplorerExtensibilityGroup[];
  47985. /**
  47986. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  47987. */
  47988. inspectorURL?: string;
  47989. /**
  47990. * Optional initial tab (default to DebugLayerTab.Properties)
  47991. */
  47992. initialTab?: DebugLayerTab;
  47993. }
  47994. module "babylonjs/scene" {
  47995. interface Scene {
  47996. /**
  47997. * @hidden
  47998. * Backing field
  47999. */
  48000. _debugLayer: DebugLayer;
  48001. /**
  48002. * Gets the debug layer (aka Inspector) associated with the scene
  48003. * @see http://doc.babylonjs.com/features/playground_debuglayer
  48004. */
  48005. debugLayer: DebugLayer;
  48006. }
  48007. }
  48008. /**
  48009. * Enum of inspector action tab
  48010. */
  48011. export enum DebugLayerTab {
  48012. /**
  48013. * Properties tag (default)
  48014. */
  48015. Properties = 0,
  48016. /**
  48017. * Debug tab
  48018. */
  48019. Debug = 1,
  48020. /**
  48021. * Statistics tab
  48022. */
  48023. Statistics = 2,
  48024. /**
  48025. * Tools tab
  48026. */
  48027. Tools = 3,
  48028. /**
  48029. * Settings tab
  48030. */
  48031. Settings = 4
  48032. }
  48033. /**
  48034. * The debug layer (aka Inspector) is the go to tool in order to better understand
  48035. * what is happening in your scene
  48036. * @see http://doc.babylonjs.com/features/playground_debuglayer
  48037. */
  48038. export class DebugLayer {
  48039. /**
  48040. * Define the url to get the inspector script from.
  48041. * By default it uses the babylonjs CDN.
  48042. * @ignoreNaming
  48043. */
  48044. static InspectorURL: string;
  48045. private _scene;
  48046. private BJSINSPECTOR;
  48047. private _onPropertyChangedObservable?;
  48048. /**
  48049. * Observable triggered when a property is changed through the inspector.
  48050. */
  48051. get onPropertyChangedObservable(): any;
  48052. /**
  48053. * Instantiates a new debug layer.
  48054. * The debug layer (aka Inspector) is the go to tool in order to better understand
  48055. * what is happening in your scene
  48056. * @see http://doc.babylonjs.com/features/playground_debuglayer
  48057. * @param scene Defines the scene to inspect
  48058. */
  48059. constructor(scene: Scene);
  48060. /** Creates the inspector window. */
  48061. private _createInspector;
  48062. /**
  48063. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  48064. * @param entity defines the entity to select
  48065. * @param lineContainerTitle defines the specific block to highlight
  48066. */
  48067. select(entity: any, lineContainerTitle?: string): void;
  48068. /** Get the inspector from bundle or global */
  48069. private _getGlobalInspector;
  48070. /**
  48071. * Get if the inspector is visible or not.
  48072. * @returns true if visible otherwise, false
  48073. */
  48074. isVisible(): boolean;
  48075. /**
  48076. * Hide the inspector and close its window.
  48077. */
  48078. hide(): void;
  48079. /**
  48080. * Launch the debugLayer.
  48081. * @param config Define the configuration of the inspector
  48082. * @return a promise fulfilled when the debug layer is visible
  48083. */
  48084. show(config?: IInspectorOptions): Promise<DebugLayer>;
  48085. }
  48086. }
  48087. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  48088. import { Nullable } from "babylonjs/types";
  48089. import { Scene } from "babylonjs/scene";
  48090. import { Vector4 } from "babylonjs/Maths/math.vector";
  48091. import { Color4 } from "babylonjs/Maths/math.color";
  48092. import { Mesh } from "babylonjs/Meshes/mesh";
  48093. /**
  48094. * Class containing static functions to help procedurally build meshes
  48095. */
  48096. export class BoxBuilder {
  48097. /**
  48098. * Creates a box mesh
  48099. * * The parameter `size` sets the size (float) of each box side (default 1)
  48100. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  48101. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  48102. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  48103. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  48104. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  48105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  48106. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  48107. * @param name defines the name of the mesh
  48108. * @param options defines the options used to create the mesh
  48109. * @param scene defines the hosting scene
  48110. * @returns the box mesh
  48111. */
  48112. static CreateBox(name: string, options: {
  48113. size?: number;
  48114. width?: number;
  48115. height?: number;
  48116. depth?: number;
  48117. faceUV?: Vector4[];
  48118. faceColors?: Color4[];
  48119. sideOrientation?: number;
  48120. frontUVs?: Vector4;
  48121. backUVs?: Vector4;
  48122. wrap?: boolean;
  48123. topBaseAt?: number;
  48124. bottomBaseAt?: number;
  48125. updatable?: boolean;
  48126. }, scene?: Nullable<Scene>): Mesh;
  48127. }
  48128. }
  48129. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  48130. import { Vector4 } from "babylonjs/Maths/math.vector";
  48131. import { Mesh } from "babylonjs/Meshes/mesh";
  48132. import { Scene } from "babylonjs/scene";
  48133. import { Nullable } from "babylonjs/types";
  48134. /**
  48135. * Class containing static functions to help procedurally build meshes
  48136. */
  48137. export class SphereBuilder {
  48138. /**
  48139. * Creates a sphere mesh
  48140. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  48141. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  48142. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  48143. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  48144. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  48145. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  48146. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  48147. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  48148. * @param name defines the name of the mesh
  48149. * @param options defines the options used to create the mesh
  48150. * @param scene defines the hosting scene
  48151. * @returns the sphere mesh
  48152. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  48153. */
  48154. static CreateSphere(name: string, options: {
  48155. segments?: number;
  48156. diameter?: number;
  48157. diameterX?: number;
  48158. diameterY?: number;
  48159. diameterZ?: number;
  48160. arc?: number;
  48161. slice?: number;
  48162. sideOrientation?: number;
  48163. frontUVs?: Vector4;
  48164. backUVs?: Vector4;
  48165. updatable?: boolean;
  48166. }, scene?: Nullable<Scene>): Mesh;
  48167. }
  48168. }
  48169. declare module "babylonjs/Debug/physicsViewer" {
  48170. import { Nullable } from "babylonjs/types";
  48171. import { Scene } from "babylonjs/scene";
  48172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48173. import { Mesh } from "babylonjs/Meshes/mesh";
  48174. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  48175. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  48176. /**
  48177. * Used to show the physics impostor around the specific mesh
  48178. */
  48179. export class PhysicsViewer {
  48180. /** @hidden */
  48181. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  48182. /** @hidden */
  48183. protected _meshes: Array<Nullable<AbstractMesh>>;
  48184. /** @hidden */
  48185. protected _scene: Nullable<Scene>;
  48186. /** @hidden */
  48187. protected _numMeshes: number;
  48188. /** @hidden */
  48189. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  48190. private _renderFunction;
  48191. private _utilityLayer;
  48192. private _debugBoxMesh;
  48193. private _debugSphereMesh;
  48194. private _debugCylinderMesh;
  48195. private _debugMaterial;
  48196. private _debugMeshMeshes;
  48197. /**
  48198. * Creates a new PhysicsViewer
  48199. * @param scene defines the hosting scene
  48200. */
  48201. constructor(scene: Scene);
  48202. /** @hidden */
  48203. protected _updateDebugMeshes(): void;
  48204. /**
  48205. * Renders a specified physic impostor
  48206. * @param impostor defines the impostor to render
  48207. * @param targetMesh defines the mesh represented by the impostor
  48208. * @returns the new debug mesh used to render the impostor
  48209. */
  48210. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  48211. /**
  48212. * Hides a specified physic impostor
  48213. * @param impostor defines the impostor to hide
  48214. */
  48215. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  48216. private _getDebugMaterial;
  48217. private _getDebugBoxMesh;
  48218. private _getDebugSphereMesh;
  48219. private _getDebugCylinderMesh;
  48220. private _getDebugMeshMesh;
  48221. private _getDebugMesh;
  48222. /** Releases all resources */
  48223. dispose(): void;
  48224. }
  48225. }
  48226. declare module "babylonjs/Debug/rayHelper" {
  48227. import { Nullable } from "babylonjs/types";
  48228. import { Ray } from "babylonjs/Culling/ray";
  48229. import { Vector3 } from "babylonjs/Maths/math.vector";
  48230. import { Color3 } from "babylonjs/Maths/math.color";
  48231. import { Scene } from "babylonjs/scene";
  48232. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48233. import "babylonjs/Meshes/Builders/linesBuilder";
  48234. /**
  48235. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  48236. * in order to better appreciate the issue one might have.
  48237. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  48238. */
  48239. export class RayHelper {
  48240. /**
  48241. * Defines the ray we are currently tryin to visualize.
  48242. */
  48243. ray: Nullable<Ray>;
  48244. private _renderPoints;
  48245. private _renderLine;
  48246. private _renderFunction;
  48247. private _scene;
  48248. private _updateToMeshFunction;
  48249. private _attachedToMesh;
  48250. private _meshSpaceDirection;
  48251. private _meshSpaceOrigin;
  48252. /**
  48253. * Helper function to create a colored helper in a scene in one line.
  48254. * @param ray Defines the ray we are currently tryin to visualize
  48255. * @param scene Defines the scene the ray is used in
  48256. * @param color Defines the color we want to see the ray in
  48257. * @returns The newly created ray helper.
  48258. */
  48259. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  48260. /**
  48261. * Instantiate a new ray helper.
  48262. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  48263. * in order to better appreciate the issue one might have.
  48264. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  48265. * @param ray Defines the ray we are currently tryin to visualize
  48266. */
  48267. constructor(ray: Ray);
  48268. /**
  48269. * Shows the ray we are willing to debug.
  48270. * @param scene Defines the scene the ray needs to be rendered in
  48271. * @param color Defines the color the ray needs to be rendered in
  48272. */
  48273. show(scene: Scene, color?: Color3): void;
  48274. /**
  48275. * Hides the ray we are debugging.
  48276. */
  48277. hide(): void;
  48278. private _render;
  48279. /**
  48280. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  48281. * @param mesh Defines the mesh we want the helper attached to
  48282. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  48283. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  48284. * @param length Defines the length of the ray
  48285. */
  48286. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  48287. /**
  48288. * Detach the ray helper from the mesh it has previously been attached to.
  48289. */
  48290. detachFromMesh(): void;
  48291. private _updateToMesh;
  48292. /**
  48293. * Dispose the helper and release its associated resources.
  48294. */
  48295. dispose(): void;
  48296. }
  48297. }
  48298. declare module "babylonjs/Debug/skeletonViewer" {
  48299. import { Color3 } from "babylonjs/Maths/math.color";
  48300. import { Scene } from "babylonjs/scene";
  48301. import { Nullable } from "babylonjs/types";
  48302. import { Skeleton } from "babylonjs/Bones/skeleton";
  48303. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48304. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  48305. /**
  48306. * Class used to render a debug view of a given skeleton
  48307. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  48308. */
  48309. export class SkeletonViewer {
  48310. /** defines the skeleton to render */
  48311. skeleton: Skeleton;
  48312. /** defines the mesh attached to the skeleton */
  48313. mesh: AbstractMesh;
  48314. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  48315. autoUpdateBonesMatrices: boolean;
  48316. /** defines the rendering group id to use with the viewer */
  48317. renderingGroupId: number;
  48318. /** Gets or sets the color used to render the skeleton */
  48319. color: Color3;
  48320. private _scene;
  48321. private _debugLines;
  48322. private _debugMesh;
  48323. private _isEnabled;
  48324. private _renderFunction;
  48325. private _utilityLayer;
  48326. /**
  48327. * Returns the mesh used to render the bones
  48328. */
  48329. get debugMesh(): Nullable<LinesMesh>;
  48330. /**
  48331. * Creates a new SkeletonViewer
  48332. * @param skeleton defines the skeleton to render
  48333. * @param mesh defines the mesh attached to the skeleton
  48334. * @param scene defines the hosting scene
  48335. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  48336. * @param renderingGroupId defines the rendering group id to use with the viewer
  48337. */
  48338. constructor(
  48339. /** defines the skeleton to render */
  48340. skeleton: Skeleton,
  48341. /** defines the mesh attached to the skeleton */
  48342. mesh: AbstractMesh, scene: Scene,
  48343. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  48344. autoUpdateBonesMatrices?: boolean,
  48345. /** defines the rendering group id to use with the viewer */
  48346. renderingGroupId?: number);
  48347. /** Gets or sets a boolean indicating if the viewer is enabled */
  48348. set isEnabled(value: boolean);
  48349. get isEnabled(): boolean;
  48350. private _getBonePosition;
  48351. private _getLinesForBonesWithLength;
  48352. private _getLinesForBonesNoLength;
  48353. /** Update the viewer to sync with current skeleton state */
  48354. update(): void;
  48355. /** Release associated resources */
  48356. dispose(): void;
  48357. }
  48358. }
  48359. declare module "babylonjs/Debug/index" {
  48360. export * from "babylonjs/Debug/axesViewer";
  48361. export * from "babylonjs/Debug/boneAxesViewer";
  48362. export * from "babylonjs/Debug/debugLayer";
  48363. export * from "babylonjs/Debug/physicsViewer";
  48364. export * from "babylonjs/Debug/rayHelper";
  48365. export * from "babylonjs/Debug/skeletonViewer";
  48366. }
  48367. declare module "babylonjs/Engines/nullEngine" {
  48368. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  48369. import { Scene } from "babylonjs/scene";
  48370. import { Engine } from "babylonjs/Engines/engine";
  48371. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  48372. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  48373. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48374. import { Effect } from "babylonjs/Materials/effect";
  48375. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  48376. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  48377. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  48378. /**
  48379. * Options to create the null engine
  48380. */
  48381. export class NullEngineOptions {
  48382. /**
  48383. * Render width (Default: 512)
  48384. */
  48385. renderWidth: number;
  48386. /**
  48387. * Render height (Default: 256)
  48388. */
  48389. renderHeight: number;
  48390. /**
  48391. * Texture size (Default: 512)
  48392. */
  48393. textureSize: number;
  48394. /**
  48395. * If delta time between frames should be constant
  48396. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48397. */
  48398. deterministicLockstep: boolean;
  48399. /**
  48400. * Maximum about of steps between frames (Default: 4)
  48401. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48402. */
  48403. lockstepMaxSteps: number;
  48404. }
  48405. /**
  48406. * The null engine class provides support for headless version of babylon.js.
  48407. * This can be used in server side scenario or for testing purposes
  48408. */
  48409. export class NullEngine extends Engine {
  48410. private _options;
  48411. /**
  48412. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  48413. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48414. * @returns true if engine is in deterministic lock step mode
  48415. */
  48416. isDeterministicLockStep(): boolean;
  48417. /**
  48418. * Gets the max steps when engine is running in deterministic lock step
  48419. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48420. * @returns the max steps
  48421. */
  48422. getLockstepMaxSteps(): number;
  48423. /**
  48424. * Gets the current hardware scaling level.
  48425. * By default the hardware scaling level is computed from the window device ratio.
  48426. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  48427. * @returns a number indicating the current hardware scaling level
  48428. */
  48429. getHardwareScalingLevel(): number;
  48430. constructor(options?: NullEngineOptions);
  48431. /**
  48432. * Creates a vertex buffer
  48433. * @param vertices the data for the vertex buffer
  48434. * @returns the new WebGL static buffer
  48435. */
  48436. createVertexBuffer(vertices: FloatArray): DataBuffer;
  48437. /**
  48438. * Creates a new index buffer
  48439. * @param indices defines the content of the index buffer
  48440. * @param updatable defines if the index buffer must be updatable
  48441. * @returns a new webGL buffer
  48442. */
  48443. createIndexBuffer(indices: IndicesArray): DataBuffer;
  48444. /**
  48445. * Clear the current render buffer or the current render target (if any is set up)
  48446. * @param color defines the color to use
  48447. * @param backBuffer defines if the back buffer must be cleared
  48448. * @param depth defines if the depth buffer must be cleared
  48449. * @param stencil defines if the stencil buffer must be cleared
  48450. */
  48451. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  48452. /**
  48453. * Gets the current render width
  48454. * @param useScreen defines if screen size must be used (or the current render target if any)
  48455. * @returns a number defining the current render width
  48456. */
  48457. getRenderWidth(useScreen?: boolean): number;
  48458. /**
  48459. * Gets the current render height
  48460. * @param useScreen defines if screen size must be used (or the current render target if any)
  48461. * @returns a number defining the current render height
  48462. */
  48463. getRenderHeight(useScreen?: boolean): number;
  48464. /**
  48465. * Set the WebGL's viewport
  48466. * @param viewport defines the viewport element to be used
  48467. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  48468. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  48469. */
  48470. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  48471. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  48472. /**
  48473. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  48474. * @param pipelineContext defines the pipeline context to use
  48475. * @param uniformsNames defines the list of uniform names
  48476. * @returns an array of webGL uniform locations
  48477. */
  48478. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  48479. /**
  48480. * Gets the lsit of active attributes for a given webGL program
  48481. * @param pipelineContext defines the pipeline context to use
  48482. * @param attributesNames defines the list of attribute names to get
  48483. * @returns an array of indices indicating the offset of each attribute
  48484. */
  48485. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  48486. /**
  48487. * Binds an effect to the webGL context
  48488. * @param effect defines the effect to bind
  48489. */
  48490. bindSamplers(effect: Effect): void;
  48491. /**
  48492. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  48493. * @param effect defines the effect to activate
  48494. */
  48495. enableEffect(effect: Effect): void;
  48496. /**
  48497. * Set various states to the webGL context
  48498. * @param culling defines backface culling state
  48499. * @param zOffset defines the value to apply to zOffset (0 by default)
  48500. * @param force defines if states must be applied even if cache is up to date
  48501. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  48502. */
  48503. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  48504. /**
  48505. * Set the value of an uniform to an array of int32
  48506. * @param uniform defines the webGL uniform location where to store the value
  48507. * @param array defines the array of int32 to store
  48508. */
  48509. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  48510. /**
  48511. * Set the value of an uniform to an array of int32 (stored as vec2)
  48512. * @param uniform defines the webGL uniform location where to store the value
  48513. * @param array defines the array of int32 to store
  48514. */
  48515. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  48516. /**
  48517. * Set the value of an uniform to an array of int32 (stored as vec3)
  48518. * @param uniform defines the webGL uniform location where to store the value
  48519. * @param array defines the array of int32 to store
  48520. */
  48521. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  48522. /**
  48523. * Set the value of an uniform to an array of int32 (stored as vec4)
  48524. * @param uniform defines the webGL uniform location where to store the value
  48525. * @param array defines the array of int32 to store
  48526. */
  48527. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  48528. /**
  48529. * Set the value of an uniform to an array of float32
  48530. * @param uniform defines the webGL uniform location where to store the value
  48531. * @param array defines the array of float32 to store
  48532. */
  48533. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  48534. /**
  48535. * Set the value of an uniform to an array of float32 (stored as vec2)
  48536. * @param uniform defines the webGL uniform location where to store the value
  48537. * @param array defines the array of float32 to store
  48538. */
  48539. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  48540. /**
  48541. * Set the value of an uniform to an array of float32 (stored as vec3)
  48542. * @param uniform defines the webGL uniform location where to store the value
  48543. * @param array defines the array of float32 to store
  48544. */
  48545. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  48546. /**
  48547. * Set the value of an uniform to an array of float32 (stored as vec4)
  48548. * @param uniform defines the webGL uniform location where to store the value
  48549. * @param array defines the array of float32 to store
  48550. */
  48551. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  48552. /**
  48553. * Set the value of an uniform to an array of number
  48554. * @param uniform defines the webGL uniform location where to store the value
  48555. * @param array defines the array of number to store
  48556. */
  48557. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  48558. /**
  48559. * Set the value of an uniform to an array of number (stored as vec2)
  48560. * @param uniform defines the webGL uniform location where to store the value
  48561. * @param array defines the array of number to store
  48562. */
  48563. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  48564. /**
  48565. * Set the value of an uniform to an array of number (stored as vec3)
  48566. * @param uniform defines the webGL uniform location where to store the value
  48567. * @param array defines the array of number to store
  48568. */
  48569. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  48570. /**
  48571. * Set the value of an uniform to an array of number (stored as vec4)
  48572. * @param uniform defines the webGL uniform location where to store the value
  48573. * @param array defines the array of number to store
  48574. */
  48575. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  48576. /**
  48577. * Set the value of an uniform to an array of float32 (stored as matrices)
  48578. * @param uniform defines the webGL uniform location where to store the value
  48579. * @param matrices defines the array of float32 to store
  48580. */
  48581. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  48582. /**
  48583. * Set the value of an uniform to a matrix (3x3)
  48584. * @param uniform defines the webGL uniform location where to store the value
  48585. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  48586. */
  48587. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  48588. /**
  48589. * Set the value of an uniform to a matrix (2x2)
  48590. * @param uniform defines the webGL uniform location where to store the value
  48591. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  48592. */
  48593. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  48594. /**
  48595. * Set the value of an uniform to a number (float)
  48596. * @param uniform defines the webGL uniform location where to store the value
  48597. * @param value defines the float number to store
  48598. */
  48599. setFloat(uniform: WebGLUniformLocation, value: number): void;
  48600. /**
  48601. * Set the value of an uniform to a vec2
  48602. * @param uniform defines the webGL uniform location where to store the value
  48603. * @param x defines the 1st component of the value
  48604. * @param y defines the 2nd component of the value
  48605. */
  48606. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  48607. /**
  48608. * Set the value of an uniform to a vec3
  48609. * @param uniform defines the webGL uniform location where to store the value
  48610. * @param x defines the 1st component of the value
  48611. * @param y defines the 2nd component of the value
  48612. * @param z defines the 3rd component of the value
  48613. */
  48614. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  48615. /**
  48616. * Set the value of an uniform to a boolean
  48617. * @param uniform defines the webGL uniform location where to store the value
  48618. * @param bool defines the boolean to store
  48619. */
  48620. setBool(uniform: WebGLUniformLocation, bool: number): void;
  48621. /**
  48622. * Set the value of an uniform to a vec4
  48623. * @param uniform defines the webGL uniform location where to store the value
  48624. * @param x defines the 1st component of the value
  48625. * @param y defines the 2nd component of the value
  48626. * @param z defines the 3rd component of the value
  48627. * @param w defines the 4th component of the value
  48628. */
  48629. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  48630. /**
  48631. * Sets the current alpha mode
  48632. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  48633. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  48634. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  48635. */
  48636. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  48637. /**
  48638. * Bind webGl buffers directly to the webGL context
  48639. * @param vertexBuffers defines the vertex buffer to bind
  48640. * @param indexBuffer defines the index buffer to bind
  48641. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  48642. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  48643. * @param effect defines the effect associated with the vertex buffer
  48644. */
  48645. bindBuffers(vertexBuffers: {
  48646. [key: string]: VertexBuffer;
  48647. }, indexBuffer: DataBuffer, effect: Effect): void;
  48648. /**
  48649. * Force the entire cache to be cleared
  48650. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  48651. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  48652. */
  48653. wipeCaches(bruteForce?: boolean): void;
  48654. /**
  48655. * Send a draw order
  48656. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  48657. * @param indexStart defines the starting index
  48658. * @param indexCount defines the number of index to draw
  48659. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48660. */
  48661. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  48662. /**
  48663. * Draw a list of indexed primitives
  48664. * @param fillMode defines the primitive to use
  48665. * @param indexStart defines the starting index
  48666. * @param indexCount defines the number of index to draw
  48667. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48668. */
  48669. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  48670. /**
  48671. * Draw a list of unindexed primitives
  48672. * @param fillMode defines the primitive to use
  48673. * @param verticesStart defines the index of first vertex to draw
  48674. * @param verticesCount defines the count of vertices to draw
  48675. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48676. */
  48677. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  48678. /** @hidden */
  48679. _createTexture(): WebGLTexture;
  48680. /** @hidden */
  48681. _releaseTexture(texture: InternalTexture): void;
  48682. /**
  48683. * Usually called from Texture.ts.
  48684. * Passed information to create a WebGLTexture
  48685. * @param urlArg defines a value which contains one of the following:
  48686. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  48687. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  48688. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  48689. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  48690. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  48691. * @param scene needed for loading to the correct scene
  48692. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  48693. * @param onLoad optional callback to be called upon successful completion
  48694. * @param onError optional callback to be called upon failure
  48695. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  48696. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  48697. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  48698. * @param forcedExtension defines the extension to use to pick the right loader
  48699. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  48700. * @returns a InternalTexture for assignment back into BABYLON.Texture
  48701. */
  48702. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  48703. /**
  48704. * Creates a new render target texture
  48705. * @param size defines the size of the texture
  48706. * @param options defines the options used to create the texture
  48707. * @returns a new render target texture stored in an InternalTexture
  48708. */
  48709. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  48710. /**
  48711. * Update the sampling mode of a given texture
  48712. * @param samplingMode defines the required sampling mode
  48713. * @param texture defines the texture to update
  48714. */
  48715. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  48716. /**
  48717. * Binds the frame buffer to the specified texture.
  48718. * @param texture The texture to render to or null for the default canvas
  48719. * @param faceIndex The face of the texture to render to in case of cube texture
  48720. * @param requiredWidth The width of the target to render to
  48721. * @param requiredHeight The height of the target to render to
  48722. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  48723. * @param lodLevel defines le lod level to bind to the frame buffer
  48724. */
  48725. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  48726. /**
  48727. * Unbind the current render target texture from the webGL context
  48728. * @param texture defines the render target texture to unbind
  48729. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  48730. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  48731. */
  48732. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  48733. /**
  48734. * Creates a dynamic vertex buffer
  48735. * @param vertices the data for the dynamic vertex buffer
  48736. * @returns the new WebGL dynamic buffer
  48737. */
  48738. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  48739. /**
  48740. * Update the content of a dynamic texture
  48741. * @param texture defines the texture to update
  48742. * @param canvas defines the canvas containing the source
  48743. * @param invertY defines if data must be stored with Y axis inverted
  48744. * @param premulAlpha defines if alpha is stored as premultiplied
  48745. * @param format defines the format of the data
  48746. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  48747. */
  48748. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  48749. /**
  48750. * Gets a boolean indicating if all created effects are ready
  48751. * @returns true if all effects are ready
  48752. */
  48753. areAllEffectsReady(): boolean;
  48754. /**
  48755. * @hidden
  48756. * Get the current error code of the webGL context
  48757. * @returns the error code
  48758. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  48759. */
  48760. getError(): number;
  48761. /** @hidden */
  48762. _getUnpackAlignement(): number;
  48763. /** @hidden */
  48764. _unpackFlipY(value: boolean): void;
  48765. /**
  48766. * Update a dynamic index buffer
  48767. * @param indexBuffer defines the target index buffer
  48768. * @param indices defines the data to update
  48769. * @param offset defines the offset in the target index buffer where update should start
  48770. */
  48771. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  48772. /**
  48773. * Updates a dynamic vertex buffer.
  48774. * @param vertexBuffer the vertex buffer to update
  48775. * @param vertices the data used to update the vertex buffer
  48776. * @param byteOffset the byte offset of the data (optional)
  48777. * @param byteLength the byte length of the data (optional)
  48778. */
  48779. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  48780. /** @hidden */
  48781. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  48782. /** @hidden */
  48783. _bindTexture(channel: number, texture: InternalTexture): void;
  48784. protected _deleteBuffer(buffer: WebGLBuffer): void;
  48785. /**
  48786. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  48787. */
  48788. releaseEffects(): void;
  48789. displayLoadingUI(): void;
  48790. hideLoadingUI(): void;
  48791. /** @hidden */
  48792. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48793. /** @hidden */
  48794. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48795. /** @hidden */
  48796. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48797. /** @hidden */
  48798. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  48799. }
  48800. }
  48801. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  48802. import { Nullable, int } from "babylonjs/types";
  48803. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  48804. /** @hidden */
  48805. export class _OcclusionDataStorage {
  48806. /** @hidden */
  48807. occlusionInternalRetryCounter: number;
  48808. /** @hidden */
  48809. isOcclusionQueryInProgress: boolean;
  48810. /** @hidden */
  48811. isOccluded: boolean;
  48812. /** @hidden */
  48813. occlusionRetryCount: number;
  48814. /** @hidden */
  48815. occlusionType: number;
  48816. /** @hidden */
  48817. occlusionQueryAlgorithmType: number;
  48818. }
  48819. module "babylonjs/Engines/engine" {
  48820. interface Engine {
  48821. /**
  48822. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  48823. * @return the new query
  48824. */
  48825. createQuery(): WebGLQuery;
  48826. /**
  48827. * Delete and release a webGL query
  48828. * @param query defines the query to delete
  48829. * @return the current engine
  48830. */
  48831. deleteQuery(query: WebGLQuery): Engine;
  48832. /**
  48833. * Check if a given query has resolved and got its value
  48834. * @param query defines the query to check
  48835. * @returns true if the query got its value
  48836. */
  48837. isQueryResultAvailable(query: WebGLQuery): boolean;
  48838. /**
  48839. * Gets the value of a given query
  48840. * @param query defines the query to check
  48841. * @returns the value of the query
  48842. */
  48843. getQueryResult(query: WebGLQuery): number;
  48844. /**
  48845. * Initiates an occlusion query
  48846. * @param algorithmType defines the algorithm to use
  48847. * @param query defines the query to use
  48848. * @returns the current engine
  48849. * @see http://doc.babylonjs.com/features/occlusionquery
  48850. */
  48851. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  48852. /**
  48853. * Ends an occlusion query
  48854. * @see http://doc.babylonjs.com/features/occlusionquery
  48855. * @param algorithmType defines the algorithm to use
  48856. * @returns the current engine
  48857. */
  48858. endOcclusionQuery(algorithmType: number): Engine;
  48859. /**
  48860. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  48861. * Please note that only one query can be issued at a time
  48862. * @returns a time token used to track the time span
  48863. */
  48864. startTimeQuery(): Nullable<_TimeToken>;
  48865. /**
  48866. * Ends a time query
  48867. * @param token defines the token used to measure the time span
  48868. * @returns the time spent (in ns)
  48869. */
  48870. endTimeQuery(token: _TimeToken): int;
  48871. /** @hidden */
  48872. _currentNonTimestampToken: Nullable<_TimeToken>;
  48873. /** @hidden */
  48874. _createTimeQuery(): WebGLQuery;
  48875. /** @hidden */
  48876. _deleteTimeQuery(query: WebGLQuery): void;
  48877. /** @hidden */
  48878. _getGlAlgorithmType(algorithmType: number): number;
  48879. /** @hidden */
  48880. _getTimeQueryResult(query: WebGLQuery): any;
  48881. /** @hidden */
  48882. _getTimeQueryAvailability(query: WebGLQuery): any;
  48883. }
  48884. }
  48885. module "babylonjs/Meshes/abstractMesh" {
  48886. interface AbstractMesh {
  48887. /**
  48888. * Backing filed
  48889. * @hidden
  48890. */
  48891. __occlusionDataStorage: _OcclusionDataStorage;
  48892. /**
  48893. * Access property
  48894. * @hidden
  48895. */
  48896. _occlusionDataStorage: _OcclusionDataStorage;
  48897. /**
  48898. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  48899. * The default value is -1 which means don't break the query and wait till the result
  48900. * @see http://doc.babylonjs.com/features/occlusionquery
  48901. */
  48902. occlusionRetryCount: number;
  48903. /**
  48904. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  48905. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  48906. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  48907. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  48908. * @see http://doc.babylonjs.com/features/occlusionquery
  48909. */
  48910. occlusionType: number;
  48911. /**
  48912. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  48913. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  48914. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  48915. * @see http://doc.babylonjs.com/features/occlusionquery
  48916. */
  48917. occlusionQueryAlgorithmType: number;
  48918. /**
  48919. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  48920. * @see http://doc.babylonjs.com/features/occlusionquery
  48921. */
  48922. isOccluded: boolean;
  48923. /**
  48924. * Flag to check the progress status of the query
  48925. * @see http://doc.babylonjs.com/features/occlusionquery
  48926. */
  48927. isOcclusionQueryInProgress: boolean;
  48928. }
  48929. }
  48930. }
  48931. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  48932. import { Nullable } from "babylonjs/types";
  48933. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  48934. /** @hidden */
  48935. export var _forceTransformFeedbackToBundle: boolean;
  48936. module "babylonjs/Engines/engine" {
  48937. interface Engine {
  48938. /**
  48939. * Creates a webGL transform feedback object
  48940. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  48941. * @returns the webGL transform feedback object
  48942. */
  48943. createTransformFeedback(): WebGLTransformFeedback;
  48944. /**
  48945. * Delete a webGL transform feedback object
  48946. * @param value defines the webGL transform feedback object to delete
  48947. */
  48948. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  48949. /**
  48950. * Bind a webGL transform feedback object to the webgl context
  48951. * @param value defines the webGL transform feedback object to bind
  48952. */
  48953. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  48954. /**
  48955. * Begins a transform feedback operation
  48956. * @param usePoints defines if points or triangles must be used
  48957. */
  48958. beginTransformFeedback(usePoints: boolean): void;
  48959. /**
  48960. * Ends a transform feedback operation
  48961. */
  48962. endTransformFeedback(): void;
  48963. /**
  48964. * Specify the varyings to use with transform feedback
  48965. * @param program defines the associated webGL program
  48966. * @param value defines the list of strings representing the varying names
  48967. */
  48968. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  48969. /**
  48970. * Bind a webGL buffer for a transform feedback operation
  48971. * @param value defines the webGL buffer to bind
  48972. */
  48973. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  48974. }
  48975. }
  48976. }
  48977. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  48978. import { Scene } from "babylonjs/scene";
  48979. import { Engine } from "babylonjs/Engines/engine";
  48980. import { Texture } from "babylonjs/Materials/Textures/texture";
  48981. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48982. import "babylonjs/Engines/Extensions/engine.multiRender";
  48983. /**
  48984. * Creation options of the multi render target texture.
  48985. */
  48986. export interface IMultiRenderTargetOptions {
  48987. /**
  48988. * Define if the texture needs to create mip maps after render.
  48989. */
  48990. generateMipMaps?: boolean;
  48991. /**
  48992. * Define the types of all the draw buffers we want to create
  48993. */
  48994. types?: number[];
  48995. /**
  48996. * Define the sampling modes of all the draw buffers we want to create
  48997. */
  48998. samplingModes?: number[];
  48999. /**
  49000. * Define if a depth buffer is required
  49001. */
  49002. generateDepthBuffer?: boolean;
  49003. /**
  49004. * Define if a stencil buffer is required
  49005. */
  49006. generateStencilBuffer?: boolean;
  49007. /**
  49008. * Define if a depth texture is required instead of a depth buffer
  49009. */
  49010. generateDepthTexture?: boolean;
  49011. /**
  49012. * Define the number of desired draw buffers
  49013. */
  49014. textureCount?: number;
  49015. /**
  49016. * Define if aspect ratio should be adapted to the texture or stay the scene one
  49017. */
  49018. doNotChangeAspectRatio?: boolean;
  49019. /**
  49020. * Define the default type of the buffers we are creating
  49021. */
  49022. defaultType?: number;
  49023. }
  49024. /**
  49025. * A multi render target, like a render target provides the ability to render to a texture.
  49026. * Unlike the render target, it can render to several draw buffers in one draw.
  49027. * This is specially interesting in deferred rendering or for any effects requiring more than
  49028. * just one color from a single pass.
  49029. */
  49030. export class MultiRenderTarget extends RenderTargetTexture {
  49031. private _internalTextures;
  49032. private _textures;
  49033. private _multiRenderTargetOptions;
  49034. /**
  49035. * Get if draw buffers are currently supported by the used hardware and browser.
  49036. */
  49037. get isSupported(): boolean;
  49038. /**
  49039. * Get the list of textures generated by the multi render target.
  49040. */
  49041. get textures(): Texture[];
  49042. /**
  49043. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  49044. */
  49045. get depthTexture(): Texture;
  49046. /**
  49047. * Set the wrapping mode on U of all the textures we are rendering to.
  49048. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  49049. */
  49050. set wrapU(wrap: number);
  49051. /**
  49052. * Set the wrapping mode on V of all the textures we are rendering to.
  49053. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  49054. */
  49055. set wrapV(wrap: number);
  49056. /**
  49057. * Instantiate a new multi render target texture.
  49058. * A multi render target, like a render target provides the ability to render to a texture.
  49059. * Unlike the render target, it can render to several draw buffers in one draw.
  49060. * This is specially interesting in deferred rendering or for any effects requiring more than
  49061. * just one color from a single pass.
  49062. * @param name Define the name of the texture
  49063. * @param size Define the size of the buffers to render to
  49064. * @param count Define the number of target we are rendering into
  49065. * @param scene Define the scene the texture belongs to
  49066. * @param options Define the options used to create the multi render target
  49067. */
  49068. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  49069. /** @hidden */
  49070. _rebuild(): void;
  49071. private _createInternalTextures;
  49072. private _createTextures;
  49073. /**
  49074. * Define the number of samples used if MSAA is enabled.
  49075. */
  49076. get samples(): number;
  49077. set samples(value: number);
  49078. /**
  49079. * Resize all the textures in the multi render target.
  49080. * Be carrefull as it will recreate all the data in the new texture.
  49081. * @param size Define the new size
  49082. */
  49083. resize(size: any): void;
  49084. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  49085. /**
  49086. * Dispose the render targets and their associated resources
  49087. */
  49088. dispose(): void;
  49089. /**
  49090. * Release all the underlying texture used as draw buffers.
  49091. */
  49092. releaseInternalTextures(): void;
  49093. }
  49094. }
  49095. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  49096. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49097. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  49098. import { Nullable } from "babylonjs/types";
  49099. module "babylonjs/Engines/thinEngine" {
  49100. interface ThinEngine {
  49101. /**
  49102. * Unbind a list of render target textures from the webGL context
  49103. * This is used only when drawBuffer extension or webGL2 are active
  49104. * @param textures defines the render target textures to unbind
  49105. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  49106. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  49107. */
  49108. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  49109. /**
  49110. * Create a multi render target texture
  49111. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  49112. * @param size defines the size of the texture
  49113. * @param options defines the creation options
  49114. * @returns the cube texture as an InternalTexture
  49115. */
  49116. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  49117. /**
  49118. * Update the sample count for a given multiple render target texture
  49119. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  49120. * @param textures defines the textures to update
  49121. * @param samples defines the sample count to set
  49122. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  49123. */
  49124. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  49125. }
  49126. }
  49127. }
  49128. declare module "babylonjs/Engines/Extensions/engine.views" {
  49129. import { Camera } from "babylonjs/Cameras/camera";
  49130. import { Nullable } from "babylonjs/types";
  49131. /**
  49132. * Class used to define an additional view for the engine
  49133. * @see https://doc.babylonjs.com/how_to/multi_canvases
  49134. */
  49135. export class EngineView {
  49136. /** Defines the canvas where to render the view */
  49137. target: HTMLCanvasElement;
  49138. /** Defines an optional camera used to render the view (will use active camera else) */
  49139. camera?: Camera;
  49140. }
  49141. module "babylonjs/Engines/engine" {
  49142. interface Engine {
  49143. /**
  49144. * Gets or sets the HTML element to use for attaching events
  49145. */
  49146. inputElement: Nullable<HTMLElement>;
  49147. /**
  49148. * Gets the current engine view
  49149. * @see https://doc.babylonjs.com/how_to/multi_canvases
  49150. */
  49151. activeView: Nullable<EngineView>;
  49152. /** Gets or sets the list of views */
  49153. views: EngineView[];
  49154. /**
  49155. * Register a new child canvas
  49156. * @param canvas defines the canvas to register
  49157. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  49158. * @returns the associated view
  49159. */
  49160. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  49161. /**
  49162. * Remove a registered child canvas
  49163. * @param canvas defines the canvas to remove
  49164. * @returns the current engine
  49165. */
  49166. unRegisterView(canvas: HTMLCanvasElement): Engine;
  49167. }
  49168. }
  49169. }
  49170. declare module "babylonjs/Engines/Extensions/index" {
  49171. export * from "babylonjs/Engines/Extensions/engine.alpha";
  49172. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  49173. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  49174. export * from "babylonjs/Engines/Extensions/engine.multiview";
  49175. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  49176. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  49177. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  49178. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  49179. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  49180. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  49181. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  49182. export * from "babylonjs/Engines/Extensions/engine.webVR";
  49183. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  49184. export * from "babylonjs/Engines/Extensions/engine.views";
  49185. }
  49186. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  49187. import { Nullable } from "babylonjs/types";
  49188. /**
  49189. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  49190. */
  49191. export interface CubeMapInfo {
  49192. /**
  49193. * The pixel array for the front face.
  49194. * This is stored in format, left to right, up to down format.
  49195. */
  49196. front: Nullable<ArrayBufferView>;
  49197. /**
  49198. * The pixel array for the back face.
  49199. * This is stored in format, left to right, up to down format.
  49200. */
  49201. back: Nullable<ArrayBufferView>;
  49202. /**
  49203. * The pixel array for the left face.
  49204. * This is stored in format, left to right, up to down format.
  49205. */
  49206. left: Nullable<ArrayBufferView>;
  49207. /**
  49208. * The pixel array for the right face.
  49209. * This is stored in format, left to right, up to down format.
  49210. */
  49211. right: Nullable<ArrayBufferView>;
  49212. /**
  49213. * The pixel array for the up face.
  49214. * This is stored in format, left to right, up to down format.
  49215. */
  49216. up: Nullable<ArrayBufferView>;
  49217. /**
  49218. * The pixel array for the down face.
  49219. * This is stored in format, left to right, up to down format.
  49220. */
  49221. down: Nullable<ArrayBufferView>;
  49222. /**
  49223. * The size of the cubemap stored.
  49224. *
  49225. * Each faces will be size * size pixels.
  49226. */
  49227. size: number;
  49228. /**
  49229. * The format of the texture.
  49230. *
  49231. * RGBA, RGB.
  49232. */
  49233. format: number;
  49234. /**
  49235. * The type of the texture data.
  49236. *
  49237. * UNSIGNED_INT, FLOAT.
  49238. */
  49239. type: number;
  49240. /**
  49241. * Specifies whether the texture is in gamma space.
  49242. */
  49243. gammaSpace: boolean;
  49244. }
  49245. /**
  49246. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  49247. */
  49248. export class PanoramaToCubeMapTools {
  49249. private static FACE_FRONT;
  49250. private static FACE_BACK;
  49251. private static FACE_RIGHT;
  49252. private static FACE_LEFT;
  49253. private static FACE_DOWN;
  49254. private static FACE_UP;
  49255. /**
  49256. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  49257. *
  49258. * @param float32Array The source data.
  49259. * @param inputWidth The width of the input panorama.
  49260. * @param inputHeight The height of the input panorama.
  49261. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  49262. * @return The cubemap data
  49263. */
  49264. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  49265. private static CreateCubemapTexture;
  49266. private static CalcProjectionSpherical;
  49267. }
  49268. }
  49269. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  49270. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49271. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49272. import { Nullable } from "babylonjs/types";
  49273. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  49274. /**
  49275. * Helper class dealing with the extraction of spherical polynomial dataArray
  49276. * from a cube map.
  49277. */
  49278. export class CubeMapToSphericalPolynomialTools {
  49279. private static FileFaces;
  49280. /**
  49281. * Converts a texture to the according Spherical Polynomial data.
  49282. * This extracts the first 3 orders only as they are the only one used in the lighting.
  49283. *
  49284. * @param texture The texture to extract the information from.
  49285. * @return The Spherical Polynomial data.
  49286. */
  49287. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  49288. /**
  49289. * Converts a cubemap to the according Spherical Polynomial data.
  49290. * This extracts the first 3 orders only as they are the only one used in the lighting.
  49291. *
  49292. * @param cubeInfo The Cube map to extract the information from.
  49293. * @return The Spherical Polynomial data.
  49294. */
  49295. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  49296. }
  49297. }
  49298. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  49299. import { Nullable } from "babylonjs/types";
  49300. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49301. module "babylonjs/Materials/Textures/baseTexture" {
  49302. interface BaseTexture {
  49303. /**
  49304. * Get the polynomial representation of the texture data.
  49305. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  49306. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  49307. */
  49308. sphericalPolynomial: Nullable<SphericalPolynomial>;
  49309. }
  49310. }
  49311. }
  49312. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49313. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49314. /** @hidden */
  49315. export var rgbdEncodePixelShader: {
  49316. name: string;
  49317. shader: string;
  49318. };
  49319. }
  49320. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  49321. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49322. /** @hidden */
  49323. export var rgbdDecodePixelShader: {
  49324. name: string;
  49325. shader: string;
  49326. };
  49327. }
  49328. declare module "babylonjs/Misc/environmentTextureTools" {
  49329. import { Nullable } from "babylonjs/types";
  49330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49331. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49332. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49333. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  49334. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49335. import "babylonjs/Shaders/rgbdEncode.fragment";
  49336. import "babylonjs/Shaders/rgbdDecode.fragment";
  49337. /**
  49338. * Raw texture data and descriptor sufficient for WebGL texture upload
  49339. */
  49340. export interface EnvironmentTextureInfo {
  49341. /**
  49342. * Version of the environment map
  49343. */
  49344. version: number;
  49345. /**
  49346. * Width of image
  49347. */
  49348. width: number;
  49349. /**
  49350. * Irradiance information stored in the file.
  49351. */
  49352. irradiance: any;
  49353. /**
  49354. * Specular information stored in the file.
  49355. */
  49356. specular: any;
  49357. }
  49358. /**
  49359. * Defines One Image in the file. It requires only the position in the file
  49360. * as well as the length.
  49361. */
  49362. interface BufferImageData {
  49363. /**
  49364. * Length of the image data.
  49365. */
  49366. length: number;
  49367. /**
  49368. * Position of the data from the null terminator delimiting the end of the JSON.
  49369. */
  49370. position: number;
  49371. }
  49372. /**
  49373. * Defines the specular data enclosed in the file.
  49374. * This corresponds to the version 1 of the data.
  49375. */
  49376. export interface EnvironmentTextureSpecularInfoV1 {
  49377. /**
  49378. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  49379. */
  49380. specularDataPosition?: number;
  49381. /**
  49382. * This contains all the images data needed to reconstruct the cubemap.
  49383. */
  49384. mipmaps: Array<BufferImageData>;
  49385. /**
  49386. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  49387. */
  49388. lodGenerationScale: number;
  49389. }
  49390. /**
  49391. * Sets of helpers addressing the serialization and deserialization of environment texture
  49392. * stored in a BabylonJS env file.
  49393. * Those files are usually stored as .env files.
  49394. */
  49395. export class EnvironmentTextureTools {
  49396. /**
  49397. * Magic number identifying the env file.
  49398. */
  49399. private static _MagicBytes;
  49400. /**
  49401. * Gets the environment info from an env file.
  49402. * @param data The array buffer containing the .env bytes.
  49403. * @returns the environment file info (the json header) if successfully parsed.
  49404. */
  49405. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49406. /**
  49407. * Creates an environment texture from a loaded cube texture.
  49408. * @param texture defines the cube texture to convert in env file
  49409. * @return a promise containing the environment data if succesfull.
  49410. */
  49411. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49412. /**
  49413. * Creates a JSON representation of the spherical data.
  49414. * @param texture defines the texture containing the polynomials
  49415. * @return the JSON representation of the spherical info
  49416. */
  49417. private static _CreateEnvTextureIrradiance;
  49418. /**
  49419. * Creates the ArrayBufferViews used for initializing environment texture image data.
  49420. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  49421. * @param info parameters that determine what views will be created for accessing the underlying buffer
  49422. * @return the views described by info providing access to the underlying buffer
  49423. */
  49424. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  49425. /**
  49426. * Uploads the texture info contained in the env file to the GPU.
  49427. * @param texture defines the internal texture to upload to
  49428. * @param arrayBuffer defines the buffer cotaining the data to load
  49429. * @param info defines the texture info retrieved through the GetEnvInfo method
  49430. * @returns a promise
  49431. */
  49432. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49433. private static _OnImageReadyAsync;
  49434. /**
  49435. * Uploads the levels of image data to the GPU.
  49436. * @param texture defines the internal texture to upload to
  49437. * @param imageData defines the array buffer views of image data [mipmap][face]
  49438. * @returns a promise
  49439. */
  49440. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49441. /**
  49442. * Uploads spherical polynomials information to the texture.
  49443. * @param texture defines the texture we are trying to upload the information to
  49444. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49445. */
  49446. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49447. /** @hidden */
  49448. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49449. }
  49450. }
  49451. declare module "babylonjs/Maths/math.vertexFormat" {
  49452. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49453. /**
  49454. * Contains position and normal vectors for a vertex
  49455. */
  49456. export class PositionNormalVertex {
  49457. /** the position of the vertex (defaut: 0,0,0) */
  49458. position: Vector3;
  49459. /** the normal of the vertex (defaut: 0,1,0) */
  49460. normal: Vector3;
  49461. /**
  49462. * Creates a PositionNormalVertex
  49463. * @param position the position of the vertex (defaut: 0,0,0)
  49464. * @param normal the normal of the vertex (defaut: 0,1,0)
  49465. */
  49466. constructor(
  49467. /** the position of the vertex (defaut: 0,0,0) */
  49468. position?: Vector3,
  49469. /** the normal of the vertex (defaut: 0,1,0) */
  49470. normal?: Vector3);
  49471. /**
  49472. * Clones the PositionNormalVertex
  49473. * @returns the cloned PositionNormalVertex
  49474. */
  49475. clone(): PositionNormalVertex;
  49476. }
  49477. /**
  49478. * Contains position, normal and uv vectors for a vertex
  49479. */
  49480. export class PositionNormalTextureVertex {
  49481. /** the position of the vertex (defaut: 0,0,0) */
  49482. position: Vector3;
  49483. /** the normal of the vertex (defaut: 0,1,0) */
  49484. normal: Vector3;
  49485. /** the uv of the vertex (default: 0,0) */
  49486. uv: Vector2;
  49487. /**
  49488. * Creates a PositionNormalTextureVertex
  49489. * @param position the position of the vertex (defaut: 0,0,0)
  49490. * @param normal the normal of the vertex (defaut: 0,1,0)
  49491. * @param uv the uv of the vertex (default: 0,0)
  49492. */
  49493. constructor(
  49494. /** the position of the vertex (defaut: 0,0,0) */
  49495. position?: Vector3,
  49496. /** the normal of the vertex (defaut: 0,1,0) */
  49497. normal?: Vector3,
  49498. /** the uv of the vertex (default: 0,0) */
  49499. uv?: Vector2);
  49500. /**
  49501. * Clones the PositionNormalTextureVertex
  49502. * @returns the cloned PositionNormalTextureVertex
  49503. */
  49504. clone(): PositionNormalTextureVertex;
  49505. }
  49506. }
  49507. declare module "babylonjs/Maths/math" {
  49508. export * from "babylonjs/Maths/math.axis";
  49509. export * from "babylonjs/Maths/math.color";
  49510. export * from "babylonjs/Maths/math.constants";
  49511. export * from "babylonjs/Maths/math.frustum";
  49512. export * from "babylonjs/Maths/math.path";
  49513. export * from "babylonjs/Maths/math.plane";
  49514. export * from "babylonjs/Maths/math.size";
  49515. export * from "babylonjs/Maths/math.vector";
  49516. export * from "babylonjs/Maths/math.vertexFormat";
  49517. export * from "babylonjs/Maths/math.viewport";
  49518. }
  49519. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  49520. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  49521. /** @hidden */
  49522. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  49523. private _genericAttributeLocation;
  49524. private _varyingLocationCount;
  49525. private _varyingLocationMap;
  49526. private _replacements;
  49527. private _textureCount;
  49528. private _uniforms;
  49529. lineProcessor(line: string): string;
  49530. attributeProcessor(attribute: string): string;
  49531. varyingProcessor(varying: string, isFragment: boolean): string;
  49532. uniformProcessor(uniform: string): string;
  49533. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  49534. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  49535. }
  49536. }
  49537. declare module "babylonjs/Engines/nativeEngine" {
  49538. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  49539. import { Engine } from "babylonjs/Engines/engine";
  49540. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  49541. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49542. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49543. import { Effect } from "babylonjs/Materials/effect";
  49544. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  49545. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  49546. import { IColor4Like } from "babylonjs/Maths/math.like";
  49547. import { Scene } from "babylonjs/scene";
  49548. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  49549. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  49550. /**
  49551. * Container for accessors for natively-stored mesh data buffers.
  49552. */
  49553. class NativeDataBuffer extends DataBuffer {
  49554. /**
  49555. * Accessor value used to identify/retrieve a natively-stored index buffer.
  49556. */
  49557. nativeIndexBuffer?: any;
  49558. /**
  49559. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  49560. */
  49561. nativeVertexBuffer?: any;
  49562. }
  49563. /** @hidden */
  49564. class NativeTexture extends InternalTexture {
  49565. getInternalTexture(): InternalTexture;
  49566. getViewCount(): number;
  49567. }
  49568. /** @hidden */
  49569. export class NativeEngine extends Engine {
  49570. private readonly _native;
  49571. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  49572. private readonly INVALID_HANDLE;
  49573. getHardwareScalingLevel(): number;
  49574. constructor();
  49575. /**
  49576. * Can be used to override the current requestAnimationFrame requester.
  49577. * @hidden
  49578. */
  49579. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  49580. /**
  49581. * Override default engine behavior.
  49582. * @param color
  49583. * @param backBuffer
  49584. * @param depth
  49585. * @param stencil
  49586. */
  49587. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  49588. /**
  49589. * Gets host document
  49590. * @returns the host document object
  49591. */
  49592. getHostDocument(): Nullable<Document>;
  49593. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  49594. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  49595. createVertexBuffer(data: DataArray): NativeDataBuffer;
  49596. recordVertexArrayObject(vertexBuffers: {
  49597. [key: string]: VertexBuffer;
  49598. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  49599. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  49600. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  49601. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  49602. /**
  49603. * Draw a list of indexed primitives
  49604. * @param fillMode defines the primitive to use
  49605. * @param indexStart defines the starting index
  49606. * @param indexCount defines the number of index to draw
  49607. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  49608. */
  49609. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  49610. /**
  49611. * Draw a list of unindexed primitives
  49612. * @param fillMode defines the primitive to use
  49613. * @param verticesStart defines the index of first vertex to draw
  49614. * @param verticesCount defines the count of vertices to draw
  49615. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  49616. */
  49617. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  49618. createPipelineContext(): IPipelineContext;
  49619. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  49620. /** @hidden */
  49621. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  49622. /** @hidden */
  49623. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  49624. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  49625. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  49626. protected _setProgram(program: WebGLProgram): void;
  49627. _releaseEffect(effect: Effect): void;
  49628. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  49629. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  49630. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  49631. bindSamplers(effect: Effect): void;
  49632. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  49633. getRenderWidth(useScreen?: boolean): number;
  49634. getRenderHeight(useScreen?: boolean): number;
  49635. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  49636. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  49637. /**
  49638. * Set the z offset to apply to current rendering
  49639. * @param value defines the offset to apply
  49640. */
  49641. setZOffset(value: number): void;
  49642. /**
  49643. * Gets the current value of the zOffset
  49644. * @returns the current zOffset state
  49645. */
  49646. getZOffset(): number;
  49647. /**
  49648. * Enable or disable depth buffering
  49649. * @param enable defines the state to set
  49650. */
  49651. setDepthBuffer(enable: boolean): void;
  49652. /**
  49653. * Gets a boolean indicating if depth writing is enabled
  49654. * @returns the current depth writing state
  49655. */
  49656. getDepthWrite(): boolean;
  49657. /**
  49658. * Enable or disable depth writing
  49659. * @param enable defines the state to set
  49660. */
  49661. setDepthWrite(enable: boolean): void;
  49662. /**
  49663. * Enable or disable color writing
  49664. * @param enable defines the state to set
  49665. */
  49666. setColorWrite(enable: boolean): void;
  49667. /**
  49668. * Gets a boolean indicating if color writing is enabled
  49669. * @returns the current color writing state
  49670. */
  49671. getColorWrite(): boolean;
  49672. /**
  49673. * Sets alpha constants used by some alpha blending modes
  49674. * @param r defines the red component
  49675. * @param g defines the green component
  49676. * @param b defines the blue component
  49677. * @param a defines the alpha component
  49678. */
  49679. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  49680. /**
  49681. * Sets the current alpha mode
  49682. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  49683. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  49684. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  49685. */
  49686. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  49687. /**
  49688. * Gets the current alpha mode
  49689. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  49690. * @returns the current alpha mode
  49691. */
  49692. getAlphaMode(): number;
  49693. setInt(uniform: WebGLUniformLocation, int: number): void;
  49694. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  49695. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  49696. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  49697. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  49698. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  49699. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  49700. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  49701. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  49702. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  49703. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  49704. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  49705. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  49706. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  49707. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  49708. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  49709. setFloat(uniform: WebGLUniformLocation, value: number): void;
  49710. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  49711. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  49712. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  49713. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  49714. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  49715. wipeCaches(bruteForce?: boolean): void;
  49716. _createTexture(): WebGLTexture;
  49717. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  49718. /**
  49719. * Usually called from BABYLON.Texture.ts.
  49720. * Passed information to create a WebGLTexture
  49721. * @param urlArg defines a value which contains one of the following:
  49722. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  49723. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  49724. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  49725. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  49726. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  49727. * @param scene needed for loading to the correct scene
  49728. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  49729. * @param onLoad optional callback to be called upon successful completion
  49730. * @param onError optional callback to be called upon failure
  49731. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  49732. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  49733. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  49734. * @param forcedExtension defines the extension to use to pick the right loader
  49735. * @returns a InternalTexture for assignment back into BABYLON.Texture
  49736. */
  49737. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  49738. /**
  49739. * Creates a cube texture
  49740. * @param rootUrl defines the url where the files to load is located
  49741. * @param scene defines the current scene
  49742. * @param files defines the list of files to load (1 per face)
  49743. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  49744. * @param onLoad defines an optional callback raised when the texture is loaded
  49745. * @param onError defines an optional callback raised if there is an issue to load the texture
  49746. * @param format defines the format of the data
  49747. * @param forcedExtension defines the extension to use to pick the right loader
  49748. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  49749. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  49750. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  49751. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  49752. * @returns the cube texture as an InternalTexture
  49753. */
  49754. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  49755. private _getSamplingFilter;
  49756. private static _GetNativeTextureFormat;
  49757. createRenderTargetTexture(size: number | {
  49758. width: number;
  49759. height: number;
  49760. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  49761. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  49762. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  49763. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  49764. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  49765. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  49766. /**
  49767. * Updates a dynamic vertex buffer.
  49768. * @param vertexBuffer the vertex buffer to update
  49769. * @param data the data used to update the vertex buffer
  49770. * @param byteOffset the byte offset of the data (optional)
  49771. * @param byteLength the byte length of the data (optional)
  49772. */
  49773. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  49774. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  49775. private _updateAnisotropicLevel;
  49776. private _getAddressMode;
  49777. /** @hidden */
  49778. _bindTexture(channel: number, texture: InternalTexture): void;
  49779. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  49780. releaseEffects(): void;
  49781. /** @hidden */
  49782. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49783. /** @hidden */
  49784. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49785. /** @hidden */
  49786. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49787. /** @hidden */
  49788. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  49789. }
  49790. }
  49791. declare module "babylonjs/Engines/index" {
  49792. export * from "babylonjs/Engines/constants";
  49793. export * from "babylonjs/Engines/engineCapabilities";
  49794. export * from "babylonjs/Engines/instancingAttributeInfo";
  49795. export * from "babylonjs/Engines/thinEngine";
  49796. export * from "babylonjs/Engines/engine";
  49797. export * from "babylonjs/Engines/engineStore";
  49798. export * from "babylonjs/Engines/nullEngine";
  49799. export * from "babylonjs/Engines/Extensions/index";
  49800. export * from "babylonjs/Engines/IPipelineContext";
  49801. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  49802. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  49803. export * from "babylonjs/Engines/nativeEngine";
  49804. }
  49805. declare module "babylonjs/Events/clipboardEvents" {
  49806. /**
  49807. * Gather the list of clipboard event types as constants.
  49808. */
  49809. export class ClipboardEventTypes {
  49810. /**
  49811. * The clipboard event is fired when a copy command is active (pressed).
  49812. */
  49813. static readonly COPY: number;
  49814. /**
  49815. * The clipboard event is fired when a cut command is active (pressed).
  49816. */
  49817. static readonly CUT: number;
  49818. /**
  49819. * The clipboard event is fired when a paste command is active (pressed).
  49820. */
  49821. static readonly PASTE: number;
  49822. }
  49823. /**
  49824. * This class is used to store clipboard related info for the onClipboardObservable event.
  49825. */
  49826. export class ClipboardInfo {
  49827. /**
  49828. * Defines the type of event (BABYLON.ClipboardEventTypes)
  49829. */
  49830. type: number;
  49831. /**
  49832. * Defines the related dom event
  49833. */
  49834. event: ClipboardEvent;
  49835. /**
  49836. *Creates an instance of ClipboardInfo.
  49837. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  49838. * @param event Defines the related dom event
  49839. */
  49840. constructor(
  49841. /**
  49842. * Defines the type of event (BABYLON.ClipboardEventTypes)
  49843. */
  49844. type: number,
  49845. /**
  49846. * Defines the related dom event
  49847. */
  49848. event: ClipboardEvent);
  49849. /**
  49850. * Get the clipboard event's type from the keycode.
  49851. * @param keyCode Defines the keyCode for the current keyboard event.
  49852. * @return {number}
  49853. */
  49854. static GetTypeFromCharacter(keyCode: number): number;
  49855. }
  49856. }
  49857. declare module "babylonjs/Events/index" {
  49858. export * from "babylonjs/Events/keyboardEvents";
  49859. export * from "babylonjs/Events/pointerEvents";
  49860. export * from "babylonjs/Events/clipboardEvents";
  49861. }
  49862. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  49863. import { Scene } from "babylonjs/scene";
  49864. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49865. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49866. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49867. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49868. /**
  49869. * Google Daydream controller
  49870. */
  49871. export class DaydreamController extends WebVRController {
  49872. /**
  49873. * Base Url for the controller model.
  49874. */
  49875. static MODEL_BASE_URL: string;
  49876. /**
  49877. * File name for the controller model.
  49878. */
  49879. static MODEL_FILENAME: string;
  49880. /**
  49881. * Gamepad Id prefix used to identify Daydream Controller.
  49882. */
  49883. static readonly GAMEPAD_ID_PREFIX: string;
  49884. /**
  49885. * Creates a new DaydreamController from a gamepad
  49886. * @param vrGamepad the gamepad that the controller should be created from
  49887. */
  49888. constructor(vrGamepad: any);
  49889. /**
  49890. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49891. * @param scene scene in which to add meshes
  49892. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49893. */
  49894. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49895. /**
  49896. * Called once for each button that changed state since the last frame
  49897. * @param buttonIdx Which button index changed
  49898. * @param state New state of the button
  49899. * @param changes Which properties on the state changed since last frame
  49900. */
  49901. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49902. }
  49903. }
  49904. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  49905. import { Scene } from "babylonjs/scene";
  49906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49907. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49908. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49909. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49910. /**
  49911. * Gear VR Controller
  49912. */
  49913. export class GearVRController extends WebVRController {
  49914. /**
  49915. * Base Url for the controller model.
  49916. */
  49917. static MODEL_BASE_URL: string;
  49918. /**
  49919. * File name for the controller model.
  49920. */
  49921. static MODEL_FILENAME: string;
  49922. /**
  49923. * Gamepad Id prefix used to identify this controller.
  49924. */
  49925. static readonly GAMEPAD_ID_PREFIX: string;
  49926. private readonly _buttonIndexToObservableNameMap;
  49927. /**
  49928. * Creates a new GearVRController from a gamepad
  49929. * @param vrGamepad the gamepad that the controller should be created from
  49930. */
  49931. constructor(vrGamepad: any);
  49932. /**
  49933. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49934. * @param scene scene in which to add meshes
  49935. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49936. */
  49937. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49938. /**
  49939. * Called once for each button that changed state since the last frame
  49940. * @param buttonIdx Which button index changed
  49941. * @param state New state of the button
  49942. * @param changes Which properties on the state changed since last frame
  49943. */
  49944. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49945. }
  49946. }
  49947. declare module "babylonjs/Gamepads/Controllers/genericController" {
  49948. import { Scene } from "babylonjs/scene";
  49949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49950. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49951. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49952. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49953. /**
  49954. * Generic Controller
  49955. */
  49956. export class GenericController extends WebVRController {
  49957. /**
  49958. * Base Url for the controller model.
  49959. */
  49960. static readonly MODEL_BASE_URL: string;
  49961. /**
  49962. * File name for the controller model.
  49963. */
  49964. static readonly MODEL_FILENAME: string;
  49965. /**
  49966. * Creates a new GenericController from a gamepad
  49967. * @param vrGamepad the gamepad that the controller should be created from
  49968. */
  49969. constructor(vrGamepad: any);
  49970. /**
  49971. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49972. * @param scene scene in which to add meshes
  49973. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49974. */
  49975. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49976. /**
  49977. * Called once for each button that changed state since the last frame
  49978. * @param buttonIdx Which button index changed
  49979. * @param state New state of the button
  49980. * @param changes Which properties on the state changed since last frame
  49981. */
  49982. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49983. }
  49984. }
  49985. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  49986. import { Observable } from "babylonjs/Misc/observable";
  49987. import { Scene } from "babylonjs/scene";
  49988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49989. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49990. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49991. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49992. /**
  49993. * Oculus Touch Controller
  49994. */
  49995. export class OculusTouchController extends WebVRController {
  49996. /**
  49997. * Base Url for the controller model.
  49998. */
  49999. static MODEL_BASE_URL: string;
  50000. /**
  50001. * File name for the left controller model.
  50002. */
  50003. static MODEL_LEFT_FILENAME: string;
  50004. /**
  50005. * File name for the right controller model.
  50006. */
  50007. static MODEL_RIGHT_FILENAME: string;
  50008. /**
  50009. * Base Url for the Quest controller model.
  50010. */
  50011. static QUEST_MODEL_BASE_URL: string;
  50012. /**
  50013. * @hidden
  50014. * If the controllers are running on a device that needs the updated Quest controller models
  50015. */
  50016. static _IsQuest: boolean;
  50017. /**
  50018. * Fired when the secondary trigger on this controller is modified
  50019. */
  50020. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  50021. /**
  50022. * Fired when the thumb rest on this controller is modified
  50023. */
  50024. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  50025. /**
  50026. * Creates a new OculusTouchController from a gamepad
  50027. * @param vrGamepad the gamepad that the controller should be created from
  50028. */
  50029. constructor(vrGamepad: any);
  50030. /**
  50031. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50032. * @param scene scene in which to add meshes
  50033. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50034. */
  50035. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  50036. /**
  50037. * Fired when the A button on this controller is modified
  50038. */
  50039. get onAButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50040. /**
  50041. * Fired when the B button on this controller is modified
  50042. */
  50043. get onBButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50044. /**
  50045. * Fired when the X button on this controller is modified
  50046. */
  50047. get onXButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50048. /**
  50049. * Fired when the Y button on this controller is modified
  50050. */
  50051. get onYButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50052. /**
  50053. * Called once for each button that changed state since the last frame
  50054. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  50055. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  50056. * 2) secondary trigger (same)
  50057. * 3) A (right) X (left), touch, pressed = value
  50058. * 4) B / Y
  50059. * 5) thumb rest
  50060. * @param buttonIdx Which button index changed
  50061. * @param state New state of the button
  50062. * @param changes Which properties on the state changed since last frame
  50063. */
  50064. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50065. }
  50066. }
  50067. declare module "babylonjs/Gamepads/Controllers/viveController" {
  50068. import { Scene } from "babylonjs/scene";
  50069. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50070. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  50071. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50072. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  50073. import { Observable } from "babylonjs/Misc/observable";
  50074. /**
  50075. * Vive Controller
  50076. */
  50077. export class ViveController extends WebVRController {
  50078. /**
  50079. * Base Url for the controller model.
  50080. */
  50081. static MODEL_BASE_URL: string;
  50082. /**
  50083. * File name for the controller model.
  50084. */
  50085. static MODEL_FILENAME: string;
  50086. /**
  50087. * Creates a new ViveController from a gamepad
  50088. * @param vrGamepad the gamepad that the controller should be created from
  50089. */
  50090. constructor(vrGamepad: any);
  50091. /**
  50092. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50093. * @param scene scene in which to add meshes
  50094. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50095. */
  50096. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  50097. /**
  50098. * Fired when the left button on this controller is modified
  50099. */
  50100. get onLeftButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50101. /**
  50102. * Fired when the right button on this controller is modified
  50103. */
  50104. get onRightButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50105. /**
  50106. * Fired when the menu button on this controller is modified
  50107. */
  50108. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50109. /**
  50110. * Called once for each button that changed state since the last frame
  50111. * Vive mapping:
  50112. * 0: touchpad
  50113. * 1: trigger
  50114. * 2: left AND right buttons
  50115. * 3: menu button
  50116. * @param buttonIdx Which button index changed
  50117. * @param state New state of the button
  50118. * @param changes Which properties on the state changed since last frame
  50119. */
  50120. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50121. }
  50122. }
  50123. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  50124. import { Observable } from "babylonjs/Misc/observable";
  50125. import { Scene } from "babylonjs/scene";
  50126. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50127. import { Ray } from "babylonjs/Culling/ray";
  50128. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  50129. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50130. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  50131. /**
  50132. * Defines the WindowsMotionController object that the state of the windows motion controller
  50133. */
  50134. export class WindowsMotionController extends WebVRController {
  50135. /**
  50136. * The base url used to load the left and right controller models
  50137. */
  50138. static MODEL_BASE_URL: string;
  50139. /**
  50140. * The name of the left controller model file
  50141. */
  50142. static MODEL_LEFT_FILENAME: string;
  50143. /**
  50144. * The name of the right controller model file
  50145. */
  50146. static MODEL_RIGHT_FILENAME: string;
  50147. /**
  50148. * The controller name prefix for this controller type
  50149. */
  50150. static readonly GAMEPAD_ID_PREFIX: string;
  50151. /**
  50152. * The controller id pattern for this controller type
  50153. */
  50154. private static readonly GAMEPAD_ID_PATTERN;
  50155. private _loadedMeshInfo;
  50156. protected readonly _mapping: {
  50157. buttons: string[];
  50158. buttonMeshNames: {
  50159. 'trigger': string;
  50160. 'menu': string;
  50161. 'grip': string;
  50162. 'thumbstick': string;
  50163. 'trackpad': string;
  50164. };
  50165. buttonObservableNames: {
  50166. 'trigger': string;
  50167. 'menu': string;
  50168. 'grip': string;
  50169. 'thumbstick': string;
  50170. 'trackpad': string;
  50171. };
  50172. axisMeshNames: string[];
  50173. pointingPoseMeshName: string;
  50174. };
  50175. /**
  50176. * Fired when the trackpad on this controller is clicked
  50177. */
  50178. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  50179. /**
  50180. * Fired when the trackpad on this controller is modified
  50181. */
  50182. onTrackpadValuesChangedObservable: Observable<StickValues>;
  50183. /**
  50184. * The current x and y values of this controller's trackpad
  50185. */
  50186. trackpad: StickValues;
  50187. /**
  50188. * Creates a new WindowsMotionController from a gamepad
  50189. * @param vrGamepad the gamepad that the controller should be created from
  50190. */
  50191. constructor(vrGamepad: any);
  50192. /**
  50193. * Fired when the trigger on this controller is modified
  50194. */
  50195. get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50196. /**
  50197. * Fired when the menu button on this controller is modified
  50198. */
  50199. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50200. /**
  50201. * Fired when the grip button on this controller is modified
  50202. */
  50203. get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50204. /**
  50205. * Fired when the thumbstick button on this controller is modified
  50206. */
  50207. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50208. /**
  50209. * Fired when the touchpad button on this controller is modified
  50210. */
  50211. get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50212. /**
  50213. * Fired when the touchpad values on this controller are modified
  50214. */
  50215. get onTouchpadValuesChangedObservable(): Observable<StickValues>;
  50216. protected _updateTrackpad(): void;
  50217. /**
  50218. * Called once per frame by the engine.
  50219. */
  50220. update(): void;
  50221. /**
  50222. * Called once for each button that changed state since the last frame
  50223. * @param buttonIdx Which button index changed
  50224. * @param state New state of the button
  50225. * @param changes Which properties on the state changed since last frame
  50226. */
  50227. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50228. /**
  50229. * Moves the buttons on the controller mesh based on their current state
  50230. * @param buttonName the name of the button to move
  50231. * @param buttonValue the value of the button which determines the buttons new position
  50232. */
  50233. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  50234. /**
  50235. * Moves the axis on the controller mesh based on its current state
  50236. * @param axis the index of the axis
  50237. * @param axisValue the value of the axis which determines the meshes new position
  50238. * @hidden
  50239. */
  50240. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  50241. /**
  50242. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50243. * @param scene scene in which to add meshes
  50244. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50245. */
  50246. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  50247. /**
  50248. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  50249. * can be transformed by button presses and axes values, based on this._mapping.
  50250. *
  50251. * @param scene scene in which the meshes exist
  50252. * @param meshes list of meshes that make up the controller model to process
  50253. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  50254. */
  50255. private processModel;
  50256. private createMeshInfo;
  50257. /**
  50258. * Gets the ray of the controller in the direction the controller is pointing
  50259. * @param length the length the resulting ray should be
  50260. * @returns a ray in the direction the controller is pointing
  50261. */
  50262. getForwardRay(length?: number): Ray;
  50263. /**
  50264. * Disposes of the controller
  50265. */
  50266. dispose(): void;
  50267. }
  50268. /**
  50269. * This class represents a new windows motion controller in XR.
  50270. */
  50271. export class XRWindowsMotionController extends WindowsMotionController {
  50272. /**
  50273. * Changing the original WIndowsMotionController mapping to fir the new mapping
  50274. */
  50275. protected readonly _mapping: {
  50276. buttons: string[];
  50277. buttonMeshNames: {
  50278. 'trigger': string;
  50279. 'menu': string;
  50280. 'grip': string;
  50281. 'thumbstick': string;
  50282. 'trackpad': string;
  50283. };
  50284. buttonObservableNames: {
  50285. 'trigger': string;
  50286. 'menu': string;
  50287. 'grip': string;
  50288. 'thumbstick': string;
  50289. 'trackpad': string;
  50290. };
  50291. axisMeshNames: string[];
  50292. pointingPoseMeshName: string;
  50293. };
  50294. /**
  50295. * Construct a new XR-Based windows motion controller
  50296. *
  50297. * @param gamepadInfo the gamepad object from the browser
  50298. */
  50299. constructor(gamepadInfo: any);
  50300. /**
  50301. * holds the thumbstick values (X,Y)
  50302. */
  50303. thumbstickValues: StickValues;
  50304. /**
  50305. * Fired when the thumbstick on this controller is clicked
  50306. */
  50307. onThumbstickStateChangedObservable: Observable<ExtendedGamepadButton>;
  50308. /**
  50309. * Fired when the thumbstick on this controller is modified
  50310. */
  50311. onThumbstickValuesChangedObservable: Observable<StickValues>;
  50312. /**
  50313. * Fired when the touchpad button on this controller is modified
  50314. */
  50315. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  50316. /**
  50317. * Fired when the touchpad values on this controller are modified
  50318. */
  50319. onTrackpadValuesChangedObservable: Observable<StickValues>;
  50320. /**
  50321. * Fired when the thumbstick button on this controller is modified
  50322. * here to prevent breaking changes
  50323. */
  50324. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50325. /**
  50326. * updating the thumbstick(!) and not the trackpad.
  50327. * This is named this way due to the difference between WebVR and XR and to avoid
  50328. * changing the parent class.
  50329. */
  50330. protected _updateTrackpad(): void;
  50331. /**
  50332. * Disposes the class with joy
  50333. */
  50334. dispose(): void;
  50335. }
  50336. }
  50337. declare module "babylonjs/Gamepads/Controllers/index" {
  50338. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  50339. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  50340. export * from "babylonjs/Gamepads/Controllers/genericController";
  50341. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  50342. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50343. export * from "babylonjs/Gamepads/Controllers/viveController";
  50344. export * from "babylonjs/Gamepads/Controllers/webVRController";
  50345. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  50346. }
  50347. declare module "babylonjs/Gamepads/index" {
  50348. export * from "babylonjs/Gamepads/Controllers/index";
  50349. export * from "babylonjs/Gamepads/gamepad";
  50350. export * from "babylonjs/Gamepads/gamepadManager";
  50351. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  50352. export * from "babylonjs/Gamepads/xboxGamepad";
  50353. export * from "babylonjs/Gamepads/dualShockGamepad";
  50354. }
  50355. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  50356. import { Scene } from "babylonjs/scene";
  50357. import { Vector4 } from "babylonjs/Maths/math.vector";
  50358. import { Color4 } from "babylonjs/Maths/math.color";
  50359. import { Mesh } from "babylonjs/Meshes/mesh";
  50360. import { Nullable } from "babylonjs/types";
  50361. /**
  50362. * Class containing static functions to help procedurally build meshes
  50363. */
  50364. export class PolyhedronBuilder {
  50365. /**
  50366. * Creates a polyhedron mesh
  50367. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  50368. * * The parameter `size` (positive float, default 1) sets the polygon size
  50369. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  50370. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  50371. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  50372. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  50373. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  50374. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  50375. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  50376. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  50377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  50378. * @param name defines the name of the mesh
  50379. * @param options defines the options used to create the mesh
  50380. * @param scene defines the hosting scene
  50381. * @returns the polyhedron mesh
  50382. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  50383. */
  50384. static CreatePolyhedron(name: string, options: {
  50385. type?: number;
  50386. size?: number;
  50387. sizeX?: number;
  50388. sizeY?: number;
  50389. sizeZ?: number;
  50390. custom?: any;
  50391. faceUV?: Vector4[];
  50392. faceColors?: Color4[];
  50393. flat?: boolean;
  50394. updatable?: boolean;
  50395. sideOrientation?: number;
  50396. frontUVs?: Vector4;
  50397. backUVs?: Vector4;
  50398. }, scene?: Nullable<Scene>): Mesh;
  50399. }
  50400. }
  50401. declare module "babylonjs/Gizmos/scaleGizmo" {
  50402. import { Observable } from "babylonjs/Misc/observable";
  50403. import { Nullable } from "babylonjs/types";
  50404. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50405. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50406. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  50407. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50408. /**
  50409. * Gizmo that enables scaling a mesh along 3 axis
  50410. */
  50411. export class ScaleGizmo extends Gizmo {
  50412. /**
  50413. * Internal gizmo used for interactions on the x axis
  50414. */
  50415. xGizmo: AxisScaleGizmo;
  50416. /**
  50417. * Internal gizmo used for interactions on the y axis
  50418. */
  50419. yGizmo: AxisScaleGizmo;
  50420. /**
  50421. * Internal gizmo used for interactions on the z axis
  50422. */
  50423. zGizmo: AxisScaleGizmo;
  50424. /**
  50425. * Internal gizmo used to scale all axis equally
  50426. */
  50427. uniformScaleGizmo: AxisScaleGizmo;
  50428. private _meshAttached;
  50429. private _updateGizmoRotationToMatchAttachedMesh;
  50430. private _snapDistance;
  50431. private _scaleRatio;
  50432. private _uniformScalingMesh;
  50433. private _octahedron;
  50434. private _sensitivity;
  50435. /** Fires an event when any of it's sub gizmos are dragged */
  50436. onDragStartObservable: Observable<unknown>;
  50437. /** Fires an event when any of it's sub gizmos are released from dragging */
  50438. onDragEndObservable: Observable<unknown>;
  50439. get attachedMesh(): Nullable<AbstractMesh>;
  50440. set attachedMesh(mesh: Nullable<AbstractMesh>);
  50441. /**
  50442. * Creates a ScaleGizmo
  50443. * @param gizmoLayer The utility layer the gizmo will be added to
  50444. */
  50445. constructor(gizmoLayer?: UtilityLayerRenderer);
  50446. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  50447. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  50448. /**
  50449. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50450. */
  50451. set snapDistance(value: number);
  50452. get snapDistance(): number;
  50453. /**
  50454. * Ratio for the scale of the gizmo (Default: 1)
  50455. */
  50456. set scaleRatio(value: number);
  50457. get scaleRatio(): number;
  50458. /**
  50459. * Sensitivity factor for dragging (Default: 1)
  50460. */
  50461. set sensitivity(value: number);
  50462. get sensitivity(): number;
  50463. /**
  50464. * Disposes of the gizmo
  50465. */
  50466. dispose(): void;
  50467. }
  50468. }
  50469. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  50470. import { Observable } from "babylonjs/Misc/observable";
  50471. import { Nullable } from "babylonjs/types";
  50472. import { Vector3 } from "babylonjs/Maths/math.vector";
  50473. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50474. import { Mesh } from "babylonjs/Meshes/mesh";
  50475. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  50476. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50477. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50478. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  50479. import { Color3 } from "babylonjs/Maths/math.color";
  50480. /**
  50481. * Single axis scale gizmo
  50482. */
  50483. export class AxisScaleGizmo extends Gizmo {
  50484. /**
  50485. * Drag behavior responsible for the gizmos dragging interactions
  50486. */
  50487. dragBehavior: PointerDragBehavior;
  50488. private _pointerObserver;
  50489. /**
  50490. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50491. */
  50492. snapDistance: number;
  50493. /**
  50494. * Event that fires each time the gizmo snaps to a new location.
  50495. * * snapDistance is the the change in distance
  50496. */
  50497. onSnapObservable: Observable<{
  50498. snapDistance: number;
  50499. }>;
  50500. /**
  50501. * If the scaling operation should be done on all axis (default: false)
  50502. */
  50503. uniformScaling: boolean;
  50504. /**
  50505. * Custom sensitivity value for the drag strength
  50506. */
  50507. sensitivity: number;
  50508. private _isEnabled;
  50509. private _parent;
  50510. private _arrow;
  50511. private _coloredMaterial;
  50512. private _hoverMaterial;
  50513. /**
  50514. * Creates an AxisScaleGizmo
  50515. * @param gizmoLayer The utility layer the gizmo will be added to
  50516. * @param dragAxis The axis which the gizmo will be able to scale on
  50517. * @param color The color of the gizmo
  50518. */
  50519. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  50520. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50521. /**
  50522. * If the gizmo is enabled
  50523. */
  50524. set isEnabled(value: boolean);
  50525. get isEnabled(): boolean;
  50526. /**
  50527. * Disposes of the gizmo
  50528. */
  50529. dispose(): void;
  50530. /**
  50531. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  50532. * @param mesh The mesh to replace the default mesh of the gizmo
  50533. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  50534. */
  50535. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  50536. }
  50537. }
  50538. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  50539. import { Observable } from "babylonjs/Misc/observable";
  50540. import { Nullable } from "babylonjs/types";
  50541. import { Vector3 } from "babylonjs/Maths/math.vector";
  50542. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50543. import { Mesh } from "babylonjs/Meshes/mesh";
  50544. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50545. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50546. import { Color3 } from "babylonjs/Maths/math.color";
  50547. import "babylonjs/Meshes/Builders/boxBuilder";
  50548. /**
  50549. * Bounding box gizmo
  50550. */
  50551. export class BoundingBoxGizmo extends Gizmo {
  50552. private _lineBoundingBox;
  50553. private _rotateSpheresParent;
  50554. private _scaleBoxesParent;
  50555. private _boundingDimensions;
  50556. private _renderObserver;
  50557. private _pointerObserver;
  50558. private _scaleDragSpeed;
  50559. private _tmpQuaternion;
  50560. private _tmpVector;
  50561. private _tmpRotationMatrix;
  50562. /**
  50563. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  50564. */
  50565. ignoreChildren: boolean;
  50566. /**
  50567. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  50568. */
  50569. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  50570. /**
  50571. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  50572. */
  50573. rotationSphereSize: number;
  50574. /**
  50575. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  50576. */
  50577. scaleBoxSize: number;
  50578. /**
  50579. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  50580. */
  50581. fixedDragMeshScreenSize: boolean;
  50582. /**
  50583. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  50584. */
  50585. fixedDragMeshScreenSizeDistanceFactor: number;
  50586. /**
  50587. * Fired when a rotation sphere or scale box is dragged
  50588. */
  50589. onDragStartObservable: Observable<{}>;
  50590. /**
  50591. * Fired when a scale box is dragged
  50592. */
  50593. onScaleBoxDragObservable: Observable<{}>;
  50594. /**
  50595. * Fired when a scale box drag is ended
  50596. */
  50597. onScaleBoxDragEndObservable: Observable<{}>;
  50598. /**
  50599. * Fired when a rotation sphere is dragged
  50600. */
  50601. onRotationSphereDragObservable: Observable<{}>;
  50602. /**
  50603. * Fired when a rotation sphere drag is ended
  50604. */
  50605. onRotationSphereDragEndObservable: Observable<{}>;
  50606. /**
  50607. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  50608. */
  50609. scalePivot: Nullable<Vector3>;
  50610. /**
  50611. * Mesh used as a pivot to rotate the attached mesh
  50612. */
  50613. private _anchorMesh;
  50614. private _existingMeshScale;
  50615. private _dragMesh;
  50616. private pointerDragBehavior;
  50617. private coloredMaterial;
  50618. private hoverColoredMaterial;
  50619. /**
  50620. * Sets the color of the bounding box gizmo
  50621. * @param color the color to set
  50622. */
  50623. setColor(color: Color3): void;
  50624. /**
  50625. * Creates an BoundingBoxGizmo
  50626. * @param gizmoLayer The utility layer the gizmo will be added to
  50627. * @param color The color of the gizmo
  50628. */
  50629. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  50630. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50631. private _selectNode;
  50632. /**
  50633. * Updates the bounding box information for the Gizmo
  50634. */
  50635. updateBoundingBox(): void;
  50636. private _updateRotationSpheres;
  50637. private _updateScaleBoxes;
  50638. /**
  50639. * Enables rotation on the specified axis and disables rotation on the others
  50640. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  50641. */
  50642. setEnabledRotationAxis(axis: string): void;
  50643. /**
  50644. * Enables/disables scaling
  50645. * @param enable if scaling should be enabled
  50646. */
  50647. setEnabledScaling(enable: boolean): void;
  50648. private _updateDummy;
  50649. /**
  50650. * Enables a pointer drag behavior on the bounding box of the gizmo
  50651. */
  50652. enableDragBehavior(): void;
  50653. /**
  50654. * Disposes of the gizmo
  50655. */
  50656. dispose(): void;
  50657. /**
  50658. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  50659. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  50660. * @returns the bounding box mesh with the passed in mesh as a child
  50661. */
  50662. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  50663. /**
  50664. * CustomMeshes are not supported by this gizmo
  50665. * @param mesh The mesh to replace the default mesh of the gizmo
  50666. */
  50667. setCustomMesh(mesh: Mesh): void;
  50668. }
  50669. }
  50670. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  50671. import { Observable } from "babylonjs/Misc/observable";
  50672. import { Nullable } from "babylonjs/types";
  50673. import { Vector3 } from "babylonjs/Maths/math.vector";
  50674. import { Color3 } from "babylonjs/Maths/math.color";
  50675. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50676. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  50677. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50678. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50679. import "babylonjs/Meshes/Builders/linesBuilder";
  50680. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  50681. /**
  50682. * Single plane rotation gizmo
  50683. */
  50684. export class PlaneRotationGizmo extends Gizmo {
  50685. /**
  50686. * Drag behavior responsible for the gizmos dragging interactions
  50687. */
  50688. dragBehavior: PointerDragBehavior;
  50689. private _pointerObserver;
  50690. /**
  50691. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  50692. */
  50693. snapDistance: number;
  50694. /**
  50695. * Event that fires each time the gizmo snaps to a new location.
  50696. * * snapDistance is the the change in distance
  50697. */
  50698. onSnapObservable: Observable<{
  50699. snapDistance: number;
  50700. }>;
  50701. private _isEnabled;
  50702. private _parent;
  50703. /**
  50704. * Creates a PlaneRotationGizmo
  50705. * @param gizmoLayer The utility layer the gizmo will be added to
  50706. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  50707. * @param color The color of the gizmo
  50708. * @param tessellation Amount of tessellation to be used when creating rotation circles
  50709. * @param useEulerRotation Use and update Euler angle instead of quaternion
  50710. */
  50711. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  50712. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50713. /**
  50714. * If the gizmo is enabled
  50715. */
  50716. set isEnabled(value: boolean);
  50717. get isEnabled(): boolean;
  50718. /**
  50719. * Disposes of the gizmo
  50720. */
  50721. dispose(): void;
  50722. }
  50723. }
  50724. declare module "babylonjs/Gizmos/rotationGizmo" {
  50725. import { Observable } from "babylonjs/Misc/observable";
  50726. import { Nullable } from "babylonjs/types";
  50727. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50728. import { Mesh } from "babylonjs/Meshes/mesh";
  50729. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50730. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  50731. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50732. /**
  50733. * Gizmo that enables rotating a mesh along 3 axis
  50734. */
  50735. export class RotationGizmo extends Gizmo {
  50736. /**
  50737. * Internal gizmo used for interactions on the x axis
  50738. */
  50739. xGizmo: PlaneRotationGizmo;
  50740. /**
  50741. * Internal gizmo used for interactions on the y axis
  50742. */
  50743. yGizmo: PlaneRotationGizmo;
  50744. /**
  50745. * Internal gizmo used for interactions on the z axis
  50746. */
  50747. zGizmo: PlaneRotationGizmo;
  50748. /** Fires an event when any of it's sub gizmos are dragged */
  50749. onDragStartObservable: Observable<unknown>;
  50750. /** Fires an event when any of it's sub gizmos are released from dragging */
  50751. onDragEndObservable: Observable<unknown>;
  50752. private _meshAttached;
  50753. get attachedMesh(): Nullable<AbstractMesh>;
  50754. set attachedMesh(mesh: Nullable<AbstractMesh>);
  50755. /**
  50756. * Creates a RotationGizmo
  50757. * @param gizmoLayer The utility layer the gizmo will be added to
  50758. * @param tessellation Amount of tessellation to be used when creating rotation circles
  50759. * @param useEulerRotation Use and update Euler angle instead of quaternion
  50760. */
  50761. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  50762. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  50763. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  50764. /**
  50765. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50766. */
  50767. set snapDistance(value: number);
  50768. get snapDistance(): number;
  50769. /**
  50770. * Ratio for the scale of the gizmo (Default: 1)
  50771. */
  50772. set scaleRatio(value: number);
  50773. get scaleRatio(): number;
  50774. /**
  50775. * Disposes of the gizmo
  50776. */
  50777. dispose(): void;
  50778. /**
  50779. * CustomMeshes are not supported by this gizmo
  50780. * @param mesh The mesh to replace the default mesh of the gizmo
  50781. */
  50782. setCustomMesh(mesh: Mesh): void;
  50783. }
  50784. }
  50785. declare module "babylonjs/Gizmos/gizmoManager" {
  50786. import { Observable } from "babylonjs/Misc/observable";
  50787. import { Nullable } from "babylonjs/types";
  50788. import { Scene, IDisposable } from "babylonjs/scene";
  50789. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50790. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50791. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  50792. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  50793. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  50794. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  50795. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  50796. /**
  50797. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  50798. */
  50799. export class GizmoManager implements IDisposable {
  50800. private scene;
  50801. /**
  50802. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  50803. */
  50804. gizmos: {
  50805. positionGizmo: Nullable<PositionGizmo>;
  50806. rotationGizmo: Nullable<RotationGizmo>;
  50807. scaleGizmo: Nullable<ScaleGizmo>;
  50808. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  50809. };
  50810. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  50811. clearGizmoOnEmptyPointerEvent: boolean;
  50812. /** Fires an event when the manager is attached to a mesh */
  50813. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  50814. private _gizmosEnabled;
  50815. private _pointerObserver;
  50816. private _attachedMesh;
  50817. private _boundingBoxColor;
  50818. private _defaultUtilityLayer;
  50819. private _defaultKeepDepthUtilityLayer;
  50820. /**
  50821. * When bounding box gizmo is enabled, this can be used to track drag/end events
  50822. */
  50823. boundingBoxDragBehavior: SixDofDragBehavior;
  50824. /**
  50825. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  50826. */
  50827. attachableMeshes: Nullable<Array<AbstractMesh>>;
  50828. /**
  50829. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  50830. */
  50831. usePointerToAttachGizmos: boolean;
  50832. /**
  50833. * Utility layer that the bounding box gizmo belongs to
  50834. */
  50835. get keepDepthUtilityLayer(): UtilityLayerRenderer;
  50836. /**
  50837. * Utility layer that all gizmos besides bounding box belong to
  50838. */
  50839. get utilityLayer(): UtilityLayerRenderer;
  50840. /**
  50841. * Instatiates a gizmo manager
  50842. * @param scene the scene to overlay the gizmos on top of
  50843. */
  50844. constructor(scene: Scene);
  50845. /**
  50846. * Attaches a set of gizmos to the specified mesh
  50847. * @param mesh The mesh the gizmo's should be attached to
  50848. */
  50849. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  50850. /**
  50851. * If the position gizmo is enabled
  50852. */
  50853. set positionGizmoEnabled(value: boolean);
  50854. get positionGizmoEnabled(): boolean;
  50855. /**
  50856. * If the rotation gizmo is enabled
  50857. */
  50858. set rotationGizmoEnabled(value: boolean);
  50859. get rotationGizmoEnabled(): boolean;
  50860. /**
  50861. * If the scale gizmo is enabled
  50862. */
  50863. set scaleGizmoEnabled(value: boolean);
  50864. get scaleGizmoEnabled(): boolean;
  50865. /**
  50866. * If the boundingBox gizmo is enabled
  50867. */
  50868. set boundingBoxGizmoEnabled(value: boolean);
  50869. get boundingBoxGizmoEnabled(): boolean;
  50870. /**
  50871. * Disposes of the gizmo manager
  50872. */
  50873. dispose(): void;
  50874. }
  50875. }
  50876. declare module "babylonjs/Lights/directionalLight" {
  50877. import { Camera } from "babylonjs/Cameras/camera";
  50878. import { Scene } from "babylonjs/scene";
  50879. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  50880. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50881. import { Light } from "babylonjs/Lights/light";
  50882. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  50883. import { Effect } from "babylonjs/Materials/effect";
  50884. /**
  50885. * A directional light is defined by a direction (what a surprise!).
  50886. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  50887. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  50888. * Documentation: https://doc.babylonjs.com/babylon101/lights
  50889. */
  50890. export class DirectionalLight extends ShadowLight {
  50891. private _shadowFrustumSize;
  50892. /**
  50893. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  50894. */
  50895. get shadowFrustumSize(): number;
  50896. /**
  50897. * Specifies a fix frustum size for the shadow generation.
  50898. */
  50899. set shadowFrustumSize(value: number);
  50900. private _shadowOrthoScale;
  50901. /**
  50902. * Gets the shadow projection scale against the optimal computed one.
  50903. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  50904. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  50905. */
  50906. get shadowOrthoScale(): number;
  50907. /**
  50908. * Sets the shadow projection scale against the optimal computed one.
  50909. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  50910. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  50911. */
  50912. set shadowOrthoScale(value: number);
  50913. /**
  50914. * Automatically compute the projection matrix to best fit (including all the casters)
  50915. * on each frame.
  50916. */
  50917. autoUpdateExtends: boolean;
  50918. /**
  50919. * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
  50920. * on each frame. autoUpdateExtends must be set to true for this to work
  50921. */
  50922. autoCalcShadowZBounds: boolean;
  50923. private _orthoLeft;
  50924. private _orthoRight;
  50925. private _orthoTop;
  50926. private _orthoBottom;
  50927. /**
  50928. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  50929. * The directional light is emitted from everywhere in the given direction.
  50930. * It can cast shadows.
  50931. * Documentation : https://doc.babylonjs.com/babylon101/lights
  50932. * @param name The friendly name of the light
  50933. * @param direction The direction of the light
  50934. * @param scene The scene the light belongs to
  50935. */
  50936. constructor(name: string, direction: Vector3, scene: Scene);
  50937. /**
  50938. * Returns the string "DirectionalLight".
  50939. * @return The class name
  50940. */
  50941. getClassName(): string;
  50942. /**
  50943. * Returns the integer 1.
  50944. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  50945. */
  50946. getTypeID(): number;
  50947. /**
  50948. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  50949. * Returns the DirectionalLight Shadow projection matrix.
  50950. */
  50951. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  50952. /**
  50953. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  50954. * Returns the DirectionalLight Shadow projection matrix.
  50955. */
  50956. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  50957. /**
  50958. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  50959. * Returns the DirectionalLight Shadow projection matrix.
  50960. */
  50961. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  50962. protected _buildUniformLayout(): void;
  50963. /**
  50964. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  50965. * @param effect The effect to update
  50966. * @param lightIndex The index of the light in the effect to update
  50967. * @returns The directional light
  50968. */
  50969. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  50970. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  50971. /**
  50972. * Gets the minZ used for shadow according to both the scene and the light.
  50973. *
  50974. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  50975. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  50976. * @param activeCamera The camera we are returning the min for
  50977. * @returns the depth min z
  50978. */
  50979. getDepthMinZ(activeCamera: Camera): number;
  50980. /**
  50981. * Gets the maxZ used for shadow according to both the scene and the light.
  50982. *
  50983. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  50984. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  50985. * @param activeCamera The camera we are returning the max for
  50986. * @returns the depth max z
  50987. */
  50988. getDepthMaxZ(activeCamera: Camera): number;
  50989. /**
  50990. * Prepares the list of defines specific to the light type.
  50991. * @param defines the list of defines
  50992. * @param lightIndex defines the index of the light for the effect
  50993. */
  50994. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  50995. }
  50996. }
  50997. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  50998. import { Mesh } from "babylonjs/Meshes/mesh";
  50999. /**
  51000. * Class containing static functions to help procedurally build meshes
  51001. */
  51002. export class HemisphereBuilder {
  51003. /**
  51004. * Creates a hemisphere mesh
  51005. * @param name defines the name of the mesh
  51006. * @param options defines the options used to create the mesh
  51007. * @param scene defines the hosting scene
  51008. * @returns the hemisphere mesh
  51009. */
  51010. static CreateHemisphere(name: string, options: {
  51011. segments?: number;
  51012. diameter?: number;
  51013. sideOrientation?: number;
  51014. }, scene: any): Mesh;
  51015. }
  51016. }
  51017. declare module "babylonjs/Lights/spotLight" {
  51018. import { Nullable } from "babylonjs/types";
  51019. import { Scene } from "babylonjs/scene";
  51020. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51022. import { Effect } from "babylonjs/Materials/effect";
  51023. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51024. import { Light } from "babylonjs/Lights/light";
  51025. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51026. /**
  51027. * A spot light is defined by a position, a direction, an angle, and an exponent.
  51028. * These values define a cone of light starting from the position, emitting toward the direction.
  51029. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  51030. * and the exponent defines the speed of the decay of the light with distance (reach).
  51031. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51032. */
  51033. export class SpotLight extends ShadowLight {
  51034. private _angle;
  51035. private _innerAngle;
  51036. private _cosHalfAngle;
  51037. private _lightAngleScale;
  51038. private _lightAngleOffset;
  51039. /**
  51040. * Gets the cone angle of the spot light in Radians.
  51041. */
  51042. get angle(): number;
  51043. /**
  51044. * Sets the cone angle of the spot light in Radians.
  51045. */
  51046. set angle(value: number);
  51047. /**
  51048. * Only used in gltf falloff mode, this defines the angle where
  51049. * the directional falloff will start before cutting at angle which could be seen
  51050. * as outer angle.
  51051. */
  51052. get innerAngle(): number;
  51053. /**
  51054. * Only used in gltf falloff mode, this defines the angle where
  51055. * the directional falloff will start before cutting at angle which could be seen
  51056. * as outer angle.
  51057. */
  51058. set innerAngle(value: number);
  51059. private _shadowAngleScale;
  51060. /**
  51061. * Allows scaling the angle of the light for shadow generation only.
  51062. */
  51063. get shadowAngleScale(): number;
  51064. /**
  51065. * Allows scaling the angle of the light for shadow generation only.
  51066. */
  51067. set shadowAngleScale(value: number);
  51068. /**
  51069. * The light decay speed with the distance from the emission spot.
  51070. */
  51071. exponent: number;
  51072. private _projectionTextureMatrix;
  51073. /**
  51074. * Allows reading the projecton texture
  51075. */
  51076. get projectionTextureMatrix(): Matrix;
  51077. protected _projectionTextureLightNear: number;
  51078. /**
  51079. * Gets the near clip of the Spotlight for texture projection.
  51080. */
  51081. get projectionTextureLightNear(): number;
  51082. /**
  51083. * Sets the near clip of the Spotlight for texture projection.
  51084. */
  51085. set projectionTextureLightNear(value: number);
  51086. protected _projectionTextureLightFar: number;
  51087. /**
  51088. * Gets the far clip of the Spotlight for texture projection.
  51089. */
  51090. get projectionTextureLightFar(): number;
  51091. /**
  51092. * Sets the far clip of the Spotlight for texture projection.
  51093. */
  51094. set projectionTextureLightFar(value: number);
  51095. protected _projectionTextureUpDirection: Vector3;
  51096. /**
  51097. * Gets the Up vector of the Spotlight for texture projection.
  51098. */
  51099. get projectionTextureUpDirection(): Vector3;
  51100. /**
  51101. * Sets the Up vector of the Spotlight for texture projection.
  51102. */
  51103. set projectionTextureUpDirection(value: Vector3);
  51104. private _projectionTexture;
  51105. /**
  51106. * Gets the projection texture of the light.
  51107. */
  51108. get projectionTexture(): Nullable<BaseTexture>;
  51109. /**
  51110. * Sets the projection texture of the light.
  51111. */
  51112. set projectionTexture(value: Nullable<BaseTexture>);
  51113. private _projectionTextureViewLightDirty;
  51114. private _projectionTextureProjectionLightDirty;
  51115. private _projectionTextureDirty;
  51116. private _projectionTextureViewTargetVector;
  51117. private _projectionTextureViewLightMatrix;
  51118. private _projectionTextureProjectionLightMatrix;
  51119. private _projectionTextureScalingMatrix;
  51120. /**
  51121. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  51122. * It can cast shadows.
  51123. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51124. * @param name The light friendly name
  51125. * @param position The position of the spot light in the scene
  51126. * @param direction The direction of the light in the scene
  51127. * @param angle The cone angle of the light in Radians
  51128. * @param exponent The light decay speed with the distance from the emission spot
  51129. * @param scene The scene the lights belongs to
  51130. */
  51131. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  51132. /**
  51133. * Returns the string "SpotLight".
  51134. * @returns the class name
  51135. */
  51136. getClassName(): string;
  51137. /**
  51138. * Returns the integer 2.
  51139. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51140. */
  51141. getTypeID(): number;
  51142. /**
  51143. * Overrides the direction setter to recompute the projection texture view light Matrix.
  51144. */
  51145. protected _setDirection(value: Vector3): void;
  51146. /**
  51147. * Overrides the position setter to recompute the projection texture view light Matrix.
  51148. */
  51149. protected _setPosition(value: Vector3): void;
  51150. /**
  51151. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  51152. * Returns the SpotLight.
  51153. */
  51154. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51155. protected _computeProjectionTextureViewLightMatrix(): void;
  51156. protected _computeProjectionTextureProjectionLightMatrix(): void;
  51157. /**
  51158. * Main function for light texture projection matrix computing.
  51159. */
  51160. protected _computeProjectionTextureMatrix(): void;
  51161. protected _buildUniformLayout(): void;
  51162. private _computeAngleValues;
  51163. /**
  51164. * Sets the passed Effect "effect" with the Light textures.
  51165. * @param effect The effect to update
  51166. * @param lightIndex The index of the light in the effect to update
  51167. * @returns The light
  51168. */
  51169. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  51170. /**
  51171. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  51172. * @param effect The effect to update
  51173. * @param lightIndex The index of the light in the effect to update
  51174. * @returns The spot light
  51175. */
  51176. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  51177. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  51178. /**
  51179. * Disposes the light and the associated resources.
  51180. */
  51181. dispose(): void;
  51182. /**
  51183. * Prepares the list of defines specific to the light type.
  51184. * @param defines the list of defines
  51185. * @param lightIndex defines the index of the light for the effect
  51186. */
  51187. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51188. }
  51189. }
  51190. declare module "babylonjs/Gizmos/lightGizmo" {
  51191. import { Nullable } from "babylonjs/types";
  51192. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  51193. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  51194. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  51195. import { Light } from "babylonjs/Lights/light";
  51196. /**
  51197. * Gizmo that enables viewing a light
  51198. */
  51199. export class LightGizmo extends Gizmo {
  51200. private _lightMesh;
  51201. private _material;
  51202. private _cachedPosition;
  51203. private _cachedForward;
  51204. private _attachedMeshParent;
  51205. /**
  51206. * Creates a LightGizmo
  51207. * @param gizmoLayer The utility layer the gizmo will be added to
  51208. */
  51209. constructor(gizmoLayer?: UtilityLayerRenderer);
  51210. private _light;
  51211. /**
  51212. * The light that the gizmo is attached to
  51213. */
  51214. set light(light: Nullable<Light>);
  51215. get light(): Nullable<Light>;
  51216. /**
  51217. * Gets the material used to render the light gizmo
  51218. */
  51219. get material(): StandardMaterial;
  51220. /**
  51221. * @hidden
  51222. * Updates the gizmo to match the attached mesh's position/rotation
  51223. */
  51224. protected _update(): void;
  51225. private static _Scale;
  51226. /**
  51227. * Creates the lines for a light mesh
  51228. */
  51229. private static _CreateLightLines;
  51230. /**
  51231. * Disposes of the light gizmo
  51232. */
  51233. dispose(): void;
  51234. private static _CreateHemisphericLightMesh;
  51235. private static _CreatePointLightMesh;
  51236. private static _CreateSpotLightMesh;
  51237. private static _CreateDirectionalLightMesh;
  51238. }
  51239. }
  51240. declare module "babylonjs/Gizmos/index" {
  51241. export * from "babylonjs/Gizmos/axisDragGizmo";
  51242. export * from "babylonjs/Gizmos/axisScaleGizmo";
  51243. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  51244. export * from "babylonjs/Gizmos/gizmo";
  51245. export * from "babylonjs/Gizmos/gizmoManager";
  51246. export * from "babylonjs/Gizmos/planeRotationGizmo";
  51247. export * from "babylonjs/Gizmos/positionGizmo";
  51248. export * from "babylonjs/Gizmos/rotationGizmo";
  51249. export * from "babylonjs/Gizmos/scaleGizmo";
  51250. export * from "babylonjs/Gizmos/lightGizmo";
  51251. export * from "babylonjs/Gizmos/planeDragGizmo";
  51252. }
  51253. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  51254. /** @hidden */
  51255. export var backgroundFragmentDeclaration: {
  51256. name: string;
  51257. shader: string;
  51258. };
  51259. }
  51260. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  51261. /** @hidden */
  51262. export var backgroundUboDeclaration: {
  51263. name: string;
  51264. shader: string;
  51265. };
  51266. }
  51267. declare module "babylonjs/Shaders/background.fragment" {
  51268. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  51269. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  51270. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  51271. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  51272. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  51273. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  51274. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  51275. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  51276. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  51277. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  51278. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  51279. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  51280. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  51281. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  51282. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  51283. /** @hidden */
  51284. export var backgroundPixelShader: {
  51285. name: string;
  51286. shader: string;
  51287. };
  51288. }
  51289. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  51290. /** @hidden */
  51291. export var backgroundVertexDeclaration: {
  51292. name: string;
  51293. shader: string;
  51294. };
  51295. }
  51296. declare module "babylonjs/Shaders/background.vertex" {
  51297. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  51298. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  51299. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  51300. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51301. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51302. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  51303. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  51304. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  51305. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  51306. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51307. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51308. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  51309. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  51310. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  51311. /** @hidden */
  51312. export var backgroundVertexShader: {
  51313. name: string;
  51314. shader: string;
  51315. };
  51316. }
  51317. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  51318. import { Nullable, int, float } from "babylonjs/types";
  51319. import { Scene } from "babylonjs/scene";
  51320. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51321. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51323. import { Mesh } from "babylonjs/Meshes/mesh";
  51324. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  51325. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51326. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51327. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51328. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  51329. import { Color3 } from "babylonjs/Maths/math.color";
  51330. import "babylonjs/Shaders/background.fragment";
  51331. import "babylonjs/Shaders/background.vertex";
  51332. /**
  51333. * Background material used to create an efficient environement around your scene.
  51334. */
  51335. export class BackgroundMaterial extends PushMaterial {
  51336. /**
  51337. * Standard reflectance value at parallel view angle.
  51338. */
  51339. static StandardReflectance0: number;
  51340. /**
  51341. * Standard reflectance value at grazing angle.
  51342. */
  51343. static StandardReflectance90: number;
  51344. protected _primaryColor: Color3;
  51345. /**
  51346. * Key light Color (multiply against the environement texture)
  51347. */
  51348. primaryColor: Color3;
  51349. protected __perceptualColor: Nullable<Color3>;
  51350. /**
  51351. * Experimental Internal Use Only.
  51352. *
  51353. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  51354. * This acts as a helper to set the primary color to a more "human friendly" value.
  51355. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  51356. * output color as close as possible from the chosen value.
  51357. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  51358. * part of lighting setup.)
  51359. */
  51360. get _perceptualColor(): Nullable<Color3>;
  51361. set _perceptualColor(value: Nullable<Color3>);
  51362. protected _primaryColorShadowLevel: float;
  51363. /**
  51364. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  51365. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  51366. */
  51367. get primaryColorShadowLevel(): float;
  51368. set primaryColorShadowLevel(value: float);
  51369. protected _primaryColorHighlightLevel: float;
  51370. /**
  51371. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  51372. * The primary color is used at the level chosen to define what the white area would look.
  51373. */
  51374. get primaryColorHighlightLevel(): float;
  51375. set primaryColorHighlightLevel(value: float);
  51376. protected _reflectionTexture: Nullable<BaseTexture>;
  51377. /**
  51378. * Reflection Texture used in the material.
  51379. * Should be author in a specific way for the best result (refer to the documentation).
  51380. */
  51381. reflectionTexture: Nullable<BaseTexture>;
  51382. protected _reflectionBlur: float;
  51383. /**
  51384. * Reflection Texture level of blur.
  51385. *
  51386. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  51387. * texture twice.
  51388. */
  51389. reflectionBlur: float;
  51390. protected _diffuseTexture: Nullable<BaseTexture>;
  51391. /**
  51392. * Diffuse Texture used in the material.
  51393. * Should be author in a specific way for the best result (refer to the documentation).
  51394. */
  51395. diffuseTexture: Nullable<BaseTexture>;
  51396. protected _shadowLights: Nullable<IShadowLight[]>;
  51397. /**
  51398. * Specify the list of lights casting shadow on the material.
  51399. * All scene shadow lights will be included if null.
  51400. */
  51401. shadowLights: Nullable<IShadowLight[]>;
  51402. protected _shadowLevel: float;
  51403. /**
  51404. * Helps adjusting the shadow to a softer level if required.
  51405. * 0 means black shadows and 1 means no shadows.
  51406. */
  51407. shadowLevel: float;
  51408. protected _sceneCenter: Vector3;
  51409. /**
  51410. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  51411. * It is usually zero but might be interesting to modify according to your setup.
  51412. */
  51413. sceneCenter: Vector3;
  51414. protected _opacityFresnel: boolean;
  51415. /**
  51416. * This helps specifying that the material is falling off to the sky box at grazing angle.
  51417. * This helps ensuring a nice transition when the camera goes under the ground.
  51418. */
  51419. opacityFresnel: boolean;
  51420. protected _reflectionFresnel: boolean;
  51421. /**
  51422. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  51423. * This helps adding a mirror texture on the ground.
  51424. */
  51425. reflectionFresnel: boolean;
  51426. protected _reflectionFalloffDistance: number;
  51427. /**
  51428. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  51429. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  51430. */
  51431. reflectionFalloffDistance: number;
  51432. protected _reflectionAmount: number;
  51433. /**
  51434. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  51435. */
  51436. reflectionAmount: number;
  51437. protected _reflectionReflectance0: number;
  51438. /**
  51439. * This specifies the weight of the reflection at grazing angle.
  51440. */
  51441. reflectionReflectance0: number;
  51442. protected _reflectionReflectance90: number;
  51443. /**
  51444. * This specifies the weight of the reflection at a perpendicular point of view.
  51445. */
  51446. reflectionReflectance90: number;
  51447. /**
  51448. * Sets the reflection reflectance fresnel values according to the default standard
  51449. * empirically know to work well :-)
  51450. */
  51451. set reflectionStandardFresnelWeight(value: number);
  51452. protected _useRGBColor: boolean;
  51453. /**
  51454. * Helps to directly use the maps channels instead of their level.
  51455. */
  51456. useRGBColor: boolean;
  51457. protected _enableNoise: boolean;
  51458. /**
  51459. * This helps reducing the banding effect that could occur on the background.
  51460. */
  51461. enableNoise: boolean;
  51462. /**
  51463. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51464. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  51465. * Recommended to be keep at 1.0 except for special cases.
  51466. */
  51467. get fovMultiplier(): number;
  51468. set fovMultiplier(value: number);
  51469. private _fovMultiplier;
  51470. /**
  51471. * Enable the FOV adjustment feature controlled by fovMultiplier.
  51472. */
  51473. useEquirectangularFOV: boolean;
  51474. private _maxSimultaneousLights;
  51475. /**
  51476. * Number of Simultaneous lights allowed on the material.
  51477. */
  51478. maxSimultaneousLights: int;
  51479. /**
  51480. * Default configuration related to image processing available in the Background Material.
  51481. */
  51482. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  51483. /**
  51484. * Keep track of the image processing observer to allow dispose and replace.
  51485. */
  51486. private _imageProcessingObserver;
  51487. /**
  51488. * Attaches a new image processing configuration to the PBR Material.
  51489. * @param configuration (if null the scene configuration will be use)
  51490. */
  51491. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  51492. /**
  51493. * Gets the image processing configuration used either in this material.
  51494. */
  51495. get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
  51496. /**
  51497. * Sets the Default image processing configuration used either in the this material.
  51498. *
  51499. * If sets to null, the scene one is in use.
  51500. */
  51501. set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
  51502. /**
  51503. * Gets wether the color curves effect is enabled.
  51504. */
  51505. get cameraColorCurvesEnabled(): boolean;
  51506. /**
  51507. * Sets wether the color curves effect is enabled.
  51508. */
  51509. set cameraColorCurvesEnabled(value: boolean);
  51510. /**
  51511. * Gets wether the color grading effect is enabled.
  51512. */
  51513. get cameraColorGradingEnabled(): boolean;
  51514. /**
  51515. * Gets wether the color grading effect is enabled.
  51516. */
  51517. set cameraColorGradingEnabled(value: boolean);
  51518. /**
  51519. * Gets wether tonemapping is enabled or not.
  51520. */
  51521. get cameraToneMappingEnabled(): boolean;
  51522. /**
  51523. * Sets wether tonemapping is enabled or not
  51524. */
  51525. set cameraToneMappingEnabled(value: boolean);
  51526. /**
  51527. * The camera exposure used on this material.
  51528. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51529. * This corresponds to a photographic exposure.
  51530. */
  51531. get cameraExposure(): float;
  51532. /**
  51533. * The camera exposure used on this material.
  51534. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51535. * This corresponds to a photographic exposure.
  51536. */
  51537. set cameraExposure(value: float);
  51538. /**
  51539. * Gets The camera contrast used on this material.
  51540. */
  51541. get cameraContrast(): float;
  51542. /**
  51543. * Sets The camera contrast used on this material.
  51544. */
  51545. set cameraContrast(value: float);
  51546. /**
  51547. * Gets the Color Grading 2D Lookup Texture.
  51548. */
  51549. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  51550. /**
  51551. * Sets the Color Grading 2D Lookup Texture.
  51552. */
  51553. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  51554. /**
  51555. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51556. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51557. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51558. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51559. */
  51560. get cameraColorCurves(): Nullable<ColorCurves>;
  51561. /**
  51562. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51563. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51564. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51565. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51566. */
  51567. set cameraColorCurves(value: Nullable<ColorCurves>);
  51568. /**
  51569. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  51570. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  51571. */
  51572. switchToBGR: boolean;
  51573. private _renderTargets;
  51574. private _reflectionControls;
  51575. private _white;
  51576. private _primaryShadowColor;
  51577. private _primaryHighlightColor;
  51578. /**
  51579. * Instantiates a Background Material in the given scene
  51580. * @param name The friendly name of the material
  51581. * @param scene The scene to add the material to
  51582. */
  51583. constructor(name: string, scene: Scene);
  51584. /**
  51585. * Gets a boolean indicating that current material needs to register RTT
  51586. */
  51587. get hasRenderTargetTextures(): boolean;
  51588. /**
  51589. * The entire material has been created in order to prevent overdraw.
  51590. * @returns false
  51591. */
  51592. needAlphaTesting(): boolean;
  51593. /**
  51594. * The entire material has been created in order to prevent overdraw.
  51595. * @returns true if blending is enable
  51596. */
  51597. needAlphaBlending(): boolean;
  51598. /**
  51599. * Checks wether the material is ready to be rendered for a given mesh.
  51600. * @param mesh The mesh to render
  51601. * @param subMesh The submesh to check against
  51602. * @param useInstances Specify wether or not the material is used with instances
  51603. * @returns true if all the dependencies are ready (Textures, Effects...)
  51604. */
  51605. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  51606. /**
  51607. * Compute the primary color according to the chosen perceptual color.
  51608. */
  51609. private _computePrimaryColorFromPerceptualColor;
  51610. /**
  51611. * Compute the highlights and shadow colors according to their chosen levels.
  51612. */
  51613. private _computePrimaryColors;
  51614. /**
  51615. * Build the uniform buffer used in the material.
  51616. */
  51617. buildUniformLayout(): void;
  51618. /**
  51619. * Unbind the material.
  51620. */
  51621. unbind(): void;
  51622. /**
  51623. * Bind only the world matrix to the material.
  51624. * @param world The world matrix to bind.
  51625. */
  51626. bindOnlyWorldMatrix(world: Matrix): void;
  51627. /**
  51628. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  51629. * @param world The world matrix to bind.
  51630. * @param subMesh The submesh to bind for.
  51631. */
  51632. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51633. /**
  51634. * Checks to see if a texture is used in the material.
  51635. * @param texture - Base texture to use.
  51636. * @returns - Boolean specifying if a texture is used in the material.
  51637. */
  51638. hasTexture(texture: BaseTexture): boolean;
  51639. /**
  51640. * Dispose the material.
  51641. * @param forceDisposeEffect Force disposal of the associated effect.
  51642. * @param forceDisposeTextures Force disposal of the associated textures.
  51643. */
  51644. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51645. /**
  51646. * Clones the material.
  51647. * @param name The cloned name.
  51648. * @returns The cloned material.
  51649. */
  51650. clone(name: string): BackgroundMaterial;
  51651. /**
  51652. * Serializes the current material to its JSON representation.
  51653. * @returns The JSON representation.
  51654. */
  51655. serialize(): any;
  51656. /**
  51657. * Gets the class name of the material
  51658. * @returns "BackgroundMaterial"
  51659. */
  51660. getClassName(): string;
  51661. /**
  51662. * Parse a JSON input to create back a background material.
  51663. * @param source The JSON data to parse
  51664. * @param scene The scene to create the parsed material in
  51665. * @param rootUrl The root url of the assets the material depends upon
  51666. * @returns the instantiated BackgroundMaterial.
  51667. */
  51668. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  51669. }
  51670. }
  51671. declare module "babylonjs/Helpers/environmentHelper" {
  51672. import { Observable } from "babylonjs/Misc/observable";
  51673. import { Nullable } from "babylonjs/types";
  51674. import { Scene } from "babylonjs/scene";
  51675. import { Vector3 } from "babylonjs/Maths/math.vector";
  51676. import { Color3 } from "babylonjs/Maths/math.color";
  51677. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51678. import { Mesh } from "babylonjs/Meshes/mesh";
  51679. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51680. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  51681. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51682. import "babylonjs/Meshes/Builders/planeBuilder";
  51683. import "babylonjs/Meshes/Builders/boxBuilder";
  51684. /**
  51685. * Represents the different options available during the creation of
  51686. * a Environment helper.
  51687. *
  51688. * This can control the default ground, skybox and image processing setup of your scene.
  51689. */
  51690. export interface IEnvironmentHelperOptions {
  51691. /**
  51692. * Specifies wether or not to create a ground.
  51693. * True by default.
  51694. */
  51695. createGround: boolean;
  51696. /**
  51697. * Specifies the ground size.
  51698. * 15 by default.
  51699. */
  51700. groundSize: number;
  51701. /**
  51702. * The texture used on the ground for the main color.
  51703. * Comes from the BabylonJS CDN by default.
  51704. *
  51705. * Remarks: Can be either a texture or a url.
  51706. */
  51707. groundTexture: string | BaseTexture;
  51708. /**
  51709. * The color mixed in the ground texture by default.
  51710. * BabylonJS clearColor by default.
  51711. */
  51712. groundColor: Color3;
  51713. /**
  51714. * Specifies the ground opacity.
  51715. * 1 by default.
  51716. */
  51717. groundOpacity: number;
  51718. /**
  51719. * Enables the ground to receive shadows.
  51720. * True by default.
  51721. */
  51722. enableGroundShadow: boolean;
  51723. /**
  51724. * Helps preventing the shadow to be fully black on the ground.
  51725. * 0.5 by default.
  51726. */
  51727. groundShadowLevel: number;
  51728. /**
  51729. * Creates a mirror texture attach to the ground.
  51730. * false by default.
  51731. */
  51732. enableGroundMirror: boolean;
  51733. /**
  51734. * Specifies the ground mirror size ratio.
  51735. * 0.3 by default as the default kernel is 64.
  51736. */
  51737. groundMirrorSizeRatio: number;
  51738. /**
  51739. * Specifies the ground mirror blur kernel size.
  51740. * 64 by default.
  51741. */
  51742. groundMirrorBlurKernel: number;
  51743. /**
  51744. * Specifies the ground mirror visibility amount.
  51745. * 1 by default
  51746. */
  51747. groundMirrorAmount: number;
  51748. /**
  51749. * Specifies the ground mirror reflectance weight.
  51750. * This uses the standard weight of the background material to setup the fresnel effect
  51751. * of the mirror.
  51752. * 1 by default.
  51753. */
  51754. groundMirrorFresnelWeight: number;
  51755. /**
  51756. * Specifies the ground mirror Falloff distance.
  51757. * This can helps reducing the size of the reflection.
  51758. * 0 by Default.
  51759. */
  51760. groundMirrorFallOffDistance: number;
  51761. /**
  51762. * Specifies the ground mirror texture type.
  51763. * Unsigned Int by Default.
  51764. */
  51765. groundMirrorTextureType: number;
  51766. /**
  51767. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  51768. * the shown objects.
  51769. */
  51770. groundYBias: number;
  51771. /**
  51772. * Specifies wether or not to create a skybox.
  51773. * True by default.
  51774. */
  51775. createSkybox: boolean;
  51776. /**
  51777. * Specifies the skybox size.
  51778. * 20 by default.
  51779. */
  51780. skyboxSize: number;
  51781. /**
  51782. * The texture used on the skybox for the main color.
  51783. * Comes from the BabylonJS CDN by default.
  51784. *
  51785. * Remarks: Can be either a texture or a url.
  51786. */
  51787. skyboxTexture: string | BaseTexture;
  51788. /**
  51789. * The color mixed in the skybox texture by default.
  51790. * BabylonJS clearColor by default.
  51791. */
  51792. skyboxColor: Color3;
  51793. /**
  51794. * The background rotation around the Y axis of the scene.
  51795. * This helps aligning the key lights of your scene with the background.
  51796. * 0 by default.
  51797. */
  51798. backgroundYRotation: number;
  51799. /**
  51800. * Compute automatically the size of the elements to best fit with the scene.
  51801. */
  51802. sizeAuto: boolean;
  51803. /**
  51804. * Default position of the rootMesh if autoSize is not true.
  51805. */
  51806. rootPosition: Vector3;
  51807. /**
  51808. * Sets up the image processing in the scene.
  51809. * true by default.
  51810. */
  51811. setupImageProcessing: boolean;
  51812. /**
  51813. * The texture used as your environment texture in the scene.
  51814. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  51815. *
  51816. * Remarks: Can be either a texture or a url.
  51817. */
  51818. environmentTexture: string | BaseTexture;
  51819. /**
  51820. * The value of the exposure to apply to the scene.
  51821. * 0.6 by default if setupImageProcessing is true.
  51822. */
  51823. cameraExposure: number;
  51824. /**
  51825. * The value of the contrast to apply to the scene.
  51826. * 1.6 by default if setupImageProcessing is true.
  51827. */
  51828. cameraContrast: number;
  51829. /**
  51830. * Specifies wether or not tonemapping should be enabled in the scene.
  51831. * true by default if setupImageProcessing is true.
  51832. */
  51833. toneMappingEnabled: boolean;
  51834. }
  51835. /**
  51836. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  51837. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  51838. * It also helps with the default setup of your imageProcessing configuration.
  51839. */
  51840. export class EnvironmentHelper {
  51841. /**
  51842. * Default ground texture URL.
  51843. */
  51844. private static _groundTextureCDNUrl;
  51845. /**
  51846. * Default skybox texture URL.
  51847. */
  51848. private static _skyboxTextureCDNUrl;
  51849. /**
  51850. * Default environment texture URL.
  51851. */
  51852. private static _environmentTextureCDNUrl;
  51853. /**
  51854. * Creates the default options for the helper.
  51855. */
  51856. private static _getDefaultOptions;
  51857. private _rootMesh;
  51858. /**
  51859. * Gets the root mesh created by the helper.
  51860. */
  51861. get rootMesh(): Mesh;
  51862. private _skybox;
  51863. /**
  51864. * Gets the skybox created by the helper.
  51865. */
  51866. get skybox(): Nullable<Mesh>;
  51867. private _skyboxTexture;
  51868. /**
  51869. * Gets the skybox texture created by the helper.
  51870. */
  51871. get skyboxTexture(): Nullable<BaseTexture>;
  51872. private _skyboxMaterial;
  51873. /**
  51874. * Gets the skybox material created by the helper.
  51875. */
  51876. get skyboxMaterial(): Nullable<BackgroundMaterial>;
  51877. private _ground;
  51878. /**
  51879. * Gets the ground mesh created by the helper.
  51880. */
  51881. get ground(): Nullable<Mesh>;
  51882. private _groundTexture;
  51883. /**
  51884. * Gets the ground texture created by the helper.
  51885. */
  51886. get groundTexture(): Nullable<BaseTexture>;
  51887. private _groundMirror;
  51888. /**
  51889. * Gets the ground mirror created by the helper.
  51890. */
  51891. get groundMirror(): Nullable<MirrorTexture>;
  51892. /**
  51893. * Gets the ground mirror render list to helps pushing the meshes
  51894. * you wish in the ground reflection.
  51895. */
  51896. get groundMirrorRenderList(): Nullable<AbstractMesh[]>;
  51897. private _groundMaterial;
  51898. /**
  51899. * Gets the ground material created by the helper.
  51900. */
  51901. get groundMaterial(): Nullable<BackgroundMaterial>;
  51902. /**
  51903. * Stores the creation options.
  51904. */
  51905. private readonly _scene;
  51906. private _options;
  51907. /**
  51908. * This observable will be notified with any error during the creation of the environment,
  51909. * mainly texture creation errors.
  51910. */
  51911. onErrorObservable: Observable<{
  51912. message?: string;
  51913. exception?: any;
  51914. }>;
  51915. /**
  51916. * constructor
  51917. * @param options Defines the options we want to customize the helper
  51918. * @param scene The scene to add the material to
  51919. */
  51920. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  51921. /**
  51922. * Updates the background according to the new options
  51923. * @param options
  51924. */
  51925. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  51926. /**
  51927. * Sets the primary color of all the available elements.
  51928. * @param color the main color to affect to the ground and the background
  51929. */
  51930. setMainColor(color: Color3): void;
  51931. /**
  51932. * Setup the image processing according to the specified options.
  51933. */
  51934. private _setupImageProcessing;
  51935. /**
  51936. * Setup the environment texture according to the specified options.
  51937. */
  51938. private _setupEnvironmentTexture;
  51939. /**
  51940. * Setup the background according to the specified options.
  51941. */
  51942. private _setupBackground;
  51943. /**
  51944. * Get the scene sizes according to the setup.
  51945. */
  51946. private _getSceneSize;
  51947. /**
  51948. * Setup the ground according to the specified options.
  51949. */
  51950. private _setupGround;
  51951. /**
  51952. * Setup the ground material according to the specified options.
  51953. */
  51954. private _setupGroundMaterial;
  51955. /**
  51956. * Setup the ground diffuse texture according to the specified options.
  51957. */
  51958. private _setupGroundDiffuseTexture;
  51959. /**
  51960. * Setup the ground mirror texture according to the specified options.
  51961. */
  51962. private _setupGroundMirrorTexture;
  51963. /**
  51964. * Setup the ground to receive the mirror texture.
  51965. */
  51966. private _setupMirrorInGroundMaterial;
  51967. /**
  51968. * Setup the skybox according to the specified options.
  51969. */
  51970. private _setupSkybox;
  51971. /**
  51972. * Setup the skybox material according to the specified options.
  51973. */
  51974. private _setupSkyboxMaterial;
  51975. /**
  51976. * Setup the skybox reflection texture according to the specified options.
  51977. */
  51978. private _setupSkyboxReflectionTexture;
  51979. private _errorHandler;
  51980. /**
  51981. * Dispose all the elements created by the Helper.
  51982. */
  51983. dispose(): void;
  51984. }
  51985. }
  51986. declare module "babylonjs/Helpers/photoDome" {
  51987. import { Observable } from "babylonjs/Misc/observable";
  51988. import { Nullable } from "babylonjs/types";
  51989. import { Scene } from "babylonjs/scene";
  51990. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51991. import { Mesh } from "babylonjs/Meshes/mesh";
  51992. import { Texture } from "babylonjs/Materials/Textures/texture";
  51993. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51994. import "babylonjs/Meshes/Builders/sphereBuilder";
  51995. /**
  51996. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  51997. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  51998. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  51999. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  52000. */
  52001. export class PhotoDome extends TransformNode {
  52002. /**
  52003. * Define the image as a Monoscopic panoramic 360 image.
  52004. */
  52005. static readonly MODE_MONOSCOPIC: number;
  52006. /**
  52007. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  52008. */
  52009. static readonly MODE_TOPBOTTOM: number;
  52010. /**
  52011. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  52012. */
  52013. static readonly MODE_SIDEBYSIDE: number;
  52014. private _useDirectMapping;
  52015. /**
  52016. * The texture being displayed on the sphere
  52017. */
  52018. protected _photoTexture: Texture;
  52019. /**
  52020. * Gets or sets the texture being displayed on the sphere
  52021. */
  52022. get photoTexture(): Texture;
  52023. set photoTexture(value: Texture);
  52024. /**
  52025. * Observable raised when an error occured while loading the 360 image
  52026. */
  52027. onLoadErrorObservable: Observable<string>;
  52028. /**
  52029. * The skybox material
  52030. */
  52031. protected _material: BackgroundMaterial;
  52032. /**
  52033. * The surface used for the skybox
  52034. */
  52035. protected _mesh: Mesh;
  52036. /**
  52037. * Gets the mesh used for the skybox.
  52038. */
  52039. get mesh(): Mesh;
  52040. /**
  52041. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  52042. * Also see the options.resolution property.
  52043. */
  52044. get fovMultiplier(): number;
  52045. set fovMultiplier(value: number);
  52046. private _imageMode;
  52047. /**
  52048. * Gets or set the current video mode for the video. It can be:
  52049. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  52050. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  52051. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  52052. */
  52053. get imageMode(): number;
  52054. set imageMode(value: number);
  52055. /**
  52056. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  52057. * @param name Element's name, child elements will append suffixes for their own names.
  52058. * @param urlsOfPhoto defines the url of the photo to display
  52059. * @param options defines an object containing optional or exposed sub element properties
  52060. * @param onError defines a callback called when an error occured while loading the texture
  52061. */
  52062. constructor(name: string, urlOfPhoto: string, options: {
  52063. resolution?: number;
  52064. size?: number;
  52065. useDirectMapping?: boolean;
  52066. faceForward?: boolean;
  52067. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  52068. private _onBeforeCameraRenderObserver;
  52069. private _changeImageMode;
  52070. /**
  52071. * Releases resources associated with this node.
  52072. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  52073. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  52074. */
  52075. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52076. }
  52077. }
  52078. declare module "babylonjs/Misc/rgbdTextureTools" {
  52079. import "babylonjs/Shaders/rgbdDecode.fragment";
  52080. import "babylonjs/Engines/Extensions/engine.renderTarget";
  52081. import { Texture } from "babylonjs/Materials/Textures/texture";
  52082. /**
  52083. * Class used to host RGBD texture specific utilities
  52084. */
  52085. export class RGBDTextureTools {
  52086. /**
  52087. * Expand the RGBD Texture from RGBD to Half Float if possible.
  52088. * @param texture the texture to expand.
  52089. */
  52090. static ExpandRGBDTexture(texture: Texture): void;
  52091. }
  52092. }
  52093. declare module "babylonjs/Misc/brdfTextureTools" {
  52094. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52095. import { Scene } from "babylonjs/scene";
  52096. /**
  52097. * Class used to host texture specific utilities
  52098. */
  52099. export class BRDFTextureTools {
  52100. /**
  52101. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  52102. * @param scene defines the hosting scene
  52103. * @returns the environment BRDF texture
  52104. */
  52105. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  52106. private static _environmentBRDFBase64Texture;
  52107. }
  52108. }
  52109. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  52110. import { Nullable } from "babylonjs/types";
  52111. import { Color3 } from "babylonjs/Maths/math.color";
  52112. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52113. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52114. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52115. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52116. import { Engine } from "babylonjs/Engines/engine";
  52117. import { Scene } from "babylonjs/scene";
  52118. /**
  52119. * @hidden
  52120. */
  52121. export interface IMaterialClearCoatDefines {
  52122. CLEARCOAT: boolean;
  52123. CLEARCOAT_DEFAULTIOR: boolean;
  52124. CLEARCOAT_TEXTURE: boolean;
  52125. CLEARCOAT_TEXTUREDIRECTUV: number;
  52126. CLEARCOAT_BUMP: boolean;
  52127. CLEARCOAT_BUMPDIRECTUV: number;
  52128. CLEARCOAT_TINT: boolean;
  52129. CLEARCOAT_TINT_TEXTURE: boolean;
  52130. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  52131. /** @hidden */
  52132. _areTexturesDirty: boolean;
  52133. }
  52134. /**
  52135. * Define the code related to the clear coat parameters of the pbr material.
  52136. */
  52137. export class PBRClearCoatConfiguration {
  52138. /**
  52139. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  52140. * The default fits with a polyurethane material.
  52141. */
  52142. private static readonly _DefaultIndexOfRefraction;
  52143. private _isEnabled;
  52144. /**
  52145. * Defines if the clear coat is enabled in the material.
  52146. */
  52147. isEnabled: boolean;
  52148. /**
  52149. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  52150. */
  52151. intensity: number;
  52152. /**
  52153. * Defines the clear coat layer roughness.
  52154. */
  52155. roughness: number;
  52156. private _indexOfRefraction;
  52157. /**
  52158. * Defines the index of refraction of the clear coat.
  52159. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  52160. * The default fits with a polyurethane material.
  52161. * Changing the default value is more performance intensive.
  52162. */
  52163. indexOfRefraction: number;
  52164. private _texture;
  52165. /**
  52166. * Stores the clear coat values in a texture.
  52167. */
  52168. texture: Nullable<BaseTexture>;
  52169. private _bumpTexture;
  52170. /**
  52171. * Define the clear coat specific bump texture.
  52172. */
  52173. bumpTexture: Nullable<BaseTexture>;
  52174. private _isTintEnabled;
  52175. /**
  52176. * Defines if the clear coat tint is enabled in the material.
  52177. */
  52178. isTintEnabled: boolean;
  52179. /**
  52180. * Defines the clear coat tint of the material.
  52181. * This is only use if tint is enabled
  52182. */
  52183. tintColor: Color3;
  52184. /**
  52185. * Defines the distance at which the tint color should be found in the
  52186. * clear coat media.
  52187. * This is only use if tint is enabled
  52188. */
  52189. tintColorAtDistance: number;
  52190. /**
  52191. * Defines the clear coat layer thickness.
  52192. * This is only use if tint is enabled
  52193. */
  52194. tintThickness: number;
  52195. private _tintTexture;
  52196. /**
  52197. * Stores the clear tint values in a texture.
  52198. * rgb is tint
  52199. * a is a thickness factor
  52200. */
  52201. tintTexture: Nullable<BaseTexture>;
  52202. /** @hidden */
  52203. private _internalMarkAllSubMeshesAsTexturesDirty;
  52204. /** @hidden */
  52205. _markAllSubMeshesAsTexturesDirty(): void;
  52206. /**
  52207. * Instantiate a new istance of clear coat configuration.
  52208. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52209. */
  52210. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52211. /**
  52212. * Gets wehter the submesh is ready to be used or not.
  52213. * @param defines the list of "defines" to update.
  52214. * @param scene defines the scene the material belongs to.
  52215. * @param engine defines the engine the material belongs to.
  52216. * @param disableBumpMap defines wether the material disables bump or not.
  52217. * @returns - boolean indicating that the submesh is ready or not.
  52218. */
  52219. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  52220. /**
  52221. * Checks to see if a texture is used in the material.
  52222. * @param defines the list of "defines" to update.
  52223. * @param scene defines the scene to the material belongs to.
  52224. */
  52225. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  52226. /**
  52227. * Binds the material data.
  52228. * @param uniformBuffer defines the Uniform buffer to fill in.
  52229. * @param scene defines the scene the material belongs to.
  52230. * @param engine defines the engine the material belongs to.
  52231. * @param disableBumpMap defines wether the material disables bump or not.
  52232. * @param isFrozen defines wether the material is frozen or not.
  52233. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  52234. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  52235. */
  52236. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  52237. /**
  52238. * Checks to see if a texture is used in the material.
  52239. * @param texture - Base texture to use.
  52240. * @returns - Boolean specifying if a texture is used in the material.
  52241. */
  52242. hasTexture(texture: BaseTexture): boolean;
  52243. /**
  52244. * Returns an array of the actively used textures.
  52245. * @param activeTextures Array of BaseTextures
  52246. */
  52247. getActiveTextures(activeTextures: BaseTexture[]): void;
  52248. /**
  52249. * Returns the animatable textures.
  52250. * @param animatables Array of animatable textures.
  52251. */
  52252. getAnimatables(animatables: IAnimatable[]): void;
  52253. /**
  52254. * Disposes the resources of the material.
  52255. * @param forceDisposeTextures - Forces the disposal of all textures.
  52256. */
  52257. dispose(forceDisposeTextures?: boolean): void;
  52258. /**
  52259. * Get the current class name of the texture useful for serialization or dynamic coding.
  52260. * @returns "PBRClearCoatConfiguration"
  52261. */
  52262. getClassName(): string;
  52263. /**
  52264. * Add fallbacks to the effect fallbacks list.
  52265. * @param defines defines the Base texture to use.
  52266. * @param fallbacks defines the current fallback list.
  52267. * @param currentRank defines the current fallback rank.
  52268. * @returns the new fallback rank.
  52269. */
  52270. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52271. /**
  52272. * Add the required uniforms to the current list.
  52273. * @param uniforms defines the current uniform list.
  52274. */
  52275. static AddUniforms(uniforms: string[]): void;
  52276. /**
  52277. * Add the required samplers to the current list.
  52278. * @param samplers defines the current sampler list.
  52279. */
  52280. static AddSamplers(samplers: string[]): void;
  52281. /**
  52282. * Add the required uniforms to the current buffer.
  52283. * @param uniformBuffer defines the current uniform buffer.
  52284. */
  52285. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52286. /**
  52287. * Makes a duplicate of the current configuration into another one.
  52288. * @param clearCoatConfiguration define the config where to copy the info
  52289. */
  52290. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  52291. /**
  52292. * Serializes this clear coat configuration.
  52293. * @returns - An object with the serialized config.
  52294. */
  52295. serialize(): any;
  52296. /**
  52297. * Parses a anisotropy Configuration from a serialized object.
  52298. * @param source - Serialized object.
  52299. * @param scene Defines the scene we are parsing for
  52300. * @param rootUrl Defines the rootUrl to load from
  52301. */
  52302. parse(source: any, scene: Scene, rootUrl: string): void;
  52303. }
  52304. }
  52305. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  52306. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52307. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52308. import { Vector2 } from "babylonjs/Maths/math.vector";
  52309. import { Scene } from "babylonjs/scene";
  52310. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52311. import { Nullable } from "babylonjs/types";
  52312. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52313. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52314. /**
  52315. * @hidden
  52316. */
  52317. export interface IMaterialAnisotropicDefines {
  52318. ANISOTROPIC: boolean;
  52319. ANISOTROPIC_TEXTURE: boolean;
  52320. ANISOTROPIC_TEXTUREDIRECTUV: number;
  52321. MAINUV1: boolean;
  52322. _areTexturesDirty: boolean;
  52323. _needUVs: boolean;
  52324. }
  52325. /**
  52326. * Define the code related to the anisotropic parameters of the pbr material.
  52327. */
  52328. export class PBRAnisotropicConfiguration {
  52329. private _isEnabled;
  52330. /**
  52331. * Defines if the anisotropy is enabled in the material.
  52332. */
  52333. isEnabled: boolean;
  52334. /**
  52335. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  52336. */
  52337. intensity: number;
  52338. /**
  52339. * Defines if the effect is along the tangents, bitangents or in between.
  52340. * By default, the effect is "strectching" the highlights along the tangents.
  52341. */
  52342. direction: Vector2;
  52343. private _texture;
  52344. /**
  52345. * Stores the anisotropy values in a texture.
  52346. * rg is direction (like normal from -1 to 1)
  52347. * b is a intensity
  52348. */
  52349. texture: Nullable<BaseTexture>;
  52350. /** @hidden */
  52351. private _internalMarkAllSubMeshesAsTexturesDirty;
  52352. /** @hidden */
  52353. _markAllSubMeshesAsTexturesDirty(): void;
  52354. /**
  52355. * Instantiate a new istance of anisotropy configuration.
  52356. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52357. */
  52358. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52359. /**
  52360. * Specifies that the submesh is ready to be used.
  52361. * @param defines the list of "defines" to update.
  52362. * @param scene defines the scene the material belongs to.
  52363. * @returns - boolean indicating that the submesh is ready or not.
  52364. */
  52365. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  52366. /**
  52367. * Checks to see if a texture is used in the material.
  52368. * @param defines the list of "defines" to update.
  52369. * @param mesh the mesh we are preparing the defines for.
  52370. * @param scene defines the scene the material belongs to.
  52371. */
  52372. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  52373. /**
  52374. * Binds the material data.
  52375. * @param uniformBuffer defines the Uniform buffer to fill in.
  52376. * @param scene defines the scene the material belongs to.
  52377. * @param isFrozen defines wether the material is frozen or not.
  52378. */
  52379. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  52380. /**
  52381. * Checks to see if a texture is used in the material.
  52382. * @param texture - Base texture to use.
  52383. * @returns - Boolean specifying if a texture is used in the material.
  52384. */
  52385. hasTexture(texture: BaseTexture): boolean;
  52386. /**
  52387. * Returns an array of the actively used textures.
  52388. * @param activeTextures Array of BaseTextures
  52389. */
  52390. getActiveTextures(activeTextures: BaseTexture[]): void;
  52391. /**
  52392. * Returns the animatable textures.
  52393. * @param animatables Array of animatable textures.
  52394. */
  52395. getAnimatables(animatables: IAnimatable[]): void;
  52396. /**
  52397. * Disposes the resources of the material.
  52398. * @param forceDisposeTextures - Forces the disposal of all textures.
  52399. */
  52400. dispose(forceDisposeTextures?: boolean): void;
  52401. /**
  52402. * Get the current class name of the texture useful for serialization or dynamic coding.
  52403. * @returns "PBRAnisotropicConfiguration"
  52404. */
  52405. getClassName(): string;
  52406. /**
  52407. * Add fallbacks to the effect fallbacks list.
  52408. * @param defines defines the Base texture to use.
  52409. * @param fallbacks defines the current fallback list.
  52410. * @param currentRank defines the current fallback rank.
  52411. * @returns the new fallback rank.
  52412. */
  52413. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52414. /**
  52415. * Add the required uniforms to the current list.
  52416. * @param uniforms defines the current uniform list.
  52417. */
  52418. static AddUniforms(uniforms: string[]): void;
  52419. /**
  52420. * Add the required uniforms to the current buffer.
  52421. * @param uniformBuffer defines the current uniform buffer.
  52422. */
  52423. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52424. /**
  52425. * Add the required samplers to the current list.
  52426. * @param samplers defines the current sampler list.
  52427. */
  52428. static AddSamplers(samplers: string[]): void;
  52429. /**
  52430. * Makes a duplicate of the current configuration into another one.
  52431. * @param anisotropicConfiguration define the config where to copy the info
  52432. */
  52433. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  52434. /**
  52435. * Serializes this anisotropy configuration.
  52436. * @returns - An object with the serialized config.
  52437. */
  52438. serialize(): any;
  52439. /**
  52440. * Parses a anisotropy Configuration from a serialized object.
  52441. * @param source - Serialized object.
  52442. * @param scene Defines the scene we are parsing for
  52443. * @param rootUrl Defines the rootUrl to load from
  52444. */
  52445. parse(source: any, scene: Scene, rootUrl: string): void;
  52446. }
  52447. }
  52448. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  52449. import { Scene } from "babylonjs/scene";
  52450. /**
  52451. * @hidden
  52452. */
  52453. export interface IMaterialBRDFDefines {
  52454. BRDF_V_HEIGHT_CORRELATED: boolean;
  52455. MS_BRDF_ENERGY_CONSERVATION: boolean;
  52456. SPHERICAL_HARMONICS: boolean;
  52457. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  52458. /** @hidden */
  52459. _areMiscDirty: boolean;
  52460. }
  52461. /**
  52462. * Define the code related to the BRDF parameters of the pbr material.
  52463. */
  52464. export class PBRBRDFConfiguration {
  52465. /**
  52466. * Default value used for the energy conservation.
  52467. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  52468. */
  52469. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  52470. /**
  52471. * Default value used for the Smith Visibility Height Correlated mode.
  52472. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  52473. */
  52474. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  52475. /**
  52476. * Default value used for the IBL diffuse part.
  52477. * This can help switching back to the polynomials mode globally which is a tiny bit
  52478. * less GPU intensive at the drawback of a lower quality.
  52479. */
  52480. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  52481. /**
  52482. * Default value used for activating energy conservation for the specular workflow.
  52483. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  52484. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  52485. */
  52486. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  52487. private _useEnergyConservation;
  52488. /**
  52489. * Defines if the material uses energy conservation.
  52490. */
  52491. useEnergyConservation: boolean;
  52492. private _useSmithVisibilityHeightCorrelated;
  52493. /**
  52494. * LEGACY Mode set to false
  52495. * Defines if the material uses height smith correlated visibility term.
  52496. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  52497. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  52498. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  52499. * Not relying on height correlated will also disable energy conservation.
  52500. */
  52501. useSmithVisibilityHeightCorrelated: boolean;
  52502. private _useSphericalHarmonics;
  52503. /**
  52504. * LEGACY Mode set to false
  52505. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  52506. * diffuse part of the IBL.
  52507. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  52508. * to the ground truth.
  52509. */
  52510. useSphericalHarmonics: boolean;
  52511. private _useSpecularGlossinessInputEnergyConservation;
  52512. /**
  52513. * Defines if the material uses energy conservation, when the specular workflow is active.
  52514. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  52515. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  52516. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  52517. */
  52518. useSpecularGlossinessInputEnergyConservation: boolean;
  52519. /** @hidden */
  52520. private _internalMarkAllSubMeshesAsMiscDirty;
  52521. /** @hidden */
  52522. _markAllSubMeshesAsMiscDirty(): void;
  52523. /**
  52524. * Instantiate a new istance of clear coat configuration.
  52525. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  52526. */
  52527. constructor(markAllSubMeshesAsMiscDirty: () => void);
  52528. /**
  52529. * Checks to see if a texture is used in the material.
  52530. * @param defines the list of "defines" to update.
  52531. */
  52532. prepareDefines(defines: IMaterialBRDFDefines): void;
  52533. /**
  52534. * Get the current class name of the texture useful for serialization or dynamic coding.
  52535. * @returns "PBRClearCoatConfiguration"
  52536. */
  52537. getClassName(): string;
  52538. /**
  52539. * Makes a duplicate of the current configuration into another one.
  52540. * @param brdfConfiguration define the config where to copy the info
  52541. */
  52542. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  52543. /**
  52544. * Serializes this BRDF configuration.
  52545. * @returns - An object with the serialized config.
  52546. */
  52547. serialize(): any;
  52548. /**
  52549. * Parses a anisotropy Configuration from a serialized object.
  52550. * @param source - Serialized object.
  52551. * @param scene Defines the scene we are parsing for
  52552. * @param rootUrl Defines the rootUrl to load from
  52553. */
  52554. parse(source: any, scene: Scene, rootUrl: string): void;
  52555. }
  52556. }
  52557. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  52558. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52559. import { Color3 } from "babylonjs/Maths/math.color";
  52560. import { Scene } from "babylonjs/scene";
  52561. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52562. import { Nullable } from "babylonjs/types";
  52563. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52564. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52565. /**
  52566. * @hidden
  52567. */
  52568. export interface IMaterialSheenDefines {
  52569. SHEEN: boolean;
  52570. SHEEN_TEXTURE: boolean;
  52571. SHEEN_TEXTUREDIRECTUV: number;
  52572. SHEEN_LINKWITHALBEDO: boolean;
  52573. /** @hidden */
  52574. _areTexturesDirty: boolean;
  52575. }
  52576. /**
  52577. * Define the code related to the Sheen parameters of the pbr material.
  52578. */
  52579. export class PBRSheenConfiguration {
  52580. private _isEnabled;
  52581. /**
  52582. * Defines if the material uses sheen.
  52583. */
  52584. isEnabled: boolean;
  52585. private _linkSheenWithAlbedo;
  52586. /**
  52587. * Defines if the sheen is linked to the sheen color.
  52588. */
  52589. linkSheenWithAlbedo: boolean;
  52590. /**
  52591. * Defines the sheen intensity.
  52592. */
  52593. intensity: number;
  52594. /**
  52595. * Defines the sheen color.
  52596. */
  52597. color: Color3;
  52598. private _texture;
  52599. /**
  52600. * Stores the sheen tint values in a texture.
  52601. * rgb is tint
  52602. * a is a intensity
  52603. */
  52604. texture: Nullable<BaseTexture>;
  52605. /** @hidden */
  52606. private _internalMarkAllSubMeshesAsTexturesDirty;
  52607. /** @hidden */
  52608. _markAllSubMeshesAsTexturesDirty(): void;
  52609. /**
  52610. * Instantiate a new istance of clear coat configuration.
  52611. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52612. */
  52613. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52614. /**
  52615. * Specifies that the submesh is ready to be used.
  52616. * @param defines the list of "defines" to update.
  52617. * @param scene defines the scene the material belongs to.
  52618. * @returns - boolean indicating that the submesh is ready or not.
  52619. */
  52620. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  52621. /**
  52622. * Checks to see if a texture is used in the material.
  52623. * @param defines the list of "defines" to update.
  52624. * @param scene defines the scene the material belongs to.
  52625. */
  52626. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  52627. /**
  52628. * Binds the material data.
  52629. * @param uniformBuffer defines the Uniform buffer to fill in.
  52630. * @param scene defines the scene the material belongs to.
  52631. * @param isFrozen defines wether the material is frozen or not.
  52632. */
  52633. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  52634. /**
  52635. * Checks to see if a texture is used in the material.
  52636. * @param texture - Base texture to use.
  52637. * @returns - Boolean specifying if a texture is used in the material.
  52638. */
  52639. hasTexture(texture: BaseTexture): boolean;
  52640. /**
  52641. * Returns an array of the actively used textures.
  52642. * @param activeTextures Array of BaseTextures
  52643. */
  52644. getActiveTextures(activeTextures: BaseTexture[]): void;
  52645. /**
  52646. * Returns the animatable textures.
  52647. * @param animatables Array of animatable textures.
  52648. */
  52649. getAnimatables(animatables: IAnimatable[]): void;
  52650. /**
  52651. * Disposes the resources of the material.
  52652. * @param forceDisposeTextures - Forces the disposal of all textures.
  52653. */
  52654. dispose(forceDisposeTextures?: boolean): void;
  52655. /**
  52656. * Get the current class name of the texture useful for serialization or dynamic coding.
  52657. * @returns "PBRSheenConfiguration"
  52658. */
  52659. getClassName(): string;
  52660. /**
  52661. * Add fallbacks to the effect fallbacks list.
  52662. * @param defines defines the Base texture to use.
  52663. * @param fallbacks defines the current fallback list.
  52664. * @param currentRank defines the current fallback rank.
  52665. * @returns the new fallback rank.
  52666. */
  52667. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52668. /**
  52669. * Add the required uniforms to the current list.
  52670. * @param uniforms defines the current uniform list.
  52671. */
  52672. static AddUniforms(uniforms: string[]): void;
  52673. /**
  52674. * Add the required uniforms to the current buffer.
  52675. * @param uniformBuffer defines the current uniform buffer.
  52676. */
  52677. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52678. /**
  52679. * Add the required samplers to the current list.
  52680. * @param samplers defines the current sampler list.
  52681. */
  52682. static AddSamplers(samplers: string[]): void;
  52683. /**
  52684. * Makes a duplicate of the current configuration into another one.
  52685. * @param sheenConfiguration define the config where to copy the info
  52686. */
  52687. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  52688. /**
  52689. * Serializes this BRDF configuration.
  52690. * @returns - An object with the serialized config.
  52691. */
  52692. serialize(): any;
  52693. /**
  52694. * Parses a anisotropy Configuration from a serialized object.
  52695. * @param source - Serialized object.
  52696. * @param scene Defines the scene we are parsing for
  52697. * @param rootUrl Defines the rootUrl to load from
  52698. */
  52699. parse(source: any, scene: Scene, rootUrl: string): void;
  52700. }
  52701. }
  52702. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  52703. import { Nullable } from "babylonjs/types";
  52704. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52705. import { Color3 } from "babylonjs/Maths/math.color";
  52706. import { SmartArray } from "babylonjs/Misc/smartArray";
  52707. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52708. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52709. import { Effect } from "babylonjs/Materials/effect";
  52710. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52711. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52712. import { Engine } from "babylonjs/Engines/engine";
  52713. import { Scene } from "babylonjs/scene";
  52714. /**
  52715. * @hidden
  52716. */
  52717. export interface IMaterialSubSurfaceDefines {
  52718. SUBSURFACE: boolean;
  52719. SS_REFRACTION: boolean;
  52720. SS_TRANSLUCENCY: boolean;
  52721. SS_SCATERRING: boolean;
  52722. SS_THICKNESSANDMASK_TEXTURE: boolean;
  52723. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  52724. SS_REFRACTIONMAP_3D: boolean;
  52725. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  52726. SS_LODINREFRACTIONALPHA: boolean;
  52727. SS_GAMMAREFRACTION: boolean;
  52728. SS_RGBDREFRACTION: boolean;
  52729. SS_LINEARSPECULARREFRACTION: boolean;
  52730. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  52731. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  52732. /** @hidden */
  52733. _areTexturesDirty: boolean;
  52734. }
  52735. /**
  52736. * Define the code related to the sub surface parameters of the pbr material.
  52737. */
  52738. export class PBRSubSurfaceConfiguration {
  52739. private _isRefractionEnabled;
  52740. /**
  52741. * Defines if the refraction is enabled in the material.
  52742. */
  52743. isRefractionEnabled: boolean;
  52744. private _isTranslucencyEnabled;
  52745. /**
  52746. * Defines if the translucency is enabled in the material.
  52747. */
  52748. isTranslucencyEnabled: boolean;
  52749. private _isScatteringEnabled;
  52750. /**
  52751. * Defines the refraction intensity of the material.
  52752. * The refraction when enabled replaces the Diffuse part of the material.
  52753. * The intensity helps transitionning between diffuse and refraction.
  52754. */
  52755. refractionIntensity: number;
  52756. /**
  52757. * Defines the translucency intensity of the material.
  52758. * When translucency has been enabled, this defines how much of the "translucency"
  52759. * is addded to the diffuse part of the material.
  52760. */
  52761. translucencyIntensity: number;
  52762. /**
  52763. * Defines the scattering intensity of the material.
  52764. * When scattering has been enabled, this defines how much of the "scattered light"
  52765. * is addded to the diffuse part of the material.
  52766. */
  52767. scatteringIntensity: number;
  52768. private _thicknessTexture;
  52769. /**
  52770. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  52771. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  52772. * 0 would mean minimumThickness
  52773. * 1 would mean maximumThickness
  52774. * The other channels might be use as a mask to vary the different effects intensity.
  52775. */
  52776. thicknessTexture: Nullable<BaseTexture>;
  52777. private _refractionTexture;
  52778. /**
  52779. * Defines the texture to use for refraction.
  52780. */
  52781. refractionTexture: Nullable<BaseTexture>;
  52782. private _indexOfRefraction;
  52783. /**
  52784. * Defines the index of refraction used in the material.
  52785. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  52786. */
  52787. indexOfRefraction: number;
  52788. private _invertRefractionY;
  52789. /**
  52790. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  52791. */
  52792. invertRefractionY: boolean;
  52793. private _linkRefractionWithTransparency;
  52794. /**
  52795. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  52796. * Materials half opaque for instance using refraction could benefit from this control.
  52797. */
  52798. linkRefractionWithTransparency: boolean;
  52799. /**
  52800. * Defines the minimum thickness stored in the thickness map.
  52801. * If no thickness map is defined, this value will be used to simulate thickness.
  52802. */
  52803. minimumThickness: number;
  52804. /**
  52805. * Defines the maximum thickness stored in the thickness map.
  52806. */
  52807. maximumThickness: number;
  52808. /**
  52809. * Defines the volume tint of the material.
  52810. * This is used for both translucency and scattering.
  52811. */
  52812. tintColor: Color3;
  52813. /**
  52814. * Defines the distance at which the tint color should be found in the media.
  52815. * This is used for refraction only.
  52816. */
  52817. tintColorAtDistance: number;
  52818. /**
  52819. * Defines how far each channel transmit through the media.
  52820. * It is defined as a color to simplify it selection.
  52821. */
  52822. diffusionDistance: Color3;
  52823. private _useMaskFromThicknessTexture;
  52824. /**
  52825. * Stores the intensity of the different subsurface effects in the thickness texture.
  52826. * * the green channel is the translucency intensity.
  52827. * * the blue channel is the scattering intensity.
  52828. * * the alpha channel is the refraction intensity.
  52829. */
  52830. useMaskFromThicknessTexture: boolean;
  52831. /** @hidden */
  52832. private _internalMarkAllSubMeshesAsTexturesDirty;
  52833. /** @hidden */
  52834. _markAllSubMeshesAsTexturesDirty(): void;
  52835. /**
  52836. * Instantiate a new istance of sub surface configuration.
  52837. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52838. */
  52839. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52840. /**
  52841. * Gets wehter the submesh is ready to be used or not.
  52842. * @param defines the list of "defines" to update.
  52843. * @param scene defines the scene the material belongs to.
  52844. * @returns - boolean indicating that the submesh is ready or not.
  52845. */
  52846. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  52847. /**
  52848. * Checks to see if a texture is used in the material.
  52849. * @param defines the list of "defines" to update.
  52850. * @param scene defines the scene to the material belongs to.
  52851. */
  52852. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  52853. /**
  52854. * Binds the material data.
  52855. * @param uniformBuffer defines the Uniform buffer to fill in.
  52856. * @param scene defines the scene the material belongs to.
  52857. * @param engine defines the engine the material belongs to.
  52858. * @param isFrozen defines wether the material is frozen or not.
  52859. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  52860. */
  52861. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  52862. /**
  52863. * Unbinds the material from the mesh.
  52864. * @param activeEffect defines the effect that should be unbound from.
  52865. * @returns true if unbound, otherwise false
  52866. */
  52867. unbind(activeEffect: Effect): boolean;
  52868. /**
  52869. * Returns the texture used for refraction or null if none is used.
  52870. * @param scene defines the scene the material belongs to.
  52871. * @returns - Refraction texture if present. If no refraction texture and refraction
  52872. * is linked with transparency, returns environment texture. Otherwise, returns null.
  52873. */
  52874. private _getRefractionTexture;
  52875. /**
  52876. * Returns true if alpha blending should be disabled.
  52877. */
  52878. get disableAlphaBlending(): boolean;
  52879. /**
  52880. * Fills the list of render target textures.
  52881. * @param renderTargets the list of render targets to update
  52882. */
  52883. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  52884. /**
  52885. * Checks to see if a texture is used in the material.
  52886. * @param texture - Base texture to use.
  52887. * @returns - Boolean specifying if a texture is used in the material.
  52888. */
  52889. hasTexture(texture: BaseTexture): boolean;
  52890. /**
  52891. * Gets a boolean indicating that current material needs to register RTT
  52892. * @returns true if this uses a render target otherwise false.
  52893. */
  52894. hasRenderTargetTextures(): boolean;
  52895. /**
  52896. * Returns an array of the actively used textures.
  52897. * @param activeTextures Array of BaseTextures
  52898. */
  52899. getActiveTextures(activeTextures: BaseTexture[]): void;
  52900. /**
  52901. * Returns the animatable textures.
  52902. * @param animatables Array of animatable textures.
  52903. */
  52904. getAnimatables(animatables: IAnimatable[]): void;
  52905. /**
  52906. * Disposes the resources of the material.
  52907. * @param forceDisposeTextures - Forces the disposal of all textures.
  52908. */
  52909. dispose(forceDisposeTextures?: boolean): void;
  52910. /**
  52911. * Get the current class name of the texture useful for serialization or dynamic coding.
  52912. * @returns "PBRSubSurfaceConfiguration"
  52913. */
  52914. getClassName(): string;
  52915. /**
  52916. * Add fallbacks to the effect fallbacks list.
  52917. * @param defines defines the Base texture to use.
  52918. * @param fallbacks defines the current fallback list.
  52919. * @param currentRank defines the current fallback rank.
  52920. * @returns the new fallback rank.
  52921. */
  52922. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52923. /**
  52924. * Add the required uniforms to the current list.
  52925. * @param uniforms defines the current uniform list.
  52926. */
  52927. static AddUniforms(uniforms: string[]): void;
  52928. /**
  52929. * Add the required samplers to the current list.
  52930. * @param samplers defines the current sampler list.
  52931. */
  52932. static AddSamplers(samplers: string[]): void;
  52933. /**
  52934. * Add the required uniforms to the current buffer.
  52935. * @param uniformBuffer defines the current uniform buffer.
  52936. */
  52937. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52938. /**
  52939. * Makes a duplicate of the current configuration into another one.
  52940. * @param configuration define the config where to copy the info
  52941. */
  52942. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  52943. /**
  52944. * Serializes this Sub Surface configuration.
  52945. * @returns - An object with the serialized config.
  52946. */
  52947. serialize(): any;
  52948. /**
  52949. * Parses a anisotropy Configuration from a serialized object.
  52950. * @param source - Serialized object.
  52951. * @param scene Defines the scene we are parsing for
  52952. * @param rootUrl Defines the rootUrl to load from
  52953. */
  52954. parse(source: any, scene: Scene, rootUrl: string): void;
  52955. }
  52956. }
  52957. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  52958. /** @hidden */
  52959. export var pbrFragmentDeclaration: {
  52960. name: string;
  52961. shader: string;
  52962. };
  52963. }
  52964. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  52965. /** @hidden */
  52966. export var pbrUboDeclaration: {
  52967. name: string;
  52968. shader: string;
  52969. };
  52970. }
  52971. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  52972. /** @hidden */
  52973. export var pbrFragmentExtraDeclaration: {
  52974. name: string;
  52975. shader: string;
  52976. };
  52977. }
  52978. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  52979. /** @hidden */
  52980. export var pbrFragmentSamplersDeclaration: {
  52981. name: string;
  52982. shader: string;
  52983. };
  52984. }
  52985. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  52986. /** @hidden */
  52987. export var pbrHelperFunctions: {
  52988. name: string;
  52989. shader: string;
  52990. };
  52991. }
  52992. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  52993. /** @hidden */
  52994. export var harmonicsFunctions: {
  52995. name: string;
  52996. shader: string;
  52997. };
  52998. }
  52999. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  53000. /** @hidden */
  53001. export var pbrDirectLightingSetupFunctions: {
  53002. name: string;
  53003. shader: string;
  53004. };
  53005. }
  53006. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  53007. /** @hidden */
  53008. export var pbrDirectLightingFalloffFunctions: {
  53009. name: string;
  53010. shader: string;
  53011. };
  53012. }
  53013. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  53014. /** @hidden */
  53015. export var pbrBRDFFunctions: {
  53016. name: string;
  53017. shader: string;
  53018. };
  53019. }
  53020. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  53021. /** @hidden */
  53022. export var pbrDirectLightingFunctions: {
  53023. name: string;
  53024. shader: string;
  53025. };
  53026. }
  53027. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  53028. /** @hidden */
  53029. export var pbrIBLFunctions: {
  53030. name: string;
  53031. shader: string;
  53032. };
  53033. }
  53034. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  53035. /** @hidden */
  53036. export var pbrDebug: {
  53037. name: string;
  53038. shader: string;
  53039. };
  53040. }
  53041. declare module "babylonjs/Shaders/pbr.fragment" {
  53042. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  53043. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  53044. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  53045. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  53046. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  53047. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  53048. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  53049. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  53050. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  53051. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  53052. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  53053. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  53054. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  53055. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  53056. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  53057. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  53058. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  53059. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  53060. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  53061. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  53062. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  53063. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  53064. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  53065. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  53066. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  53067. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  53068. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  53069. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  53070. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  53071. /** @hidden */
  53072. export var pbrPixelShader: {
  53073. name: string;
  53074. shader: string;
  53075. };
  53076. }
  53077. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  53078. /** @hidden */
  53079. export var pbrVertexDeclaration: {
  53080. name: string;
  53081. shader: string;
  53082. };
  53083. }
  53084. declare module "babylonjs/Shaders/pbr.vertex" {
  53085. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  53086. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  53087. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  53088. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  53089. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  53090. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  53091. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  53092. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  53093. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  53094. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  53095. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  53096. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  53097. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  53098. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  53099. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  53100. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  53101. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  53102. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  53103. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  53104. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  53105. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  53106. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  53107. /** @hidden */
  53108. export var pbrVertexShader: {
  53109. name: string;
  53110. shader: string;
  53111. };
  53112. }
  53113. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  53114. import { Nullable } from "babylonjs/types";
  53115. import { Scene } from "babylonjs/scene";
  53116. import { Matrix } from "babylonjs/Maths/math.vector";
  53117. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53119. import { Mesh } from "babylonjs/Meshes/mesh";
  53120. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  53121. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  53122. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  53123. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  53124. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  53125. import { Color3 } from "babylonjs/Maths/math.color";
  53126. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53127. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  53128. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53129. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53130. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53131. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  53132. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53133. import "babylonjs/Shaders/pbr.fragment";
  53134. import "babylonjs/Shaders/pbr.vertex";
  53135. /**
  53136. * Manages the defines for the PBR Material.
  53137. * @hidden
  53138. */
  53139. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  53140. PBR: boolean;
  53141. MAINUV1: boolean;
  53142. MAINUV2: boolean;
  53143. UV1: boolean;
  53144. UV2: boolean;
  53145. ALBEDO: boolean;
  53146. ALBEDODIRECTUV: number;
  53147. VERTEXCOLOR: boolean;
  53148. AMBIENT: boolean;
  53149. AMBIENTDIRECTUV: number;
  53150. AMBIENTINGRAYSCALE: boolean;
  53151. OPACITY: boolean;
  53152. VERTEXALPHA: boolean;
  53153. OPACITYDIRECTUV: number;
  53154. OPACITYRGB: boolean;
  53155. ALPHATEST: boolean;
  53156. DEPTHPREPASS: boolean;
  53157. ALPHABLEND: boolean;
  53158. ALPHAFROMALBEDO: boolean;
  53159. ALPHATESTVALUE: string;
  53160. SPECULAROVERALPHA: boolean;
  53161. RADIANCEOVERALPHA: boolean;
  53162. ALPHAFRESNEL: boolean;
  53163. LINEARALPHAFRESNEL: boolean;
  53164. PREMULTIPLYALPHA: boolean;
  53165. EMISSIVE: boolean;
  53166. EMISSIVEDIRECTUV: number;
  53167. REFLECTIVITY: boolean;
  53168. REFLECTIVITYDIRECTUV: number;
  53169. SPECULARTERM: boolean;
  53170. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  53171. MICROSURFACEAUTOMATIC: boolean;
  53172. LODBASEDMICROSFURACE: boolean;
  53173. MICROSURFACEMAP: boolean;
  53174. MICROSURFACEMAPDIRECTUV: number;
  53175. METALLICWORKFLOW: boolean;
  53176. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  53177. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  53178. METALLNESSSTOREINMETALMAPBLUE: boolean;
  53179. AOSTOREINMETALMAPRED: boolean;
  53180. METALLICF0FACTORFROMMETALLICMAP: boolean;
  53181. ENVIRONMENTBRDF: boolean;
  53182. ENVIRONMENTBRDF_RGBD: boolean;
  53183. NORMAL: boolean;
  53184. TANGENT: boolean;
  53185. BUMP: boolean;
  53186. BUMPDIRECTUV: number;
  53187. OBJECTSPACE_NORMALMAP: boolean;
  53188. PARALLAX: boolean;
  53189. PARALLAXOCCLUSION: boolean;
  53190. NORMALXYSCALE: boolean;
  53191. LIGHTMAP: boolean;
  53192. LIGHTMAPDIRECTUV: number;
  53193. USELIGHTMAPASSHADOWMAP: boolean;
  53194. GAMMALIGHTMAP: boolean;
  53195. RGBDLIGHTMAP: boolean;
  53196. REFLECTION: boolean;
  53197. REFLECTIONMAP_3D: boolean;
  53198. REFLECTIONMAP_SPHERICAL: boolean;
  53199. REFLECTIONMAP_PLANAR: boolean;
  53200. REFLECTIONMAP_CUBIC: boolean;
  53201. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  53202. REFLECTIONMAP_PROJECTION: boolean;
  53203. REFLECTIONMAP_SKYBOX: boolean;
  53204. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  53205. REFLECTIONMAP_EXPLICIT: boolean;
  53206. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  53207. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  53208. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  53209. INVERTCUBICMAP: boolean;
  53210. USESPHERICALFROMREFLECTIONMAP: boolean;
  53211. USEIRRADIANCEMAP: boolean;
  53212. SPHERICAL_HARMONICS: boolean;
  53213. USESPHERICALINVERTEX: boolean;
  53214. REFLECTIONMAP_OPPOSITEZ: boolean;
  53215. LODINREFLECTIONALPHA: boolean;
  53216. GAMMAREFLECTION: boolean;
  53217. RGBDREFLECTION: boolean;
  53218. LINEARSPECULARREFLECTION: boolean;
  53219. RADIANCEOCCLUSION: boolean;
  53220. HORIZONOCCLUSION: boolean;
  53221. INSTANCES: boolean;
  53222. NUM_BONE_INFLUENCERS: number;
  53223. BonesPerMesh: number;
  53224. BONETEXTURE: boolean;
  53225. NONUNIFORMSCALING: boolean;
  53226. MORPHTARGETS: boolean;
  53227. MORPHTARGETS_NORMAL: boolean;
  53228. MORPHTARGETS_TANGENT: boolean;
  53229. MORPHTARGETS_UV: boolean;
  53230. NUM_MORPH_INFLUENCERS: number;
  53231. IMAGEPROCESSING: boolean;
  53232. VIGNETTE: boolean;
  53233. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53234. VIGNETTEBLENDMODEOPAQUE: boolean;
  53235. TONEMAPPING: boolean;
  53236. TONEMAPPING_ACES: boolean;
  53237. CONTRAST: boolean;
  53238. COLORCURVES: boolean;
  53239. COLORGRADING: boolean;
  53240. COLORGRADING3D: boolean;
  53241. SAMPLER3DGREENDEPTH: boolean;
  53242. SAMPLER3DBGRMAP: boolean;
  53243. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53244. EXPOSURE: boolean;
  53245. MULTIVIEW: boolean;
  53246. USEPHYSICALLIGHTFALLOFF: boolean;
  53247. USEGLTFLIGHTFALLOFF: boolean;
  53248. TWOSIDEDLIGHTING: boolean;
  53249. SHADOWFLOAT: boolean;
  53250. CLIPPLANE: boolean;
  53251. CLIPPLANE2: boolean;
  53252. CLIPPLANE3: boolean;
  53253. CLIPPLANE4: boolean;
  53254. CLIPPLANE5: boolean;
  53255. CLIPPLANE6: boolean;
  53256. POINTSIZE: boolean;
  53257. FOG: boolean;
  53258. LOGARITHMICDEPTH: boolean;
  53259. FORCENORMALFORWARD: boolean;
  53260. SPECULARAA: boolean;
  53261. CLEARCOAT: boolean;
  53262. CLEARCOAT_DEFAULTIOR: boolean;
  53263. CLEARCOAT_TEXTURE: boolean;
  53264. CLEARCOAT_TEXTUREDIRECTUV: number;
  53265. CLEARCOAT_BUMP: boolean;
  53266. CLEARCOAT_BUMPDIRECTUV: number;
  53267. CLEARCOAT_TINT: boolean;
  53268. CLEARCOAT_TINT_TEXTURE: boolean;
  53269. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  53270. ANISOTROPIC: boolean;
  53271. ANISOTROPIC_TEXTURE: boolean;
  53272. ANISOTROPIC_TEXTUREDIRECTUV: number;
  53273. BRDF_V_HEIGHT_CORRELATED: boolean;
  53274. MS_BRDF_ENERGY_CONSERVATION: boolean;
  53275. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  53276. SHEEN: boolean;
  53277. SHEEN_TEXTURE: boolean;
  53278. SHEEN_TEXTUREDIRECTUV: number;
  53279. SHEEN_LINKWITHALBEDO: boolean;
  53280. SUBSURFACE: boolean;
  53281. SS_REFRACTION: boolean;
  53282. SS_TRANSLUCENCY: boolean;
  53283. SS_SCATERRING: boolean;
  53284. SS_THICKNESSANDMASK_TEXTURE: boolean;
  53285. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  53286. SS_REFRACTIONMAP_3D: boolean;
  53287. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  53288. SS_LODINREFRACTIONALPHA: boolean;
  53289. SS_GAMMAREFRACTION: boolean;
  53290. SS_RGBDREFRACTION: boolean;
  53291. SS_LINEARSPECULARREFRACTION: boolean;
  53292. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  53293. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  53294. UNLIT: boolean;
  53295. DEBUGMODE: number;
  53296. /**
  53297. * Initializes the PBR Material defines.
  53298. */
  53299. constructor();
  53300. /**
  53301. * Resets the PBR Material defines.
  53302. */
  53303. reset(): void;
  53304. }
  53305. /**
  53306. * The Physically based material base class of BJS.
  53307. *
  53308. * This offers the main features of a standard PBR material.
  53309. * For more information, please refer to the documentation :
  53310. * https://doc.babylonjs.com/how_to/physically_based_rendering
  53311. */
  53312. export abstract class PBRBaseMaterial extends PushMaterial {
  53313. /**
  53314. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  53315. */
  53316. static readonly PBRMATERIAL_OPAQUE: number;
  53317. /**
  53318. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  53319. */
  53320. static readonly PBRMATERIAL_ALPHATEST: number;
  53321. /**
  53322. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53323. */
  53324. static readonly PBRMATERIAL_ALPHABLEND: number;
  53325. /**
  53326. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53327. * They are also discarded below the alpha cutoff threshold to improve performances.
  53328. */
  53329. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  53330. /**
  53331. * Defines the default value of how much AO map is occluding the analytical lights
  53332. * (point spot...).
  53333. */
  53334. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  53335. /**
  53336. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  53337. */
  53338. static readonly LIGHTFALLOFF_PHYSICAL: number;
  53339. /**
  53340. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  53341. * to enhance interoperability with other engines.
  53342. */
  53343. static readonly LIGHTFALLOFF_GLTF: number;
  53344. /**
  53345. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  53346. * to enhance interoperability with other materials.
  53347. */
  53348. static readonly LIGHTFALLOFF_STANDARD: number;
  53349. /**
  53350. * Intensity of the direct lights e.g. the four lights available in your scene.
  53351. * This impacts both the direct diffuse and specular highlights.
  53352. */
  53353. protected _directIntensity: number;
  53354. /**
  53355. * Intensity of the emissive part of the material.
  53356. * This helps controlling the emissive effect without modifying the emissive color.
  53357. */
  53358. protected _emissiveIntensity: number;
  53359. /**
  53360. * Intensity of the environment e.g. how much the environment will light the object
  53361. * either through harmonics for rough material or through the refelction for shiny ones.
  53362. */
  53363. protected _environmentIntensity: number;
  53364. /**
  53365. * This is a special control allowing the reduction of the specular highlights coming from the
  53366. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  53367. */
  53368. protected _specularIntensity: number;
  53369. /**
  53370. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  53371. */
  53372. private _lightingInfos;
  53373. /**
  53374. * Debug Control allowing disabling the bump map on this material.
  53375. */
  53376. protected _disableBumpMap: boolean;
  53377. /**
  53378. * AKA Diffuse Texture in standard nomenclature.
  53379. */
  53380. protected _albedoTexture: Nullable<BaseTexture>;
  53381. /**
  53382. * AKA Occlusion Texture in other nomenclature.
  53383. */
  53384. protected _ambientTexture: Nullable<BaseTexture>;
  53385. /**
  53386. * AKA Occlusion Texture Intensity in other nomenclature.
  53387. */
  53388. protected _ambientTextureStrength: number;
  53389. /**
  53390. * Defines how much the AO map is occluding the analytical lights (point spot...).
  53391. * 1 means it completely occludes it
  53392. * 0 mean it has no impact
  53393. */
  53394. protected _ambientTextureImpactOnAnalyticalLights: number;
  53395. /**
  53396. * Stores the alpha values in a texture.
  53397. */
  53398. protected _opacityTexture: Nullable<BaseTexture>;
  53399. /**
  53400. * Stores the reflection values in a texture.
  53401. */
  53402. protected _reflectionTexture: Nullable<BaseTexture>;
  53403. /**
  53404. * Stores the emissive values in a texture.
  53405. */
  53406. protected _emissiveTexture: Nullable<BaseTexture>;
  53407. /**
  53408. * AKA Specular texture in other nomenclature.
  53409. */
  53410. protected _reflectivityTexture: Nullable<BaseTexture>;
  53411. /**
  53412. * Used to switch from specular/glossiness to metallic/roughness workflow.
  53413. */
  53414. protected _metallicTexture: Nullable<BaseTexture>;
  53415. /**
  53416. * Specifies the metallic scalar of the metallic/roughness workflow.
  53417. * Can also be used to scale the metalness values of the metallic texture.
  53418. */
  53419. protected _metallic: Nullable<number>;
  53420. /**
  53421. * Specifies the roughness scalar of the metallic/roughness workflow.
  53422. * Can also be used to scale the roughness values of the metallic texture.
  53423. */
  53424. protected _roughness: Nullable<number>;
  53425. /**
  53426. * Specifies the an F0 factor to help configuring the material F0.
  53427. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  53428. * to 0.5 the previously hard coded value stays the same.
  53429. * Can also be used to scale the F0 values of the metallic texture.
  53430. */
  53431. protected _metallicF0Factor: number;
  53432. /**
  53433. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  53434. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  53435. * your expectation as it multiplies with the texture data.
  53436. */
  53437. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  53438. /**
  53439. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  53440. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  53441. */
  53442. protected _microSurfaceTexture: Nullable<BaseTexture>;
  53443. /**
  53444. * Stores surface normal data used to displace a mesh in a texture.
  53445. */
  53446. protected _bumpTexture: Nullable<BaseTexture>;
  53447. /**
  53448. * Stores the pre-calculated light information of a mesh in a texture.
  53449. */
  53450. protected _lightmapTexture: Nullable<BaseTexture>;
  53451. /**
  53452. * The color of a material in ambient lighting.
  53453. */
  53454. protected _ambientColor: Color3;
  53455. /**
  53456. * AKA Diffuse Color in other nomenclature.
  53457. */
  53458. protected _albedoColor: Color3;
  53459. /**
  53460. * AKA Specular Color in other nomenclature.
  53461. */
  53462. protected _reflectivityColor: Color3;
  53463. /**
  53464. * The color applied when light is reflected from a material.
  53465. */
  53466. protected _reflectionColor: Color3;
  53467. /**
  53468. * The color applied when light is emitted from a material.
  53469. */
  53470. protected _emissiveColor: Color3;
  53471. /**
  53472. * AKA Glossiness in other nomenclature.
  53473. */
  53474. protected _microSurface: number;
  53475. /**
  53476. * Specifies that the material will use the light map as a show map.
  53477. */
  53478. protected _useLightmapAsShadowmap: boolean;
  53479. /**
  53480. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  53481. * makes the reflect vector face the model (under horizon).
  53482. */
  53483. protected _useHorizonOcclusion: boolean;
  53484. /**
  53485. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  53486. * too much the area relying on ambient texture to define their ambient occlusion.
  53487. */
  53488. protected _useRadianceOcclusion: boolean;
  53489. /**
  53490. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  53491. */
  53492. protected _useAlphaFromAlbedoTexture: boolean;
  53493. /**
  53494. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  53495. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  53496. */
  53497. protected _useSpecularOverAlpha: boolean;
  53498. /**
  53499. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  53500. */
  53501. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  53502. /**
  53503. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  53504. */
  53505. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  53506. /**
  53507. * Specifies if the metallic texture contains the roughness information in its green channel.
  53508. */
  53509. protected _useRoughnessFromMetallicTextureGreen: boolean;
  53510. /**
  53511. * Specifies if the metallic texture contains the metallness information in its blue channel.
  53512. */
  53513. protected _useMetallnessFromMetallicTextureBlue: boolean;
  53514. /**
  53515. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  53516. */
  53517. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  53518. /**
  53519. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  53520. */
  53521. protected _useAmbientInGrayScale: boolean;
  53522. /**
  53523. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  53524. * The material will try to infer what glossiness each pixel should be.
  53525. */
  53526. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  53527. /**
  53528. * Defines the falloff type used in this material.
  53529. * It by default is Physical.
  53530. */
  53531. protected _lightFalloff: number;
  53532. /**
  53533. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  53534. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  53535. */
  53536. protected _useRadianceOverAlpha: boolean;
  53537. /**
  53538. * Allows using an object space normal map (instead of tangent space).
  53539. */
  53540. protected _useObjectSpaceNormalMap: boolean;
  53541. /**
  53542. * Allows using the bump map in parallax mode.
  53543. */
  53544. protected _useParallax: boolean;
  53545. /**
  53546. * Allows using the bump map in parallax occlusion mode.
  53547. */
  53548. protected _useParallaxOcclusion: boolean;
  53549. /**
  53550. * Controls the scale bias of the parallax mode.
  53551. */
  53552. protected _parallaxScaleBias: number;
  53553. /**
  53554. * If sets to true, disables all the lights affecting the material.
  53555. */
  53556. protected _disableLighting: boolean;
  53557. /**
  53558. * Number of Simultaneous lights allowed on the material.
  53559. */
  53560. protected _maxSimultaneousLights: number;
  53561. /**
  53562. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  53563. */
  53564. protected _invertNormalMapX: boolean;
  53565. /**
  53566. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  53567. */
  53568. protected _invertNormalMapY: boolean;
  53569. /**
  53570. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53571. */
  53572. protected _twoSidedLighting: boolean;
  53573. /**
  53574. * Defines the alpha limits in alpha test mode.
  53575. */
  53576. protected _alphaCutOff: number;
  53577. /**
  53578. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  53579. */
  53580. protected _forceAlphaTest: boolean;
  53581. /**
  53582. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  53583. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  53584. */
  53585. protected _useAlphaFresnel: boolean;
  53586. /**
  53587. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  53588. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  53589. */
  53590. protected _useLinearAlphaFresnel: boolean;
  53591. /**
  53592. * The transparency mode of the material.
  53593. */
  53594. protected _transparencyMode: Nullable<number>;
  53595. /**
  53596. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  53597. * from cos thetav and roughness:
  53598. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  53599. */
  53600. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  53601. /**
  53602. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  53603. */
  53604. protected _forceIrradianceInFragment: boolean;
  53605. /**
  53606. * Force normal to face away from face.
  53607. */
  53608. protected _forceNormalForward: boolean;
  53609. /**
  53610. * Enables specular anti aliasing in the PBR shader.
  53611. * It will both interacts on the Geometry for analytical and IBL lighting.
  53612. * It also prefilter the roughness map based on the bump values.
  53613. */
  53614. protected _enableSpecularAntiAliasing: boolean;
  53615. /**
  53616. * Default configuration related to image processing available in the PBR Material.
  53617. */
  53618. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53619. /**
  53620. * Keep track of the image processing observer to allow dispose and replace.
  53621. */
  53622. private _imageProcessingObserver;
  53623. /**
  53624. * Attaches a new image processing configuration to the PBR Material.
  53625. * @param configuration
  53626. */
  53627. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53628. /**
  53629. * Stores the available render targets.
  53630. */
  53631. private _renderTargets;
  53632. /**
  53633. * Sets the global ambient color for the material used in lighting calculations.
  53634. */
  53635. private _globalAmbientColor;
  53636. /**
  53637. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  53638. */
  53639. private _useLogarithmicDepth;
  53640. /**
  53641. * If set to true, no lighting calculations will be applied.
  53642. */
  53643. private _unlit;
  53644. private _debugMode;
  53645. /**
  53646. * @hidden
  53647. * This is reserved for the inspector.
  53648. * Defines the material debug mode.
  53649. * It helps seeing only some components of the material while troubleshooting.
  53650. */
  53651. debugMode: number;
  53652. /**
  53653. * @hidden
  53654. * This is reserved for the inspector.
  53655. * Specify from where on screen the debug mode should start.
  53656. * The value goes from -1 (full screen) to 1 (not visible)
  53657. * It helps with side by side comparison against the final render
  53658. * This defaults to -1
  53659. */
  53660. private debugLimit;
  53661. /**
  53662. * @hidden
  53663. * This is reserved for the inspector.
  53664. * As the default viewing range might not be enough (if the ambient is really small for instance)
  53665. * You can use the factor to better multiply the final value.
  53666. */
  53667. private debugFactor;
  53668. /**
  53669. * Defines the clear coat layer parameters for the material.
  53670. */
  53671. readonly clearCoat: PBRClearCoatConfiguration;
  53672. /**
  53673. * Defines the anisotropic parameters for the material.
  53674. */
  53675. readonly anisotropy: PBRAnisotropicConfiguration;
  53676. /**
  53677. * Defines the BRDF parameters for the material.
  53678. */
  53679. readonly brdf: PBRBRDFConfiguration;
  53680. /**
  53681. * Defines the Sheen parameters for the material.
  53682. */
  53683. readonly sheen: PBRSheenConfiguration;
  53684. /**
  53685. * Defines the SubSurface parameters for the material.
  53686. */
  53687. readonly subSurface: PBRSubSurfaceConfiguration;
  53688. /**
  53689. * Custom callback helping to override the default shader used in the material.
  53690. */
  53691. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  53692. protected _rebuildInParallel: boolean;
  53693. /**
  53694. * Instantiates a new PBRMaterial instance.
  53695. *
  53696. * @param name The material name
  53697. * @param scene The scene the material will be use in.
  53698. */
  53699. constructor(name: string, scene: Scene);
  53700. /**
  53701. * Gets a boolean indicating that current material needs to register RTT
  53702. */
  53703. get hasRenderTargetTextures(): boolean;
  53704. /**
  53705. * Gets the name of the material class.
  53706. */
  53707. getClassName(): string;
  53708. /**
  53709. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  53710. */
  53711. get useLogarithmicDepth(): boolean;
  53712. /**
  53713. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  53714. */
  53715. set useLogarithmicDepth(value: boolean);
  53716. /**
  53717. * Gets the current transparency mode.
  53718. */
  53719. get transparencyMode(): Nullable<number>;
  53720. /**
  53721. * Sets the transparency mode of the material.
  53722. *
  53723. * | Value | Type | Description |
  53724. * | ----- | ----------------------------------- | ----------- |
  53725. * | 0 | OPAQUE | |
  53726. * | 1 | ALPHATEST | |
  53727. * | 2 | ALPHABLEND | |
  53728. * | 3 | ALPHATESTANDBLEND | |
  53729. *
  53730. */
  53731. set transparencyMode(value: Nullable<number>);
  53732. /**
  53733. * Returns true if alpha blending should be disabled.
  53734. */
  53735. private get _disableAlphaBlending();
  53736. /**
  53737. * Specifies whether or not this material should be rendered in alpha blend mode.
  53738. */
  53739. needAlphaBlending(): boolean;
  53740. /**
  53741. * Specifies if the mesh will require alpha blending.
  53742. * @param mesh - BJS mesh.
  53743. */
  53744. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  53745. /**
  53746. * Specifies whether or not this material should be rendered in alpha test mode.
  53747. */
  53748. needAlphaTesting(): boolean;
  53749. /**
  53750. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  53751. */
  53752. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  53753. /**
  53754. * Gets the texture used for the alpha test.
  53755. */
  53756. getAlphaTestTexture(): Nullable<BaseTexture>;
  53757. /**
  53758. * Specifies that the submesh is ready to be used.
  53759. * @param mesh - BJS mesh.
  53760. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  53761. * @param useInstances - Specifies that instances should be used.
  53762. * @returns - boolean indicating that the submesh is ready or not.
  53763. */
  53764. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53765. /**
  53766. * Specifies if the material uses metallic roughness workflow.
  53767. * @returns boolean specifiying if the material uses metallic roughness workflow.
  53768. */
  53769. isMetallicWorkflow(): boolean;
  53770. private _prepareEffect;
  53771. private _prepareDefines;
  53772. /**
  53773. * Force shader compilation
  53774. */
  53775. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  53776. /**
  53777. * Initializes the uniform buffer layout for the shader.
  53778. */
  53779. buildUniformLayout(): void;
  53780. /**
  53781. * Unbinds the material from the mesh
  53782. */
  53783. unbind(): void;
  53784. /**
  53785. * Binds the submesh data.
  53786. * @param world - The world matrix.
  53787. * @param mesh - The BJS mesh.
  53788. * @param subMesh - A submesh of the BJS mesh.
  53789. */
  53790. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53791. /**
  53792. * Returns the animatable textures.
  53793. * @returns - Array of animatable textures.
  53794. */
  53795. getAnimatables(): IAnimatable[];
  53796. /**
  53797. * Returns the texture used for reflections.
  53798. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  53799. */
  53800. private _getReflectionTexture;
  53801. /**
  53802. * Returns an array of the actively used textures.
  53803. * @returns - Array of BaseTextures
  53804. */
  53805. getActiveTextures(): BaseTexture[];
  53806. /**
  53807. * Checks to see if a texture is used in the material.
  53808. * @param texture - Base texture to use.
  53809. * @returns - Boolean specifying if a texture is used in the material.
  53810. */
  53811. hasTexture(texture: BaseTexture): boolean;
  53812. /**
  53813. * Disposes the resources of the material.
  53814. * @param forceDisposeEffect - Forces the disposal of effects.
  53815. * @param forceDisposeTextures - Forces the disposal of all textures.
  53816. */
  53817. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  53818. }
  53819. }
  53820. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  53821. import { Nullable } from "babylonjs/types";
  53822. import { Scene } from "babylonjs/scene";
  53823. import { Color3 } from "babylonjs/Maths/math.color";
  53824. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  53825. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  53826. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53827. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53828. /**
  53829. * The Physically based material of BJS.
  53830. *
  53831. * This offers the main features of a standard PBR material.
  53832. * For more information, please refer to the documentation :
  53833. * https://doc.babylonjs.com/how_to/physically_based_rendering
  53834. */
  53835. export class PBRMaterial extends PBRBaseMaterial {
  53836. /**
  53837. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  53838. */
  53839. static readonly PBRMATERIAL_OPAQUE: number;
  53840. /**
  53841. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  53842. */
  53843. static readonly PBRMATERIAL_ALPHATEST: number;
  53844. /**
  53845. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53846. */
  53847. static readonly PBRMATERIAL_ALPHABLEND: number;
  53848. /**
  53849. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53850. * They are also discarded below the alpha cutoff threshold to improve performances.
  53851. */
  53852. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  53853. /**
  53854. * Defines the default value of how much AO map is occluding the analytical lights
  53855. * (point spot...).
  53856. */
  53857. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  53858. /**
  53859. * Intensity of the direct lights e.g. the four lights available in your scene.
  53860. * This impacts both the direct diffuse and specular highlights.
  53861. */
  53862. directIntensity: number;
  53863. /**
  53864. * Intensity of the emissive part of the material.
  53865. * This helps controlling the emissive effect without modifying the emissive color.
  53866. */
  53867. emissiveIntensity: number;
  53868. /**
  53869. * Intensity of the environment e.g. how much the environment will light the object
  53870. * either through harmonics for rough material or through the refelction for shiny ones.
  53871. */
  53872. environmentIntensity: number;
  53873. /**
  53874. * This is a special control allowing the reduction of the specular highlights coming from the
  53875. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  53876. */
  53877. specularIntensity: number;
  53878. /**
  53879. * Debug Control allowing disabling the bump map on this material.
  53880. */
  53881. disableBumpMap: boolean;
  53882. /**
  53883. * AKA Diffuse Texture in standard nomenclature.
  53884. */
  53885. albedoTexture: BaseTexture;
  53886. /**
  53887. * AKA Occlusion Texture in other nomenclature.
  53888. */
  53889. ambientTexture: BaseTexture;
  53890. /**
  53891. * AKA Occlusion Texture Intensity in other nomenclature.
  53892. */
  53893. ambientTextureStrength: number;
  53894. /**
  53895. * Defines how much the AO map is occluding the analytical lights (point spot...).
  53896. * 1 means it completely occludes it
  53897. * 0 mean it has no impact
  53898. */
  53899. ambientTextureImpactOnAnalyticalLights: number;
  53900. /**
  53901. * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
  53902. */
  53903. opacityTexture: BaseTexture;
  53904. /**
  53905. * Stores the reflection values in a texture.
  53906. */
  53907. reflectionTexture: Nullable<BaseTexture>;
  53908. /**
  53909. * Stores the emissive values in a texture.
  53910. */
  53911. emissiveTexture: BaseTexture;
  53912. /**
  53913. * AKA Specular texture in other nomenclature.
  53914. */
  53915. reflectivityTexture: BaseTexture;
  53916. /**
  53917. * Used to switch from specular/glossiness to metallic/roughness workflow.
  53918. */
  53919. metallicTexture: BaseTexture;
  53920. /**
  53921. * Specifies the metallic scalar of the metallic/roughness workflow.
  53922. * Can also be used to scale the metalness values of the metallic texture.
  53923. */
  53924. metallic: Nullable<number>;
  53925. /**
  53926. * Specifies the roughness scalar of the metallic/roughness workflow.
  53927. * Can also be used to scale the roughness values of the metallic texture.
  53928. */
  53929. roughness: Nullable<number>;
  53930. /**
  53931. * Specifies the an F0 factor to help configuring the material F0.
  53932. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  53933. * to 0.5 the previously hard coded value stays the same.
  53934. * Can also be used to scale the F0 values of the metallic texture.
  53935. */
  53936. metallicF0Factor: number;
  53937. /**
  53938. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  53939. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  53940. * your expectation as it multiplies with the texture data.
  53941. */
  53942. useMetallicF0FactorFromMetallicTexture: boolean;
  53943. /**
  53944. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  53945. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  53946. */
  53947. microSurfaceTexture: BaseTexture;
  53948. /**
  53949. * Stores surface normal data used to displace a mesh in a texture.
  53950. */
  53951. bumpTexture: BaseTexture;
  53952. /**
  53953. * Stores the pre-calculated light information of a mesh in a texture.
  53954. */
  53955. lightmapTexture: BaseTexture;
  53956. /**
  53957. * Stores the refracted light information in a texture.
  53958. */
  53959. get refractionTexture(): Nullable<BaseTexture>;
  53960. set refractionTexture(value: Nullable<BaseTexture>);
  53961. /**
  53962. * The color of a material in ambient lighting.
  53963. */
  53964. ambientColor: Color3;
  53965. /**
  53966. * AKA Diffuse Color in other nomenclature.
  53967. */
  53968. albedoColor: Color3;
  53969. /**
  53970. * AKA Specular Color in other nomenclature.
  53971. */
  53972. reflectivityColor: Color3;
  53973. /**
  53974. * The color reflected from the material.
  53975. */
  53976. reflectionColor: Color3;
  53977. /**
  53978. * The color emitted from the material.
  53979. */
  53980. emissiveColor: Color3;
  53981. /**
  53982. * AKA Glossiness in other nomenclature.
  53983. */
  53984. microSurface: number;
  53985. /**
  53986. * source material index of refraction (IOR)' / 'destination material IOR.
  53987. */
  53988. get indexOfRefraction(): number;
  53989. set indexOfRefraction(value: number);
  53990. /**
  53991. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  53992. */
  53993. get invertRefractionY(): boolean;
  53994. set invertRefractionY(value: boolean);
  53995. /**
  53996. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  53997. * Materials half opaque for instance using refraction could benefit from this control.
  53998. */
  53999. get linkRefractionWithTransparency(): boolean;
  54000. set linkRefractionWithTransparency(value: boolean);
  54001. /**
  54002. * If true, the light map contains occlusion information instead of lighting info.
  54003. */
  54004. useLightmapAsShadowmap: boolean;
  54005. /**
  54006. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  54007. */
  54008. useAlphaFromAlbedoTexture: boolean;
  54009. /**
  54010. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  54011. */
  54012. forceAlphaTest: boolean;
  54013. /**
  54014. * Defines the alpha limits in alpha test mode.
  54015. */
  54016. alphaCutOff: number;
  54017. /**
  54018. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  54019. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  54020. */
  54021. useSpecularOverAlpha: boolean;
  54022. /**
  54023. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  54024. */
  54025. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  54026. /**
  54027. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  54028. */
  54029. useRoughnessFromMetallicTextureAlpha: boolean;
  54030. /**
  54031. * Specifies if the metallic texture contains the roughness information in its green channel.
  54032. */
  54033. useRoughnessFromMetallicTextureGreen: boolean;
  54034. /**
  54035. * Specifies if the metallic texture contains the metallness information in its blue channel.
  54036. */
  54037. useMetallnessFromMetallicTextureBlue: boolean;
  54038. /**
  54039. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  54040. */
  54041. useAmbientOcclusionFromMetallicTextureRed: boolean;
  54042. /**
  54043. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  54044. */
  54045. useAmbientInGrayScale: boolean;
  54046. /**
  54047. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  54048. * The material will try to infer what glossiness each pixel should be.
  54049. */
  54050. useAutoMicroSurfaceFromReflectivityMap: boolean;
  54051. /**
  54052. * BJS is using an harcoded light falloff based on a manually sets up range.
  54053. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  54054. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  54055. */
  54056. get usePhysicalLightFalloff(): boolean;
  54057. /**
  54058. * BJS is using an harcoded light falloff based on a manually sets up range.
  54059. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  54060. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  54061. */
  54062. set usePhysicalLightFalloff(value: boolean);
  54063. /**
  54064. * In order to support the falloff compatibility with gltf, a special mode has been added
  54065. * to reproduce the gltf light falloff.
  54066. */
  54067. get useGLTFLightFalloff(): boolean;
  54068. /**
  54069. * In order to support the falloff compatibility with gltf, a special mode has been added
  54070. * to reproduce the gltf light falloff.
  54071. */
  54072. set useGLTFLightFalloff(value: boolean);
  54073. /**
  54074. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  54075. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  54076. */
  54077. useRadianceOverAlpha: boolean;
  54078. /**
  54079. * Allows using an object space normal map (instead of tangent space).
  54080. */
  54081. useObjectSpaceNormalMap: boolean;
  54082. /**
  54083. * Allows using the bump map in parallax mode.
  54084. */
  54085. useParallax: boolean;
  54086. /**
  54087. * Allows using the bump map in parallax occlusion mode.
  54088. */
  54089. useParallaxOcclusion: boolean;
  54090. /**
  54091. * Controls the scale bias of the parallax mode.
  54092. */
  54093. parallaxScaleBias: number;
  54094. /**
  54095. * If sets to true, disables all the lights affecting the material.
  54096. */
  54097. disableLighting: boolean;
  54098. /**
  54099. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  54100. */
  54101. forceIrradianceInFragment: boolean;
  54102. /**
  54103. * Number of Simultaneous lights allowed on the material.
  54104. */
  54105. maxSimultaneousLights: number;
  54106. /**
  54107. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54108. */
  54109. invertNormalMapX: boolean;
  54110. /**
  54111. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54112. */
  54113. invertNormalMapY: boolean;
  54114. /**
  54115. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54116. */
  54117. twoSidedLighting: boolean;
  54118. /**
  54119. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  54120. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  54121. */
  54122. useAlphaFresnel: boolean;
  54123. /**
  54124. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  54125. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  54126. */
  54127. useLinearAlphaFresnel: boolean;
  54128. /**
  54129. * Let user defines the brdf lookup texture used for IBL.
  54130. * A default 8bit version is embedded but you could point at :
  54131. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  54132. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  54133. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  54134. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  54135. */
  54136. environmentBRDFTexture: Nullable<BaseTexture>;
  54137. /**
  54138. * Force normal to face away from face.
  54139. */
  54140. forceNormalForward: boolean;
  54141. /**
  54142. * Enables specular anti aliasing in the PBR shader.
  54143. * It will both interacts on the Geometry for analytical and IBL lighting.
  54144. * It also prefilter the roughness map based on the bump values.
  54145. */
  54146. enableSpecularAntiAliasing: boolean;
  54147. /**
  54148. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  54149. * makes the reflect vector face the model (under horizon).
  54150. */
  54151. useHorizonOcclusion: boolean;
  54152. /**
  54153. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  54154. * too much the area relying on ambient texture to define their ambient occlusion.
  54155. */
  54156. useRadianceOcclusion: boolean;
  54157. /**
  54158. * If set to true, no lighting calculations will be applied.
  54159. */
  54160. unlit: boolean;
  54161. /**
  54162. * Gets the image processing configuration used either in this material.
  54163. */
  54164. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  54165. /**
  54166. * Sets the Default image processing configuration used either in the this material.
  54167. *
  54168. * If sets to null, the scene one is in use.
  54169. */
  54170. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  54171. /**
  54172. * Gets wether the color curves effect is enabled.
  54173. */
  54174. get cameraColorCurvesEnabled(): boolean;
  54175. /**
  54176. * Sets wether the color curves effect is enabled.
  54177. */
  54178. set cameraColorCurvesEnabled(value: boolean);
  54179. /**
  54180. * Gets wether the color grading effect is enabled.
  54181. */
  54182. get cameraColorGradingEnabled(): boolean;
  54183. /**
  54184. * Gets wether the color grading effect is enabled.
  54185. */
  54186. set cameraColorGradingEnabled(value: boolean);
  54187. /**
  54188. * Gets wether tonemapping is enabled or not.
  54189. */
  54190. get cameraToneMappingEnabled(): boolean;
  54191. /**
  54192. * Sets wether tonemapping is enabled or not
  54193. */
  54194. set cameraToneMappingEnabled(value: boolean);
  54195. /**
  54196. * The camera exposure used on this material.
  54197. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  54198. * This corresponds to a photographic exposure.
  54199. */
  54200. get cameraExposure(): number;
  54201. /**
  54202. * The camera exposure used on this material.
  54203. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  54204. * This corresponds to a photographic exposure.
  54205. */
  54206. set cameraExposure(value: number);
  54207. /**
  54208. * Gets The camera contrast used on this material.
  54209. */
  54210. get cameraContrast(): number;
  54211. /**
  54212. * Sets The camera contrast used on this material.
  54213. */
  54214. set cameraContrast(value: number);
  54215. /**
  54216. * Gets the Color Grading 2D Lookup Texture.
  54217. */
  54218. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  54219. /**
  54220. * Sets the Color Grading 2D Lookup Texture.
  54221. */
  54222. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  54223. /**
  54224. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  54225. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  54226. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  54227. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  54228. */
  54229. get cameraColorCurves(): Nullable<ColorCurves>;
  54230. /**
  54231. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  54232. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  54233. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  54234. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  54235. */
  54236. set cameraColorCurves(value: Nullable<ColorCurves>);
  54237. /**
  54238. * Instantiates a new PBRMaterial instance.
  54239. *
  54240. * @param name The material name
  54241. * @param scene The scene the material will be use in.
  54242. */
  54243. constructor(name: string, scene: Scene);
  54244. /**
  54245. * Returns the name of this material class.
  54246. */
  54247. getClassName(): string;
  54248. /**
  54249. * Makes a duplicate of the current material.
  54250. * @param name - name to use for the new material.
  54251. */
  54252. clone(name: string): PBRMaterial;
  54253. /**
  54254. * Serializes this PBR Material.
  54255. * @returns - An object with the serialized material.
  54256. */
  54257. serialize(): any;
  54258. /**
  54259. * Parses a PBR Material from a serialized object.
  54260. * @param source - Serialized object.
  54261. * @param scene - BJS scene instance.
  54262. * @param rootUrl - url for the scene object
  54263. * @returns - PBRMaterial
  54264. */
  54265. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  54266. }
  54267. }
  54268. declare module "babylonjs/Misc/dds" {
  54269. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54270. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54271. import { Nullable } from "babylonjs/types";
  54272. import { Scene } from "babylonjs/scene";
  54273. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  54274. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  54275. /**
  54276. * Direct draw surface info
  54277. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  54278. */
  54279. export interface DDSInfo {
  54280. /**
  54281. * Width of the texture
  54282. */
  54283. width: number;
  54284. /**
  54285. * Width of the texture
  54286. */
  54287. height: number;
  54288. /**
  54289. * Number of Mipmaps for the texture
  54290. * @see https://en.wikipedia.org/wiki/Mipmap
  54291. */
  54292. mipmapCount: number;
  54293. /**
  54294. * If the textures format is a known fourCC format
  54295. * @see https://www.fourcc.org/
  54296. */
  54297. isFourCC: boolean;
  54298. /**
  54299. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  54300. */
  54301. isRGB: boolean;
  54302. /**
  54303. * If the texture is a lumincance format
  54304. */
  54305. isLuminance: boolean;
  54306. /**
  54307. * If this is a cube texture
  54308. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  54309. */
  54310. isCube: boolean;
  54311. /**
  54312. * If the texture is a compressed format eg. FOURCC_DXT1
  54313. */
  54314. isCompressed: boolean;
  54315. /**
  54316. * The dxgiFormat of the texture
  54317. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  54318. */
  54319. dxgiFormat: number;
  54320. /**
  54321. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  54322. */
  54323. textureType: number;
  54324. /**
  54325. * Sphericle polynomial created for the dds texture
  54326. */
  54327. sphericalPolynomial?: SphericalPolynomial;
  54328. }
  54329. /**
  54330. * Class used to provide DDS decompression tools
  54331. */
  54332. export class DDSTools {
  54333. /**
  54334. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  54335. */
  54336. static StoreLODInAlphaChannel: boolean;
  54337. /**
  54338. * Gets DDS information from an array buffer
  54339. * @param arrayBuffer defines the array buffer to read data from
  54340. * @returns the DDS information
  54341. */
  54342. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  54343. private static _FloatView;
  54344. private static _Int32View;
  54345. private static _ToHalfFloat;
  54346. private static _FromHalfFloat;
  54347. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  54348. private static _GetHalfFloatRGBAArrayBuffer;
  54349. private static _GetFloatRGBAArrayBuffer;
  54350. private static _GetFloatAsUIntRGBAArrayBuffer;
  54351. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  54352. private static _GetRGBAArrayBuffer;
  54353. private static _ExtractLongWordOrder;
  54354. private static _GetRGBArrayBuffer;
  54355. private static _GetLuminanceArrayBuffer;
  54356. /**
  54357. * Uploads DDS Levels to a Babylon Texture
  54358. * @hidden
  54359. */
  54360. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  54361. }
  54362. module "babylonjs/Engines/thinEngine" {
  54363. interface ThinEngine {
  54364. /**
  54365. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  54366. * @param rootUrl defines the url where the file to load is located
  54367. * @param scene defines the current scene
  54368. * @param lodScale defines scale to apply to the mip map selection
  54369. * @param lodOffset defines offset to apply to the mip map selection
  54370. * @param onLoad defines an optional callback raised when the texture is loaded
  54371. * @param onError defines an optional callback raised if there is an issue to load the texture
  54372. * @param format defines the format of the data
  54373. * @param forcedExtension defines the extension to use to pick the right loader
  54374. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  54375. * @returns the cube texture as an InternalTexture
  54376. */
  54377. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  54378. }
  54379. }
  54380. }
  54381. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  54382. import { Nullable } from "babylonjs/types";
  54383. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54384. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54385. /**
  54386. * Implementation of the DDS Texture Loader.
  54387. * @hidden
  54388. */
  54389. export class _DDSTextureLoader implements IInternalTextureLoader {
  54390. /**
  54391. * Defines wether the loader supports cascade loading the different faces.
  54392. */
  54393. readonly supportCascades: boolean;
  54394. /**
  54395. * This returns if the loader support the current file information.
  54396. * @param extension defines the file extension of the file being loaded
  54397. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54398. * @param fallback defines the fallback internal texture if any
  54399. * @param isBase64 defines whether the texture is encoded as a base64
  54400. * @param isBuffer defines whether the texture data are stored as a buffer
  54401. * @returns true if the loader can load the specified file
  54402. */
  54403. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54404. /**
  54405. * Transform the url before loading if required.
  54406. * @param rootUrl the url of the texture
  54407. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54408. * @returns the transformed texture
  54409. */
  54410. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54411. /**
  54412. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54413. * @param rootUrl the url of the texture
  54414. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54415. * @returns the fallback texture
  54416. */
  54417. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54418. /**
  54419. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54420. * @param data contains the texture data
  54421. * @param texture defines the BabylonJS internal texture
  54422. * @param createPolynomials will be true if polynomials have been requested
  54423. * @param onLoad defines the callback to trigger once the texture is ready
  54424. * @param onError defines the callback to trigger in case of error
  54425. */
  54426. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54427. /**
  54428. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54429. * @param data contains the texture data
  54430. * @param texture defines the BabylonJS internal texture
  54431. * @param callback defines the method to call once ready to upload
  54432. */
  54433. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54434. }
  54435. }
  54436. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  54437. import { Nullable } from "babylonjs/types";
  54438. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54439. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54440. /**
  54441. * Implementation of the ENV Texture Loader.
  54442. * @hidden
  54443. */
  54444. export class _ENVTextureLoader implements IInternalTextureLoader {
  54445. /**
  54446. * Defines wether the loader supports cascade loading the different faces.
  54447. */
  54448. readonly supportCascades: boolean;
  54449. /**
  54450. * This returns if the loader support the current file information.
  54451. * @param extension defines the file extension of the file being loaded
  54452. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54453. * @param fallback defines the fallback internal texture if any
  54454. * @param isBase64 defines whether the texture is encoded as a base64
  54455. * @param isBuffer defines whether the texture data are stored as a buffer
  54456. * @returns true if the loader can load the specified file
  54457. */
  54458. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54459. /**
  54460. * Transform the url before loading if required.
  54461. * @param rootUrl the url of the texture
  54462. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54463. * @returns the transformed texture
  54464. */
  54465. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54466. /**
  54467. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54468. * @param rootUrl the url of the texture
  54469. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54470. * @returns the fallback texture
  54471. */
  54472. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54473. /**
  54474. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54475. * @param data contains the texture data
  54476. * @param texture defines the BabylonJS internal texture
  54477. * @param createPolynomials will be true if polynomials have been requested
  54478. * @param onLoad defines the callback to trigger once the texture is ready
  54479. * @param onError defines the callback to trigger in case of error
  54480. */
  54481. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54482. /**
  54483. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54484. * @param data contains the texture data
  54485. * @param texture defines the BabylonJS internal texture
  54486. * @param callback defines the method to call once ready to upload
  54487. */
  54488. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54489. }
  54490. }
  54491. declare module "babylonjs/Misc/khronosTextureContainer" {
  54492. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54493. /**
  54494. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  54495. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  54496. */
  54497. export class KhronosTextureContainer {
  54498. /** contents of the KTX container file */
  54499. arrayBuffer: any;
  54500. private static HEADER_LEN;
  54501. private static COMPRESSED_2D;
  54502. private static COMPRESSED_3D;
  54503. private static TEX_2D;
  54504. private static TEX_3D;
  54505. /**
  54506. * Gets the openGL type
  54507. */
  54508. glType: number;
  54509. /**
  54510. * Gets the openGL type size
  54511. */
  54512. glTypeSize: number;
  54513. /**
  54514. * Gets the openGL format
  54515. */
  54516. glFormat: number;
  54517. /**
  54518. * Gets the openGL internal format
  54519. */
  54520. glInternalFormat: number;
  54521. /**
  54522. * Gets the base internal format
  54523. */
  54524. glBaseInternalFormat: number;
  54525. /**
  54526. * Gets image width in pixel
  54527. */
  54528. pixelWidth: number;
  54529. /**
  54530. * Gets image height in pixel
  54531. */
  54532. pixelHeight: number;
  54533. /**
  54534. * Gets image depth in pixels
  54535. */
  54536. pixelDepth: number;
  54537. /**
  54538. * Gets the number of array elements
  54539. */
  54540. numberOfArrayElements: number;
  54541. /**
  54542. * Gets the number of faces
  54543. */
  54544. numberOfFaces: number;
  54545. /**
  54546. * Gets the number of mipmap levels
  54547. */
  54548. numberOfMipmapLevels: number;
  54549. /**
  54550. * Gets the bytes of key value data
  54551. */
  54552. bytesOfKeyValueData: number;
  54553. /**
  54554. * Gets the load type
  54555. */
  54556. loadType: number;
  54557. /**
  54558. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  54559. */
  54560. isInvalid: boolean;
  54561. /**
  54562. * Creates a new KhronosTextureContainer
  54563. * @param arrayBuffer contents of the KTX container file
  54564. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  54565. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  54566. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  54567. */
  54568. constructor(
  54569. /** contents of the KTX container file */
  54570. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  54571. /**
  54572. * Uploads KTX content to a Babylon Texture.
  54573. * It is assumed that the texture has already been created & is currently bound
  54574. * @hidden
  54575. */
  54576. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  54577. private _upload2DCompressedLevels;
  54578. }
  54579. }
  54580. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  54581. import { Nullable } from "babylonjs/types";
  54582. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54583. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54584. /**
  54585. * Implementation of the KTX Texture Loader.
  54586. * @hidden
  54587. */
  54588. export class _KTXTextureLoader implements IInternalTextureLoader {
  54589. /**
  54590. * Defines wether the loader supports cascade loading the different faces.
  54591. */
  54592. readonly supportCascades: boolean;
  54593. /**
  54594. * This returns if the loader support the current file information.
  54595. * @param extension defines the file extension of the file being loaded
  54596. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54597. * @param fallback defines the fallback internal texture if any
  54598. * @param isBase64 defines whether the texture is encoded as a base64
  54599. * @param isBuffer defines whether the texture data are stored as a buffer
  54600. * @returns true if the loader can load the specified file
  54601. */
  54602. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54603. /**
  54604. * Transform the url before loading if required.
  54605. * @param rootUrl the url of the texture
  54606. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54607. * @returns the transformed texture
  54608. */
  54609. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54610. /**
  54611. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54612. * @param rootUrl the url of the texture
  54613. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54614. * @returns the fallback texture
  54615. */
  54616. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54617. /**
  54618. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54619. * @param data contains the texture data
  54620. * @param texture defines the BabylonJS internal texture
  54621. * @param createPolynomials will be true if polynomials have been requested
  54622. * @param onLoad defines the callback to trigger once the texture is ready
  54623. * @param onError defines the callback to trigger in case of error
  54624. */
  54625. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54626. /**
  54627. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54628. * @param data contains the texture data
  54629. * @param texture defines the BabylonJS internal texture
  54630. * @param callback defines the method to call once ready to upload
  54631. */
  54632. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  54633. }
  54634. }
  54635. declare module "babylonjs/Helpers/sceneHelpers" {
  54636. import { Nullable } from "babylonjs/types";
  54637. import { Mesh } from "babylonjs/Meshes/mesh";
  54638. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54639. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  54640. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  54641. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54642. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54643. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54644. import "babylonjs/Meshes/Builders/boxBuilder";
  54645. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  54646. /** @hidden */
  54647. export var _forceSceneHelpersToBundle: boolean;
  54648. module "babylonjs/scene" {
  54649. interface Scene {
  54650. /**
  54651. * Creates a default light for the scene.
  54652. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  54653. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  54654. */
  54655. createDefaultLight(replace?: boolean): void;
  54656. /**
  54657. * Creates a default camera for the scene.
  54658. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  54659. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  54660. * @param replace has default false, when true replaces the active camera in the scene
  54661. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  54662. */
  54663. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  54664. /**
  54665. * Creates a default camera and a default light.
  54666. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  54667. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  54668. * @param replace has the default false, when true replaces the active camera/light in the scene
  54669. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  54670. */
  54671. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  54672. /**
  54673. * Creates a new sky box
  54674. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  54675. * @param environmentTexture defines the texture to use as environment texture
  54676. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  54677. * @param scale defines the overall scale of the skybox
  54678. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  54679. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  54680. * @returns a new mesh holding the sky box
  54681. */
  54682. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  54683. /**
  54684. * Creates a new environment
  54685. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  54686. * @param options defines the options you can use to configure the environment
  54687. * @returns the new EnvironmentHelper
  54688. */
  54689. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  54690. /**
  54691. * Creates a new VREXperienceHelper
  54692. * @see http://doc.babylonjs.com/how_to/webvr_helper
  54693. * @param webVROptions defines the options used to create the new VREXperienceHelper
  54694. * @returns a new VREXperienceHelper
  54695. */
  54696. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  54697. /**
  54698. * Creates a new WebXRDefaultExperience
  54699. * @see http://doc.babylonjs.com/how_to/webxr
  54700. * @param options experience options
  54701. * @returns a promise for a new WebXRDefaultExperience
  54702. */
  54703. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  54704. }
  54705. }
  54706. }
  54707. declare module "babylonjs/Helpers/videoDome" {
  54708. import { Scene } from "babylonjs/scene";
  54709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  54710. import { Mesh } from "babylonjs/Meshes/mesh";
  54711. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  54712. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  54713. import "babylonjs/Meshes/Builders/sphereBuilder";
  54714. /**
  54715. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  54716. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  54717. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  54718. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  54719. */
  54720. export class VideoDome extends TransformNode {
  54721. /**
  54722. * Define the video source as a Monoscopic panoramic 360 video.
  54723. */
  54724. static readonly MODE_MONOSCOPIC: number;
  54725. /**
  54726. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  54727. */
  54728. static readonly MODE_TOPBOTTOM: number;
  54729. /**
  54730. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  54731. */
  54732. static readonly MODE_SIDEBYSIDE: number;
  54733. private _halfDome;
  54734. private _useDirectMapping;
  54735. /**
  54736. * The video texture being displayed on the sphere
  54737. */
  54738. protected _videoTexture: VideoTexture;
  54739. /**
  54740. * Gets the video texture being displayed on the sphere
  54741. */
  54742. get videoTexture(): VideoTexture;
  54743. /**
  54744. * The skybox material
  54745. */
  54746. protected _material: BackgroundMaterial;
  54747. /**
  54748. * The surface used for the skybox
  54749. */
  54750. protected _mesh: Mesh;
  54751. /**
  54752. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  54753. */
  54754. private _halfDomeMask;
  54755. /**
  54756. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  54757. * Also see the options.resolution property.
  54758. */
  54759. get fovMultiplier(): number;
  54760. set fovMultiplier(value: number);
  54761. private _videoMode;
  54762. /**
  54763. * Gets or set the current video mode for the video. It can be:
  54764. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  54765. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  54766. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  54767. */
  54768. get videoMode(): number;
  54769. set videoMode(value: number);
  54770. /**
  54771. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  54772. *
  54773. */
  54774. get halfDome(): boolean;
  54775. /**
  54776. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  54777. */
  54778. set halfDome(enabled: boolean);
  54779. /**
  54780. * Oberserver used in Stereoscopic VR Mode.
  54781. */
  54782. private _onBeforeCameraRenderObserver;
  54783. /**
  54784. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  54785. * @param name Element's name, child elements will append suffixes for their own names.
  54786. * @param urlsOrVideo defines the url(s) or the video element to use
  54787. * @param options An object containing optional or exposed sub element properties
  54788. */
  54789. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  54790. resolution?: number;
  54791. clickToPlay?: boolean;
  54792. autoPlay?: boolean;
  54793. loop?: boolean;
  54794. size?: number;
  54795. poster?: string;
  54796. faceForward?: boolean;
  54797. useDirectMapping?: boolean;
  54798. halfDomeMode?: boolean;
  54799. }, scene: Scene);
  54800. private _changeVideoMode;
  54801. /**
  54802. * Releases resources associated with this node.
  54803. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  54804. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  54805. */
  54806. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  54807. }
  54808. }
  54809. declare module "babylonjs/Helpers/index" {
  54810. export * from "babylonjs/Helpers/environmentHelper";
  54811. export * from "babylonjs/Helpers/photoDome";
  54812. export * from "babylonjs/Helpers/sceneHelpers";
  54813. export * from "babylonjs/Helpers/videoDome";
  54814. }
  54815. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  54816. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  54817. import { IDisposable } from "babylonjs/scene";
  54818. import { Engine } from "babylonjs/Engines/engine";
  54819. /**
  54820. * This class can be used to get instrumentation data from a Babylon engine
  54821. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  54822. */
  54823. export class EngineInstrumentation implements IDisposable {
  54824. /**
  54825. * Define the instrumented engine.
  54826. */
  54827. engine: Engine;
  54828. private _captureGPUFrameTime;
  54829. private _gpuFrameTimeToken;
  54830. private _gpuFrameTime;
  54831. private _captureShaderCompilationTime;
  54832. private _shaderCompilationTime;
  54833. private _onBeginFrameObserver;
  54834. private _onEndFrameObserver;
  54835. private _onBeforeShaderCompilationObserver;
  54836. private _onAfterShaderCompilationObserver;
  54837. /**
  54838. * Gets the perf counter used for GPU frame time
  54839. */
  54840. get gpuFrameTimeCounter(): PerfCounter;
  54841. /**
  54842. * Gets the GPU frame time capture status
  54843. */
  54844. get captureGPUFrameTime(): boolean;
  54845. /**
  54846. * Enable or disable the GPU frame time capture
  54847. */
  54848. set captureGPUFrameTime(value: boolean);
  54849. /**
  54850. * Gets the perf counter used for shader compilation time
  54851. */
  54852. get shaderCompilationTimeCounter(): PerfCounter;
  54853. /**
  54854. * Gets the shader compilation time capture status
  54855. */
  54856. get captureShaderCompilationTime(): boolean;
  54857. /**
  54858. * Enable or disable the shader compilation time capture
  54859. */
  54860. set captureShaderCompilationTime(value: boolean);
  54861. /**
  54862. * Instantiates a new engine instrumentation.
  54863. * This class can be used to get instrumentation data from a Babylon engine
  54864. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  54865. * @param engine Defines the engine to instrument
  54866. */
  54867. constructor(
  54868. /**
  54869. * Define the instrumented engine.
  54870. */
  54871. engine: Engine);
  54872. /**
  54873. * Dispose and release associated resources.
  54874. */
  54875. dispose(): void;
  54876. }
  54877. }
  54878. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  54879. import { Scene, IDisposable } from "babylonjs/scene";
  54880. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  54881. /**
  54882. * This class can be used to get instrumentation data from a Babylon engine
  54883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  54884. */
  54885. export class SceneInstrumentation implements IDisposable {
  54886. /**
  54887. * Defines the scene to instrument
  54888. */
  54889. scene: Scene;
  54890. private _captureActiveMeshesEvaluationTime;
  54891. private _activeMeshesEvaluationTime;
  54892. private _captureRenderTargetsRenderTime;
  54893. private _renderTargetsRenderTime;
  54894. private _captureFrameTime;
  54895. private _frameTime;
  54896. private _captureRenderTime;
  54897. private _renderTime;
  54898. private _captureInterFrameTime;
  54899. private _interFrameTime;
  54900. private _captureParticlesRenderTime;
  54901. private _particlesRenderTime;
  54902. private _captureSpritesRenderTime;
  54903. private _spritesRenderTime;
  54904. private _capturePhysicsTime;
  54905. private _physicsTime;
  54906. private _captureAnimationsTime;
  54907. private _animationsTime;
  54908. private _captureCameraRenderTime;
  54909. private _cameraRenderTime;
  54910. private _onBeforeActiveMeshesEvaluationObserver;
  54911. private _onAfterActiveMeshesEvaluationObserver;
  54912. private _onBeforeRenderTargetsRenderObserver;
  54913. private _onAfterRenderTargetsRenderObserver;
  54914. private _onAfterRenderObserver;
  54915. private _onBeforeDrawPhaseObserver;
  54916. private _onAfterDrawPhaseObserver;
  54917. private _onBeforeAnimationsObserver;
  54918. private _onBeforeParticlesRenderingObserver;
  54919. private _onAfterParticlesRenderingObserver;
  54920. private _onBeforeSpritesRenderingObserver;
  54921. private _onAfterSpritesRenderingObserver;
  54922. private _onBeforePhysicsObserver;
  54923. private _onAfterPhysicsObserver;
  54924. private _onAfterAnimationsObserver;
  54925. private _onBeforeCameraRenderObserver;
  54926. private _onAfterCameraRenderObserver;
  54927. /**
  54928. * Gets the perf counter used for active meshes evaluation time
  54929. */
  54930. get activeMeshesEvaluationTimeCounter(): PerfCounter;
  54931. /**
  54932. * Gets the active meshes evaluation time capture status
  54933. */
  54934. get captureActiveMeshesEvaluationTime(): boolean;
  54935. /**
  54936. * Enable or disable the active meshes evaluation time capture
  54937. */
  54938. set captureActiveMeshesEvaluationTime(value: boolean);
  54939. /**
  54940. * Gets the perf counter used for render targets render time
  54941. */
  54942. get renderTargetsRenderTimeCounter(): PerfCounter;
  54943. /**
  54944. * Gets the render targets render time capture status
  54945. */
  54946. get captureRenderTargetsRenderTime(): boolean;
  54947. /**
  54948. * Enable or disable the render targets render time capture
  54949. */
  54950. set captureRenderTargetsRenderTime(value: boolean);
  54951. /**
  54952. * Gets the perf counter used for particles render time
  54953. */
  54954. get particlesRenderTimeCounter(): PerfCounter;
  54955. /**
  54956. * Gets the particles render time capture status
  54957. */
  54958. get captureParticlesRenderTime(): boolean;
  54959. /**
  54960. * Enable or disable the particles render time capture
  54961. */
  54962. set captureParticlesRenderTime(value: boolean);
  54963. /**
  54964. * Gets the perf counter used for sprites render time
  54965. */
  54966. get spritesRenderTimeCounter(): PerfCounter;
  54967. /**
  54968. * Gets the sprites render time capture status
  54969. */
  54970. get captureSpritesRenderTime(): boolean;
  54971. /**
  54972. * Enable or disable the sprites render time capture
  54973. */
  54974. set captureSpritesRenderTime(value: boolean);
  54975. /**
  54976. * Gets the perf counter used for physics time
  54977. */
  54978. get physicsTimeCounter(): PerfCounter;
  54979. /**
  54980. * Gets the physics time capture status
  54981. */
  54982. get capturePhysicsTime(): boolean;
  54983. /**
  54984. * Enable or disable the physics time capture
  54985. */
  54986. set capturePhysicsTime(value: boolean);
  54987. /**
  54988. * Gets the perf counter used for animations time
  54989. */
  54990. get animationsTimeCounter(): PerfCounter;
  54991. /**
  54992. * Gets the animations time capture status
  54993. */
  54994. get captureAnimationsTime(): boolean;
  54995. /**
  54996. * Enable or disable the animations time capture
  54997. */
  54998. set captureAnimationsTime(value: boolean);
  54999. /**
  55000. * Gets the perf counter used for frame time capture
  55001. */
  55002. get frameTimeCounter(): PerfCounter;
  55003. /**
  55004. * Gets the frame time capture status
  55005. */
  55006. get captureFrameTime(): boolean;
  55007. /**
  55008. * Enable or disable the frame time capture
  55009. */
  55010. set captureFrameTime(value: boolean);
  55011. /**
  55012. * Gets the perf counter used for inter-frames time capture
  55013. */
  55014. get interFrameTimeCounter(): PerfCounter;
  55015. /**
  55016. * Gets the inter-frames time capture status
  55017. */
  55018. get captureInterFrameTime(): boolean;
  55019. /**
  55020. * Enable or disable the inter-frames time capture
  55021. */
  55022. set captureInterFrameTime(value: boolean);
  55023. /**
  55024. * Gets the perf counter used for render time capture
  55025. */
  55026. get renderTimeCounter(): PerfCounter;
  55027. /**
  55028. * Gets the render time capture status
  55029. */
  55030. get captureRenderTime(): boolean;
  55031. /**
  55032. * Enable or disable the render time capture
  55033. */
  55034. set captureRenderTime(value: boolean);
  55035. /**
  55036. * Gets the perf counter used for camera render time capture
  55037. */
  55038. get cameraRenderTimeCounter(): PerfCounter;
  55039. /**
  55040. * Gets the camera render time capture status
  55041. */
  55042. get captureCameraRenderTime(): boolean;
  55043. /**
  55044. * Enable or disable the camera render time capture
  55045. */
  55046. set captureCameraRenderTime(value: boolean);
  55047. /**
  55048. * Gets the perf counter used for draw calls
  55049. */
  55050. get drawCallsCounter(): PerfCounter;
  55051. /**
  55052. * Instantiates a new scene instrumentation.
  55053. * This class can be used to get instrumentation data from a Babylon engine
  55054. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  55055. * @param scene Defines the scene to instrument
  55056. */
  55057. constructor(
  55058. /**
  55059. * Defines the scene to instrument
  55060. */
  55061. scene: Scene);
  55062. /**
  55063. * Dispose and release associated resources.
  55064. */
  55065. dispose(): void;
  55066. }
  55067. }
  55068. declare module "babylonjs/Instrumentation/index" {
  55069. export * from "babylonjs/Instrumentation/engineInstrumentation";
  55070. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  55071. export * from "babylonjs/Instrumentation/timeToken";
  55072. }
  55073. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  55074. /** @hidden */
  55075. export var glowMapGenerationPixelShader: {
  55076. name: string;
  55077. shader: string;
  55078. };
  55079. }
  55080. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  55081. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  55082. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  55083. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  55084. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  55085. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  55086. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  55087. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  55088. /** @hidden */
  55089. export var glowMapGenerationVertexShader: {
  55090. name: string;
  55091. shader: string;
  55092. };
  55093. }
  55094. declare module "babylonjs/Layers/effectLayer" {
  55095. import { Observable } from "babylonjs/Misc/observable";
  55096. import { Nullable } from "babylonjs/types";
  55097. import { Camera } from "babylonjs/Cameras/camera";
  55098. import { Scene } from "babylonjs/scene";
  55099. import { ISize } from "babylonjs/Maths/math.size";
  55100. import { Color4 } from "babylonjs/Maths/math.color";
  55101. import { Engine } from "babylonjs/Engines/engine";
  55102. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55104. import { Mesh } from "babylonjs/Meshes/mesh";
  55105. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  55106. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55107. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55108. import { Effect } from "babylonjs/Materials/effect";
  55109. import { Material } from "babylonjs/Materials/material";
  55110. import "babylonjs/Shaders/glowMapGeneration.fragment";
  55111. import "babylonjs/Shaders/glowMapGeneration.vertex";
  55112. /**
  55113. * Effect layer options. This helps customizing the behaviour
  55114. * of the effect layer.
  55115. */
  55116. export interface IEffectLayerOptions {
  55117. /**
  55118. * Multiplication factor apply to the canvas size to compute the render target size
  55119. * used to generated the objects (the smaller the faster).
  55120. */
  55121. mainTextureRatio: number;
  55122. /**
  55123. * Enforces a fixed size texture to ensure effect stability across devices.
  55124. */
  55125. mainTextureFixedSize?: number;
  55126. /**
  55127. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  55128. */
  55129. alphaBlendingMode: number;
  55130. /**
  55131. * The camera attached to the layer.
  55132. */
  55133. camera: Nullable<Camera>;
  55134. /**
  55135. * The rendering group to draw the layer in.
  55136. */
  55137. renderingGroupId: number;
  55138. }
  55139. /**
  55140. * The effect layer Helps adding post process effect blended with the main pass.
  55141. *
  55142. * This can be for instance use to generate glow or higlight effects on the scene.
  55143. *
  55144. * The effect layer class can not be used directly and is intented to inherited from to be
  55145. * customized per effects.
  55146. */
  55147. export abstract class EffectLayer {
  55148. private _vertexBuffers;
  55149. private _indexBuffer;
  55150. private _cachedDefines;
  55151. private _effectLayerMapGenerationEffect;
  55152. private _effectLayerOptions;
  55153. private _mergeEffect;
  55154. protected _scene: Scene;
  55155. protected _engine: Engine;
  55156. protected _maxSize: number;
  55157. protected _mainTextureDesiredSize: ISize;
  55158. protected _mainTexture: RenderTargetTexture;
  55159. protected _shouldRender: boolean;
  55160. protected _postProcesses: PostProcess[];
  55161. protected _textures: BaseTexture[];
  55162. protected _emissiveTextureAndColor: {
  55163. texture: Nullable<BaseTexture>;
  55164. color: Color4;
  55165. };
  55166. /**
  55167. * The name of the layer
  55168. */
  55169. name: string;
  55170. /**
  55171. * The clear color of the texture used to generate the glow map.
  55172. */
  55173. neutralColor: Color4;
  55174. /**
  55175. * Specifies wether the highlight layer is enabled or not.
  55176. */
  55177. isEnabled: boolean;
  55178. /**
  55179. * Gets the camera attached to the layer.
  55180. */
  55181. get camera(): Nullable<Camera>;
  55182. /**
  55183. * Gets the rendering group id the layer should render in.
  55184. */
  55185. get renderingGroupId(): number;
  55186. set renderingGroupId(renderingGroupId: number);
  55187. /**
  55188. * An event triggered when the effect layer has been disposed.
  55189. */
  55190. onDisposeObservable: Observable<EffectLayer>;
  55191. /**
  55192. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  55193. */
  55194. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  55195. /**
  55196. * An event triggered when the generated texture is being merged in the scene.
  55197. */
  55198. onBeforeComposeObservable: Observable<EffectLayer>;
  55199. /**
  55200. * An event triggered when the mesh is rendered into the effect render target.
  55201. */
  55202. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  55203. /**
  55204. * An event triggered after the mesh has been rendered into the effect render target.
  55205. */
  55206. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  55207. /**
  55208. * An event triggered when the generated texture has been merged in the scene.
  55209. */
  55210. onAfterComposeObservable: Observable<EffectLayer>;
  55211. /**
  55212. * An event triggered when the efffect layer changes its size.
  55213. */
  55214. onSizeChangedObservable: Observable<EffectLayer>;
  55215. /** @hidden */
  55216. static _SceneComponentInitialization: (scene: Scene) => void;
  55217. /**
  55218. * Instantiates a new effect Layer and references it in the scene.
  55219. * @param name The name of the layer
  55220. * @param scene The scene to use the layer in
  55221. */
  55222. constructor(
  55223. /** The Friendly of the effect in the scene */
  55224. name: string, scene: Scene);
  55225. /**
  55226. * Get the effect name of the layer.
  55227. * @return The effect name
  55228. */
  55229. abstract getEffectName(): string;
  55230. /**
  55231. * Checks for the readiness of the element composing the layer.
  55232. * @param subMesh the mesh to check for
  55233. * @param useInstances specify wether or not to use instances to render the mesh
  55234. * @return true if ready otherwise, false
  55235. */
  55236. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55237. /**
  55238. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55239. * @returns true if the effect requires stencil during the main canvas render pass.
  55240. */
  55241. abstract needStencil(): boolean;
  55242. /**
  55243. * Create the merge effect. This is the shader use to blit the information back
  55244. * to the main canvas at the end of the scene rendering.
  55245. * @returns The effect containing the shader used to merge the effect on the main canvas
  55246. */
  55247. protected abstract _createMergeEffect(): Effect;
  55248. /**
  55249. * Creates the render target textures and post processes used in the effect layer.
  55250. */
  55251. protected abstract _createTextureAndPostProcesses(): void;
  55252. /**
  55253. * Implementation specific of rendering the generating effect on the main canvas.
  55254. * @param effect The effect used to render through
  55255. */
  55256. protected abstract _internalRender(effect: Effect): void;
  55257. /**
  55258. * Sets the required values for both the emissive texture and and the main color.
  55259. */
  55260. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55261. /**
  55262. * Free any resources and references associated to a mesh.
  55263. * Internal use
  55264. * @param mesh The mesh to free.
  55265. */
  55266. abstract _disposeMesh(mesh: Mesh): void;
  55267. /**
  55268. * Serializes this layer (Glow or Highlight for example)
  55269. * @returns a serialized layer object
  55270. */
  55271. abstract serialize?(): any;
  55272. /**
  55273. * Initializes the effect layer with the required options.
  55274. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  55275. */
  55276. protected _init(options: Partial<IEffectLayerOptions>): void;
  55277. /**
  55278. * Generates the index buffer of the full screen quad blending to the main canvas.
  55279. */
  55280. private _generateIndexBuffer;
  55281. /**
  55282. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  55283. */
  55284. private _generateVertexBuffer;
  55285. /**
  55286. * Sets the main texture desired size which is the closest power of two
  55287. * of the engine canvas size.
  55288. */
  55289. private _setMainTextureSize;
  55290. /**
  55291. * Creates the main texture for the effect layer.
  55292. */
  55293. protected _createMainTexture(): void;
  55294. /**
  55295. * Adds specific effects defines.
  55296. * @param defines The defines to add specifics to.
  55297. */
  55298. protected _addCustomEffectDefines(defines: string[]): void;
  55299. /**
  55300. * Checks for the readiness of the element composing the layer.
  55301. * @param subMesh the mesh to check for
  55302. * @param useInstances specify wether or not to use instances to render the mesh
  55303. * @param emissiveTexture the associated emissive texture used to generate the glow
  55304. * @return true if ready otherwise, false
  55305. */
  55306. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  55307. /**
  55308. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  55309. */
  55310. render(): void;
  55311. /**
  55312. * Determine if a given mesh will be used in the current effect.
  55313. * @param mesh mesh to test
  55314. * @returns true if the mesh will be used
  55315. */
  55316. hasMesh(mesh: AbstractMesh): boolean;
  55317. /**
  55318. * Returns true if the layer contains information to display, otherwise false.
  55319. * @returns true if the glow layer should be rendered
  55320. */
  55321. shouldRender(): boolean;
  55322. /**
  55323. * Returns true if the mesh should render, otherwise false.
  55324. * @param mesh The mesh to render
  55325. * @returns true if it should render otherwise false
  55326. */
  55327. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  55328. /**
  55329. * Returns true if the mesh can be rendered, otherwise false.
  55330. * @param mesh The mesh to render
  55331. * @param material The material used on the mesh
  55332. * @returns true if it can be rendered otherwise false
  55333. */
  55334. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  55335. /**
  55336. * Returns true if the mesh should render, otherwise false.
  55337. * @param mesh The mesh to render
  55338. * @returns true if it should render otherwise false
  55339. */
  55340. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  55341. /**
  55342. * Renders the submesh passed in parameter to the generation map.
  55343. */
  55344. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  55345. /**
  55346. * Defines wether the current material of the mesh should be use to render the effect.
  55347. * @param mesh defines the current mesh to render
  55348. */
  55349. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  55350. /**
  55351. * Rebuild the required buffers.
  55352. * @hidden Internal use only.
  55353. */
  55354. _rebuild(): void;
  55355. /**
  55356. * Dispose only the render target textures and post process.
  55357. */
  55358. private _disposeTextureAndPostProcesses;
  55359. /**
  55360. * Dispose the highlight layer and free resources.
  55361. */
  55362. dispose(): void;
  55363. /**
  55364. * Gets the class name of the effect layer
  55365. * @returns the string with the class name of the effect layer
  55366. */
  55367. getClassName(): string;
  55368. /**
  55369. * Creates an effect layer from parsed effect layer data
  55370. * @param parsedEffectLayer defines effect layer data
  55371. * @param scene defines the current scene
  55372. * @param rootUrl defines the root URL containing the effect layer information
  55373. * @returns a parsed effect Layer
  55374. */
  55375. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  55376. }
  55377. }
  55378. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  55379. import { Scene } from "babylonjs/scene";
  55380. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  55381. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55382. import { AbstractScene } from "babylonjs/abstractScene";
  55383. module "babylonjs/abstractScene" {
  55384. interface AbstractScene {
  55385. /**
  55386. * The list of effect layers (highlights/glow) added to the scene
  55387. * @see http://doc.babylonjs.com/how_to/highlight_layer
  55388. * @see http://doc.babylonjs.com/how_to/glow_layer
  55389. */
  55390. effectLayers: Array<EffectLayer>;
  55391. /**
  55392. * Removes the given effect layer from this scene.
  55393. * @param toRemove defines the effect layer to remove
  55394. * @returns the index of the removed effect layer
  55395. */
  55396. removeEffectLayer(toRemove: EffectLayer): number;
  55397. /**
  55398. * Adds the given effect layer to this scene
  55399. * @param newEffectLayer defines the effect layer to add
  55400. */
  55401. addEffectLayer(newEffectLayer: EffectLayer): void;
  55402. }
  55403. }
  55404. /**
  55405. * Defines the layer scene component responsible to manage any effect layers
  55406. * in a given scene.
  55407. */
  55408. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  55409. /**
  55410. * The component name helpfull to identify the component in the list of scene components.
  55411. */
  55412. readonly name: string;
  55413. /**
  55414. * The scene the component belongs to.
  55415. */
  55416. scene: Scene;
  55417. private _engine;
  55418. private _renderEffects;
  55419. private _needStencil;
  55420. private _previousStencilState;
  55421. /**
  55422. * Creates a new instance of the component for the given scene
  55423. * @param scene Defines the scene to register the component in
  55424. */
  55425. constructor(scene: Scene);
  55426. /**
  55427. * Registers the component in a given scene
  55428. */
  55429. register(): void;
  55430. /**
  55431. * Rebuilds the elements related to this component in case of
  55432. * context lost for instance.
  55433. */
  55434. rebuild(): void;
  55435. /**
  55436. * Serializes the component data to the specified json object
  55437. * @param serializationObject The object to serialize to
  55438. */
  55439. serialize(serializationObject: any): void;
  55440. /**
  55441. * Adds all the elements from the container to the scene
  55442. * @param container the container holding the elements
  55443. */
  55444. addFromContainer(container: AbstractScene): void;
  55445. /**
  55446. * Removes all the elements in the container from the scene
  55447. * @param container contains the elements to remove
  55448. * @param dispose if the removed element should be disposed (default: false)
  55449. */
  55450. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  55451. /**
  55452. * Disposes the component and the associated ressources.
  55453. */
  55454. dispose(): void;
  55455. private _isReadyForMesh;
  55456. private _renderMainTexture;
  55457. private _setStencil;
  55458. private _setStencilBack;
  55459. private _draw;
  55460. private _drawCamera;
  55461. private _drawRenderingGroup;
  55462. }
  55463. }
  55464. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  55465. /** @hidden */
  55466. export var glowMapMergePixelShader: {
  55467. name: string;
  55468. shader: string;
  55469. };
  55470. }
  55471. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  55472. /** @hidden */
  55473. export var glowMapMergeVertexShader: {
  55474. name: string;
  55475. shader: string;
  55476. };
  55477. }
  55478. declare module "babylonjs/Layers/glowLayer" {
  55479. import { Nullable } from "babylonjs/types";
  55480. import { Camera } from "babylonjs/Cameras/camera";
  55481. import { Scene } from "babylonjs/scene";
  55482. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55483. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55484. import { Mesh } from "babylonjs/Meshes/mesh";
  55485. import { Texture } from "babylonjs/Materials/Textures/texture";
  55486. import { Effect } from "babylonjs/Materials/effect";
  55487. import { Material } from "babylonjs/Materials/material";
  55488. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55489. import { Color4 } from "babylonjs/Maths/math.color";
  55490. import "babylonjs/Shaders/glowMapMerge.fragment";
  55491. import "babylonjs/Shaders/glowMapMerge.vertex";
  55492. import "babylonjs/Layers/effectLayerSceneComponent";
  55493. module "babylonjs/abstractScene" {
  55494. interface AbstractScene {
  55495. /**
  55496. * Return a the first highlight layer of the scene with a given name.
  55497. * @param name The name of the highlight layer to look for.
  55498. * @return The highlight layer if found otherwise null.
  55499. */
  55500. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  55501. }
  55502. }
  55503. /**
  55504. * Glow layer options. This helps customizing the behaviour
  55505. * of the glow layer.
  55506. */
  55507. export interface IGlowLayerOptions {
  55508. /**
  55509. * Multiplication factor apply to the canvas size to compute the render target size
  55510. * used to generated the glowing objects (the smaller the faster).
  55511. */
  55512. mainTextureRatio: number;
  55513. /**
  55514. * Enforces a fixed size texture to ensure resize independant blur.
  55515. */
  55516. mainTextureFixedSize?: number;
  55517. /**
  55518. * How big is the kernel of the blur texture.
  55519. */
  55520. blurKernelSize: number;
  55521. /**
  55522. * The camera attached to the layer.
  55523. */
  55524. camera: Nullable<Camera>;
  55525. /**
  55526. * Enable MSAA by chosing the number of samples.
  55527. */
  55528. mainTextureSamples?: number;
  55529. /**
  55530. * The rendering group to draw the layer in.
  55531. */
  55532. renderingGroupId: number;
  55533. }
  55534. /**
  55535. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  55536. *
  55537. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  55538. *
  55539. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  55540. */
  55541. export class GlowLayer extends EffectLayer {
  55542. /**
  55543. * Effect Name of the layer.
  55544. */
  55545. static readonly EffectName: string;
  55546. /**
  55547. * The default blur kernel size used for the glow.
  55548. */
  55549. static DefaultBlurKernelSize: number;
  55550. /**
  55551. * The default texture size ratio used for the glow.
  55552. */
  55553. static DefaultTextureRatio: number;
  55554. /**
  55555. * Sets the kernel size of the blur.
  55556. */
  55557. set blurKernelSize(value: number);
  55558. /**
  55559. * Gets the kernel size of the blur.
  55560. */
  55561. get blurKernelSize(): number;
  55562. /**
  55563. * Sets the glow intensity.
  55564. */
  55565. set intensity(value: number);
  55566. /**
  55567. * Gets the glow intensity.
  55568. */
  55569. get intensity(): number;
  55570. private _options;
  55571. private _intensity;
  55572. private _horizontalBlurPostprocess1;
  55573. private _verticalBlurPostprocess1;
  55574. private _horizontalBlurPostprocess2;
  55575. private _verticalBlurPostprocess2;
  55576. private _blurTexture1;
  55577. private _blurTexture2;
  55578. private _postProcesses1;
  55579. private _postProcesses2;
  55580. private _includedOnlyMeshes;
  55581. private _excludedMeshes;
  55582. private _meshesUsingTheirOwnMaterials;
  55583. /**
  55584. * Callback used to let the user override the color selection on a per mesh basis
  55585. */
  55586. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  55587. /**
  55588. * Callback used to let the user override the texture selection on a per mesh basis
  55589. */
  55590. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  55591. /**
  55592. * Instantiates a new glow Layer and references it to the scene.
  55593. * @param name The name of the layer
  55594. * @param scene The scene to use the layer in
  55595. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  55596. */
  55597. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  55598. /**
  55599. * Get the effect name of the layer.
  55600. * @return The effect name
  55601. */
  55602. getEffectName(): string;
  55603. /**
  55604. * Create the merge effect. This is the shader use to blit the information back
  55605. * to the main canvas at the end of the scene rendering.
  55606. */
  55607. protected _createMergeEffect(): Effect;
  55608. /**
  55609. * Creates the render target textures and post processes used in the glow layer.
  55610. */
  55611. protected _createTextureAndPostProcesses(): void;
  55612. /**
  55613. * Checks for the readiness of the element composing the layer.
  55614. * @param subMesh the mesh to check for
  55615. * @param useInstances specify wether or not to use instances to render the mesh
  55616. * @param emissiveTexture the associated emissive texture used to generate the glow
  55617. * @return true if ready otherwise, false
  55618. */
  55619. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55620. /**
  55621. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55622. */
  55623. needStencil(): boolean;
  55624. /**
  55625. * Returns true if the mesh can be rendered, otherwise false.
  55626. * @param mesh The mesh to render
  55627. * @param material The material used on the mesh
  55628. * @returns true if it can be rendered otherwise false
  55629. */
  55630. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  55631. /**
  55632. * Implementation specific of rendering the generating effect on the main canvas.
  55633. * @param effect The effect used to render through
  55634. */
  55635. protected _internalRender(effect: Effect): void;
  55636. /**
  55637. * Sets the required values for both the emissive texture and and the main color.
  55638. */
  55639. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55640. /**
  55641. * Returns true if the mesh should render, otherwise false.
  55642. * @param mesh The mesh to render
  55643. * @returns true if it should render otherwise false
  55644. */
  55645. protected _shouldRenderMesh(mesh: Mesh): boolean;
  55646. /**
  55647. * Adds specific effects defines.
  55648. * @param defines The defines to add specifics to.
  55649. */
  55650. protected _addCustomEffectDefines(defines: string[]): void;
  55651. /**
  55652. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  55653. * @param mesh The mesh to exclude from the glow layer
  55654. */
  55655. addExcludedMesh(mesh: Mesh): void;
  55656. /**
  55657. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  55658. * @param mesh The mesh to remove
  55659. */
  55660. removeExcludedMesh(mesh: Mesh): void;
  55661. /**
  55662. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  55663. * @param mesh The mesh to include in the glow layer
  55664. */
  55665. addIncludedOnlyMesh(mesh: Mesh): void;
  55666. /**
  55667. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  55668. * @param mesh The mesh to remove
  55669. */
  55670. removeIncludedOnlyMesh(mesh: Mesh): void;
  55671. /**
  55672. * Determine if a given mesh will be used in the glow layer
  55673. * @param mesh The mesh to test
  55674. * @returns true if the mesh will be highlighted by the current glow layer
  55675. */
  55676. hasMesh(mesh: AbstractMesh): boolean;
  55677. /**
  55678. * Defines wether the current material of the mesh should be use to render the effect.
  55679. * @param mesh defines the current mesh to render
  55680. */
  55681. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  55682. /**
  55683. * Add a mesh to be rendered through its own material and not with emissive only.
  55684. * @param mesh The mesh for which we need to use its material
  55685. */
  55686. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  55687. /**
  55688. * Remove a mesh from being rendered through its own material and not with emissive only.
  55689. * @param mesh The mesh for which we need to not use its material
  55690. */
  55691. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  55692. /**
  55693. * Free any resources and references associated to a mesh.
  55694. * Internal use
  55695. * @param mesh The mesh to free.
  55696. * @hidden
  55697. */
  55698. _disposeMesh(mesh: Mesh): void;
  55699. /**
  55700. * Gets the class name of the effect layer
  55701. * @returns the string with the class name of the effect layer
  55702. */
  55703. getClassName(): string;
  55704. /**
  55705. * Serializes this glow layer
  55706. * @returns a serialized glow layer object
  55707. */
  55708. serialize(): any;
  55709. /**
  55710. * Creates a Glow Layer from parsed glow layer data
  55711. * @param parsedGlowLayer defines glow layer data
  55712. * @param scene defines the current scene
  55713. * @param rootUrl defines the root URL containing the glow layer information
  55714. * @returns a parsed Glow Layer
  55715. */
  55716. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  55717. }
  55718. }
  55719. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  55720. /** @hidden */
  55721. export var glowBlurPostProcessPixelShader: {
  55722. name: string;
  55723. shader: string;
  55724. };
  55725. }
  55726. declare module "babylonjs/Layers/highlightLayer" {
  55727. import { Observable } from "babylonjs/Misc/observable";
  55728. import { Nullable } from "babylonjs/types";
  55729. import { Camera } from "babylonjs/Cameras/camera";
  55730. import { Scene } from "babylonjs/scene";
  55731. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55732. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55733. import { Mesh } from "babylonjs/Meshes/mesh";
  55734. import { Effect } from "babylonjs/Materials/effect";
  55735. import { Material } from "babylonjs/Materials/material";
  55736. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55737. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  55738. import "babylonjs/Shaders/glowMapMerge.fragment";
  55739. import "babylonjs/Shaders/glowMapMerge.vertex";
  55740. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  55741. module "babylonjs/abstractScene" {
  55742. interface AbstractScene {
  55743. /**
  55744. * Return a the first highlight layer of the scene with a given name.
  55745. * @param name The name of the highlight layer to look for.
  55746. * @return The highlight layer if found otherwise null.
  55747. */
  55748. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  55749. }
  55750. }
  55751. /**
  55752. * Highlight layer options. This helps customizing the behaviour
  55753. * of the highlight layer.
  55754. */
  55755. export interface IHighlightLayerOptions {
  55756. /**
  55757. * Multiplication factor apply to the canvas size to compute the render target size
  55758. * used to generated the glowing objects (the smaller the faster).
  55759. */
  55760. mainTextureRatio: number;
  55761. /**
  55762. * Enforces a fixed size texture to ensure resize independant blur.
  55763. */
  55764. mainTextureFixedSize?: number;
  55765. /**
  55766. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  55767. * of the picture to blur (the smaller the faster).
  55768. */
  55769. blurTextureSizeRatio: number;
  55770. /**
  55771. * How big in texel of the blur texture is the vertical blur.
  55772. */
  55773. blurVerticalSize: number;
  55774. /**
  55775. * How big in texel of the blur texture is the horizontal blur.
  55776. */
  55777. blurHorizontalSize: number;
  55778. /**
  55779. * Alpha blending mode used to apply the blur. Default is combine.
  55780. */
  55781. alphaBlendingMode: number;
  55782. /**
  55783. * The camera attached to the layer.
  55784. */
  55785. camera: Nullable<Camera>;
  55786. /**
  55787. * Should we display highlight as a solid stroke?
  55788. */
  55789. isStroke?: boolean;
  55790. /**
  55791. * The rendering group to draw the layer in.
  55792. */
  55793. renderingGroupId: number;
  55794. }
  55795. /**
  55796. * The highlight layer Helps adding a glow effect around a mesh.
  55797. *
  55798. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  55799. * glowy meshes to your scene.
  55800. *
  55801. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  55802. */
  55803. export class HighlightLayer extends EffectLayer {
  55804. name: string;
  55805. /**
  55806. * Effect Name of the highlight layer.
  55807. */
  55808. static readonly EffectName: string;
  55809. /**
  55810. * The neutral color used during the preparation of the glow effect.
  55811. * This is black by default as the blend operation is a blend operation.
  55812. */
  55813. static NeutralColor: Color4;
  55814. /**
  55815. * Stencil value used for glowing meshes.
  55816. */
  55817. static GlowingMeshStencilReference: number;
  55818. /**
  55819. * Stencil value used for the other meshes in the scene.
  55820. */
  55821. static NormalMeshStencilReference: number;
  55822. /**
  55823. * Specifies whether or not the inner glow is ACTIVE in the layer.
  55824. */
  55825. innerGlow: boolean;
  55826. /**
  55827. * Specifies whether or not the outer glow is ACTIVE in the layer.
  55828. */
  55829. outerGlow: boolean;
  55830. /**
  55831. * Specifies the horizontal size of the blur.
  55832. */
  55833. set blurHorizontalSize(value: number);
  55834. /**
  55835. * Specifies the vertical size of the blur.
  55836. */
  55837. set blurVerticalSize(value: number);
  55838. /**
  55839. * Gets the horizontal size of the blur.
  55840. */
  55841. get blurHorizontalSize(): number;
  55842. /**
  55843. * Gets the vertical size of the blur.
  55844. */
  55845. get blurVerticalSize(): number;
  55846. /**
  55847. * An event triggered when the highlight layer is being blurred.
  55848. */
  55849. onBeforeBlurObservable: Observable<HighlightLayer>;
  55850. /**
  55851. * An event triggered when the highlight layer has been blurred.
  55852. */
  55853. onAfterBlurObservable: Observable<HighlightLayer>;
  55854. private _instanceGlowingMeshStencilReference;
  55855. private _options;
  55856. private _downSamplePostprocess;
  55857. private _horizontalBlurPostprocess;
  55858. private _verticalBlurPostprocess;
  55859. private _blurTexture;
  55860. private _meshes;
  55861. private _excludedMeshes;
  55862. /**
  55863. * Instantiates a new highlight Layer and references it to the scene..
  55864. * @param name The name of the layer
  55865. * @param scene The scene to use the layer in
  55866. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  55867. */
  55868. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  55869. /**
  55870. * Get the effect name of the layer.
  55871. * @return The effect name
  55872. */
  55873. getEffectName(): string;
  55874. /**
  55875. * Create the merge effect. This is the shader use to blit the information back
  55876. * to the main canvas at the end of the scene rendering.
  55877. */
  55878. protected _createMergeEffect(): Effect;
  55879. /**
  55880. * Creates the render target textures and post processes used in the highlight layer.
  55881. */
  55882. protected _createTextureAndPostProcesses(): void;
  55883. /**
  55884. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55885. */
  55886. needStencil(): boolean;
  55887. /**
  55888. * Checks for the readiness of the element composing the layer.
  55889. * @param subMesh the mesh to check for
  55890. * @param useInstances specify wether or not to use instances to render the mesh
  55891. * @param emissiveTexture the associated emissive texture used to generate the glow
  55892. * @return true if ready otherwise, false
  55893. */
  55894. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55895. /**
  55896. * Implementation specific of rendering the generating effect on the main canvas.
  55897. * @param effect The effect used to render through
  55898. */
  55899. protected _internalRender(effect: Effect): void;
  55900. /**
  55901. * Returns true if the layer contains information to display, otherwise false.
  55902. */
  55903. shouldRender(): boolean;
  55904. /**
  55905. * Returns true if the mesh should render, otherwise false.
  55906. * @param mesh The mesh to render
  55907. * @returns true if it should render otherwise false
  55908. */
  55909. protected _shouldRenderMesh(mesh: Mesh): boolean;
  55910. /**
  55911. * Sets the required values for both the emissive texture and and the main color.
  55912. */
  55913. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55914. /**
  55915. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  55916. * @param mesh The mesh to exclude from the highlight layer
  55917. */
  55918. addExcludedMesh(mesh: Mesh): void;
  55919. /**
  55920. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  55921. * @param mesh The mesh to highlight
  55922. */
  55923. removeExcludedMesh(mesh: Mesh): void;
  55924. /**
  55925. * Determine if a given mesh will be highlighted by the current HighlightLayer
  55926. * @param mesh mesh to test
  55927. * @returns true if the mesh will be highlighted by the current HighlightLayer
  55928. */
  55929. hasMesh(mesh: AbstractMesh): boolean;
  55930. /**
  55931. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  55932. * @param mesh The mesh to highlight
  55933. * @param color The color of the highlight
  55934. * @param glowEmissiveOnly Extract the glow from the emissive texture
  55935. */
  55936. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  55937. /**
  55938. * Remove a mesh from the highlight layer in order to make it stop glowing.
  55939. * @param mesh The mesh to highlight
  55940. */
  55941. removeMesh(mesh: Mesh): void;
  55942. /**
  55943. * Force the stencil to the normal expected value for none glowing parts
  55944. */
  55945. private _defaultStencilReference;
  55946. /**
  55947. * Free any resources and references associated to a mesh.
  55948. * Internal use
  55949. * @param mesh The mesh to free.
  55950. * @hidden
  55951. */
  55952. _disposeMesh(mesh: Mesh): void;
  55953. /**
  55954. * Dispose the highlight layer and free resources.
  55955. */
  55956. dispose(): void;
  55957. /**
  55958. * Gets the class name of the effect layer
  55959. * @returns the string with the class name of the effect layer
  55960. */
  55961. getClassName(): string;
  55962. /**
  55963. * Serializes this Highlight layer
  55964. * @returns a serialized Highlight layer object
  55965. */
  55966. serialize(): any;
  55967. /**
  55968. * Creates a Highlight layer from parsed Highlight layer data
  55969. * @param parsedHightlightLayer defines the Highlight layer data
  55970. * @param scene defines the current scene
  55971. * @param rootUrl defines the root URL containing the Highlight layer information
  55972. * @returns a parsed Highlight layer
  55973. */
  55974. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  55975. }
  55976. }
  55977. declare module "babylonjs/Layers/layerSceneComponent" {
  55978. import { Scene } from "babylonjs/scene";
  55979. import { ISceneComponent } from "babylonjs/sceneComponent";
  55980. import { Layer } from "babylonjs/Layers/layer";
  55981. import { AbstractScene } from "babylonjs/abstractScene";
  55982. module "babylonjs/abstractScene" {
  55983. interface AbstractScene {
  55984. /**
  55985. * The list of layers (background and foreground) of the scene
  55986. */
  55987. layers: Array<Layer>;
  55988. }
  55989. }
  55990. /**
  55991. * Defines the layer scene component responsible to manage any layers
  55992. * in a given scene.
  55993. */
  55994. export class LayerSceneComponent implements ISceneComponent {
  55995. /**
  55996. * The component name helpfull to identify the component in the list of scene components.
  55997. */
  55998. readonly name: string;
  55999. /**
  56000. * The scene the component belongs to.
  56001. */
  56002. scene: Scene;
  56003. private _engine;
  56004. /**
  56005. * Creates a new instance of the component for the given scene
  56006. * @param scene Defines the scene to register the component in
  56007. */
  56008. constructor(scene: Scene);
  56009. /**
  56010. * Registers the component in a given scene
  56011. */
  56012. register(): void;
  56013. /**
  56014. * Rebuilds the elements related to this component in case of
  56015. * context lost for instance.
  56016. */
  56017. rebuild(): void;
  56018. /**
  56019. * Disposes the component and the associated ressources.
  56020. */
  56021. dispose(): void;
  56022. private _draw;
  56023. private _drawCameraPredicate;
  56024. private _drawCameraBackground;
  56025. private _drawCameraForeground;
  56026. private _drawRenderTargetPredicate;
  56027. private _drawRenderTargetBackground;
  56028. private _drawRenderTargetForeground;
  56029. /**
  56030. * Adds all the elements from the container to the scene
  56031. * @param container the container holding the elements
  56032. */
  56033. addFromContainer(container: AbstractScene): void;
  56034. /**
  56035. * Removes all the elements in the container from the scene
  56036. * @param container contains the elements to remove
  56037. * @param dispose if the removed element should be disposed (default: false)
  56038. */
  56039. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  56040. }
  56041. }
  56042. declare module "babylonjs/Shaders/layer.fragment" {
  56043. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56044. /** @hidden */
  56045. export var layerPixelShader: {
  56046. name: string;
  56047. shader: string;
  56048. };
  56049. }
  56050. declare module "babylonjs/Shaders/layer.vertex" {
  56051. /** @hidden */
  56052. export var layerVertexShader: {
  56053. name: string;
  56054. shader: string;
  56055. };
  56056. }
  56057. declare module "babylonjs/Layers/layer" {
  56058. import { Observable } from "babylonjs/Misc/observable";
  56059. import { Nullable } from "babylonjs/types";
  56060. import { Scene } from "babylonjs/scene";
  56061. import { Vector2 } from "babylonjs/Maths/math.vector";
  56062. import { Color4 } from "babylonjs/Maths/math.color";
  56063. import { Texture } from "babylonjs/Materials/Textures/texture";
  56064. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56065. import "babylonjs/Shaders/layer.fragment";
  56066. import "babylonjs/Shaders/layer.vertex";
  56067. /**
  56068. * This represents a full screen 2d layer.
  56069. * This can be useful to display a picture in the background of your scene for instance.
  56070. * @see https://www.babylonjs-playground.com/#08A2BS#1
  56071. */
  56072. export class Layer {
  56073. /**
  56074. * Define the name of the layer.
  56075. */
  56076. name: string;
  56077. /**
  56078. * Define the texture the layer should display.
  56079. */
  56080. texture: Nullable<Texture>;
  56081. /**
  56082. * Is the layer in background or foreground.
  56083. */
  56084. isBackground: boolean;
  56085. /**
  56086. * Define the color of the layer (instead of texture).
  56087. */
  56088. color: Color4;
  56089. /**
  56090. * Define the scale of the layer in order to zoom in out of the texture.
  56091. */
  56092. scale: Vector2;
  56093. /**
  56094. * Define an offset for the layer in order to shift the texture.
  56095. */
  56096. offset: Vector2;
  56097. /**
  56098. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  56099. */
  56100. alphaBlendingMode: number;
  56101. /**
  56102. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  56103. * Alpha test will not mix with the background color in case of transparency.
  56104. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  56105. */
  56106. alphaTest: boolean;
  56107. /**
  56108. * Define a mask to restrict the layer to only some of the scene cameras.
  56109. */
  56110. layerMask: number;
  56111. /**
  56112. * Define the list of render target the layer is visible into.
  56113. */
  56114. renderTargetTextures: RenderTargetTexture[];
  56115. /**
  56116. * Define if the layer is only used in renderTarget or if it also
  56117. * renders in the main frame buffer of the canvas.
  56118. */
  56119. renderOnlyInRenderTargetTextures: boolean;
  56120. private _scene;
  56121. private _vertexBuffers;
  56122. private _indexBuffer;
  56123. private _effect;
  56124. private _previousDefines;
  56125. /**
  56126. * An event triggered when the layer is disposed.
  56127. */
  56128. onDisposeObservable: Observable<Layer>;
  56129. private _onDisposeObserver;
  56130. /**
  56131. * Back compatibility with callback before the onDisposeObservable existed.
  56132. * The set callback will be triggered when the layer has been disposed.
  56133. */
  56134. set onDispose(callback: () => void);
  56135. /**
  56136. * An event triggered before rendering the scene
  56137. */
  56138. onBeforeRenderObservable: Observable<Layer>;
  56139. private _onBeforeRenderObserver;
  56140. /**
  56141. * Back compatibility with callback before the onBeforeRenderObservable existed.
  56142. * The set callback will be triggered just before rendering the layer.
  56143. */
  56144. set onBeforeRender(callback: () => void);
  56145. /**
  56146. * An event triggered after rendering the scene
  56147. */
  56148. onAfterRenderObservable: Observable<Layer>;
  56149. private _onAfterRenderObserver;
  56150. /**
  56151. * Back compatibility with callback before the onAfterRenderObservable existed.
  56152. * The set callback will be triggered just after rendering the layer.
  56153. */
  56154. set onAfterRender(callback: () => void);
  56155. /**
  56156. * Instantiates a new layer.
  56157. * This represents a full screen 2d layer.
  56158. * This can be useful to display a picture in the background of your scene for instance.
  56159. * @see https://www.babylonjs-playground.com/#08A2BS#1
  56160. * @param name Define the name of the layer in the scene
  56161. * @param imgUrl Define the url of the texture to display in the layer
  56162. * @param scene Define the scene the layer belongs to
  56163. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  56164. * @param color Defines a color for the layer
  56165. */
  56166. constructor(
  56167. /**
  56168. * Define the name of the layer.
  56169. */
  56170. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  56171. private _createIndexBuffer;
  56172. /** @hidden */
  56173. _rebuild(): void;
  56174. /**
  56175. * Renders the layer in the scene.
  56176. */
  56177. render(): void;
  56178. /**
  56179. * Disposes and releases the associated ressources.
  56180. */
  56181. dispose(): void;
  56182. }
  56183. }
  56184. declare module "babylonjs/Layers/index" {
  56185. export * from "babylonjs/Layers/effectLayer";
  56186. export * from "babylonjs/Layers/effectLayerSceneComponent";
  56187. export * from "babylonjs/Layers/glowLayer";
  56188. export * from "babylonjs/Layers/highlightLayer";
  56189. export * from "babylonjs/Layers/layer";
  56190. export * from "babylonjs/Layers/layerSceneComponent";
  56191. }
  56192. declare module "babylonjs/Shaders/lensFlare.fragment" {
  56193. /** @hidden */
  56194. export var lensFlarePixelShader: {
  56195. name: string;
  56196. shader: string;
  56197. };
  56198. }
  56199. declare module "babylonjs/Shaders/lensFlare.vertex" {
  56200. /** @hidden */
  56201. export var lensFlareVertexShader: {
  56202. name: string;
  56203. shader: string;
  56204. };
  56205. }
  56206. declare module "babylonjs/LensFlares/lensFlareSystem" {
  56207. import { Scene } from "babylonjs/scene";
  56208. import { Vector3 } from "babylonjs/Maths/math.vector";
  56209. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56210. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  56211. import "babylonjs/Shaders/lensFlare.fragment";
  56212. import "babylonjs/Shaders/lensFlare.vertex";
  56213. import { Viewport } from "babylonjs/Maths/math.viewport";
  56214. /**
  56215. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  56216. * It is usually composed of several `lensFlare`.
  56217. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56218. */
  56219. export class LensFlareSystem {
  56220. /**
  56221. * Define the name of the lens flare system
  56222. */
  56223. name: string;
  56224. /**
  56225. * List of lens flares used in this system.
  56226. */
  56227. lensFlares: LensFlare[];
  56228. /**
  56229. * Define a limit from the border the lens flare can be visible.
  56230. */
  56231. borderLimit: number;
  56232. /**
  56233. * Define a viewport border we do not want to see the lens flare in.
  56234. */
  56235. viewportBorder: number;
  56236. /**
  56237. * Define a predicate which could limit the list of meshes able to occlude the effect.
  56238. */
  56239. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  56240. /**
  56241. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  56242. */
  56243. layerMask: number;
  56244. /**
  56245. * Define the id of the lens flare system in the scene.
  56246. * (equal to name by default)
  56247. */
  56248. id: string;
  56249. private _scene;
  56250. private _emitter;
  56251. private _vertexBuffers;
  56252. private _indexBuffer;
  56253. private _effect;
  56254. private _positionX;
  56255. private _positionY;
  56256. private _isEnabled;
  56257. /** @hidden */
  56258. static _SceneComponentInitialization: (scene: Scene) => void;
  56259. /**
  56260. * Instantiates a lens flare system.
  56261. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  56262. * It is usually composed of several `lensFlare`.
  56263. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56264. * @param name Define the name of the lens flare system in the scene
  56265. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  56266. * @param scene Define the scene the lens flare system belongs to
  56267. */
  56268. constructor(
  56269. /**
  56270. * Define the name of the lens flare system
  56271. */
  56272. name: string, emitter: any, scene: Scene);
  56273. /**
  56274. * Define if the lens flare system is enabled.
  56275. */
  56276. get isEnabled(): boolean;
  56277. set isEnabled(value: boolean);
  56278. /**
  56279. * Get the scene the effects belongs to.
  56280. * @returns the scene holding the lens flare system
  56281. */
  56282. getScene(): Scene;
  56283. /**
  56284. * Get the emitter of the lens flare system.
  56285. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  56286. * @returns the emitter of the lens flare system
  56287. */
  56288. getEmitter(): any;
  56289. /**
  56290. * Set the emitter of the lens flare system.
  56291. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  56292. * @param newEmitter Define the new emitter of the system
  56293. */
  56294. setEmitter(newEmitter: any): void;
  56295. /**
  56296. * Get the lens flare system emitter position.
  56297. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  56298. * @returns the position
  56299. */
  56300. getEmitterPosition(): Vector3;
  56301. /**
  56302. * @hidden
  56303. */
  56304. computeEffectivePosition(globalViewport: Viewport): boolean;
  56305. /** @hidden */
  56306. _isVisible(): boolean;
  56307. /**
  56308. * @hidden
  56309. */
  56310. render(): boolean;
  56311. /**
  56312. * Dispose and release the lens flare with its associated resources.
  56313. */
  56314. dispose(): void;
  56315. /**
  56316. * Parse a lens flare system from a JSON repressentation
  56317. * @param parsedLensFlareSystem Define the JSON to parse
  56318. * @param scene Define the scene the parsed system should be instantiated in
  56319. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  56320. * @returns the parsed system
  56321. */
  56322. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  56323. /**
  56324. * Serialize the current Lens Flare System into a JSON representation.
  56325. * @returns the serialized JSON
  56326. */
  56327. serialize(): any;
  56328. }
  56329. }
  56330. declare module "babylonjs/LensFlares/lensFlare" {
  56331. import { Nullable } from "babylonjs/types";
  56332. import { Color3 } from "babylonjs/Maths/math.color";
  56333. import { Texture } from "babylonjs/Materials/Textures/texture";
  56334. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  56335. /**
  56336. * This represents one of the lens effect in a `lensFlareSystem`.
  56337. * It controls one of the indiviual texture used in the effect.
  56338. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56339. */
  56340. export class LensFlare {
  56341. /**
  56342. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  56343. */
  56344. size: number;
  56345. /**
  56346. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  56347. */
  56348. position: number;
  56349. /**
  56350. * Define the lens color.
  56351. */
  56352. color: Color3;
  56353. /**
  56354. * Define the lens texture.
  56355. */
  56356. texture: Nullable<Texture>;
  56357. /**
  56358. * Define the alpha mode to render this particular lens.
  56359. */
  56360. alphaMode: number;
  56361. private _system;
  56362. /**
  56363. * Creates a new Lens Flare.
  56364. * This represents one of the lens effect in a `lensFlareSystem`.
  56365. * It controls one of the indiviual texture used in the effect.
  56366. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56367. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  56368. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  56369. * @param color Define the lens color
  56370. * @param imgUrl Define the lens texture url
  56371. * @param system Define the `lensFlareSystem` this flare is part of
  56372. * @returns The newly created Lens Flare
  56373. */
  56374. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  56375. /**
  56376. * Instantiates a new Lens Flare.
  56377. * This represents one of the lens effect in a `lensFlareSystem`.
  56378. * It controls one of the indiviual texture used in the effect.
  56379. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56380. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  56381. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  56382. * @param color Define the lens color
  56383. * @param imgUrl Define the lens texture url
  56384. * @param system Define the `lensFlareSystem` this flare is part of
  56385. */
  56386. constructor(
  56387. /**
  56388. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  56389. */
  56390. size: number,
  56391. /**
  56392. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  56393. */
  56394. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  56395. /**
  56396. * Dispose and release the lens flare with its associated resources.
  56397. */
  56398. dispose(): void;
  56399. }
  56400. }
  56401. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  56402. import { Nullable } from "babylonjs/types";
  56403. import { Scene } from "babylonjs/scene";
  56404. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  56405. import { AbstractScene } from "babylonjs/abstractScene";
  56406. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  56407. module "babylonjs/abstractScene" {
  56408. interface AbstractScene {
  56409. /**
  56410. * The list of lens flare system added to the scene
  56411. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56412. */
  56413. lensFlareSystems: Array<LensFlareSystem>;
  56414. /**
  56415. * Removes the given lens flare system from this scene.
  56416. * @param toRemove The lens flare system to remove
  56417. * @returns The index of the removed lens flare system
  56418. */
  56419. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  56420. /**
  56421. * Adds the given lens flare system to this scene
  56422. * @param newLensFlareSystem The lens flare system to add
  56423. */
  56424. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  56425. /**
  56426. * Gets a lens flare system using its name
  56427. * @param name defines the name to look for
  56428. * @returns the lens flare system or null if not found
  56429. */
  56430. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  56431. /**
  56432. * Gets a lens flare system using its id
  56433. * @param id defines the id to look for
  56434. * @returns the lens flare system or null if not found
  56435. */
  56436. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  56437. }
  56438. }
  56439. /**
  56440. * Defines the lens flare scene component responsible to manage any lens flares
  56441. * in a given scene.
  56442. */
  56443. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  56444. /**
  56445. * The component name helpfull to identify the component in the list of scene components.
  56446. */
  56447. readonly name: string;
  56448. /**
  56449. * The scene the component belongs to.
  56450. */
  56451. scene: Scene;
  56452. /**
  56453. * Creates a new instance of the component for the given scene
  56454. * @param scene Defines the scene to register the component in
  56455. */
  56456. constructor(scene: Scene);
  56457. /**
  56458. * Registers the component in a given scene
  56459. */
  56460. register(): void;
  56461. /**
  56462. * Rebuilds the elements related to this component in case of
  56463. * context lost for instance.
  56464. */
  56465. rebuild(): void;
  56466. /**
  56467. * Adds all the elements from the container to the scene
  56468. * @param container the container holding the elements
  56469. */
  56470. addFromContainer(container: AbstractScene): void;
  56471. /**
  56472. * Removes all the elements in the container from the scene
  56473. * @param container contains the elements to remove
  56474. * @param dispose if the removed element should be disposed (default: false)
  56475. */
  56476. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  56477. /**
  56478. * Serializes the component data to the specified json object
  56479. * @param serializationObject The object to serialize to
  56480. */
  56481. serialize(serializationObject: any): void;
  56482. /**
  56483. * Disposes the component and the associated ressources.
  56484. */
  56485. dispose(): void;
  56486. private _draw;
  56487. }
  56488. }
  56489. declare module "babylonjs/LensFlares/index" {
  56490. export * from "babylonjs/LensFlares/lensFlare";
  56491. export * from "babylonjs/LensFlares/lensFlareSystem";
  56492. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  56493. }
  56494. declare module "babylonjs/Shaders/depth.fragment" {
  56495. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  56496. /** @hidden */
  56497. export var depthPixelShader: {
  56498. name: string;
  56499. shader: string;
  56500. };
  56501. }
  56502. declare module "babylonjs/Shaders/depth.vertex" {
  56503. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56504. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56505. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56506. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  56507. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  56508. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  56509. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56510. /** @hidden */
  56511. export var depthVertexShader: {
  56512. name: string;
  56513. shader: string;
  56514. };
  56515. }
  56516. declare module "babylonjs/Rendering/depthRenderer" {
  56517. import { Nullable } from "babylonjs/types";
  56518. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56519. import { Scene } from "babylonjs/scene";
  56520. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56521. import { Camera } from "babylonjs/Cameras/camera";
  56522. import "babylonjs/Shaders/depth.fragment";
  56523. import "babylonjs/Shaders/depth.vertex";
  56524. /**
  56525. * This represents a depth renderer in Babylon.
  56526. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  56527. */
  56528. export class DepthRenderer {
  56529. private _scene;
  56530. private _depthMap;
  56531. private _effect;
  56532. private readonly _storeNonLinearDepth;
  56533. private readonly _clearColor;
  56534. /** Get if the depth renderer is using packed depth or not */
  56535. readonly isPacked: boolean;
  56536. private _cachedDefines;
  56537. private _camera;
  56538. /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
  56539. enabled: boolean;
  56540. /**
  56541. * Specifiess that the depth renderer will only be used within
  56542. * the camera it is created for.
  56543. * This can help forcing its rendering during the camera processing.
  56544. */
  56545. useOnlyInActiveCamera: boolean;
  56546. /** @hidden */
  56547. static _SceneComponentInitialization: (scene: Scene) => void;
  56548. /**
  56549. * Instantiates a depth renderer
  56550. * @param scene The scene the renderer belongs to
  56551. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  56552. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  56553. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  56554. */
  56555. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  56556. /**
  56557. * Creates the depth rendering effect and checks if the effect is ready.
  56558. * @param subMesh The submesh to be used to render the depth map of
  56559. * @param useInstances If multiple world instances should be used
  56560. * @returns if the depth renderer is ready to render the depth map
  56561. */
  56562. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  56563. /**
  56564. * Gets the texture which the depth map will be written to.
  56565. * @returns The depth map texture
  56566. */
  56567. getDepthMap(): RenderTargetTexture;
  56568. /**
  56569. * Disposes of the depth renderer.
  56570. */
  56571. dispose(): void;
  56572. }
  56573. }
  56574. declare module "babylonjs/Shaders/minmaxRedux.fragment" {
  56575. /** @hidden */
  56576. export var minmaxReduxPixelShader: {
  56577. name: string;
  56578. shader: string;
  56579. };
  56580. }
  56581. declare module "babylonjs/Misc/minMaxReducer" {
  56582. import { Nullable } from "babylonjs/types";
  56583. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56584. import { Camera } from "babylonjs/Cameras/camera";
  56585. import { Observer } from "babylonjs/Misc/observable";
  56586. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  56587. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  56588. import { Observable } from "babylonjs/Misc/observable";
  56589. import "babylonjs/Shaders/minmaxRedux.fragment";
  56590. /**
  56591. * This class computes a min/max reduction from a texture: it means it computes the minimum
  56592. * and maximum values from all values of the texture.
  56593. * It is performed on the GPU for better performances, thanks to a succession of post processes.
  56594. * The source values are read from the red channel of the texture.
  56595. */
  56596. export class MinMaxReducer {
  56597. /**
  56598. * Observable triggered when the computation has been performed
  56599. */
  56600. onAfterReductionPerformed: Observable<{
  56601. min: number;
  56602. max: number;
  56603. }>;
  56604. protected _camera: Camera;
  56605. protected _sourceTexture: Nullable<RenderTargetTexture>;
  56606. protected _reductionSteps: Nullable<Array<PostProcess>>;
  56607. protected _postProcessManager: PostProcessManager;
  56608. protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  56609. protected _forceFullscreenViewport: boolean;
  56610. /**
  56611. * Creates a min/max reducer
  56612. * @param camera The camera to use for the post processes
  56613. */
  56614. constructor(camera: Camera);
  56615. /**
  56616. * Gets the texture used to read the values from.
  56617. */
  56618. get sourceTexture(): Nullable<RenderTargetTexture>;
  56619. /**
  56620. * Sets the source texture to read the values from.
  56621. * One must indicate if the texture is a depth texture or not through the depthRedux parameter
  56622. * because in such textures '1' value must not be taken into account to compute the maximum
  56623. * as this value is used to clear the texture.
  56624. * Note that the computation is not activated by calling this function, you must call activate() for that!
  56625. * @param sourceTexture The texture to read the values from. The values should be in the red channel.
  56626. * @param depthRedux Indicates if the texture is a depth texture or not
  56627. * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)
  56628. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  56629. */
  56630. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  56631. /**
  56632. * Defines the refresh rate of the computation.
  56633. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  56634. */
  56635. get refreshRate(): number;
  56636. set refreshRate(value: number);
  56637. protected _activated: boolean;
  56638. /**
  56639. * Gets the activation status of the reducer
  56640. */
  56641. get activated(): boolean;
  56642. /**
  56643. * Activates the reduction computation.
  56644. * When activated, the observers registered in onAfterReductionPerformed are
  56645. * called after the compuation is performed
  56646. */
  56647. activate(): void;
  56648. /**
  56649. * Deactivates the reduction computation.
  56650. */
  56651. deactivate(): void;
  56652. /**
  56653. * Disposes the min/max reducer
  56654. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  56655. */
  56656. dispose(disposeAll?: boolean): void;
  56657. }
  56658. }
  56659. declare module "babylonjs/Misc/depthReducer" {
  56660. import { Nullable } from "babylonjs/types";
  56661. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56662. import { Camera } from "babylonjs/Cameras/camera";
  56663. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  56664. import { MinMaxReducer } from "babylonjs/Misc/minMaxReducer";
  56665. /**
  56666. * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture
  56667. */
  56668. export class DepthReducer extends MinMaxReducer {
  56669. private _depthRenderer;
  56670. private _depthRendererId;
  56671. /**
  56672. * Gets the depth renderer used for the computation.
  56673. * Note that the result is null if you provide your own renderer when calling setDepthRenderer.
  56674. */
  56675. get depthRenderer(): Nullable<DepthRenderer>;
  56676. /**
  56677. * Creates a depth reducer
  56678. * @param camera The camera used to render the depth texture
  56679. */
  56680. constructor(camera: Camera);
  56681. /**
  56682. * Sets the depth renderer to use to generate the depth map
  56683. * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically
  56684. * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)
  56685. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  56686. */
  56687. setDepthRenderer(depthRenderer?: Nullable<DepthRenderer>, type?: number, forceFullscreenViewport?: boolean): void;
  56688. /** @hidden */
  56689. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  56690. /**
  56691. * Activates the reduction computation.
  56692. * When activated, the observers registered in onAfterReductionPerformed are
  56693. * called after the compuation is performed
  56694. */
  56695. activate(): void;
  56696. /**
  56697. * Deactivates the reduction computation.
  56698. */
  56699. deactivate(): void;
  56700. /**
  56701. * Disposes the depth reducer
  56702. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  56703. */
  56704. dispose(disposeAll?: boolean): void;
  56705. }
  56706. }
  56707. declare module "babylonjs/Lights/Shadows/cascadedShadowGenerator" {
  56708. import { Nullable } from "babylonjs/types";
  56709. import { Scene } from "babylonjs/scene";
  56710. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56711. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56712. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56713. import { Mesh } from "babylonjs/Meshes/mesh";
  56714. import { Effect } from "babylonjs/Materials/effect";
  56715. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56716. import "babylonjs/Shaders/shadowMap.fragment";
  56717. import "babylonjs/Shaders/shadowMap.vertex";
  56718. import "babylonjs/Shaders/depthBoxBlur.fragment";
  56719. import { Observable } from "babylonjs/Misc/observable";
  56720. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  56721. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  56722. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  56723. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  56724. /**
  56725. * A CSM implementation allowing casting shadows on large scenes.
  56726. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  56727. * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
  56728. */
  56729. export class CascadedShadowGenerator implements IShadowGenerator {
  56730. private static readonly frustumCornersNDCSpace;
  56731. /**
  56732. * Name of the CSM class
  56733. */
  56734. static readonly CLASSNAME: string;
  56735. /**
  56736. * Defines the default number of cascades used by the CSM.
  56737. */
  56738. static readonly DEFAULT_CASCADES_COUNT: number;
  56739. /**
  56740. * Defines the minimum number of cascades used by the CSM.
  56741. */
  56742. static readonly MIN_CASCADES_COUNT: number;
  56743. /**
  56744. * Defines the maximum number of cascades used by the CSM.
  56745. */
  56746. static readonly MAX_CASCADES_COUNT: number;
  56747. /**
  56748. * Shadow generator mode None: no filtering applied.
  56749. */
  56750. static readonly FILTER_NONE: number;
  56751. /**
  56752. * Shadow generator mode PCF: Percentage Closer Filtering
  56753. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  56754. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  56755. */
  56756. static readonly FILTER_PCF: number;
  56757. /**
  56758. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  56759. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  56760. * Contact Hardening
  56761. */
  56762. static readonly FILTER_PCSS: number;
  56763. /**
  56764. * Reserved for PCF and PCSS
  56765. * Highest Quality.
  56766. *
  56767. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  56768. *
  56769. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  56770. */
  56771. static readonly QUALITY_HIGH: number;
  56772. /**
  56773. * Reserved for PCF and PCSS
  56774. * Good tradeoff for quality/perf cross devices
  56775. *
  56776. * Execute PCF on a 3*3 kernel.
  56777. *
  56778. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  56779. */
  56780. static readonly QUALITY_MEDIUM: number;
  56781. /**
  56782. * Reserved for PCF and PCSS
  56783. * The lowest quality but the fastest.
  56784. *
  56785. * Execute PCF on a 1*1 kernel.
  56786. *
  56787. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  56788. */
  56789. static readonly QUALITY_LOW: number;
  56790. private static readonly _CLEARONE;
  56791. /**
  56792. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  56793. */
  56794. onBeforeShadowMapRenderObservable: Observable<Effect>;
  56795. /**
  56796. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  56797. */
  56798. onAfterShadowMapRenderObservable: Observable<Effect>;
  56799. /**
  56800. * Observable triggered before a mesh is rendered in the shadow map.
  56801. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  56802. */
  56803. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  56804. /**
  56805. * Observable triggered after a mesh is rendered in the shadow map.
  56806. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  56807. */
  56808. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  56809. private _bias;
  56810. /**
  56811. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  56812. */
  56813. get bias(): number;
  56814. /**
  56815. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  56816. */
  56817. set bias(bias: number);
  56818. private _normalBias;
  56819. /**
  56820. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  56821. */
  56822. get normalBias(): number;
  56823. /**
  56824. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  56825. */
  56826. set normalBias(normalBias: number);
  56827. private _filter;
  56828. /**
  56829. * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
  56830. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  56831. */
  56832. get filter(): number;
  56833. /**
  56834. * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
  56835. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  56836. */
  56837. set filter(value: number);
  56838. /**
  56839. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  56840. */
  56841. get usePercentageCloserFiltering(): boolean;
  56842. /**
  56843. * Sets the current filter to "PCF" (percentage closer filtering).
  56844. */
  56845. set usePercentageCloserFiltering(value: boolean);
  56846. private _filteringQuality;
  56847. /**
  56848. * Gets the PCF or PCSS Quality.
  56849. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  56850. */
  56851. get filteringQuality(): number;
  56852. /**
  56853. * Sets the PCF or PCSS Quality.
  56854. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  56855. */
  56856. set filteringQuality(filteringQuality: number);
  56857. /**
  56858. * Gets if the current filter is set to "PCSS" (contact hardening).
  56859. */
  56860. get useContactHardeningShadow(): boolean;
  56861. /**
  56862. * Sets the current filter to "PCSS" (contact hardening).
  56863. */
  56864. set useContactHardeningShadow(value: boolean);
  56865. private _contactHardeningLightSizeUVRatio;
  56866. /**
  56867. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  56868. * Using a ratio helps keeping shape stability independently of the map size.
  56869. *
  56870. * It does not account for the light projection as it was having too much
  56871. * instability during the light setup or during light position changes.
  56872. *
  56873. * Only valid if useContactHardeningShadow is true.
  56874. */
  56875. get contactHardeningLightSizeUVRatio(): number;
  56876. /**
  56877. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  56878. * Using a ratio helps keeping shape stability independently of the map size.
  56879. *
  56880. * It does not account for the light projection as it was having too much
  56881. * instability during the light setup or during light position changes.
  56882. *
  56883. * Only valid if useContactHardeningShadow is true.
  56884. */
  56885. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  56886. private _darkness;
  56887. /** Gets or sets the actual darkness of a shadow */
  56888. get darkness(): number;
  56889. set darkness(value: number);
  56890. /**
  56891. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  56892. * 0 means strongest and 1 would means no shadow.
  56893. * @returns the darkness.
  56894. */
  56895. getDarkness(): number;
  56896. /**
  56897. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  56898. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  56899. * @returns the shadow generator allowing fluent coding.
  56900. */
  56901. setDarkness(darkness: number): CascadedShadowGenerator;
  56902. /**
  56903. * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
  56904. */
  56905. penumbraDarkness: number;
  56906. private _transparencyShadow;
  56907. /** Gets or sets the ability to have transparent shadow */
  56908. get transparencyShadow(): boolean;
  56909. set transparencyShadow(value: boolean);
  56910. /**
  56911. * Sets the ability to have transparent shadow (boolean).
  56912. * @param transparent True if transparent else False
  56913. * @returns the shadow generator allowing fluent coding
  56914. */
  56915. setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
  56916. private _numCascades;
  56917. /**
  56918. * Gets or set the number of cascades used by the CSM.
  56919. */
  56920. get numCascades(): number;
  56921. set numCascades(value: number);
  56922. /**
  56923. * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
  56924. * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
  56925. */
  56926. stabilizeCascades: boolean;
  56927. private _shadowMap;
  56928. /**
  56929. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  56930. * @returns The render target texture if present otherwise, null
  56931. */
  56932. getShadowMap(): Nullable<RenderTargetTexture>;
  56933. protected _freezeShadowCastersBoundingInfo: boolean;
  56934. private _freezeShadowCastersBoundingInfoObservable;
  56935. /**
  56936. * Enables or disables the shadow casters bounding info computation.
  56937. * If your shadow casters don't move, you can disable this feature.
  56938. * If it is enabled, the bounding box computation is done every frame.
  56939. */
  56940. get freezeShadowCastersBoundingInfo(): boolean;
  56941. set freezeShadowCastersBoundingInfo(freeze: boolean);
  56942. private _scbiMin;
  56943. private _scbiMax;
  56944. protected _computeShadowCastersBoundingInfo(): void;
  56945. protected _shadowCastersBoundingInfo: BoundingInfo;
  56946. /**
  56947. * Gets or sets the shadow casters bounding info.
  56948. * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
  56949. * so that the system won't overwrite the bounds you provide
  56950. */
  56951. get shadowCastersBoundingInfo(): BoundingInfo;
  56952. set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
  56953. protected _breaksAreDirty: boolean;
  56954. protected _minDistance: number;
  56955. protected _maxDistance: number;
  56956. /**
  56957. * Sets the minimal and maximal distances to use when computing the cascade breaks.
  56958. *
  56959. * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
  56960. * If you don't know these values, simply leave them to their defaults and don't call this function.
  56961. * @param min minimal distance for the breaks (default to 0.)
  56962. * @param max maximal distance for the breaks (default to 1.)
  56963. */
  56964. setMinMaxDistance(min: number, max: number): void;
  56965. /** Gets the minimal distance used in the cascade break computation */
  56966. get minDistance(): number;
  56967. /** Gets the maximal distance used in the cascade break computation */
  56968. get maxDistance(): number;
  56969. /**
  56970. * Gets the class name of that object
  56971. * @returns "ShadowGenerator"
  56972. */
  56973. getClassName(): string;
  56974. /**
  56975. * Helper function to add a mesh and its descendants to the list of shadow casters.
  56976. * @param mesh Mesh to add
  56977. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  56978. * @returns the Shadow Generator itself
  56979. */
  56980. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  56981. /**
  56982. * Helper function to remove a mesh and its descendants from the list of shadow casters
  56983. * @param mesh Mesh to remove
  56984. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  56985. * @returns the Shadow Generator itself
  56986. */
  56987. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  56988. /**
  56989. * Controls the extent to which the shadows fade out at the edge of the frustum
  56990. */
  56991. frustumEdgeFalloff: number;
  56992. private _light;
  56993. /**
  56994. * Returns the associated light object.
  56995. * @returns the light generating the shadow
  56996. */
  56997. getLight(): DirectionalLight;
  56998. /**
  56999. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  57000. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  57001. * It might on the other hand introduce peter panning.
  57002. */
  57003. forceBackFacesOnly: boolean;
  57004. private _cascadeMinExtents;
  57005. private _cascadeMaxExtents;
  57006. /**
  57007. * Gets a cascade minimum extents
  57008. * @param cascadeIndex index of the cascade
  57009. * @returns the minimum cascade extents
  57010. */
  57011. getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
  57012. /**
  57013. * Gets a cascade maximum extents
  57014. * @param cascadeIndex index of the cascade
  57015. * @returns the maximum cascade extents
  57016. */
  57017. getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
  57018. private _scene;
  57019. private _lightDirection;
  57020. private _effect;
  57021. private _cascades;
  57022. private _cachedDirection;
  57023. private _cachedDefines;
  57024. private _mapSize;
  57025. private _currentLayer;
  57026. private _textureType;
  57027. private _defaultTextureMatrix;
  57028. private _storedUniqueId;
  57029. private _viewSpaceFrustumsZ;
  57030. private _viewMatrices;
  57031. private _projectionMatrices;
  57032. private _transformMatrices;
  57033. private _transformMatricesAsArray;
  57034. private _frustumLengths;
  57035. private _lightSizeUVCorrection;
  57036. private _depthCorrection;
  57037. private _frustumCornersWorldSpace;
  57038. private _frustumCenter;
  57039. private _shadowCameraPos;
  57040. private _shadowMaxZ;
  57041. /**
  57042. * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
  57043. * It defaults to camera.maxZ
  57044. */
  57045. get shadowMaxZ(): number;
  57046. /**
  57047. * Sets the shadow max z distance.
  57048. */
  57049. set shadowMaxZ(value: number);
  57050. protected _debug: boolean;
  57051. /**
  57052. * Gets or sets the debug flag.
  57053. * When enabled, the cascades are materialized by different colors on the screen.
  57054. */
  57055. get debug(): boolean;
  57056. set debug(dbg: boolean);
  57057. private _depthClamp;
  57058. /**
  57059. * Gets or sets the depth clamping value.
  57060. *
  57061. * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
  57062. * to account for the shadow casters far away.
  57063. *
  57064. * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
  57065. */
  57066. get depthClamp(): boolean;
  57067. set depthClamp(value: boolean);
  57068. private _cascadeBlendPercentage;
  57069. /**
  57070. * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
  57071. * It defaults to 0.1 (10% blending).
  57072. */
  57073. get cascadeBlendPercentage(): number;
  57074. set cascadeBlendPercentage(value: number);
  57075. private _lambda;
  57076. /**
  57077. * Gets or set the lambda parameter.
  57078. * This parameter is used to split the camera frustum and create the cascades.
  57079. * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
  57080. * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
  57081. */
  57082. get lambda(): number;
  57083. set lambda(value: number);
  57084. /**
  57085. * Gets the view matrix corresponding to a given cascade
  57086. * @param cascadeNum cascade to retrieve the view matrix from
  57087. * @returns the cascade view matrix
  57088. */
  57089. getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
  57090. /**
  57091. * Gets the projection matrix corresponding to a given cascade
  57092. * @param cascadeNum cascade to retrieve the projection matrix from
  57093. * @returns the cascade projection matrix
  57094. */
  57095. getCascadeProjectionMatrix(cascadeNum: number): Nullable<Matrix>;
  57096. private _depthRenderer;
  57097. /**
  57098. * Sets the depth renderer to use when autoCalcDepthBounds is enabled.
  57099. *
  57100. * Note that if no depth renderer is set, a new one will be automatically created internally when necessary.
  57101. *
  57102. * You should call this function if you already have a depth renderer enabled in your scene, to avoid
  57103. * doing multiple depth rendering each frame. If you provide your own depth renderer, make sure it stores linear depth!
  57104. * @param depthRenderer The depth renderer to use when autoCalcDepthBounds is enabled. If you pass null or don't call this function at all, a depth renderer will be automatically created
  57105. */
  57106. setDepthRenderer(depthRenderer: Nullable<DepthRenderer>): void;
  57107. private _depthReducer;
  57108. private _autoCalcDepthBounds;
  57109. /**
  57110. * Gets or sets the autoCalcDepthBounds property.
  57111. *
  57112. * When enabled, a depth rendering pass is first performed (with an internally created depth renderer or with the one
  57113. * you provide by calling setDepthRenderer). Then, a min/max reducing is applied on the depth map to compute the
  57114. * minimal and maximal depth of the map and those values are used as inputs for the setMinMaxDistance() function.
  57115. * It can greatly enhance the shadow quality, at the expense of more GPU works.
  57116. * When using this option, you should increase the value of the lambda parameter, and even set it to 1 for best results.
  57117. */
  57118. get autoCalcDepthBounds(): boolean;
  57119. set autoCalcDepthBounds(value: boolean);
  57120. /**
  57121. * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
  57122. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  57123. * Note that if you provided your own depth renderer through a call to setDepthRenderer, you are responsible
  57124. * for setting the refresh rate on the renderer yourself!
  57125. */
  57126. get autoCalcDepthBoundsRefreshRate(): number;
  57127. set autoCalcDepthBoundsRefreshRate(value: number);
  57128. /**
  57129. * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
  57130. * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
  57131. * you change the camera near/far planes!
  57132. */
  57133. splitFrustum(): void;
  57134. private _splitFrustum;
  57135. /**
  57136. * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
  57137. * (eq to view projection * shadow projection matrices)
  57138. * @param cascadeIndex index number of the cascaded shadow map
  57139. * @returns The transform matrix used to create the CSM shadow map
  57140. */
  57141. getCSMTransformMatrix(cascadeIndex: number): Matrix;
  57142. private _computeMatrices;
  57143. private _computeFrustumInWorldSpace;
  57144. private _computeCascadeFrustum;
  57145. /** @hidden */
  57146. static _SceneComponentInitialization: (scene: Scene) => void;
  57147. /**
  57148. * Creates a Cascaded Shadow Generator object.
  57149. * A ShadowGenerator is the required tool to use the shadows.
  57150. * Each directional light casting shadows needs to use its own ShadowGenerator.
  57151. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  57152. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  57153. * @param light The directional light object generating the shadows.
  57154. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  57155. */
  57156. constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
  57157. private _initializeGenerator;
  57158. private _initializeShadowMap;
  57159. private _renderForShadowMap;
  57160. private _renderSubMeshForShadowMap;
  57161. private _applyFilterValues;
  57162. /**
  57163. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  57164. * @param onCompiled Callback triggered at the and of the effects compilation
  57165. * @param options Sets of optional options forcing the compilation with different modes
  57166. */
  57167. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  57168. useInstances: boolean;
  57169. }>): void;
  57170. /**
  57171. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  57172. * @param options Sets of optional options forcing the compilation with different modes
  57173. * @returns A promise that resolves when the compilation completes
  57174. */
  57175. forceCompilationAsync(options?: Partial<{
  57176. useInstances: boolean;
  57177. }>): Promise<void>;
  57178. /**
  57179. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  57180. * @param subMesh The submesh we want to render in the shadow map
  57181. * @param useInstances Defines wether will draw in the map using instances
  57182. * @returns true if ready otherwise, false
  57183. */
  57184. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  57185. /**
  57186. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  57187. * @param defines Defines of the material we want to update
  57188. * @param lightIndex Index of the light in the enabled light list of the material
  57189. */
  57190. prepareDefines(defines: any, lightIndex: number): void;
  57191. /**
  57192. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  57193. * defined in the generator but impacting the effect).
  57194. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  57195. * @param effect The effect we are binfing the information for
  57196. */
  57197. bindShadowLight(lightIndex: string, effect: Effect): void;
  57198. /**
  57199. * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
  57200. * (eq to view projection * shadow projection matrices)
  57201. * @returns The transform matrix used to create the shadow map
  57202. */
  57203. getTransformMatrix(): Matrix;
  57204. /**
  57205. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  57206. * Cube and 2D textures for instance.
  57207. */
  57208. recreateShadowMap(): void;
  57209. private _disposeRTT;
  57210. /**
  57211. * Disposes the ShadowGenerator.
  57212. * Returns nothing.
  57213. */
  57214. dispose(): void;
  57215. /**
  57216. * Serializes the shadow generator setup to a json object.
  57217. * @returns The serialized JSON object
  57218. */
  57219. serialize(): any;
  57220. /**
  57221. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  57222. * @param parsedShadowGenerator The JSON object to parse
  57223. * @param scene The scene to create the shadow map for
  57224. * @returns The parsed shadow generator
  57225. */
  57226. static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
  57227. }
  57228. }
  57229. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  57230. import { Scene } from "babylonjs/scene";
  57231. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  57232. import { AbstractScene } from "babylonjs/abstractScene";
  57233. /**
  57234. * Defines the shadow generator component responsible to manage any shadow generators
  57235. * in a given scene.
  57236. */
  57237. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  57238. /**
  57239. * The component name helpfull to identify the component in the list of scene components.
  57240. */
  57241. readonly name: string;
  57242. /**
  57243. * The scene the component belongs to.
  57244. */
  57245. scene: Scene;
  57246. /**
  57247. * Creates a new instance of the component for the given scene
  57248. * @param scene Defines the scene to register the component in
  57249. */
  57250. constructor(scene: Scene);
  57251. /**
  57252. * Registers the component in a given scene
  57253. */
  57254. register(): void;
  57255. /**
  57256. * Rebuilds the elements related to this component in case of
  57257. * context lost for instance.
  57258. */
  57259. rebuild(): void;
  57260. /**
  57261. * Serializes the component data to the specified json object
  57262. * @param serializationObject The object to serialize to
  57263. */
  57264. serialize(serializationObject: any): void;
  57265. /**
  57266. * Adds all the elements from the container to the scene
  57267. * @param container the container holding the elements
  57268. */
  57269. addFromContainer(container: AbstractScene): void;
  57270. /**
  57271. * Removes all the elements in the container from the scene
  57272. * @param container contains the elements to remove
  57273. * @param dispose if the removed element should be disposed (default: false)
  57274. */
  57275. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  57276. /**
  57277. * Rebuilds the elements related to this component in case of
  57278. * context lost for instance.
  57279. */
  57280. dispose(): void;
  57281. private _gatherRenderTargets;
  57282. }
  57283. }
  57284. declare module "babylonjs/Lights/Shadows/index" {
  57285. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  57286. export * from "babylonjs/Lights/Shadows/cascadedShadowGenerator";
  57287. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  57288. }
  57289. declare module "babylonjs/Lights/pointLight" {
  57290. import { Scene } from "babylonjs/scene";
  57291. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57293. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  57294. import { Effect } from "babylonjs/Materials/effect";
  57295. /**
  57296. * A point light is a light defined by an unique point in world space.
  57297. * The light is emitted in every direction from this point.
  57298. * A good example of a point light is a standard light bulb.
  57299. * Documentation: https://doc.babylonjs.com/babylon101/lights
  57300. */
  57301. export class PointLight extends ShadowLight {
  57302. private _shadowAngle;
  57303. /**
  57304. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57305. * This specifies what angle the shadow will use to be created.
  57306. *
  57307. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  57308. */
  57309. get shadowAngle(): number;
  57310. /**
  57311. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57312. * This specifies what angle the shadow will use to be created.
  57313. *
  57314. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  57315. */
  57316. set shadowAngle(value: number);
  57317. /**
  57318. * Gets the direction if it has been set.
  57319. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57320. */
  57321. get direction(): Vector3;
  57322. /**
  57323. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57324. */
  57325. set direction(value: Vector3);
  57326. /**
  57327. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  57328. * A PointLight emits the light in every direction.
  57329. * It can cast shadows.
  57330. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  57331. * ```javascript
  57332. * var pointLight = new PointLight("pl", camera.position, scene);
  57333. * ```
  57334. * Documentation : https://doc.babylonjs.com/babylon101/lights
  57335. * @param name The light friendly name
  57336. * @param position The position of the point light in the scene
  57337. * @param scene The scene the lights belongs to
  57338. */
  57339. constructor(name: string, position: Vector3, scene: Scene);
  57340. /**
  57341. * Returns the string "PointLight"
  57342. * @returns the class name
  57343. */
  57344. getClassName(): string;
  57345. /**
  57346. * Returns the integer 0.
  57347. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  57348. */
  57349. getTypeID(): number;
  57350. /**
  57351. * Specifies wether or not the shadowmap should be a cube texture.
  57352. * @returns true if the shadowmap needs to be a cube texture.
  57353. */
  57354. needCube(): boolean;
  57355. /**
  57356. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  57357. * @param faceIndex The index of the face we are computed the direction to generate shadow
  57358. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  57359. */
  57360. getShadowDirection(faceIndex?: number): Vector3;
  57361. /**
  57362. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  57363. * - fov = PI / 2
  57364. * - aspect ratio : 1.0
  57365. * - z-near and far equal to the active camera minZ and maxZ.
  57366. * Returns the PointLight.
  57367. */
  57368. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  57369. protected _buildUniformLayout(): void;
  57370. /**
  57371. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  57372. * @param effect The effect to update
  57373. * @param lightIndex The index of the light in the effect to update
  57374. * @returns The point light
  57375. */
  57376. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  57377. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  57378. /**
  57379. * Prepares the list of defines specific to the light type.
  57380. * @param defines the list of defines
  57381. * @param lightIndex defines the index of the light for the effect
  57382. */
  57383. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  57384. }
  57385. }
  57386. declare module "babylonjs/Lights/index" {
  57387. export * from "babylonjs/Lights/light";
  57388. export * from "babylonjs/Lights/shadowLight";
  57389. export * from "babylonjs/Lights/Shadows/index";
  57390. export * from "babylonjs/Lights/directionalLight";
  57391. export * from "babylonjs/Lights/hemisphericLight";
  57392. export * from "babylonjs/Lights/pointLight";
  57393. export * from "babylonjs/Lights/spotLight";
  57394. }
  57395. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  57396. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  57397. /**
  57398. * Header information of HDR texture files.
  57399. */
  57400. export interface HDRInfo {
  57401. /**
  57402. * The height of the texture in pixels.
  57403. */
  57404. height: number;
  57405. /**
  57406. * The width of the texture in pixels.
  57407. */
  57408. width: number;
  57409. /**
  57410. * The index of the beginning of the data in the binary file.
  57411. */
  57412. dataPosition: number;
  57413. }
  57414. /**
  57415. * This groups tools to convert HDR texture to native colors array.
  57416. */
  57417. export class HDRTools {
  57418. private static Ldexp;
  57419. private static Rgbe2float;
  57420. private static readStringLine;
  57421. /**
  57422. * Reads header information from an RGBE texture stored in a native array.
  57423. * More information on this format are available here:
  57424. * https://en.wikipedia.org/wiki/RGBE_image_format
  57425. *
  57426. * @param uint8array The binary file stored in native array.
  57427. * @return The header information.
  57428. */
  57429. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  57430. /**
  57431. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  57432. * This RGBE texture needs to store the information as a panorama.
  57433. *
  57434. * More information on this format are available here:
  57435. * https://en.wikipedia.org/wiki/RGBE_image_format
  57436. *
  57437. * @param buffer The binary file stored in an array buffer.
  57438. * @param size The expected size of the extracted cubemap.
  57439. * @return The Cube Map information.
  57440. */
  57441. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  57442. /**
  57443. * Returns the pixels data extracted from an RGBE texture.
  57444. * This pixels will be stored left to right up to down in the R G B order in one array.
  57445. *
  57446. * More information on this format are available here:
  57447. * https://en.wikipedia.org/wiki/RGBE_image_format
  57448. *
  57449. * @param uint8array The binary file stored in an array buffer.
  57450. * @param hdrInfo The header information of the file.
  57451. * @return The pixels data in RGB right to left up to down order.
  57452. */
  57453. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  57454. private static RGBE_ReadPixels_RLE;
  57455. }
  57456. }
  57457. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  57458. import { Nullable } from "babylonjs/types";
  57459. import { Scene } from "babylonjs/scene";
  57460. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57461. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  57462. import "babylonjs/Engines/Extensions/engine.rawTexture";
  57463. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  57464. /**
  57465. * This represents a texture coming from an HDR input.
  57466. *
  57467. * The only supported format is currently panorama picture stored in RGBE format.
  57468. * Example of such files can be found on HDRLib: http://hdrlib.com/
  57469. */
  57470. export class HDRCubeTexture extends BaseTexture {
  57471. private static _facesMapping;
  57472. private _generateHarmonics;
  57473. private _noMipmap;
  57474. private _textureMatrix;
  57475. private _size;
  57476. private _onLoad;
  57477. private _onError;
  57478. /**
  57479. * The texture URL.
  57480. */
  57481. url: string;
  57482. /**
  57483. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  57484. */
  57485. coordinatesMode: number;
  57486. protected _isBlocking: boolean;
  57487. /**
  57488. * Sets wether or not the texture is blocking during loading.
  57489. */
  57490. set isBlocking(value: boolean);
  57491. /**
  57492. * Gets wether or not the texture is blocking during loading.
  57493. */
  57494. get isBlocking(): boolean;
  57495. protected _rotationY: number;
  57496. /**
  57497. * Sets texture matrix rotation angle around Y axis in radians.
  57498. */
  57499. set rotationY(value: number);
  57500. /**
  57501. * Gets texture matrix rotation angle around Y axis radians.
  57502. */
  57503. get rotationY(): number;
  57504. /**
  57505. * Gets or sets the center of the bounding box associated with the cube texture
  57506. * It must define where the camera used to render the texture was set
  57507. */
  57508. boundingBoxPosition: Vector3;
  57509. private _boundingBoxSize;
  57510. /**
  57511. * Gets or sets the size of the bounding box associated with the cube texture
  57512. * When defined, the cubemap will switch to local mode
  57513. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  57514. * @example https://www.babylonjs-playground.com/#RNASML
  57515. */
  57516. set boundingBoxSize(value: Vector3);
  57517. get boundingBoxSize(): Vector3;
  57518. /**
  57519. * Instantiates an HDRTexture from the following parameters.
  57520. *
  57521. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  57522. * @param scene The scene the texture will be used in
  57523. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  57524. * @param noMipmap Forces to not generate the mipmap if true
  57525. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  57526. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  57527. * @param reserved Reserved flag for internal use.
  57528. */
  57529. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  57530. /**
  57531. * Get the current class name of the texture useful for serialization or dynamic coding.
  57532. * @returns "HDRCubeTexture"
  57533. */
  57534. getClassName(): string;
  57535. /**
  57536. * Occurs when the file is raw .hdr file.
  57537. */
  57538. private loadTexture;
  57539. clone(): HDRCubeTexture;
  57540. delayLoad(): void;
  57541. /**
  57542. * Get the texture reflection matrix used to rotate/transform the reflection.
  57543. * @returns the reflection matrix
  57544. */
  57545. getReflectionTextureMatrix(): Matrix;
  57546. /**
  57547. * Set the texture reflection matrix used to rotate/transform the reflection.
  57548. * @param value Define the reflection matrix to set
  57549. */
  57550. setReflectionTextureMatrix(value: Matrix): void;
  57551. /**
  57552. * Parses a JSON representation of an HDR Texture in order to create the texture
  57553. * @param parsedTexture Define the JSON representation
  57554. * @param scene Define the scene the texture should be created in
  57555. * @param rootUrl Define the root url in case we need to load relative dependencies
  57556. * @returns the newly created texture after parsing
  57557. */
  57558. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  57559. serialize(): any;
  57560. }
  57561. }
  57562. declare module "babylonjs/Physics/physicsEngine" {
  57563. import { Nullable } from "babylonjs/types";
  57564. import { Vector3 } from "babylonjs/Maths/math.vector";
  57565. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  57566. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  57567. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  57568. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57569. /**
  57570. * Class used to control physics engine
  57571. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  57572. */
  57573. export class PhysicsEngine implements IPhysicsEngine {
  57574. private _physicsPlugin;
  57575. /**
  57576. * Global value used to control the smallest number supported by the simulation
  57577. */
  57578. static Epsilon: number;
  57579. private _impostors;
  57580. private _joints;
  57581. private _subTimeStep;
  57582. /**
  57583. * Gets the gravity vector used by the simulation
  57584. */
  57585. gravity: Vector3;
  57586. /**
  57587. * Factory used to create the default physics plugin.
  57588. * @returns The default physics plugin
  57589. */
  57590. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  57591. /**
  57592. * Creates a new Physics Engine
  57593. * @param gravity defines the gravity vector used by the simulation
  57594. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  57595. */
  57596. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  57597. /**
  57598. * Sets the gravity vector used by the simulation
  57599. * @param gravity defines the gravity vector to use
  57600. */
  57601. setGravity(gravity: Vector3): void;
  57602. /**
  57603. * Set the time step of the physics engine.
  57604. * Default is 1/60.
  57605. * To slow it down, enter 1/600 for example.
  57606. * To speed it up, 1/30
  57607. * @param newTimeStep defines the new timestep to apply to this world.
  57608. */
  57609. setTimeStep(newTimeStep?: number): void;
  57610. /**
  57611. * Get the time step of the physics engine.
  57612. * @returns the current time step
  57613. */
  57614. getTimeStep(): number;
  57615. /**
  57616. * Set the sub time step of the physics engine.
  57617. * Default is 0 meaning there is no sub steps
  57618. * To increase physics resolution precision, set a small value (like 1 ms)
  57619. * @param subTimeStep defines the new sub timestep used for physics resolution.
  57620. */
  57621. setSubTimeStep(subTimeStep?: number): void;
  57622. /**
  57623. * Get the sub time step of the physics engine.
  57624. * @returns the current sub time step
  57625. */
  57626. getSubTimeStep(): number;
  57627. /**
  57628. * Release all resources
  57629. */
  57630. dispose(): void;
  57631. /**
  57632. * Gets the name of the current physics plugin
  57633. * @returns the name of the plugin
  57634. */
  57635. getPhysicsPluginName(): string;
  57636. /**
  57637. * Adding a new impostor for the impostor tracking.
  57638. * This will be done by the impostor itself.
  57639. * @param impostor the impostor to add
  57640. */
  57641. addImpostor(impostor: PhysicsImpostor): void;
  57642. /**
  57643. * Remove an impostor from the engine.
  57644. * This impostor and its mesh will not longer be updated by the physics engine.
  57645. * @param impostor the impostor to remove
  57646. */
  57647. removeImpostor(impostor: PhysicsImpostor): void;
  57648. /**
  57649. * Add a joint to the physics engine
  57650. * @param mainImpostor defines the main impostor to which the joint is added.
  57651. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  57652. * @param joint defines the joint that will connect both impostors.
  57653. */
  57654. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  57655. /**
  57656. * Removes a joint from the simulation
  57657. * @param mainImpostor defines the impostor used with the joint
  57658. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  57659. * @param joint defines the joint to remove
  57660. */
  57661. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  57662. /**
  57663. * Called by the scene. No need to call it.
  57664. * @param delta defines the timespam between frames
  57665. */
  57666. _step(delta: number): void;
  57667. /**
  57668. * Gets the current plugin used to run the simulation
  57669. * @returns current plugin
  57670. */
  57671. getPhysicsPlugin(): IPhysicsEnginePlugin;
  57672. /**
  57673. * Gets the list of physic impostors
  57674. * @returns an array of PhysicsImpostor
  57675. */
  57676. getImpostors(): Array<PhysicsImpostor>;
  57677. /**
  57678. * Gets the impostor for a physics enabled object
  57679. * @param object defines the object impersonated by the impostor
  57680. * @returns the PhysicsImpostor or null if not found
  57681. */
  57682. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  57683. /**
  57684. * Gets the impostor for a physics body object
  57685. * @param body defines physics body used by the impostor
  57686. * @returns the PhysicsImpostor or null if not found
  57687. */
  57688. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  57689. /**
  57690. * Does a raycast in the physics world
  57691. * @param from when should the ray start?
  57692. * @param to when should the ray end?
  57693. * @returns PhysicsRaycastResult
  57694. */
  57695. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57696. }
  57697. }
  57698. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  57699. import { Nullable } from "babylonjs/types";
  57700. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  57701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57702. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57703. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57704. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57705. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57706. /** @hidden */
  57707. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  57708. private _useDeltaForWorldStep;
  57709. world: any;
  57710. name: string;
  57711. private _physicsMaterials;
  57712. private _fixedTimeStep;
  57713. private _cannonRaycastResult;
  57714. private _raycastResult;
  57715. private _physicsBodysToRemoveAfterStep;
  57716. BJSCANNON: any;
  57717. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  57718. setGravity(gravity: Vector3): void;
  57719. setTimeStep(timeStep: number): void;
  57720. getTimeStep(): number;
  57721. executeStep(delta: number): void;
  57722. private _removeMarkedPhysicsBodiesFromWorld;
  57723. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57724. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57725. generatePhysicsBody(impostor: PhysicsImpostor): void;
  57726. private _processChildMeshes;
  57727. removePhysicsBody(impostor: PhysicsImpostor): void;
  57728. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  57729. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  57730. private _addMaterial;
  57731. private _checkWithEpsilon;
  57732. private _createShape;
  57733. private _createHeightmap;
  57734. private _minus90X;
  57735. private _plus90X;
  57736. private _tmpPosition;
  57737. private _tmpDeltaPosition;
  57738. private _tmpUnityRotation;
  57739. private _updatePhysicsBodyTransformation;
  57740. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  57741. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  57742. isSupported(): boolean;
  57743. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57744. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57745. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57746. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57747. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  57748. getBodyMass(impostor: PhysicsImpostor): number;
  57749. getBodyFriction(impostor: PhysicsImpostor): number;
  57750. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  57751. getBodyRestitution(impostor: PhysicsImpostor): number;
  57752. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  57753. sleepBody(impostor: PhysicsImpostor): void;
  57754. wakeUpBody(impostor: PhysicsImpostor): void;
  57755. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  57756. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  57757. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  57758. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  57759. getRadius(impostor: PhysicsImpostor): number;
  57760. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  57761. dispose(): void;
  57762. private _extendNamespace;
  57763. /**
  57764. * Does a raycast in the physics world
  57765. * @param from when should the ray start?
  57766. * @param to when should the ray end?
  57767. * @returns PhysicsRaycastResult
  57768. */
  57769. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57770. }
  57771. }
  57772. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  57773. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57774. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57775. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57776. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57777. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  57778. import { Nullable } from "babylonjs/types";
  57779. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57780. /** @hidden */
  57781. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  57782. world: any;
  57783. name: string;
  57784. BJSOIMO: any;
  57785. private _raycastResult;
  57786. constructor(iterations?: number, oimoInjection?: any);
  57787. setGravity(gravity: Vector3): void;
  57788. setTimeStep(timeStep: number): void;
  57789. getTimeStep(): number;
  57790. private _tmpImpostorsArray;
  57791. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  57792. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57793. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57794. generatePhysicsBody(impostor: PhysicsImpostor): void;
  57795. private _tmpPositionVector;
  57796. removePhysicsBody(impostor: PhysicsImpostor): void;
  57797. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  57798. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  57799. isSupported(): boolean;
  57800. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  57801. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  57802. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57803. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57804. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57805. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57806. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  57807. getBodyMass(impostor: PhysicsImpostor): number;
  57808. getBodyFriction(impostor: PhysicsImpostor): number;
  57809. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  57810. getBodyRestitution(impostor: PhysicsImpostor): number;
  57811. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  57812. sleepBody(impostor: PhysicsImpostor): void;
  57813. wakeUpBody(impostor: PhysicsImpostor): void;
  57814. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  57815. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  57816. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  57817. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  57818. getRadius(impostor: PhysicsImpostor): number;
  57819. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  57820. dispose(): void;
  57821. /**
  57822. * Does a raycast in the physics world
  57823. * @param from when should the ray start?
  57824. * @param to when should the ray end?
  57825. * @returns PhysicsRaycastResult
  57826. */
  57827. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57828. }
  57829. }
  57830. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  57831. import { Nullable } from "babylonjs/types";
  57832. import { Scene } from "babylonjs/scene";
  57833. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  57834. import { Color4 } from "babylonjs/Maths/math.color";
  57835. import { Mesh } from "babylonjs/Meshes/mesh";
  57836. /**
  57837. * Class containing static functions to help procedurally build meshes
  57838. */
  57839. export class RibbonBuilder {
  57840. /**
  57841. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57842. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57843. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57844. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57845. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  57846. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  57847. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  57848. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57849. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57850. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57851. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  57852. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57853. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  57854. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57856. * @param name defines the name of the mesh
  57857. * @param options defines the options used to create the mesh
  57858. * @param scene defines the hosting scene
  57859. * @returns the ribbon mesh
  57860. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57861. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57862. */
  57863. static CreateRibbon(name: string, options: {
  57864. pathArray: Vector3[][];
  57865. closeArray?: boolean;
  57866. closePath?: boolean;
  57867. offset?: number;
  57868. updatable?: boolean;
  57869. sideOrientation?: number;
  57870. frontUVs?: Vector4;
  57871. backUVs?: Vector4;
  57872. instance?: Mesh;
  57873. invertUV?: boolean;
  57874. uvs?: Vector2[];
  57875. colors?: Color4[];
  57876. }, scene?: Nullable<Scene>): Mesh;
  57877. }
  57878. }
  57879. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  57880. import { Nullable } from "babylonjs/types";
  57881. import { Scene } from "babylonjs/scene";
  57882. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57883. import { Mesh } from "babylonjs/Meshes/mesh";
  57884. /**
  57885. * Class containing static functions to help procedurally build meshes
  57886. */
  57887. export class ShapeBuilder {
  57888. /**
  57889. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57890. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57891. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57892. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  57893. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57894. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57895. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57896. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57897. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57898. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57899. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57900. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57901. * @param name defines the name of the mesh
  57902. * @param options defines the options used to create the mesh
  57903. * @param scene defines the hosting scene
  57904. * @returns the extruded shape mesh
  57905. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57906. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57907. */
  57908. static ExtrudeShape(name: string, options: {
  57909. shape: Vector3[];
  57910. path: Vector3[];
  57911. scale?: number;
  57912. rotation?: number;
  57913. cap?: number;
  57914. updatable?: boolean;
  57915. sideOrientation?: number;
  57916. frontUVs?: Vector4;
  57917. backUVs?: Vector4;
  57918. instance?: Mesh;
  57919. invertUV?: boolean;
  57920. }, scene?: Nullable<Scene>): Mesh;
  57921. /**
  57922. * Creates an custom extruded shape mesh.
  57923. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57924. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57925. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57926. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57927. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57928. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57929. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57930. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57931. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57932. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57933. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57934. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57936. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57937. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57939. * @param name defines the name of the mesh
  57940. * @param options defines the options used to create the mesh
  57941. * @param scene defines the hosting scene
  57942. * @returns the custom extruded shape mesh
  57943. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57944. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57945. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57946. */
  57947. static ExtrudeShapeCustom(name: string, options: {
  57948. shape: Vector3[];
  57949. path: Vector3[];
  57950. scaleFunction?: any;
  57951. rotationFunction?: any;
  57952. ribbonCloseArray?: boolean;
  57953. ribbonClosePath?: boolean;
  57954. cap?: number;
  57955. updatable?: boolean;
  57956. sideOrientation?: number;
  57957. frontUVs?: Vector4;
  57958. backUVs?: Vector4;
  57959. instance?: Mesh;
  57960. invertUV?: boolean;
  57961. }, scene?: Nullable<Scene>): Mesh;
  57962. private static _ExtrudeShapeGeneric;
  57963. }
  57964. }
  57965. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  57966. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  57967. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57968. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57969. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57970. import { Nullable } from "babylonjs/types";
  57971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57972. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57973. /**
  57974. * AmmoJS Physics plugin
  57975. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  57976. * @see https://github.com/kripken/ammo.js/
  57977. */
  57978. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  57979. private _useDeltaForWorldStep;
  57980. /**
  57981. * Reference to the Ammo library
  57982. */
  57983. bjsAMMO: any;
  57984. /**
  57985. * Created ammoJS world which physics bodies are added to
  57986. */
  57987. world: any;
  57988. /**
  57989. * Name of the plugin
  57990. */
  57991. name: string;
  57992. private _timeStep;
  57993. private _fixedTimeStep;
  57994. private _maxSteps;
  57995. private _tmpQuaternion;
  57996. private _tmpAmmoTransform;
  57997. private _tmpAmmoQuaternion;
  57998. private _tmpAmmoConcreteContactResultCallback;
  57999. private _collisionConfiguration;
  58000. private _dispatcher;
  58001. private _overlappingPairCache;
  58002. private _solver;
  58003. private _softBodySolver;
  58004. private _tmpAmmoVectorA;
  58005. private _tmpAmmoVectorB;
  58006. private _tmpAmmoVectorC;
  58007. private _tmpAmmoVectorD;
  58008. private _tmpContactCallbackResult;
  58009. private _tmpAmmoVectorRCA;
  58010. private _tmpAmmoVectorRCB;
  58011. private _raycastResult;
  58012. private static readonly DISABLE_COLLISION_FLAG;
  58013. private static readonly KINEMATIC_FLAG;
  58014. private static readonly DISABLE_DEACTIVATION_FLAG;
  58015. /**
  58016. * Initializes the ammoJS plugin
  58017. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  58018. * @param ammoInjection can be used to inject your own ammo reference
  58019. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  58020. */
  58021. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  58022. /**
  58023. * Sets the gravity of the physics world (m/(s^2))
  58024. * @param gravity Gravity to set
  58025. */
  58026. setGravity(gravity: Vector3): void;
  58027. /**
  58028. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  58029. * @param timeStep timestep to use in seconds
  58030. */
  58031. setTimeStep(timeStep: number): void;
  58032. /**
  58033. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  58034. * @param fixedTimeStep fixedTimeStep to use in seconds
  58035. */
  58036. setFixedTimeStep(fixedTimeStep: number): void;
  58037. /**
  58038. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  58039. * @param maxSteps the maximum number of steps by the physics engine per frame
  58040. */
  58041. setMaxSteps(maxSteps: number): void;
  58042. /**
  58043. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  58044. * @returns the current timestep in seconds
  58045. */
  58046. getTimeStep(): number;
  58047. /**
  58048. * The create custom shape handler function to be called when using BABYLON.PhysicsImposter.CustomImpostor
  58049. */
  58050. onCreateCustomShape: (impostor: PhysicsImpostor) => any;
  58051. private _isImpostorInContact;
  58052. private _isImpostorPairInContact;
  58053. private _stepSimulation;
  58054. /**
  58055. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  58056. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  58057. * After the step the babylon meshes are set to the position of the physics imposters
  58058. * @param delta amount of time to step forward
  58059. * @param impostors array of imposters to update before/after the step
  58060. */
  58061. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  58062. /**
  58063. * Update babylon mesh to match physics world object
  58064. * @param impostor imposter to match
  58065. */
  58066. private _afterSoftStep;
  58067. /**
  58068. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  58069. * @param impostor imposter to match
  58070. */
  58071. private _ropeStep;
  58072. /**
  58073. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  58074. * @param impostor imposter to match
  58075. */
  58076. private _softbodyOrClothStep;
  58077. private _tmpVector;
  58078. private _tmpMatrix;
  58079. /**
  58080. * Applies an impulse on the imposter
  58081. * @param impostor imposter to apply impulse to
  58082. * @param force amount of force to be applied to the imposter
  58083. * @param contactPoint the location to apply the impulse on the imposter
  58084. */
  58085. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  58086. /**
  58087. * Applies a force on the imposter
  58088. * @param impostor imposter to apply force
  58089. * @param force amount of force to be applied to the imposter
  58090. * @param contactPoint the location to apply the force on the imposter
  58091. */
  58092. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  58093. /**
  58094. * Creates a physics body using the plugin
  58095. * @param impostor the imposter to create the physics body on
  58096. */
  58097. generatePhysicsBody(impostor: PhysicsImpostor): void;
  58098. /**
  58099. * Removes the physics body from the imposter and disposes of the body's memory
  58100. * @param impostor imposter to remove the physics body from
  58101. */
  58102. removePhysicsBody(impostor: PhysicsImpostor): void;
  58103. /**
  58104. * Generates a joint
  58105. * @param impostorJoint the imposter joint to create the joint with
  58106. */
  58107. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  58108. /**
  58109. * Removes a joint
  58110. * @param impostorJoint the imposter joint to remove the joint from
  58111. */
  58112. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  58113. private _addMeshVerts;
  58114. /**
  58115. * Initialise the soft body vertices to match its object's (mesh) vertices
  58116. * Softbody vertices (nodes) are in world space and to match this
  58117. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  58118. * @param impostor to create the softbody for
  58119. */
  58120. private _softVertexData;
  58121. /**
  58122. * Create an impostor's soft body
  58123. * @param impostor to create the softbody for
  58124. */
  58125. private _createSoftbody;
  58126. /**
  58127. * Create cloth for an impostor
  58128. * @param impostor to create the softbody for
  58129. */
  58130. private _createCloth;
  58131. /**
  58132. * Create rope for an impostor
  58133. * @param impostor to create the softbody for
  58134. */
  58135. private _createRope;
  58136. /**
  58137. * Create a custom physics impostor shape using the plugin's onCreateCustomShape handler
  58138. * @param impostor to create the custom physics shape for
  58139. */
  58140. private _createCustom;
  58141. private _addHullVerts;
  58142. private _createShape;
  58143. /**
  58144. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  58145. * @param impostor imposter containing the physics body and babylon object
  58146. */
  58147. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  58148. /**
  58149. * Sets the babylon object's position/rotation from the physics body's position/rotation
  58150. * @param impostor imposter containing the physics body and babylon object
  58151. * @param newPosition new position
  58152. * @param newRotation new rotation
  58153. */
  58154. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  58155. /**
  58156. * If this plugin is supported
  58157. * @returns true if its supported
  58158. */
  58159. isSupported(): boolean;
  58160. /**
  58161. * Sets the linear velocity of the physics body
  58162. * @param impostor imposter to set the velocity on
  58163. * @param velocity velocity to set
  58164. */
  58165. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  58166. /**
  58167. * Sets the angular velocity of the physics body
  58168. * @param impostor imposter to set the velocity on
  58169. * @param velocity velocity to set
  58170. */
  58171. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  58172. /**
  58173. * gets the linear velocity
  58174. * @param impostor imposter to get linear velocity from
  58175. * @returns linear velocity
  58176. */
  58177. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  58178. /**
  58179. * gets the angular velocity
  58180. * @param impostor imposter to get angular velocity from
  58181. * @returns angular velocity
  58182. */
  58183. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  58184. /**
  58185. * Sets the mass of physics body
  58186. * @param impostor imposter to set the mass on
  58187. * @param mass mass to set
  58188. */
  58189. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  58190. /**
  58191. * Gets the mass of the physics body
  58192. * @param impostor imposter to get the mass from
  58193. * @returns mass
  58194. */
  58195. getBodyMass(impostor: PhysicsImpostor): number;
  58196. /**
  58197. * Gets friction of the impostor
  58198. * @param impostor impostor to get friction from
  58199. * @returns friction value
  58200. */
  58201. getBodyFriction(impostor: PhysicsImpostor): number;
  58202. /**
  58203. * Sets friction of the impostor
  58204. * @param impostor impostor to set friction on
  58205. * @param friction friction value
  58206. */
  58207. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  58208. /**
  58209. * Gets restitution of the impostor
  58210. * @param impostor impostor to get restitution from
  58211. * @returns restitution value
  58212. */
  58213. getBodyRestitution(impostor: PhysicsImpostor): number;
  58214. /**
  58215. * Sets resitution of the impostor
  58216. * @param impostor impostor to set resitution on
  58217. * @param restitution resitution value
  58218. */
  58219. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  58220. /**
  58221. * Gets pressure inside the impostor
  58222. * @param impostor impostor to get pressure from
  58223. * @returns pressure value
  58224. */
  58225. getBodyPressure(impostor: PhysicsImpostor): number;
  58226. /**
  58227. * Sets pressure inside a soft body impostor
  58228. * Cloth and rope must remain 0 pressure
  58229. * @param impostor impostor to set pressure on
  58230. * @param pressure pressure value
  58231. */
  58232. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  58233. /**
  58234. * Gets stiffness of the impostor
  58235. * @param impostor impostor to get stiffness from
  58236. * @returns pressure value
  58237. */
  58238. getBodyStiffness(impostor: PhysicsImpostor): number;
  58239. /**
  58240. * Sets stiffness of the impostor
  58241. * @param impostor impostor to set stiffness on
  58242. * @param stiffness stiffness value from 0 to 1
  58243. */
  58244. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  58245. /**
  58246. * Gets velocityIterations of the impostor
  58247. * @param impostor impostor to get velocity iterations from
  58248. * @returns velocityIterations value
  58249. */
  58250. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  58251. /**
  58252. * Sets velocityIterations of the impostor
  58253. * @param impostor impostor to set velocity iterations on
  58254. * @param velocityIterations velocityIterations value
  58255. */
  58256. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  58257. /**
  58258. * Gets positionIterations of the impostor
  58259. * @param impostor impostor to get position iterations from
  58260. * @returns positionIterations value
  58261. */
  58262. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  58263. /**
  58264. * Sets positionIterations of the impostor
  58265. * @param impostor impostor to set position on
  58266. * @param positionIterations positionIterations value
  58267. */
  58268. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  58269. /**
  58270. * Append an anchor to a cloth object
  58271. * @param impostor is the cloth impostor to add anchor to
  58272. * @param otherImpostor is the rigid impostor to anchor to
  58273. * @param width ratio across width from 0 to 1
  58274. * @param height ratio up height from 0 to 1
  58275. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  58276. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  58277. */
  58278. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  58279. /**
  58280. * Append an hook to a rope object
  58281. * @param impostor is the rope impostor to add hook to
  58282. * @param otherImpostor is the rigid impostor to hook to
  58283. * @param length ratio along the rope from 0 to 1
  58284. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  58285. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  58286. */
  58287. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  58288. /**
  58289. * Sleeps the physics body and stops it from being active
  58290. * @param impostor impostor to sleep
  58291. */
  58292. sleepBody(impostor: PhysicsImpostor): void;
  58293. /**
  58294. * Activates the physics body
  58295. * @param impostor impostor to activate
  58296. */
  58297. wakeUpBody(impostor: PhysicsImpostor): void;
  58298. /**
  58299. * Updates the distance parameters of the joint
  58300. * @param joint joint to update
  58301. * @param maxDistance maximum distance of the joint
  58302. * @param minDistance minimum distance of the joint
  58303. */
  58304. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  58305. /**
  58306. * Sets a motor on the joint
  58307. * @param joint joint to set motor on
  58308. * @param speed speed of the motor
  58309. * @param maxForce maximum force of the motor
  58310. * @param motorIndex index of the motor
  58311. */
  58312. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  58313. /**
  58314. * Sets the motors limit
  58315. * @param joint joint to set limit on
  58316. * @param upperLimit upper limit
  58317. * @param lowerLimit lower limit
  58318. */
  58319. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  58320. /**
  58321. * Syncs the position and rotation of a mesh with the impostor
  58322. * @param mesh mesh to sync
  58323. * @param impostor impostor to update the mesh with
  58324. */
  58325. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  58326. /**
  58327. * Gets the radius of the impostor
  58328. * @param impostor impostor to get radius from
  58329. * @returns the radius
  58330. */
  58331. getRadius(impostor: PhysicsImpostor): number;
  58332. /**
  58333. * Gets the box size of the impostor
  58334. * @param impostor impostor to get box size from
  58335. * @param result the resulting box size
  58336. */
  58337. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  58338. /**
  58339. * Disposes of the impostor
  58340. */
  58341. dispose(): void;
  58342. /**
  58343. * Does a raycast in the physics world
  58344. * @param from when should the ray start?
  58345. * @param to when should the ray end?
  58346. * @returns PhysicsRaycastResult
  58347. */
  58348. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  58349. }
  58350. }
  58351. declare module "babylonjs/Probes/reflectionProbe" {
  58352. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  58353. import { Vector3 } from "babylonjs/Maths/math.vector";
  58354. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58355. import { Nullable } from "babylonjs/types";
  58356. import { Scene } from "babylonjs/scene";
  58357. module "babylonjs/abstractScene" {
  58358. interface AbstractScene {
  58359. /**
  58360. * The list of reflection probes added to the scene
  58361. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  58362. */
  58363. reflectionProbes: Array<ReflectionProbe>;
  58364. /**
  58365. * Removes the given reflection probe from this scene.
  58366. * @param toRemove The reflection probe to remove
  58367. * @returns The index of the removed reflection probe
  58368. */
  58369. removeReflectionProbe(toRemove: ReflectionProbe): number;
  58370. /**
  58371. * Adds the given reflection probe to this scene.
  58372. * @param newReflectionProbe The reflection probe to add
  58373. */
  58374. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  58375. }
  58376. }
  58377. /**
  58378. * Class used to generate realtime reflection / refraction cube textures
  58379. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  58380. */
  58381. export class ReflectionProbe {
  58382. /** defines the name of the probe */
  58383. name: string;
  58384. private _scene;
  58385. private _renderTargetTexture;
  58386. private _projectionMatrix;
  58387. private _viewMatrix;
  58388. private _target;
  58389. private _add;
  58390. private _attachedMesh;
  58391. private _invertYAxis;
  58392. /** Gets or sets probe position (center of the cube map) */
  58393. position: Vector3;
  58394. /**
  58395. * Creates a new reflection probe
  58396. * @param name defines the name of the probe
  58397. * @param size defines the texture resolution (for each face)
  58398. * @param scene defines the hosting scene
  58399. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  58400. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  58401. */
  58402. constructor(
  58403. /** defines the name of the probe */
  58404. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  58405. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  58406. get samples(): number;
  58407. set samples(value: number);
  58408. /** Gets or sets the refresh rate to use (on every frame by default) */
  58409. get refreshRate(): number;
  58410. set refreshRate(value: number);
  58411. /**
  58412. * Gets the hosting scene
  58413. * @returns a Scene
  58414. */
  58415. getScene(): Scene;
  58416. /** Gets the internal CubeTexture used to render to */
  58417. get cubeTexture(): RenderTargetTexture;
  58418. /** Gets the list of meshes to render */
  58419. get renderList(): Nullable<AbstractMesh[]>;
  58420. /**
  58421. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  58422. * @param mesh defines the mesh to attach to
  58423. */
  58424. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  58425. /**
  58426. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  58427. * @param renderingGroupId The rendering group id corresponding to its index
  58428. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  58429. */
  58430. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  58431. /**
  58432. * Clean all associated resources
  58433. */
  58434. dispose(): void;
  58435. /**
  58436. * Converts the reflection probe information to a readable string for debug purpose.
  58437. * @param fullDetails Supports for multiple levels of logging within scene loading
  58438. * @returns the human readable reflection probe info
  58439. */
  58440. toString(fullDetails?: boolean): string;
  58441. /**
  58442. * Get the class name of the relfection probe.
  58443. * @returns "ReflectionProbe"
  58444. */
  58445. getClassName(): string;
  58446. /**
  58447. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  58448. * @returns The JSON representation of the texture
  58449. */
  58450. serialize(): any;
  58451. /**
  58452. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  58453. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  58454. * @param scene Define the scene the parsed reflection probe should be instantiated in
  58455. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  58456. * @returns The parsed reflection probe if successful
  58457. */
  58458. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  58459. }
  58460. }
  58461. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  58462. /** @hidden */
  58463. export var _BabylonLoaderRegistered: boolean;
  58464. /**
  58465. * Helps setting up some configuration for the babylon file loader.
  58466. */
  58467. export class BabylonFileLoaderConfiguration {
  58468. /**
  58469. * The loader does not allow injecting custom physix engine into the plugins.
  58470. * Unfortunately in ES6, we need to manually inject them into the plugin.
  58471. * So you could set this variable to your engine import to make it work.
  58472. */
  58473. static LoaderInjectedPhysicsEngine: any;
  58474. }
  58475. }
  58476. declare module "babylonjs/Loading/Plugins/index" {
  58477. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  58478. }
  58479. declare module "babylonjs/Loading/index" {
  58480. export * from "babylonjs/Loading/loadingScreen";
  58481. export * from "babylonjs/Loading/Plugins/index";
  58482. export * from "babylonjs/Loading/sceneLoader";
  58483. export * from "babylonjs/Loading/sceneLoaderFlags";
  58484. }
  58485. declare module "babylonjs/Materials/Background/index" {
  58486. export * from "babylonjs/Materials/Background/backgroundMaterial";
  58487. }
  58488. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  58489. import { Scene } from "babylonjs/scene";
  58490. import { Color3 } from "babylonjs/Maths/math.color";
  58491. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  58492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58493. /**
  58494. * The Physically based simple base material of BJS.
  58495. *
  58496. * This enables better naming and convention enforcements on top of the pbrMaterial.
  58497. * It is used as the base class for both the specGloss and metalRough conventions.
  58498. */
  58499. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  58500. /**
  58501. * Number of Simultaneous lights allowed on the material.
  58502. */
  58503. maxSimultaneousLights: number;
  58504. /**
  58505. * If sets to true, disables all the lights affecting the material.
  58506. */
  58507. disableLighting: boolean;
  58508. /**
  58509. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  58510. */
  58511. environmentTexture: BaseTexture;
  58512. /**
  58513. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  58514. */
  58515. invertNormalMapX: boolean;
  58516. /**
  58517. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  58518. */
  58519. invertNormalMapY: boolean;
  58520. /**
  58521. * Normal map used in the model.
  58522. */
  58523. normalTexture: BaseTexture;
  58524. /**
  58525. * Emissivie color used to self-illuminate the model.
  58526. */
  58527. emissiveColor: Color3;
  58528. /**
  58529. * Emissivie texture used to self-illuminate the model.
  58530. */
  58531. emissiveTexture: BaseTexture;
  58532. /**
  58533. * Occlusion Channel Strenght.
  58534. */
  58535. occlusionStrength: number;
  58536. /**
  58537. * Occlusion Texture of the material (adding extra occlusion effects).
  58538. */
  58539. occlusionTexture: BaseTexture;
  58540. /**
  58541. * Defines the alpha limits in alpha test mode.
  58542. */
  58543. alphaCutOff: number;
  58544. /**
  58545. * Gets the current double sided mode.
  58546. */
  58547. get doubleSided(): boolean;
  58548. /**
  58549. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  58550. */
  58551. set doubleSided(value: boolean);
  58552. /**
  58553. * Stores the pre-calculated light information of a mesh in a texture.
  58554. */
  58555. lightmapTexture: BaseTexture;
  58556. /**
  58557. * If true, the light map contains occlusion information instead of lighting info.
  58558. */
  58559. useLightmapAsShadowmap: boolean;
  58560. /**
  58561. * Instantiates a new PBRMaterial instance.
  58562. *
  58563. * @param name The material name
  58564. * @param scene The scene the material will be use in.
  58565. */
  58566. constructor(name: string, scene: Scene);
  58567. getClassName(): string;
  58568. }
  58569. }
  58570. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  58571. import { Scene } from "babylonjs/scene";
  58572. import { Color3 } from "babylonjs/Maths/math.color";
  58573. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58574. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58575. /**
  58576. * The PBR material of BJS following the metal roughness convention.
  58577. *
  58578. * This fits to the PBR convention in the GLTF definition:
  58579. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  58580. */
  58581. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  58582. /**
  58583. * The base color has two different interpretations depending on the value of metalness.
  58584. * When the material is a metal, the base color is the specific measured reflectance value
  58585. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  58586. * of the material.
  58587. */
  58588. baseColor: Color3;
  58589. /**
  58590. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  58591. * well as opacity information in the alpha channel.
  58592. */
  58593. baseTexture: BaseTexture;
  58594. /**
  58595. * Specifies the metallic scalar value of the material.
  58596. * Can also be used to scale the metalness values of the metallic texture.
  58597. */
  58598. metallic: number;
  58599. /**
  58600. * Specifies the roughness scalar value of the material.
  58601. * Can also be used to scale the roughness values of the metallic texture.
  58602. */
  58603. roughness: number;
  58604. /**
  58605. * Texture containing both the metallic value in the B channel and the
  58606. * roughness value in the G channel to keep better precision.
  58607. */
  58608. metallicRoughnessTexture: BaseTexture;
  58609. /**
  58610. * Instantiates a new PBRMetalRoughnessMaterial instance.
  58611. *
  58612. * @param name The material name
  58613. * @param scene The scene the material will be use in.
  58614. */
  58615. constructor(name: string, scene: Scene);
  58616. /**
  58617. * Return the currrent class name of the material.
  58618. */
  58619. getClassName(): string;
  58620. /**
  58621. * Makes a duplicate of the current material.
  58622. * @param name - name to use for the new material.
  58623. */
  58624. clone(name: string): PBRMetallicRoughnessMaterial;
  58625. /**
  58626. * Serialize the material to a parsable JSON object.
  58627. */
  58628. serialize(): any;
  58629. /**
  58630. * Parses a JSON object correponding to the serialize function.
  58631. */
  58632. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  58633. }
  58634. }
  58635. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  58636. import { Scene } from "babylonjs/scene";
  58637. import { Color3 } from "babylonjs/Maths/math.color";
  58638. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58639. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58640. /**
  58641. * The PBR material of BJS following the specular glossiness convention.
  58642. *
  58643. * This fits to the PBR convention in the GLTF definition:
  58644. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  58645. */
  58646. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  58647. /**
  58648. * Specifies the diffuse color of the material.
  58649. */
  58650. diffuseColor: Color3;
  58651. /**
  58652. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  58653. * channel.
  58654. */
  58655. diffuseTexture: BaseTexture;
  58656. /**
  58657. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  58658. */
  58659. specularColor: Color3;
  58660. /**
  58661. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  58662. */
  58663. glossiness: number;
  58664. /**
  58665. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  58666. */
  58667. specularGlossinessTexture: BaseTexture;
  58668. /**
  58669. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  58670. *
  58671. * @param name The material name
  58672. * @param scene The scene the material will be use in.
  58673. */
  58674. constructor(name: string, scene: Scene);
  58675. /**
  58676. * Return the currrent class name of the material.
  58677. */
  58678. getClassName(): string;
  58679. /**
  58680. * Makes a duplicate of the current material.
  58681. * @param name - name to use for the new material.
  58682. */
  58683. clone(name: string): PBRSpecularGlossinessMaterial;
  58684. /**
  58685. * Serialize the material to a parsable JSON object.
  58686. */
  58687. serialize(): any;
  58688. /**
  58689. * Parses a JSON object correponding to the serialize function.
  58690. */
  58691. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  58692. }
  58693. }
  58694. declare module "babylonjs/Materials/PBR/index" {
  58695. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  58696. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58697. export * from "babylonjs/Materials/PBR/pbrMaterial";
  58698. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  58699. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  58700. }
  58701. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  58702. import { Nullable } from "babylonjs/types";
  58703. import { Scene } from "babylonjs/scene";
  58704. import { Matrix } from "babylonjs/Maths/math.vector";
  58705. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58706. /**
  58707. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  58708. * It can help converting any input color in a desired output one. This can then be used to create effects
  58709. * from sepia, black and white to sixties or futuristic rendering...
  58710. *
  58711. * The only supported format is currently 3dl.
  58712. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  58713. */
  58714. export class ColorGradingTexture extends BaseTexture {
  58715. /**
  58716. * The current texture matrix. (will always be identity in color grading texture)
  58717. */
  58718. private _textureMatrix;
  58719. /**
  58720. * The texture URL.
  58721. */
  58722. url: string;
  58723. /**
  58724. * Empty line regex stored for GC.
  58725. */
  58726. private static _noneEmptyLineRegex;
  58727. private _engine;
  58728. /**
  58729. * Instantiates a ColorGradingTexture from the following parameters.
  58730. *
  58731. * @param url The location of the color gradind data (currently only supporting 3dl)
  58732. * @param scene The scene the texture will be used in
  58733. */
  58734. constructor(url: string, scene: Scene);
  58735. /**
  58736. * Returns the texture matrix used in most of the material.
  58737. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  58738. */
  58739. getTextureMatrix(): Matrix;
  58740. /**
  58741. * Occurs when the file being loaded is a .3dl LUT file.
  58742. */
  58743. private load3dlTexture;
  58744. /**
  58745. * Starts the loading process of the texture.
  58746. */
  58747. private loadTexture;
  58748. /**
  58749. * Clones the color gradind texture.
  58750. */
  58751. clone(): ColorGradingTexture;
  58752. /**
  58753. * Called during delayed load for textures.
  58754. */
  58755. delayLoad(): void;
  58756. /**
  58757. * Parses a color grading texture serialized by Babylon.
  58758. * @param parsedTexture The texture information being parsedTexture
  58759. * @param scene The scene to load the texture in
  58760. * @param rootUrl The root url of the data assets to load
  58761. * @return A color gradind texture
  58762. */
  58763. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  58764. /**
  58765. * Serializes the LUT texture to json format.
  58766. */
  58767. serialize(): any;
  58768. }
  58769. }
  58770. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  58771. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58772. import { Scene } from "babylonjs/scene";
  58773. import { Nullable } from "babylonjs/types";
  58774. import "babylonjs/Engines/Extensions/engine.rawTexture";
  58775. /**
  58776. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  58777. */
  58778. export class EquiRectangularCubeTexture extends BaseTexture {
  58779. /** The six faces of the cube. */
  58780. private static _FacesMapping;
  58781. private _noMipmap;
  58782. private _onLoad;
  58783. private _onError;
  58784. /** The size of the cubemap. */
  58785. private _size;
  58786. /** The buffer of the image. */
  58787. private _buffer;
  58788. /** The width of the input image. */
  58789. private _width;
  58790. /** The height of the input image. */
  58791. private _height;
  58792. /** The URL to the image. */
  58793. url: string;
  58794. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  58795. coordinatesMode: number;
  58796. /**
  58797. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  58798. * @param url The location of the image
  58799. * @param scene The scene the texture will be used in
  58800. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  58801. * @param noMipmap Forces to not generate the mipmap if true
  58802. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  58803. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  58804. * @param onLoad — defines a callback called when texture is loaded
  58805. * @param onError — defines a callback called if there is an error
  58806. */
  58807. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  58808. /**
  58809. * Load the image data, by putting the image on a canvas and extracting its buffer.
  58810. */
  58811. private loadImage;
  58812. /**
  58813. * Convert the image buffer into a cubemap and create a CubeTexture.
  58814. */
  58815. private loadTexture;
  58816. /**
  58817. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  58818. * @param buffer The ArrayBuffer that should be converted.
  58819. * @returns The buffer as Float32Array.
  58820. */
  58821. private getFloat32ArrayFromArrayBuffer;
  58822. /**
  58823. * Get the current class name of the texture useful for serialization or dynamic coding.
  58824. * @returns "EquiRectangularCubeTexture"
  58825. */
  58826. getClassName(): string;
  58827. /**
  58828. * Create a clone of the current EquiRectangularCubeTexture and return it.
  58829. * @returns A clone of the current EquiRectangularCubeTexture.
  58830. */
  58831. clone(): EquiRectangularCubeTexture;
  58832. }
  58833. }
  58834. declare module "babylonjs/Misc/tga" {
  58835. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58836. /**
  58837. * Based on jsTGALoader - Javascript loader for TGA file
  58838. * By Vincent Thibault
  58839. * @see http://blog.robrowser.com/javascript-tga-loader.html
  58840. */
  58841. export class TGATools {
  58842. private static _TYPE_INDEXED;
  58843. private static _TYPE_RGB;
  58844. private static _TYPE_GREY;
  58845. private static _TYPE_RLE_INDEXED;
  58846. private static _TYPE_RLE_RGB;
  58847. private static _TYPE_RLE_GREY;
  58848. private static _ORIGIN_MASK;
  58849. private static _ORIGIN_SHIFT;
  58850. private static _ORIGIN_BL;
  58851. private static _ORIGIN_BR;
  58852. private static _ORIGIN_UL;
  58853. private static _ORIGIN_UR;
  58854. /**
  58855. * Gets the header of a TGA file
  58856. * @param data defines the TGA data
  58857. * @returns the header
  58858. */
  58859. static GetTGAHeader(data: Uint8Array): any;
  58860. /**
  58861. * Uploads TGA content to a Babylon Texture
  58862. * @hidden
  58863. */
  58864. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  58865. /** @hidden */
  58866. 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;
  58867. /** @hidden */
  58868. 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;
  58869. /** @hidden */
  58870. 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;
  58871. /** @hidden */
  58872. 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;
  58873. /** @hidden */
  58874. 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;
  58875. /** @hidden */
  58876. 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;
  58877. }
  58878. }
  58879. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  58880. import { Nullable } from "babylonjs/types";
  58881. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58882. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  58883. /**
  58884. * Implementation of the TGA Texture Loader.
  58885. * @hidden
  58886. */
  58887. export class _TGATextureLoader implements IInternalTextureLoader {
  58888. /**
  58889. * Defines wether the loader supports cascade loading the different faces.
  58890. */
  58891. readonly supportCascades: boolean;
  58892. /**
  58893. * This returns if the loader support the current file information.
  58894. * @param extension defines the file extension of the file being loaded
  58895. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58896. * @param fallback defines the fallback internal texture if any
  58897. * @param isBase64 defines whether the texture is encoded as a base64
  58898. * @param isBuffer defines whether the texture data are stored as a buffer
  58899. * @returns true if the loader can load the specified file
  58900. */
  58901. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  58902. /**
  58903. * Transform the url before loading if required.
  58904. * @param rootUrl the url of the texture
  58905. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58906. * @returns the transformed texture
  58907. */
  58908. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  58909. /**
  58910. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  58911. * @param rootUrl the url of the texture
  58912. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58913. * @returns the fallback texture
  58914. */
  58915. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  58916. /**
  58917. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  58918. * @param data contains the texture data
  58919. * @param texture defines the BabylonJS internal texture
  58920. * @param createPolynomials will be true if polynomials have been requested
  58921. * @param onLoad defines the callback to trigger once the texture is ready
  58922. * @param onError defines the callback to trigger in case of error
  58923. */
  58924. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  58925. /**
  58926. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  58927. * @param data contains the texture data
  58928. * @param texture defines the BabylonJS internal texture
  58929. * @param callback defines the method to call once ready to upload
  58930. */
  58931. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  58932. }
  58933. }
  58934. declare module "babylonjs/Misc/basis" {
  58935. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58936. /**
  58937. * Info about the .basis files
  58938. */
  58939. class BasisFileInfo {
  58940. /**
  58941. * If the file has alpha
  58942. */
  58943. hasAlpha: boolean;
  58944. /**
  58945. * Info about each image of the basis file
  58946. */
  58947. images: Array<{
  58948. levels: Array<{
  58949. width: number;
  58950. height: number;
  58951. transcodedPixels: ArrayBufferView;
  58952. }>;
  58953. }>;
  58954. }
  58955. /**
  58956. * Result of transcoding a basis file
  58957. */
  58958. class TranscodeResult {
  58959. /**
  58960. * Info about the .basis file
  58961. */
  58962. fileInfo: BasisFileInfo;
  58963. /**
  58964. * Format to use when loading the file
  58965. */
  58966. format: number;
  58967. }
  58968. /**
  58969. * Configuration options for the Basis transcoder
  58970. */
  58971. export class BasisTranscodeConfiguration {
  58972. /**
  58973. * Supported compression formats used to determine the supported output format of the transcoder
  58974. */
  58975. supportedCompressionFormats?: {
  58976. /**
  58977. * etc1 compression format
  58978. */
  58979. etc1?: boolean;
  58980. /**
  58981. * s3tc compression format
  58982. */
  58983. s3tc?: boolean;
  58984. /**
  58985. * pvrtc compression format
  58986. */
  58987. pvrtc?: boolean;
  58988. /**
  58989. * etc2 compression format
  58990. */
  58991. etc2?: boolean;
  58992. };
  58993. /**
  58994. * If mipmap levels should be loaded for transcoded images (Default: true)
  58995. */
  58996. loadMipmapLevels?: boolean;
  58997. /**
  58998. * Index of a single image to load (Default: all images)
  58999. */
  59000. loadSingleImage?: number;
  59001. }
  59002. /**
  59003. * Used to load .Basis files
  59004. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  59005. */
  59006. export class BasisTools {
  59007. private static _IgnoreSupportedFormats;
  59008. /**
  59009. * URL to use when loading the basis transcoder
  59010. */
  59011. static JSModuleURL: string;
  59012. /**
  59013. * URL to use when loading the wasm module for the transcoder
  59014. */
  59015. static WasmModuleURL: string;
  59016. /**
  59017. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  59018. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  59019. * @returns internal format corresponding to the Basis format
  59020. */
  59021. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  59022. private static _WorkerPromise;
  59023. private static _Worker;
  59024. private static _actionId;
  59025. private static _CreateWorkerAsync;
  59026. /**
  59027. * Transcodes a loaded image file to compressed pixel data
  59028. * @param imageData image data to transcode
  59029. * @param config configuration options for the transcoding
  59030. * @returns a promise resulting in the transcoded image
  59031. */
  59032. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  59033. /**
  59034. * Loads a texture from the transcode result
  59035. * @param texture texture load to
  59036. * @param transcodeResult the result of transcoding the basis file to load from
  59037. */
  59038. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  59039. }
  59040. }
  59041. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  59042. import { Nullable } from "babylonjs/types";
  59043. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  59044. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  59045. /**
  59046. * Loader for .basis file format
  59047. */
  59048. export class _BasisTextureLoader implements IInternalTextureLoader {
  59049. /**
  59050. * Defines whether the loader supports cascade loading the different faces.
  59051. */
  59052. readonly supportCascades: boolean;
  59053. /**
  59054. * This returns if the loader support the current file information.
  59055. * @param extension defines the file extension of the file being loaded
  59056. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59057. * @param fallback defines the fallback internal texture if any
  59058. * @param isBase64 defines whether the texture is encoded as a base64
  59059. * @param isBuffer defines whether the texture data are stored as a buffer
  59060. * @returns true if the loader can load the specified file
  59061. */
  59062. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  59063. /**
  59064. * Transform the url before loading if required.
  59065. * @param rootUrl the url of the texture
  59066. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59067. * @returns the transformed texture
  59068. */
  59069. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  59070. /**
  59071. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  59072. * @param rootUrl the url of the texture
  59073. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59074. * @returns the fallback texture
  59075. */
  59076. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  59077. /**
  59078. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  59079. * @param data contains the texture data
  59080. * @param texture defines the BabylonJS internal texture
  59081. * @param createPolynomials will be true if polynomials have been requested
  59082. * @param onLoad defines the callback to trigger once the texture is ready
  59083. * @param onError defines the callback to trigger in case of error
  59084. */
  59085. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  59086. /**
  59087. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  59088. * @param data contains the texture data
  59089. * @param texture defines the BabylonJS internal texture
  59090. * @param callback defines the method to call once ready to upload
  59091. */
  59092. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  59093. }
  59094. }
  59095. declare module "babylonjs/Materials/Textures/Loaders/index" {
  59096. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  59097. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  59098. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  59099. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  59100. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  59101. }
  59102. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  59103. import { Scene } from "babylonjs/scene";
  59104. import { Texture } from "babylonjs/Materials/Textures/texture";
  59105. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59106. /**
  59107. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  59108. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  59109. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  59110. */
  59111. export class CustomProceduralTexture extends ProceduralTexture {
  59112. private _animate;
  59113. private _time;
  59114. private _config;
  59115. private _texturePath;
  59116. /**
  59117. * Instantiates a new Custom Procedural Texture.
  59118. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  59119. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  59120. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  59121. * @param name Define the name of the texture
  59122. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  59123. * @param size Define the size of the texture to create
  59124. * @param scene Define the scene the texture belongs to
  59125. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  59126. * @param generateMipMaps Define if the texture should creates mip maps or not
  59127. */
  59128. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  59129. private _loadJson;
  59130. /**
  59131. * Is the texture ready to be used ? (rendered at least once)
  59132. * @returns true if ready, otherwise, false.
  59133. */
  59134. isReady(): boolean;
  59135. /**
  59136. * Render the texture to its associated render target.
  59137. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  59138. */
  59139. render(useCameraPostProcess?: boolean): void;
  59140. /**
  59141. * Update the list of dependant textures samplers in the shader.
  59142. */
  59143. updateTextures(): void;
  59144. /**
  59145. * Update the uniform values of the procedural texture in the shader.
  59146. */
  59147. updateShaderUniforms(): void;
  59148. /**
  59149. * Define if the texture animates or not.
  59150. */
  59151. get animate(): boolean;
  59152. set animate(value: boolean);
  59153. }
  59154. }
  59155. declare module "babylonjs/Shaders/noise.fragment" {
  59156. /** @hidden */
  59157. export var noisePixelShader: {
  59158. name: string;
  59159. shader: string;
  59160. };
  59161. }
  59162. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  59163. import { Nullable } from "babylonjs/types";
  59164. import { Scene } from "babylonjs/scene";
  59165. import { Texture } from "babylonjs/Materials/Textures/texture";
  59166. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59167. import "babylonjs/Shaders/noise.fragment";
  59168. /**
  59169. * Class used to generate noise procedural textures
  59170. */
  59171. export class NoiseProceduralTexture extends ProceduralTexture {
  59172. private _time;
  59173. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  59174. brightness: number;
  59175. /** Defines the number of octaves to process */
  59176. octaves: number;
  59177. /** Defines the level of persistence (0.8 by default) */
  59178. persistence: number;
  59179. /** Gets or sets animation speed factor (default is 1) */
  59180. animationSpeedFactor: number;
  59181. /**
  59182. * Creates a new NoiseProceduralTexture
  59183. * @param name defines the name fo the texture
  59184. * @param size defines the size of the texture (default is 256)
  59185. * @param scene defines the hosting scene
  59186. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  59187. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  59188. */
  59189. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  59190. private _updateShaderUniforms;
  59191. protected _getDefines(): string;
  59192. /** Generate the current state of the procedural texture */
  59193. render(useCameraPostProcess?: boolean): void;
  59194. /**
  59195. * Serializes this noise procedural texture
  59196. * @returns a serialized noise procedural texture object
  59197. */
  59198. serialize(): any;
  59199. /**
  59200. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  59201. * @param parsedTexture defines parsed texture data
  59202. * @param scene defines the current scene
  59203. * @param rootUrl defines the root URL containing noise procedural texture information
  59204. * @returns a parsed NoiseProceduralTexture
  59205. */
  59206. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  59207. }
  59208. }
  59209. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  59210. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  59211. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  59212. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59213. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  59214. }
  59215. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  59216. import { Nullable } from "babylonjs/types";
  59217. import { Scene } from "babylonjs/scene";
  59218. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  59219. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  59220. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  59221. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59222. /**
  59223. * Raw cube texture where the raw buffers are passed in
  59224. */
  59225. export class RawCubeTexture extends CubeTexture {
  59226. /**
  59227. * Creates a cube texture where the raw buffers are passed in.
  59228. * @param scene defines the scene the texture is attached to
  59229. * @param data defines the array of data to use to create each face
  59230. * @param size defines the size of the textures
  59231. * @param format defines the format of the data
  59232. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  59233. * @param generateMipMaps defines if the engine should generate the mip levels
  59234. * @param invertY defines if data must be stored with Y axis inverted
  59235. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  59236. * @param compression defines the compression used (null by default)
  59237. */
  59238. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  59239. /**
  59240. * Updates the raw cube texture.
  59241. * @param data defines the data to store
  59242. * @param format defines the data format
  59243. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  59244. * @param invertY defines if data must be stored with Y axis inverted
  59245. * @param compression defines the compression used (null by default)
  59246. * @param level defines which level of the texture to update
  59247. */
  59248. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  59249. /**
  59250. * Updates a raw cube texture with RGBD encoded data.
  59251. * @param data defines the array of data [mipmap][face] to use to create each face
  59252. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  59253. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  59254. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  59255. * @returns a promsie that resolves when the operation is complete
  59256. */
  59257. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  59258. /**
  59259. * Clones the raw cube texture.
  59260. * @return a new cube texture
  59261. */
  59262. clone(): CubeTexture;
  59263. /** @hidden */
  59264. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  59265. }
  59266. }
  59267. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  59268. import { Scene } from "babylonjs/scene";
  59269. import { Texture } from "babylonjs/Materials/Textures/texture";
  59270. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59271. /**
  59272. * Class used to store 3D textures containing user data
  59273. */
  59274. export class RawTexture3D extends Texture {
  59275. /** Gets or sets the texture format to use */
  59276. format: number;
  59277. private _engine;
  59278. /**
  59279. * Create a new RawTexture3D
  59280. * @param data defines the data of the texture
  59281. * @param width defines the width of the texture
  59282. * @param height defines the height of the texture
  59283. * @param depth defines the depth of the texture
  59284. * @param format defines the texture format to use
  59285. * @param scene defines the hosting scene
  59286. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  59287. * @param invertY defines if texture must be stored with Y axis inverted
  59288. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  59289. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  59290. */
  59291. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  59292. /** Gets or sets the texture format to use */
  59293. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  59294. /**
  59295. * Update the texture with new data
  59296. * @param data defines the data to store in the texture
  59297. */
  59298. update(data: ArrayBufferView): void;
  59299. }
  59300. }
  59301. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  59302. import { Scene } from "babylonjs/scene";
  59303. import { Texture } from "babylonjs/Materials/Textures/texture";
  59304. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59305. /**
  59306. * Class used to store 2D array textures containing user data
  59307. */
  59308. export class RawTexture2DArray extends Texture {
  59309. /** Gets or sets the texture format to use */
  59310. format: number;
  59311. private _engine;
  59312. /**
  59313. * Create a new RawTexture2DArray
  59314. * @param data defines the data of the texture
  59315. * @param width defines the width of the texture
  59316. * @param height defines the height of the texture
  59317. * @param depth defines the number of layers of the texture
  59318. * @param format defines the texture format to use
  59319. * @param scene defines the hosting scene
  59320. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  59321. * @param invertY defines if texture must be stored with Y axis inverted
  59322. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  59323. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  59324. */
  59325. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  59326. /** Gets or sets the texture format to use */
  59327. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  59328. /**
  59329. * Update the texture with new data
  59330. * @param data defines the data to store in the texture
  59331. */
  59332. update(data: ArrayBufferView): void;
  59333. }
  59334. }
  59335. declare module "babylonjs/Materials/Textures/refractionTexture" {
  59336. import { Scene } from "babylonjs/scene";
  59337. import { Plane } from "babylonjs/Maths/math.plane";
  59338. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59339. /**
  59340. * Creates a refraction texture used by refraction channel of the standard material.
  59341. * It is like a mirror but to see through a material.
  59342. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59343. */
  59344. export class RefractionTexture extends RenderTargetTexture {
  59345. /**
  59346. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  59347. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  59348. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59349. */
  59350. refractionPlane: Plane;
  59351. /**
  59352. * Define how deep under the surface we should see.
  59353. */
  59354. depth: number;
  59355. /**
  59356. * Creates a refraction texture used by refraction channel of the standard material.
  59357. * It is like a mirror but to see through a material.
  59358. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59359. * @param name Define the texture name
  59360. * @param size Define the size of the underlying texture
  59361. * @param scene Define the scene the refraction belongs to
  59362. * @param generateMipMaps Define if we need to generate mips level for the refraction
  59363. */
  59364. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  59365. /**
  59366. * Clone the refraction texture.
  59367. * @returns the cloned texture
  59368. */
  59369. clone(): RefractionTexture;
  59370. /**
  59371. * Serialize the texture to a JSON representation you could use in Parse later on
  59372. * @returns the serialized JSON representation
  59373. */
  59374. serialize(): any;
  59375. }
  59376. }
  59377. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  59378. import { Nullable } from "babylonjs/types";
  59379. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59380. import { Matrix } from "babylonjs/Maths/math.vector";
  59381. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  59382. import "babylonjs/Engines/Extensions/engine.videoTexture";
  59383. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59384. import { Scene } from "babylonjs/scene";
  59385. /**
  59386. * Defines the options related to the creation of an HtmlElementTexture
  59387. */
  59388. export interface IHtmlElementTextureOptions {
  59389. /**
  59390. * Defines wether mip maps should be created or not.
  59391. */
  59392. generateMipMaps?: boolean;
  59393. /**
  59394. * Defines the sampling mode of the texture.
  59395. */
  59396. samplingMode?: number;
  59397. /**
  59398. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  59399. */
  59400. engine: Nullable<ThinEngine>;
  59401. /**
  59402. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  59403. */
  59404. scene: Nullable<Scene>;
  59405. }
  59406. /**
  59407. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  59408. * To be as efficient as possible depending on your constraints nothing aside the first upload
  59409. * is automatically managed.
  59410. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  59411. * in your application.
  59412. *
  59413. * As the update is not automatic, you need to call them manually.
  59414. */
  59415. export class HtmlElementTexture extends BaseTexture {
  59416. /**
  59417. * The texture URL.
  59418. */
  59419. element: HTMLVideoElement | HTMLCanvasElement;
  59420. private static readonly DefaultOptions;
  59421. private _textureMatrix;
  59422. private _engine;
  59423. private _isVideo;
  59424. private _generateMipMaps;
  59425. private _samplingMode;
  59426. /**
  59427. * Instantiates a HtmlElementTexture from the following parameters.
  59428. *
  59429. * @param name Defines the name of the texture
  59430. * @param element Defines the video or canvas the texture is filled with
  59431. * @param options Defines the other none mandatory texture creation options
  59432. */
  59433. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  59434. private _createInternalTexture;
  59435. /**
  59436. * Returns the texture matrix used in most of the material.
  59437. */
  59438. getTextureMatrix(): Matrix;
  59439. /**
  59440. * Updates the content of the texture.
  59441. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  59442. */
  59443. update(invertY?: Nullable<boolean>): void;
  59444. }
  59445. }
  59446. declare module "babylonjs/Materials/Textures/index" {
  59447. export * from "babylonjs/Materials/Textures/baseTexture";
  59448. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  59449. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  59450. export * from "babylonjs/Materials/Textures/cubeTexture";
  59451. export * from "babylonjs/Materials/Textures/dynamicTexture";
  59452. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  59453. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  59454. export * from "babylonjs/Materials/Textures/internalTexture";
  59455. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  59456. export * from "babylonjs/Materials/Textures/Loaders/index";
  59457. export * from "babylonjs/Materials/Textures/mirrorTexture";
  59458. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  59459. export * from "babylonjs/Materials/Textures/Procedurals/index";
  59460. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  59461. export * from "babylonjs/Materials/Textures/rawTexture";
  59462. export * from "babylonjs/Materials/Textures/rawTexture3D";
  59463. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  59464. export * from "babylonjs/Materials/Textures/refractionTexture";
  59465. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  59466. export * from "babylonjs/Materials/Textures/texture";
  59467. export * from "babylonjs/Materials/Textures/videoTexture";
  59468. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  59469. }
  59470. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  59471. /**
  59472. * Enum used to define the target of a block
  59473. */
  59474. export enum NodeMaterialBlockTargets {
  59475. /** Vertex shader */
  59476. Vertex = 1,
  59477. /** Fragment shader */
  59478. Fragment = 2,
  59479. /** Neutral */
  59480. Neutral = 4,
  59481. /** Vertex and Fragment */
  59482. VertexAndFragment = 3
  59483. }
  59484. }
  59485. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  59486. /**
  59487. * Defines the kind of connection point for node based material
  59488. */
  59489. export enum NodeMaterialBlockConnectionPointTypes {
  59490. /** Float */
  59491. Float = 1,
  59492. /** Int */
  59493. Int = 2,
  59494. /** Vector2 */
  59495. Vector2 = 4,
  59496. /** Vector3 */
  59497. Vector3 = 8,
  59498. /** Vector4 */
  59499. Vector4 = 16,
  59500. /** Color3 */
  59501. Color3 = 32,
  59502. /** Color4 */
  59503. Color4 = 64,
  59504. /** Matrix */
  59505. Matrix = 128,
  59506. /** Detect type based on connection */
  59507. AutoDetect = 1024,
  59508. /** Output type that will be defined by input type */
  59509. BasedOnInput = 2048
  59510. }
  59511. }
  59512. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  59513. /**
  59514. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  59515. */
  59516. export enum NodeMaterialBlockConnectionPointMode {
  59517. /** Value is an uniform */
  59518. Uniform = 0,
  59519. /** Value is a mesh attribute */
  59520. Attribute = 1,
  59521. /** Value is a varying between vertex and fragment shaders */
  59522. Varying = 2,
  59523. /** Mode is undefined */
  59524. Undefined = 3
  59525. }
  59526. }
  59527. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  59528. /**
  59529. * Enum used to define system values e.g. values automatically provided by the system
  59530. */
  59531. export enum NodeMaterialSystemValues {
  59532. /** World */
  59533. World = 1,
  59534. /** View */
  59535. View = 2,
  59536. /** Projection */
  59537. Projection = 3,
  59538. /** ViewProjection */
  59539. ViewProjection = 4,
  59540. /** WorldView */
  59541. WorldView = 5,
  59542. /** WorldViewProjection */
  59543. WorldViewProjection = 6,
  59544. /** CameraPosition */
  59545. CameraPosition = 7,
  59546. /** Fog Color */
  59547. FogColor = 8,
  59548. /** Delta time */
  59549. DeltaTime = 9
  59550. }
  59551. }
  59552. declare module "babylonjs/Materials/Node/Enums/index" {
  59553. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  59554. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  59555. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  59556. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  59557. }
  59558. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  59559. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59560. /**
  59561. * Root class for all node material optimizers
  59562. */
  59563. export class NodeMaterialOptimizer {
  59564. /**
  59565. * Function used to optimize a NodeMaterial graph
  59566. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  59567. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  59568. */
  59569. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  59570. }
  59571. }
  59572. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  59573. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59574. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59575. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59576. import { Scene } from "babylonjs/scene";
  59577. /**
  59578. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  59579. */
  59580. export class TransformBlock extends NodeMaterialBlock {
  59581. /**
  59582. * Defines the value to use to complement W value to transform it to a Vector4
  59583. */
  59584. complementW: number;
  59585. /**
  59586. * Defines the value to use to complement z value to transform it to a Vector4
  59587. */
  59588. complementZ: number;
  59589. /**
  59590. * Creates a new TransformBlock
  59591. * @param name defines the block name
  59592. */
  59593. constructor(name: string);
  59594. /**
  59595. * Gets the current class name
  59596. * @returns the class name
  59597. */
  59598. getClassName(): string;
  59599. /**
  59600. * Gets the vector input
  59601. */
  59602. get vector(): NodeMaterialConnectionPoint;
  59603. /**
  59604. * Gets the output component
  59605. */
  59606. get output(): NodeMaterialConnectionPoint;
  59607. /**
  59608. * Gets the matrix transform input
  59609. */
  59610. get transform(): NodeMaterialConnectionPoint;
  59611. protected _buildBlock(state: NodeMaterialBuildState): this;
  59612. serialize(): any;
  59613. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59614. protected _dumpPropertiesCode(): string;
  59615. }
  59616. }
  59617. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  59618. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59619. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59620. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59621. /**
  59622. * Block used to output the vertex position
  59623. */
  59624. export class VertexOutputBlock extends NodeMaterialBlock {
  59625. /**
  59626. * Creates a new VertexOutputBlock
  59627. * @param name defines the block name
  59628. */
  59629. constructor(name: string);
  59630. /**
  59631. * Gets the current class name
  59632. * @returns the class name
  59633. */
  59634. getClassName(): string;
  59635. /**
  59636. * Gets the vector input component
  59637. */
  59638. get vector(): NodeMaterialConnectionPoint;
  59639. protected _buildBlock(state: NodeMaterialBuildState): this;
  59640. }
  59641. }
  59642. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  59643. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59644. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59645. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59646. /**
  59647. * Block used to output the final color
  59648. */
  59649. export class FragmentOutputBlock extends NodeMaterialBlock {
  59650. /**
  59651. * Create a new FragmentOutputBlock
  59652. * @param name defines the block name
  59653. */
  59654. constructor(name: string);
  59655. /**
  59656. * Gets the current class name
  59657. * @returns the class name
  59658. */
  59659. getClassName(): string;
  59660. /**
  59661. * Gets the rgba input component
  59662. */
  59663. get rgba(): NodeMaterialConnectionPoint;
  59664. /**
  59665. * Gets the rgb input component
  59666. */
  59667. get rgb(): NodeMaterialConnectionPoint;
  59668. /**
  59669. * Gets the a input component
  59670. */
  59671. get a(): NodeMaterialConnectionPoint;
  59672. protected _buildBlock(state: NodeMaterialBuildState): this;
  59673. }
  59674. }
  59675. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  59676. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59677. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59678. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59679. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59680. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59681. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  59682. import { Effect } from "babylonjs/Materials/effect";
  59683. import { Mesh } from "babylonjs/Meshes/mesh";
  59684. import { Nullable } from "babylonjs/types";
  59685. import { Scene } from "babylonjs/scene";
  59686. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  59687. /**
  59688. * Block used to read a reflection texture from a sampler
  59689. */
  59690. export class ReflectionTextureBlock extends NodeMaterialBlock {
  59691. private _define3DName;
  59692. private _defineCubicName;
  59693. private _defineExplicitName;
  59694. private _defineProjectionName;
  59695. private _defineLocalCubicName;
  59696. private _defineSphericalName;
  59697. private _definePlanarName;
  59698. private _defineEquirectangularName;
  59699. private _defineMirroredEquirectangularFixedName;
  59700. private _defineEquirectangularFixedName;
  59701. private _defineSkyboxName;
  59702. private _cubeSamplerName;
  59703. private _2DSamplerName;
  59704. private _positionUVWName;
  59705. private _directionWName;
  59706. private _reflectionCoordsName;
  59707. private _reflection2DCoordsName;
  59708. private _reflectionColorName;
  59709. private _reflectionMatrixName;
  59710. /**
  59711. * Gets or sets the texture associated with the node
  59712. */
  59713. texture: Nullable<BaseTexture>;
  59714. /**
  59715. * Create a new TextureBlock
  59716. * @param name defines the block name
  59717. */
  59718. constructor(name: string);
  59719. /**
  59720. * Gets the current class name
  59721. * @returns the class name
  59722. */
  59723. getClassName(): string;
  59724. /**
  59725. * Gets the world position input component
  59726. */
  59727. get position(): NodeMaterialConnectionPoint;
  59728. /**
  59729. * Gets the world position input component
  59730. */
  59731. get worldPosition(): NodeMaterialConnectionPoint;
  59732. /**
  59733. * Gets the world normal input component
  59734. */
  59735. get worldNormal(): NodeMaterialConnectionPoint;
  59736. /**
  59737. * Gets the world input component
  59738. */
  59739. get world(): NodeMaterialConnectionPoint;
  59740. /**
  59741. * Gets the camera (or eye) position component
  59742. */
  59743. get cameraPosition(): NodeMaterialConnectionPoint;
  59744. /**
  59745. * Gets the view input component
  59746. */
  59747. get view(): NodeMaterialConnectionPoint;
  59748. /**
  59749. * Gets the rgb output component
  59750. */
  59751. get rgb(): NodeMaterialConnectionPoint;
  59752. /**
  59753. * Gets the r output component
  59754. */
  59755. get r(): NodeMaterialConnectionPoint;
  59756. /**
  59757. * Gets the g output component
  59758. */
  59759. get g(): NodeMaterialConnectionPoint;
  59760. /**
  59761. * Gets the b output component
  59762. */
  59763. get b(): NodeMaterialConnectionPoint;
  59764. autoConfigure(material: NodeMaterial): void;
  59765. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  59766. isReady(): boolean;
  59767. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  59768. private _injectVertexCode;
  59769. private _writeOutput;
  59770. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59771. protected _dumpPropertiesCode(): string;
  59772. serialize(): any;
  59773. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59774. }
  59775. }
  59776. declare module "babylonjs/Materials/Node/nodeMaterial" {
  59777. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59778. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  59779. import { Scene } from "babylonjs/scene";
  59780. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59781. import { Matrix } from "babylonjs/Maths/math.vector";
  59782. import { Mesh } from "babylonjs/Meshes/mesh";
  59783. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59784. import { Observable } from "babylonjs/Misc/observable";
  59785. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59786. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  59787. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59788. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  59789. import { Nullable } from "babylonjs/types";
  59790. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  59791. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  59792. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  59793. /**
  59794. * Interface used to configure the node material editor
  59795. */
  59796. export interface INodeMaterialEditorOptions {
  59797. /** Define the URl to load node editor script */
  59798. editorURL?: string;
  59799. }
  59800. /** @hidden */
  59801. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  59802. NORMAL: boolean;
  59803. TANGENT: boolean;
  59804. UV1: boolean;
  59805. /** BONES */
  59806. NUM_BONE_INFLUENCERS: number;
  59807. BonesPerMesh: number;
  59808. BONETEXTURE: boolean;
  59809. /** MORPH TARGETS */
  59810. MORPHTARGETS: boolean;
  59811. MORPHTARGETS_NORMAL: boolean;
  59812. MORPHTARGETS_TANGENT: boolean;
  59813. MORPHTARGETS_UV: boolean;
  59814. NUM_MORPH_INFLUENCERS: number;
  59815. /** IMAGE PROCESSING */
  59816. IMAGEPROCESSING: boolean;
  59817. VIGNETTE: boolean;
  59818. VIGNETTEBLENDMODEMULTIPLY: boolean;
  59819. VIGNETTEBLENDMODEOPAQUE: boolean;
  59820. TONEMAPPING: boolean;
  59821. TONEMAPPING_ACES: boolean;
  59822. CONTRAST: boolean;
  59823. EXPOSURE: boolean;
  59824. COLORCURVES: boolean;
  59825. COLORGRADING: boolean;
  59826. COLORGRADING3D: boolean;
  59827. SAMPLER3DGREENDEPTH: boolean;
  59828. SAMPLER3DBGRMAP: boolean;
  59829. IMAGEPROCESSINGPOSTPROCESS: boolean;
  59830. /** MISC. */
  59831. BUMPDIRECTUV: number;
  59832. constructor();
  59833. setValue(name: string, value: boolean): void;
  59834. }
  59835. /**
  59836. * Class used to configure NodeMaterial
  59837. */
  59838. export interface INodeMaterialOptions {
  59839. /**
  59840. * Defines if blocks should emit comments
  59841. */
  59842. emitComments: boolean;
  59843. }
  59844. /**
  59845. * Class used to create a node based material built by assembling shader blocks
  59846. */
  59847. export class NodeMaterial extends PushMaterial {
  59848. private static _BuildIdGenerator;
  59849. private _options;
  59850. private _vertexCompilationState;
  59851. private _fragmentCompilationState;
  59852. private _sharedData;
  59853. private _buildId;
  59854. private _buildWasSuccessful;
  59855. private _cachedWorldViewMatrix;
  59856. private _cachedWorldViewProjectionMatrix;
  59857. private _optimizers;
  59858. private _animationFrame;
  59859. /** Define the Url to load node editor script */
  59860. static EditorURL: string;
  59861. /** Define the Url to load snippets */
  59862. static SnippetUrl: string;
  59863. private BJSNODEMATERIALEDITOR;
  59864. /** Get the inspector from bundle or global */
  59865. private _getGlobalNodeMaterialEditor;
  59866. /**
  59867. * Gets or sets data used by visual editor
  59868. * @see https://nme.babylonjs.com
  59869. */
  59870. editorData: any;
  59871. /**
  59872. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  59873. */
  59874. ignoreAlpha: boolean;
  59875. /**
  59876. * Defines the maximum number of lights that can be used in the material
  59877. */
  59878. maxSimultaneousLights: number;
  59879. /**
  59880. * Observable raised when the material is built
  59881. */
  59882. onBuildObservable: Observable<NodeMaterial>;
  59883. /**
  59884. * Gets or sets the root nodes of the material vertex shader
  59885. */
  59886. _vertexOutputNodes: NodeMaterialBlock[];
  59887. /**
  59888. * Gets or sets the root nodes of the material fragment (pixel) shader
  59889. */
  59890. _fragmentOutputNodes: NodeMaterialBlock[];
  59891. /** Gets or sets options to control the node material overall behavior */
  59892. get options(): INodeMaterialOptions;
  59893. set options(options: INodeMaterialOptions);
  59894. /**
  59895. * Default configuration related to image processing available in the standard Material.
  59896. */
  59897. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  59898. /**
  59899. * Gets the image processing configuration used either in this material.
  59900. */
  59901. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  59902. /**
  59903. * Sets the Default image processing configuration used either in the this material.
  59904. *
  59905. * If sets to null, the scene one is in use.
  59906. */
  59907. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  59908. /**
  59909. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  59910. */
  59911. attachedBlocks: NodeMaterialBlock[];
  59912. /**
  59913. * Create a new node based material
  59914. * @param name defines the material name
  59915. * @param scene defines the hosting scene
  59916. * @param options defines creation option
  59917. */
  59918. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  59919. /**
  59920. * Gets the current class name of the material e.g. "NodeMaterial"
  59921. * @returns the class name
  59922. */
  59923. getClassName(): string;
  59924. /**
  59925. * Keep track of the image processing observer to allow dispose and replace.
  59926. */
  59927. private _imageProcessingObserver;
  59928. /**
  59929. * Attaches a new image processing configuration to the Standard Material.
  59930. * @param configuration
  59931. */
  59932. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  59933. /**
  59934. * Get a block by its name
  59935. * @param name defines the name of the block to retrieve
  59936. * @returns the required block or null if not found
  59937. */
  59938. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  59939. /**
  59940. * Get a block by its name
  59941. * @param predicate defines the predicate used to find the good candidate
  59942. * @returns the required block or null if not found
  59943. */
  59944. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  59945. /**
  59946. * Get an input block by its name
  59947. * @param predicate defines the predicate used to find the good candidate
  59948. * @returns the required input block or null if not found
  59949. */
  59950. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  59951. /**
  59952. * Gets the list of input blocks attached to this material
  59953. * @returns an array of InputBlocks
  59954. */
  59955. getInputBlocks(): InputBlock[];
  59956. /**
  59957. * Adds a new optimizer to the list of optimizers
  59958. * @param optimizer defines the optimizers to add
  59959. * @returns the current material
  59960. */
  59961. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  59962. /**
  59963. * Remove an optimizer from the list of optimizers
  59964. * @param optimizer defines the optimizers to remove
  59965. * @returns the current material
  59966. */
  59967. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  59968. /**
  59969. * Add a new block to the list of output nodes
  59970. * @param node defines the node to add
  59971. * @returns the current material
  59972. */
  59973. addOutputNode(node: NodeMaterialBlock): this;
  59974. /**
  59975. * Remove a block from the list of root nodes
  59976. * @param node defines the node to remove
  59977. * @returns the current material
  59978. */
  59979. removeOutputNode(node: NodeMaterialBlock): this;
  59980. private _addVertexOutputNode;
  59981. private _removeVertexOutputNode;
  59982. private _addFragmentOutputNode;
  59983. private _removeFragmentOutputNode;
  59984. /**
  59985. * Specifies if the material will require alpha blending
  59986. * @returns a boolean specifying if alpha blending is needed
  59987. */
  59988. needAlphaBlending(): boolean;
  59989. /**
  59990. * Specifies if this material should be rendered in alpha test mode
  59991. * @returns a boolean specifying if an alpha test is needed.
  59992. */
  59993. needAlphaTesting(): boolean;
  59994. private _initializeBlock;
  59995. private _resetDualBlocks;
  59996. /**
  59997. * Remove a block from the current node material
  59998. * @param block defines the block to remove
  59999. */
  60000. removeBlock(block: NodeMaterialBlock): void;
  60001. /**
  60002. * Build the material and generates the inner effect
  60003. * @param verbose defines if the build should log activity
  60004. */
  60005. build(verbose?: boolean): void;
  60006. /**
  60007. * Runs an otpimization phase to try to improve the shader code
  60008. */
  60009. optimize(): void;
  60010. private _prepareDefinesForAttributes;
  60011. /**
  60012. * Get if the submesh is ready to be used and all its information available.
  60013. * Child classes can use it to update shaders
  60014. * @param mesh defines the mesh to check
  60015. * @param subMesh defines which submesh to check
  60016. * @param useInstances specifies that instances should be used
  60017. * @returns a boolean indicating that the submesh is ready or not
  60018. */
  60019. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  60020. /**
  60021. * Get a string representing the shaders built by the current node graph
  60022. */
  60023. get compiledShaders(): string;
  60024. /**
  60025. * Binds the world matrix to the material
  60026. * @param world defines the world transformation matrix
  60027. */
  60028. bindOnlyWorldMatrix(world: Matrix): void;
  60029. /**
  60030. * Binds the submesh to this material by preparing the effect and shader to draw
  60031. * @param world defines the world transformation matrix
  60032. * @param mesh defines the mesh containing the submesh
  60033. * @param subMesh defines the submesh to bind the material to
  60034. */
  60035. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  60036. /**
  60037. * Gets the active textures from the material
  60038. * @returns an array of textures
  60039. */
  60040. getActiveTextures(): BaseTexture[];
  60041. /**
  60042. * Gets the list of texture blocks
  60043. * @returns an array of texture blocks
  60044. */
  60045. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  60046. /**
  60047. * Specifies if the material uses a texture
  60048. * @param texture defines the texture to check against the material
  60049. * @returns a boolean specifying if the material uses the texture
  60050. */
  60051. hasTexture(texture: BaseTexture): boolean;
  60052. /**
  60053. * Disposes the material
  60054. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  60055. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  60056. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  60057. */
  60058. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  60059. /** Creates the node editor window. */
  60060. private _createNodeEditor;
  60061. /**
  60062. * Launch the node material editor
  60063. * @param config Define the configuration of the editor
  60064. * @return a promise fulfilled when the node editor is visible
  60065. */
  60066. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  60067. /**
  60068. * Clear the current material
  60069. */
  60070. clear(): void;
  60071. /**
  60072. * Clear the current material and set it to a default state
  60073. */
  60074. setToDefault(): void;
  60075. /**
  60076. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  60077. * @param url defines the url to load from
  60078. * @returns a promise that will fullfil when the material is fully loaded
  60079. */
  60080. loadAsync(url: string): Promise<void>;
  60081. private _gatherBlocks;
  60082. /**
  60083. * Generate a string containing the code declaration required to create an equivalent of this material
  60084. * @returns a string
  60085. */
  60086. generateCode(): string;
  60087. /**
  60088. * Serializes this material in a JSON representation
  60089. * @returns the serialized material object
  60090. */
  60091. serialize(selectedBlocks?: NodeMaterialBlock[]): any;
  60092. private _restoreConnections;
  60093. /**
  60094. * Clear the current graph and load a new one from a serialization object
  60095. * @param source defines the JSON representation of the material
  60096. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60097. */
  60098. loadFromSerialization(source: any, rootUrl?: string): void;
  60099. /**
  60100. * Creates a node material from parsed material data
  60101. * @param source defines the JSON representation of the material
  60102. * @param scene defines the hosting scene
  60103. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60104. * @returns a new node material
  60105. */
  60106. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  60107. /**
  60108. * Creates a node material from a snippet saved by the node material editor
  60109. * @param snippetId defines the snippet to load
  60110. * @param scene defines the hosting scene
  60111. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60112. * @returns a promise that will resolve to the new node material
  60113. */
  60114. static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<NodeMaterial>;
  60115. /**
  60116. * Creates a new node material set to default basic configuration
  60117. * @param name defines the name of the material
  60118. * @param scene defines the hosting scene
  60119. * @returns a new NodeMaterial
  60120. */
  60121. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  60122. }
  60123. }
  60124. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  60125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60127. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60128. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60130. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  60131. import { Effect } from "babylonjs/Materials/effect";
  60132. import { Mesh } from "babylonjs/Meshes/mesh";
  60133. import { Nullable } from "babylonjs/types";
  60134. import { Texture } from "babylonjs/Materials/Textures/texture";
  60135. import { Scene } from "babylonjs/scene";
  60136. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60137. /**
  60138. * Block used to read a texture from a sampler
  60139. */
  60140. export class TextureBlock extends NodeMaterialBlock {
  60141. private _defineName;
  60142. private _linearDefineName;
  60143. private _tempTextureRead;
  60144. private _samplerName;
  60145. private _transformedUVName;
  60146. private _textureTransformName;
  60147. private _textureInfoName;
  60148. private _mainUVName;
  60149. private _mainUVDefineName;
  60150. /**
  60151. * Gets or sets the texture associated with the node
  60152. */
  60153. texture: Nullable<Texture>;
  60154. /**
  60155. * Create a new TextureBlock
  60156. * @param name defines the block name
  60157. */
  60158. constructor(name: string);
  60159. /**
  60160. * Gets the current class name
  60161. * @returns the class name
  60162. */
  60163. getClassName(): string;
  60164. /**
  60165. * Gets the uv input component
  60166. */
  60167. get uv(): NodeMaterialConnectionPoint;
  60168. /**
  60169. * Gets the rgba output component
  60170. */
  60171. get rgba(): NodeMaterialConnectionPoint;
  60172. /**
  60173. * Gets the rgb output component
  60174. */
  60175. get rgb(): NodeMaterialConnectionPoint;
  60176. /**
  60177. * Gets the r output component
  60178. */
  60179. get r(): NodeMaterialConnectionPoint;
  60180. /**
  60181. * Gets the g output component
  60182. */
  60183. get g(): NodeMaterialConnectionPoint;
  60184. /**
  60185. * Gets the b output component
  60186. */
  60187. get b(): NodeMaterialConnectionPoint;
  60188. /**
  60189. * Gets the a output component
  60190. */
  60191. get a(): NodeMaterialConnectionPoint;
  60192. get target(): NodeMaterialBlockTargets;
  60193. autoConfigure(material: NodeMaterial): void;
  60194. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60195. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  60196. private _getTextureBase;
  60197. isReady(): boolean;
  60198. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  60199. private get _isMixed();
  60200. private _injectVertexCode;
  60201. private _writeTextureRead;
  60202. private _writeOutput;
  60203. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  60204. protected _dumpPropertiesCode(): string;
  60205. serialize(): any;
  60206. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60207. }
  60208. }
  60209. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  60210. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60211. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60212. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  60213. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  60214. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  60215. import { Scene } from "babylonjs/scene";
  60216. /**
  60217. * Class used to store shared data between 2 NodeMaterialBuildState
  60218. */
  60219. export class NodeMaterialBuildStateSharedData {
  60220. /**
  60221. * Gets the list of emitted varyings
  60222. */
  60223. temps: string[];
  60224. /**
  60225. * Gets the list of emitted varyings
  60226. */
  60227. varyings: string[];
  60228. /**
  60229. * Gets the varying declaration string
  60230. */
  60231. varyingDeclaration: string;
  60232. /**
  60233. * Input blocks
  60234. */
  60235. inputBlocks: InputBlock[];
  60236. /**
  60237. * Input blocks
  60238. */
  60239. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  60240. /**
  60241. * Bindable blocks (Blocks that need to set data to the effect)
  60242. */
  60243. bindableBlocks: NodeMaterialBlock[];
  60244. /**
  60245. * List of blocks that can provide a compilation fallback
  60246. */
  60247. blocksWithFallbacks: NodeMaterialBlock[];
  60248. /**
  60249. * List of blocks that can provide a define update
  60250. */
  60251. blocksWithDefines: NodeMaterialBlock[];
  60252. /**
  60253. * List of blocks that can provide a repeatable content
  60254. */
  60255. repeatableContentBlocks: NodeMaterialBlock[];
  60256. /**
  60257. * List of blocks that can provide a dynamic list of uniforms
  60258. */
  60259. dynamicUniformBlocks: NodeMaterialBlock[];
  60260. /**
  60261. * List of blocks that can block the isReady function for the material
  60262. */
  60263. blockingBlocks: NodeMaterialBlock[];
  60264. /**
  60265. * Gets the list of animated inputs
  60266. */
  60267. animatedInputs: InputBlock[];
  60268. /**
  60269. * Build Id used to avoid multiple recompilations
  60270. */
  60271. buildId: number;
  60272. /** List of emitted variables */
  60273. variableNames: {
  60274. [key: string]: number;
  60275. };
  60276. /** List of emitted defines */
  60277. defineNames: {
  60278. [key: string]: number;
  60279. };
  60280. /** Should emit comments? */
  60281. emitComments: boolean;
  60282. /** Emit build activity */
  60283. verbose: boolean;
  60284. /** Gets or sets the hosting scene */
  60285. scene: Scene;
  60286. /**
  60287. * Gets the compilation hints emitted at compilation time
  60288. */
  60289. hints: {
  60290. needWorldViewMatrix: boolean;
  60291. needWorldViewProjectionMatrix: boolean;
  60292. needAlphaBlending: boolean;
  60293. needAlphaTesting: boolean;
  60294. };
  60295. /**
  60296. * List of compilation checks
  60297. */
  60298. checks: {
  60299. emitVertex: boolean;
  60300. emitFragment: boolean;
  60301. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  60302. };
  60303. /** Creates a new shared data */
  60304. constructor();
  60305. /**
  60306. * Emits console errors and exceptions if there is a failing check
  60307. */
  60308. emitErrors(): void;
  60309. }
  60310. }
  60311. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  60312. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60313. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60314. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  60315. /**
  60316. * Class used to store node based material build state
  60317. */
  60318. export class NodeMaterialBuildState {
  60319. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  60320. supportUniformBuffers: boolean;
  60321. /**
  60322. * Gets the list of emitted attributes
  60323. */
  60324. attributes: string[];
  60325. /**
  60326. * Gets the list of emitted uniforms
  60327. */
  60328. uniforms: string[];
  60329. /**
  60330. * Gets the list of emitted constants
  60331. */
  60332. constants: string[];
  60333. /**
  60334. * Gets the list of emitted samplers
  60335. */
  60336. samplers: string[];
  60337. /**
  60338. * Gets the list of emitted functions
  60339. */
  60340. functions: {
  60341. [key: string]: string;
  60342. };
  60343. /**
  60344. * Gets the list of emitted extensions
  60345. */
  60346. extensions: {
  60347. [key: string]: string;
  60348. };
  60349. /**
  60350. * Gets the target of the compilation state
  60351. */
  60352. target: NodeMaterialBlockTargets;
  60353. /**
  60354. * Gets the list of emitted counters
  60355. */
  60356. counters: {
  60357. [key: string]: number;
  60358. };
  60359. /**
  60360. * Shared data between multiple NodeMaterialBuildState instances
  60361. */
  60362. sharedData: NodeMaterialBuildStateSharedData;
  60363. /** @hidden */
  60364. _vertexState: NodeMaterialBuildState;
  60365. /** @hidden */
  60366. _attributeDeclaration: string;
  60367. /** @hidden */
  60368. _uniformDeclaration: string;
  60369. /** @hidden */
  60370. _constantDeclaration: string;
  60371. /** @hidden */
  60372. _samplerDeclaration: string;
  60373. /** @hidden */
  60374. _varyingTransfer: string;
  60375. private _repeatableContentAnchorIndex;
  60376. /** @hidden */
  60377. _builtCompilationString: string;
  60378. /**
  60379. * Gets the emitted compilation strings
  60380. */
  60381. compilationString: string;
  60382. /**
  60383. * Finalize the compilation strings
  60384. * @param state defines the current compilation state
  60385. */
  60386. finalize(state: NodeMaterialBuildState): void;
  60387. /** @hidden */
  60388. get _repeatableContentAnchor(): string;
  60389. /** @hidden */
  60390. _getFreeVariableName(prefix: string): string;
  60391. /** @hidden */
  60392. _getFreeDefineName(prefix: string): string;
  60393. /** @hidden */
  60394. _excludeVariableName(name: string): void;
  60395. /** @hidden */
  60396. _emit2DSampler(name: string): void;
  60397. /** @hidden */
  60398. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  60399. /** @hidden */
  60400. _emitExtension(name: string, extension: string): void;
  60401. /** @hidden */
  60402. _emitFunction(name: string, code: string, comments: string): void;
  60403. /** @hidden */
  60404. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  60405. replaceStrings?: {
  60406. search: RegExp;
  60407. replace: string;
  60408. }[];
  60409. repeatKey?: string;
  60410. }): string;
  60411. /** @hidden */
  60412. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  60413. repeatKey?: string;
  60414. removeAttributes?: boolean;
  60415. removeUniforms?: boolean;
  60416. removeVaryings?: boolean;
  60417. removeIfDef?: boolean;
  60418. replaceStrings?: {
  60419. search: RegExp;
  60420. replace: string;
  60421. }[];
  60422. }, storeKey?: string): void;
  60423. /** @hidden */
  60424. _registerTempVariable(name: string): boolean;
  60425. /** @hidden */
  60426. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  60427. /** @hidden */
  60428. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  60429. /** @hidden */
  60430. _emitFloat(value: number): string;
  60431. }
  60432. }
  60433. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  60434. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60435. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60436. import { Nullable } from "babylonjs/types";
  60437. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60438. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60439. import { Effect } from "babylonjs/Materials/effect";
  60440. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60441. import { Mesh } from "babylonjs/Meshes/mesh";
  60442. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  60443. import { Scene } from "babylonjs/scene";
  60444. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  60445. /**
  60446. * Defines a block that can be used inside a node based material
  60447. */
  60448. export class NodeMaterialBlock {
  60449. private _buildId;
  60450. private _buildTarget;
  60451. private _target;
  60452. private _isFinalMerger;
  60453. private _isInput;
  60454. protected _isUnique: boolean;
  60455. /** @hidden */
  60456. _codeVariableName: string;
  60457. /** @hidden */
  60458. _inputs: NodeMaterialConnectionPoint[];
  60459. /** @hidden */
  60460. _outputs: NodeMaterialConnectionPoint[];
  60461. /** @hidden */
  60462. _preparationId: number;
  60463. /**
  60464. * Gets or sets the name of the block
  60465. */
  60466. name: string;
  60467. /**
  60468. * Gets or sets the unique id of the node
  60469. */
  60470. uniqueId: number;
  60471. /**
  60472. * Gets or sets the comments associated with this block
  60473. */
  60474. comments: string;
  60475. /**
  60476. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  60477. */
  60478. get isUnique(): boolean;
  60479. /**
  60480. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  60481. */
  60482. get isFinalMerger(): boolean;
  60483. /**
  60484. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  60485. */
  60486. get isInput(): boolean;
  60487. /**
  60488. * Gets or sets the build Id
  60489. */
  60490. get buildId(): number;
  60491. set buildId(value: number);
  60492. /**
  60493. * Gets or sets the target of the block
  60494. */
  60495. get target(): NodeMaterialBlockTargets;
  60496. set target(value: NodeMaterialBlockTargets);
  60497. /**
  60498. * Gets the list of input points
  60499. */
  60500. get inputs(): NodeMaterialConnectionPoint[];
  60501. /** Gets the list of output points */
  60502. get outputs(): NodeMaterialConnectionPoint[];
  60503. /**
  60504. * Find an input by its name
  60505. * @param name defines the name of the input to look for
  60506. * @returns the input or null if not found
  60507. */
  60508. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  60509. /**
  60510. * Find an output by its name
  60511. * @param name defines the name of the outputto look for
  60512. * @returns the output or null if not found
  60513. */
  60514. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  60515. /**
  60516. * Creates a new NodeMaterialBlock
  60517. * @param name defines the block name
  60518. * @param target defines the target of that block (Vertex by default)
  60519. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  60520. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  60521. */
  60522. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  60523. /**
  60524. * Initialize the block and prepare the context for build
  60525. * @param state defines the state that will be used for the build
  60526. */
  60527. initialize(state: NodeMaterialBuildState): void;
  60528. /**
  60529. * Bind data to effect. Will only be called for blocks with isBindable === true
  60530. * @param effect defines the effect to bind data to
  60531. * @param nodeMaterial defines the hosting NodeMaterial
  60532. * @param mesh defines the mesh that will be rendered
  60533. */
  60534. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  60535. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  60536. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  60537. protected _writeFloat(value: number): string;
  60538. /**
  60539. * Gets the current class name e.g. "NodeMaterialBlock"
  60540. * @returns the class name
  60541. */
  60542. getClassName(): string;
  60543. /**
  60544. * Register a new input. Must be called inside a block constructor
  60545. * @param name defines the connection point name
  60546. * @param type defines the connection point type
  60547. * @param isOptional defines a boolean indicating that this input can be omitted
  60548. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  60549. * @returns the current block
  60550. */
  60551. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  60552. /**
  60553. * Register a new output. Must be called inside a block constructor
  60554. * @param name defines the connection point name
  60555. * @param type defines the connection point type
  60556. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  60557. * @returns the current block
  60558. */
  60559. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  60560. /**
  60561. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  60562. * @param forOutput defines an optional connection point to check compatibility with
  60563. * @returns the first available input or null
  60564. */
  60565. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  60566. /**
  60567. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  60568. * @param forBlock defines an optional block to check compatibility with
  60569. * @returns the first available input or null
  60570. */
  60571. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  60572. /**
  60573. * Gets the sibling of the given output
  60574. * @param current defines the current output
  60575. * @returns the next output in the list or null
  60576. */
  60577. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  60578. /**
  60579. * Connect current block with another block
  60580. * @param other defines the block to connect with
  60581. * @param options define the various options to help pick the right connections
  60582. * @returns the current block
  60583. */
  60584. connectTo(other: NodeMaterialBlock, options?: {
  60585. input?: string;
  60586. output?: string;
  60587. outputSwizzle?: string;
  60588. }): this | undefined;
  60589. protected _buildBlock(state: NodeMaterialBuildState): void;
  60590. /**
  60591. * Add uniforms, samplers and uniform buffers at compilation time
  60592. * @param state defines the state to update
  60593. * @param nodeMaterial defines the node material requesting the update
  60594. * @param defines defines the material defines to update
  60595. * @param uniformBuffers defines the list of uniform buffer names
  60596. */
  60597. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  60598. /**
  60599. * Add potential fallbacks if shader compilation fails
  60600. * @param mesh defines the mesh to be rendered
  60601. * @param fallbacks defines the current prioritized list of fallbacks
  60602. */
  60603. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  60604. /**
  60605. * Initialize defines for shader compilation
  60606. * @param mesh defines the mesh to be rendered
  60607. * @param nodeMaterial defines the node material requesting the update
  60608. * @param defines defines the material defines to update
  60609. * @param useInstances specifies that instances should be used
  60610. */
  60611. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60612. /**
  60613. * Update defines for shader compilation
  60614. * @param mesh defines the mesh to be rendered
  60615. * @param nodeMaterial defines the node material requesting the update
  60616. * @param defines defines the material defines to update
  60617. * @param useInstances specifies that instances should be used
  60618. */
  60619. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60620. /**
  60621. * Lets the block try to connect some inputs automatically
  60622. * @param material defines the hosting NodeMaterial
  60623. */
  60624. autoConfigure(material: NodeMaterial): void;
  60625. /**
  60626. * Function called when a block is declared as repeatable content generator
  60627. * @param vertexShaderState defines the current compilation state for the vertex shader
  60628. * @param fragmentShaderState defines the current compilation state for the fragment shader
  60629. * @param mesh defines the mesh to be rendered
  60630. * @param defines defines the material defines to update
  60631. */
  60632. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  60633. /**
  60634. * Checks if the block is ready
  60635. * @param mesh defines the mesh to be rendered
  60636. * @param nodeMaterial defines the node material requesting the update
  60637. * @param defines defines the material defines to update
  60638. * @param useInstances specifies that instances should be used
  60639. * @returns true if the block is ready
  60640. */
  60641. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  60642. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  60643. private _processBuild;
  60644. /**
  60645. * Compile the current node and generate the shader code
  60646. * @param state defines the current compilation state (uniforms, samplers, current string)
  60647. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  60648. * @returns true if already built
  60649. */
  60650. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  60651. protected _inputRename(name: string): string;
  60652. protected _outputRename(name: string): string;
  60653. protected _dumpPropertiesCode(): string;
  60654. /** @hidden */
  60655. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  60656. /** @hidden */
  60657. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  60658. /**
  60659. * Clone the current block to a new identical block
  60660. * @param scene defines the hosting scene
  60661. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60662. * @returns a copy of the current block
  60663. */
  60664. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  60665. /**
  60666. * Serializes this block in a JSON representation
  60667. * @returns the serialized block object
  60668. */
  60669. serialize(): any;
  60670. /** @hidden */
  60671. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60672. /**
  60673. * Release resources
  60674. */
  60675. dispose(): void;
  60676. }
  60677. }
  60678. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  60679. /**
  60680. * Enum defining the type of animations supported by InputBlock
  60681. */
  60682. export enum AnimatedInputBlockTypes {
  60683. /** No animation */
  60684. None = 0,
  60685. /** Time based animation. Will only work for floats */
  60686. Time = 1
  60687. }
  60688. }
  60689. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  60690. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60691. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60692. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  60693. import { Nullable } from "babylonjs/types";
  60694. import { Effect } from "babylonjs/Materials/effect";
  60695. import { Matrix } from "babylonjs/Maths/math.vector";
  60696. import { Scene } from "babylonjs/scene";
  60697. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60698. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60699. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60700. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  60701. /**
  60702. * Block used to expose an input value
  60703. */
  60704. export class InputBlock extends NodeMaterialBlock {
  60705. private _mode;
  60706. private _associatedVariableName;
  60707. private _storedValue;
  60708. private _valueCallback;
  60709. private _type;
  60710. private _animationType;
  60711. /** Gets or set a value used to limit the range of float values */
  60712. min: number;
  60713. /** Gets or set a value used to limit the range of float values */
  60714. max: number;
  60715. /** Gets or set a value indicating that this input can only get 0 and 1 values */
  60716. isBoolean: boolean;
  60717. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  60718. matrixMode: number;
  60719. /** @hidden */
  60720. _systemValue: Nullable<NodeMaterialSystemValues>;
  60721. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  60722. visibleInInspector: boolean;
  60723. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  60724. isConstant: boolean;
  60725. /** Gets or sets the group to use to display this block in the Inspector */
  60726. groupInInspector: string;
  60727. /**
  60728. * Gets or sets the connection point type (default is float)
  60729. */
  60730. get type(): NodeMaterialBlockConnectionPointTypes;
  60731. /**
  60732. * Creates a new InputBlock
  60733. * @param name defines the block name
  60734. * @param target defines the target of that block (Vertex by default)
  60735. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  60736. */
  60737. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  60738. /**
  60739. * Gets the output component
  60740. */
  60741. get output(): NodeMaterialConnectionPoint;
  60742. /**
  60743. * Set the source of this connection point to a vertex attribute
  60744. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  60745. * @returns the current connection point
  60746. */
  60747. setAsAttribute(attributeName?: string): InputBlock;
  60748. /**
  60749. * Set the source of this connection point to a system value
  60750. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  60751. * @returns the current connection point
  60752. */
  60753. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  60754. /**
  60755. * Gets or sets the value of that point.
  60756. * Please note that this value will be ignored if valueCallback is defined
  60757. */
  60758. get value(): any;
  60759. set value(value: any);
  60760. /**
  60761. * Gets or sets a callback used to get the value of that point.
  60762. * Please note that setting this value will force the connection point to ignore the value property
  60763. */
  60764. get valueCallback(): () => any;
  60765. set valueCallback(value: () => any);
  60766. /**
  60767. * Gets or sets the associated variable name in the shader
  60768. */
  60769. get associatedVariableName(): string;
  60770. set associatedVariableName(value: string);
  60771. /** Gets or sets the type of animation applied to the input */
  60772. get animationType(): AnimatedInputBlockTypes;
  60773. set animationType(value: AnimatedInputBlockTypes);
  60774. /**
  60775. * Gets a boolean indicating that this connection point not defined yet
  60776. */
  60777. get isUndefined(): boolean;
  60778. /**
  60779. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  60780. * In this case the connection point name must be the name of the uniform to use.
  60781. * Can only be set on inputs
  60782. */
  60783. get isUniform(): boolean;
  60784. set isUniform(value: boolean);
  60785. /**
  60786. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  60787. * In this case the connection point name must be the name of the attribute to use
  60788. * Can only be set on inputs
  60789. */
  60790. get isAttribute(): boolean;
  60791. set isAttribute(value: boolean);
  60792. /**
  60793. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  60794. * Can only be set on exit points
  60795. */
  60796. get isVarying(): boolean;
  60797. set isVarying(value: boolean);
  60798. /**
  60799. * Gets a boolean indicating that the current connection point is a system value
  60800. */
  60801. get isSystemValue(): boolean;
  60802. /**
  60803. * Gets or sets the current well known value or null if not defined as a system value
  60804. */
  60805. get systemValue(): Nullable<NodeMaterialSystemValues>;
  60806. set systemValue(value: Nullable<NodeMaterialSystemValues>);
  60807. /**
  60808. * Gets the current class name
  60809. * @returns the class name
  60810. */
  60811. getClassName(): string;
  60812. /**
  60813. * Animate the input if animationType !== None
  60814. * @param scene defines the rendering scene
  60815. */
  60816. animate(scene: Scene): void;
  60817. private _emitDefine;
  60818. initialize(state: NodeMaterialBuildState): void;
  60819. /**
  60820. * Set the input block to its default value (based on its type)
  60821. */
  60822. setDefaultValue(): void;
  60823. private _emitConstant;
  60824. private _emit;
  60825. /** @hidden */
  60826. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  60827. /** @hidden */
  60828. _transmit(effect: Effect, scene: Scene): void;
  60829. protected _buildBlock(state: NodeMaterialBuildState): void;
  60830. protected _dumpPropertiesCode(): string;
  60831. serialize(): any;
  60832. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60833. }
  60834. }
  60835. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  60836. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60837. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60838. import { Nullable } from "babylonjs/types";
  60839. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  60840. import { Observable } from "babylonjs/Misc/observable";
  60841. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60842. /**
  60843. * Enum used to define the compatibility state between two connection points
  60844. */
  60845. export enum NodeMaterialConnectionPointCompatibilityStates {
  60846. /** Points are compatibles */
  60847. Compatible = 0,
  60848. /** Points are incompatible because of their types */
  60849. TypeIncompatible = 1,
  60850. /** Points are incompatible because of their targets (vertex vs fragment) */
  60851. TargetIncompatible = 2
  60852. }
  60853. /**
  60854. * Defines the direction of a connection point
  60855. */
  60856. export enum NodeMaterialConnectionPointDirection {
  60857. /** Input */
  60858. Input = 0,
  60859. /** Output */
  60860. Output = 1
  60861. }
  60862. /**
  60863. * Defines a connection point for a block
  60864. */
  60865. export class NodeMaterialConnectionPoint {
  60866. /** @hidden */
  60867. _ownerBlock: NodeMaterialBlock;
  60868. /** @hidden */
  60869. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  60870. private _endpoints;
  60871. private _associatedVariableName;
  60872. private _direction;
  60873. /** @hidden */
  60874. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  60875. /** @hidden */
  60876. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  60877. private _type;
  60878. /** @hidden */
  60879. _enforceAssociatedVariableName: boolean;
  60880. /** Gets the direction of the point */
  60881. get direction(): NodeMaterialConnectionPointDirection;
  60882. /**
  60883. * Gets or sets the additional types supported by this connection point
  60884. */
  60885. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  60886. /**
  60887. * Gets or sets the additional types excluded by this connection point
  60888. */
  60889. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  60890. /**
  60891. * Observable triggered when this point is connected
  60892. */
  60893. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  60894. /**
  60895. * Gets or sets the associated variable name in the shader
  60896. */
  60897. get associatedVariableName(): string;
  60898. set associatedVariableName(value: string);
  60899. /**
  60900. * Gets or sets the connection point type (default is float)
  60901. */
  60902. get type(): NodeMaterialBlockConnectionPointTypes;
  60903. set type(value: NodeMaterialBlockConnectionPointTypes);
  60904. /**
  60905. * Gets or sets the connection point name
  60906. */
  60907. name: string;
  60908. /**
  60909. * Gets or sets a boolean indicating that this connection point can be omitted
  60910. */
  60911. isOptional: boolean;
  60912. /**
  60913. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  60914. */
  60915. define: string;
  60916. /** @hidden */
  60917. _prioritizeVertex: boolean;
  60918. private _target;
  60919. /** Gets or sets the target of that connection point */
  60920. get target(): NodeMaterialBlockTargets;
  60921. set target(value: NodeMaterialBlockTargets);
  60922. /**
  60923. * Gets a boolean indicating that the current point is connected
  60924. */
  60925. get isConnected(): boolean;
  60926. /**
  60927. * Gets a boolean indicating that the current point is connected to an input block
  60928. */
  60929. get isConnectedToInputBlock(): boolean;
  60930. /**
  60931. * Gets a the connected input block (if any)
  60932. */
  60933. get connectInputBlock(): Nullable<InputBlock>;
  60934. /** Get the other side of the connection (if any) */
  60935. get connectedPoint(): Nullable<NodeMaterialConnectionPoint>;
  60936. /** Get the block that owns this connection point */
  60937. get ownerBlock(): NodeMaterialBlock;
  60938. /** Get the block connected on the other side of this connection (if any) */
  60939. get sourceBlock(): Nullable<NodeMaterialBlock>;
  60940. /** Get the block connected on the endpoints of this connection (if any) */
  60941. get connectedBlocks(): Array<NodeMaterialBlock>;
  60942. /** Gets the list of connected endpoints */
  60943. get endpoints(): NodeMaterialConnectionPoint[];
  60944. /** Gets a boolean indicating if that output point is connected to at least one input */
  60945. get hasEndpoints(): boolean;
  60946. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  60947. get isConnectedInVertexShader(): boolean;
  60948. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  60949. get isConnectedInFragmentShader(): boolean;
  60950. /**
  60951. * Creates a new connection point
  60952. * @param name defines the connection point name
  60953. * @param ownerBlock defines the block hosting this connection point
  60954. * @param direction defines the direction of the connection point
  60955. */
  60956. constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection);
  60957. /**
  60958. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  60959. * @returns the class name
  60960. */
  60961. getClassName(): string;
  60962. /**
  60963. * Gets a boolean indicating if the current point can be connected to another point
  60964. * @param connectionPoint defines the other connection point
  60965. * @returns a boolean
  60966. */
  60967. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  60968. /**
  60969. * Gets a number indicating if the current point can be connected to another point
  60970. * @param connectionPoint defines the other connection point
  60971. * @returns a number defining the compatibility state
  60972. */
  60973. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  60974. /**
  60975. * Connect this point to another connection point
  60976. * @param connectionPoint defines the other connection point
  60977. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  60978. * @returns the current connection point
  60979. */
  60980. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  60981. /**
  60982. * Disconnect this point from one of his endpoint
  60983. * @param endpoint defines the other connection point
  60984. * @returns the current connection point
  60985. */
  60986. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  60987. /**
  60988. * Serializes this point in a JSON representation
  60989. * @returns the serialized point object
  60990. */
  60991. serialize(): any;
  60992. /**
  60993. * Release resources
  60994. */
  60995. dispose(): void;
  60996. }
  60997. }
  60998. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  60999. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61000. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61001. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61002. import { Mesh } from "babylonjs/Meshes/mesh";
  61003. import { Effect } from "babylonjs/Materials/effect";
  61004. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61005. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61006. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61007. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61008. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61009. /**
  61010. * Block used to add support for vertex skinning (bones)
  61011. */
  61012. export class BonesBlock extends NodeMaterialBlock {
  61013. /**
  61014. * Creates a new BonesBlock
  61015. * @param name defines the block name
  61016. */
  61017. constructor(name: string);
  61018. /**
  61019. * Initialize the block and prepare the context for build
  61020. * @param state defines the state that will be used for the build
  61021. */
  61022. initialize(state: NodeMaterialBuildState): void;
  61023. /**
  61024. * Gets the current class name
  61025. * @returns the class name
  61026. */
  61027. getClassName(): string;
  61028. /**
  61029. * Gets the matrix indices input component
  61030. */
  61031. get matricesIndices(): NodeMaterialConnectionPoint;
  61032. /**
  61033. * Gets the matrix weights input component
  61034. */
  61035. get matricesWeights(): NodeMaterialConnectionPoint;
  61036. /**
  61037. * Gets the extra matrix indices input component
  61038. */
  61039. get matricesIndicesExtra(): NodeMaterialConnectionPoint;
  61040. /**
  61041. * Gets the extra matrix weights input component
  61042. */
  61043. get matricesWeightsExtra(): NodeMaterialConnectionPoint;
  61044. /**
  61045. * Gets the world input component
  61046. */
  61047. get world(): NodeMaterialConnectionPoint;
  61048. /**
  61049. * Gets the output component
  61050. */
  61051. get output(): NodeMaterialConnectionPoint;
  61052. autoConfigure(material: NodeMaterial): void;
  61053. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  61054. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61055. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61056. protected _buildBlock(state: NodeMaterialBuildState): this;
  61057. }
  61058. }
  61059. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  61060. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61061. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61062. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61064. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61065. /**
  61066. * Block used to add support for instances
  61067. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  61068. */
  61069. export class InstancesBlock extends NodeMaterialBlock {
  61070. /**
  61071. * Creates a new InstancesBlock
  61072. * @param name defines the block name
  61073. */
  61074. constructor(name: string);
  61075. /**
  61076. * Gets the current class name
  61077. * @returns the class name
  61078. */
  61079. getClassName(): string;
  61080. /**
  61081. * Gets the first world row input component
  61082. */
  61083. get world0(): NodeMaterialConnectionPoint;
  61084. /**
  61085. * Gets the second world row input component
  61086. */
  61087. get world1(): NodeMaterialConnectionPoint;
  61088. /**
  61089. * Gets the third world row input component
  61090. */
  61091. get world2(): NodeMaterialConnectionPoint;
  61092. /**
  61093. * Gets the forth world row input component
  61094. */
  61095. get world3(): NodeMaterialConnectionPoint;
  61096. /**
  61097. * Gets the world input component
  61098. */
  61099. get world(): NodeMaterialConnectionPoint;
  61100. /**
  61101. * Gets the output component
  61102. */
  61103. get output(): NodeMaterialConnectionPoint;
  61104. autoConfigure(material: NodeMaterial): void;
  61105. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  61106. protected _buildBlock(state: NodeMaterialBuildState): this;
  61107. }
  61108. }
  61109. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  61110. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61111. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61112. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61113. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61114. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61115. import { Effect } from "babylonjs/Materials/effect";
  61116. import { Mesh } from "babylonjs/Meshes/mesh";
  61117. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61118. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61119. /**
  61120. * Block used to add morph targets support to vertex shader
  61121. */
  61122. export class MorphTargetsBlock extends NodeMaterialBlock {
  61123. private _repeatableContentAnchor;
  61124. private _repeatebleContentGenerated;
  61125. /**
  61126. * Create a new MorphTargetsBlock
  61127. * @param name defines the block name
  61128. */
  61129. constructor(name: string);
  61130. /**
  61131. * Gets the current class name
  61132. * @returns the class name
  61133. */
  61134. getClassName(): string;
  61135. /**
  61136. * Gets the position input component
  61137. */
  61138. get position(): NodeMaterialConnectionPoint;
  61139. /**
  61140. * Gets the normal input component
  61141. */
  61142. get normal(): NodeMaterialConnectionPoint;
  61143. /**
  61144. * Gets the tangent input component
  61145. */
  61146. get tangent(): NodeMaterialConnectionPoint;
  61147. /**
  61148. * Gets the tangent input component
  61149. */
  61150. get uv(): NodeMaterialConnectionPoint;
  61151. /**
  61152. * Gets the position output component
  61153. */
  61154. get positionOutput(): NodeMaterialConnectionPoint;
  61155. /**
  61156. * Gets the normal output component
  61157. */
  61158. get normalOutput(): NodeMaterialConnectionPoint;
  61159. /**
  61160. * Gets the tangent output component
  61161. */
  61162. get tangentOutput(): NodeMaterialConnectionPoint;
  61163. /**
  61164. * Gets the tangent output component
  61165. */
  61166. get uvOutput(): NodeMaterialConnectionPoint;
  61167. initialize(state: NodeMaterialBuildState): void;
  61168. autoConfigure(material: NodeMaterial): void;
  61169. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61170. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61171. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  61172. protected _buildBlock(state: NodeMaterialBuildState): this;
  61173. }
  61174. }
  61175. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  61176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61179. import { Nullable } from "babylonjs/types";
  61180. import { Scene } from "babylonjs/scene";
  61181. import { Effect } from "babylonjs/Materials/effect";
  61182. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61183. import { Mesh } from "babylonjs/Meshes/mesh";
  61184. import { Light } from "babylonjs/Lights/light";
  61185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61186. /**
  61187. * Block used to get data information from a light
  61188. */
  61189. export class LightInformationBlock extends NodeMaterialBlock {
  61190. private _lightDataUniformName;
  61191. private _lightColorUniformName;
  61192. private _lightTypeDefineName;
  61193. /**
  61194. * Gets or sets the light associated with this block
  61195. */
  61196. light: Nullable<Light>;
  61197. /**
  61198. * Creates a new LightInformationBlock
  61199. * @param name defines the block name
  61200. */
  61201. constructor(name: string);
  61202. /**
  61203. * Gets the current class name
  61204. * @returns the class name
  61205. */
  61206. getClassName(): string;
  61207. /**
  61208. * Gets the world position input component
  61209. */
  61210. get worldPosition(): NodeMaterialConnectionPoint;
  61211. /**
  61212. * Gets the direction output component
  61213. */
  61214. get direction(): NodeMaterialConnectionPoint;
  61215. /**
  61216. * Gets the direction output component
  61217. */
  61218. get color(): NodeMaterialConnectionPoint;
  61219. /**
  61220. * Gets the direction output component
  61221. */
  61222. get intensity(): NodeMaterialConnectionPoint;
  61223. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61224. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61225. protected _buildBlock(state: NodeMaterialBuildState): this;
  61226. serialize(): any;
  61227. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61228. }
  61229. }
  61230. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  61231. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  61232. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  61233. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  61234. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  61235. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  61236. }
  61237. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  61238. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61239. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61240. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61242. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61243. import { Effect } from "babylonjs/Materials/effect";
  61244. import { Mesh } from "babylonjs/Meshes/mesh";
  61245. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61246. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61247. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61248. /**
  61249. * Block used to add image processing support to fragment shader
  61250. */
  61251. export class ImageProcessingBlock extends NodeMaterialBlock {
  61252. /**
  61253. * Create a new ImageProcessingBlock
  61254. * @param name defines the block name
  61255. */
  61256. constructor(name: string);
  61257. /**
  61258. * Gets the current class name
  61259. * @returns the class name
  61260. */
  61261. getClassName(): string;
  61262. /**
  61263. * Gets the color input component
  61264. */
  61265. get color(): NodeMaterialConnectionPoint;
  61266. /**
  61267. * Gets the output component
  61268. */
  61269. get output(): NodeMaterialConnectionPoint;
  61270. /**
  61271. * Initialize the block and prepare the context for build
  61272. * @param state defines the state that will be used for the build
  61273. */
  61274. initialize(state: NodeMaterialBuildState): void;
  61275. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  61276. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61277. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61278. protected _buildBlock(state: NodeMaterialBuildState): this;
  61279. }
  61280. }
  61281. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  61282. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61283. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61284. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61285. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61287. import { Effect } from "babylonjs/Materials/effect";
  61288. import { Mesh } from "babylonjs/Meshes/mesh";
  61289. import { Scene } from "babylonjs/scene";
  61290. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  61291. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  61292. /**
  61293. * Block used to pertub normals based on a normal map
  61294. */
  61295. export class PerturbNormalBlock extends NodeMaterialBlock {
  61296. private _tangentSpaceParameterName;
  61297. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  61298. invertX: boolean;
  61299. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  61300. invertY: boolean;
  61301. /**
  61302. * Create a new PerturbNormalBlock
  61303. * @param name defines the block name
  61304. */
  61305. constructor(name: string);
  61306. /**
  61307. * Gets the current class name
  61308. * @returns the class name
  61309. */
  61310. getClassName(): string;
  61311. /**
  61312. * Gets the world position input component
  61313. */
  61314. get worldPosition(): NodeMaterialConnectionPoint;
  61315. /**
  61316. * Gets the world normal input component
  61317. */
  61318. get worldNormal(): NodeMaterialConnectionPoint;
  61319. /**
  61320. * Gets the uv input component
  61321. */
  61322. get uv(): NodeMaterialConnectionPoint;
  61323. /**
  61324. * Gets the normal map color input component
  61325. */
  61326. get normalMapColor(): NodeMaterialConnectionPoint;
  61327. /**
  61328. * Gets the strength input component
  61329. */
  61330. get strength(): NodeMaterialConnectionPoint;
  61331. /**
  61332. * Gets the output component
  61333. */
  61334. get output(): NodeMaterialConnectionPoint;
  61335. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61336. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61337. autoConfigure(material: NodeMaterial): void;
  61338. protected _buildBlock(state: NodeMaterialBuildState): this;
  61339. protected _dumpPropertiesCode(): string;
  61340. serialize(): any;
  61341. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61342. }
  61343. }
  61344. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  61345. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61346. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61347. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61348. /**
  61349. * Block used to discard a pixel if a value is smaller than a cutoff
  61350. */
  61351. export class DiscardBlock extends NodeMaterialBlock {
  61352. /**
  61353. * Create a new DiscardBlock
  61354. * @param name defines the block name
  61355. */
  61356. constructor(name: string);
  61357. /**
  61358. * Gets the current class name
  61359. * @returns the class name
  61360. */
  61361. getClassName(): string;
  61362. /**
  61363. * Gets the color input component
  61364. */
  61365. get value(): NodeMaterialConnectionPoint;
  61366. /**
  61367. * Gets the cutoff input component
  61368. */
  61369. get cutoff(): NodeMaterialConnectionPoint;
  61370. protected _buildBlock(state: NodeMaterialBuildState): this;
  61371. }
  61372. }
  61373. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  61374. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61375. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61376. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61377. /**
  61378. * Block used to test if the fragment shader is front facing
  61379. */
  61380. export class FrontFacingBlock extends NodeMaterialBlock {
  61381. /**
  61382. * Creates a new FrontFacingBlock
  61383. * @param name defines the block name
  61384. */
  61385. constructor(name: string);
  61386. /**
  61387. * Gets the current class name
  61388. * @returns the class name
  61389. */
  61390. getClassName(): string;
  61391. /**
  61392. * Gets the output component
  61393. */
  61394. get output(): NodeMaterialConnectionPoint;
  61395. protected _buildBlock(state: NodeMaterialBuildState): this;
  61396. }
  61397. }
  61398. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  61399. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61400. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61401. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61402. /**
  61403. * Block used to get the derivative value on x and y of a given input
  61404. */
  61405. export class DerivativeBlock extends NodeMaterialBlock {
  61406. /**
  61407. * Create a new DerivativeBlock
  61408. * @param name defines the block name
  61409. */
  61410. constructor(name: string);
  61411. /**
  61412. * Gets the current class name
  61413. * @returns the class name
  61414. */
  61415. getClassName(): string;
  61416. /**
  61417. * Gets the input component
  61418. */
  61419. get input(): NodeMaterialConnectionPoint;
  61420. /**
  61421. * Gets the derivative output on x
  61422. */
  61423. get dx(): NodeMaterialConnectionPoint;
  61424. /**
  61425. * Gets the derivative output on y
  61426. */
  61427. get dy(): NodeMaterialConnectionPoint;
  61428. protected _buildBlock(state: NodeMaterialBuildState): this;
  61429. }
  61430. }
  61431. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  61432. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  61433. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  61434. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  61435. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  61436. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  61437. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  61438. }
  61439. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  61440. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61441. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61442. import { Mesh } from "babylonjs/Meshes/mesh";
  61443. import { Effect } from "babylonjs/Materials/effect";
  61444. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61445. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61446. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61447. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  61448. /**
  61449. * Block used to add support for scene fog
  61450. */
  61451. export class FogBlock extends NodeMaterialBlock {
  61452. private _fogDistanceName;
  61453. private _fogParameters;
  61454. /**
  61455. * Create a new FogBlock
  61456. * @param name defines the block name
  61457. */
  61458. constructor(name: string);
  61459. /**
  61460. * Gets the current class name
  61461. * @returns the class name
  61462. */
  61463. getClassName(): string;
  61464. /**
  61465. * Gets the world position input component
  61466. */
  61467. get worldPosition(): NodeMaterialConnectionPoint;
  61468. /**
  61469. * Gets the view input component
  61470. */
  61471. get view(): NodeMaterialConnectionPoint;
  61472. /**
  61473. * Gets the color input component
  61474. */
  61475. get input(): NodeMaterialConnectionPoint;
  61476. /**
  61477. * Gets the fog color input component
  61478. */
  61479. get fogColor(): NodeMaterialConnectionPoint;
  61480. /**
  61481. * Gets the output component
  61482. */
  61483. get output(): NodeMaterialConnectionPoint;
  61484. autoConfigure(material: NodeMaterial): void;
  61485. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61486. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61487. protected _buildBlock(state: NodeMaterialBuildState): this;
  61488. }
  61489. }
  61490. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  61491. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61492. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61493. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61495. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61496. import { Effect } from "babylonjs/Materials/effect";
  61497. import { Mesh } from "babylonjs/Meshes/mesh";
  61498. import { Light } from "babylonjs/Lights/light";
  61499. import { Nullable } from "babylonjs/types";
  61500. import { Scene } from "babylonjs/scene";
  61501. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  61502. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  61503. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  61504. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61505. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  61506. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  61507. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  61508. /**
  61509. * Block used to add light in the fragment shader
  61510. */
  61511. export class LightBlock extends NodeMaterialBlock {
  61512. private _lightId;
  61513. /**
  61514. * Gets or sets the light associated with this block
  61515. */
  61516. light: Nullable<Light>;
  61517. /**
  61518. * Create a new LightBlock
  61519. * @param name defines the block name
  61520. */
  61521. constructor(name: string);
  61522. /**
  61523. * Gets the current class name
  61524. * @returns the class name
  61525. */
  61526. getClassName(): string;
  61527. /**
  61528. * Gets the world position input component
  61529. */
  61530. get worldPosition(): NodeMaterialConnectionPoint;
  61531. /**
  61532. * Gets the world normal input component
  61533. */
  61534. get worldNormal(): NodeMaterialConnectionPoint;
  61535. /**
  61536. * Gets the camera (or eye) position component
  61537. */
  61538. get cameraPosition(): NodeMaterialConnectionPoint;
  61539. /**
  61540. * Gets the glossiness component
  61541. */
  61542. get glossiness(): NodeMaterialConnectionPoint;
  61543. /**
  61544. * Gets the glossinness power component
  61545. */
  61546. get glossPower(): NodeMaterialConnectionPoint;
  61547. /**
  61548. * Gets the diffuse color component
  61549. */
  61550. get diffuseColor(): NodeMaterialConnectionPoint;
  61551. /**
  61552. * Gets the specular color component
  61553. */
  61554. get specularColor(): NodeMaterialConnectionPoint;
  61555. /**
  61556. * Gets the diffuse output component
  61557. */
  61558. get diffuseOutput(): NodeMaterialConnectionPoint;
  61559. /**
  61560. * Gets the specular output component
  61561. */
  61562. get specularOutput(): NodeMaterialConnectionPoint;
  61563. /**
  61564. * Gets the shadow output component
  61565. */
  61566. get shadow(): NodeMaterialConnectionPoint;
  61567. autoConfigure(material: NodeMaterial): void;
  61568. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61569. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  61570. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61571. private _injectVertexCode;
  61572. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  61573. serialize(): any;
  61574. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61575. }
  61576. }
  61577. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  61578. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  61579. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  61580. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  61581. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  61582. }
  61583. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  61584. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  61585. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  61586. }
  61587. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  61588. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61590. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61591. /**
  61592. * Block used to multiply 2 values
  61593. */
  61594. export class MultiplyBlock extends NodeMaterialBlock {
  61595. /**
  61596. * Creates a new MultiplyBlock
  61597. * @param name defines the block name
  61598. */
  61599. constructor(name: string);
  61600. /**
  61601. * Gets the current class name
  61602. * @returns the class name
  61603. */
  61604. getClassName(): string;
  61605. /**
  61606. * Gets the left operand input component
  61607. */
  61608. get left(): NodeMaterialConnectionPoint;
  61609. /**
  61610. * Gets the right operand input component
  61611. */
  61612. get right(): NodeMaterialConnectionPoint;
  61613. /**
  61614. * Gets the output component
  61615. */
  61616. get output(): NodeMaterialConnectionPoint;
  61617. protected _buildBlock(state: NodeMaterialBuildState): this;
  61618. }
  61619. }
  61620. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  61621. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61622. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61623. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61624. /**
  61625. * Block used to add 2 vectors
  61626. */
  61627. export class AddBlock extends NodeMaterialBlock {
  61628. /**
  61629. * Creates a new AddBlock
  61630. * @param name defines the block name
  61631. */
  61632. constructor(name: string);
  61633. /**
  61634. * Gets the current class name
  61635. * @returns the class name
  61636. */
  61637. getClassName(): string;
  61638. /**
  61639. * Gets the left operand input component
  61640. */
  61641. get left(): NodeMaterialConnectionPoint;
  61642. /**
  61643. * Gets the right operand input component
  61644. */
  61645. get right(): NodeMaterialConnectionPoint;
  61646. /**
  61647. * Gets the output component
  61648. */
  61649. get output(): NodeMaterialConnectionPoint;
  61650. protected _buildBlock(state: NodeMaterialBuildState): this;
  61651. }
  61652. }
  61653. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  61654. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61655. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61656. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61657. /**
  61658. * Block used to scale a vector by a float
  61659. */
  61660. export class ScaleBlock extends NodeMaterialBlock {
  61661. /**
  61662. * Creates a new ScaleBlock
  61663. * @param name defines the block name
  61664. */
  61665. constructor(name: string);
  61666. /**
  61667. * Gets the current class name
  61668. * @returns the class name
  61669. */
  61670. getClassName(): string;
  61671. /**
  61672. * Gets the input component
  61673. */
  61674. get input(): NodeMaterialConnectionPoint;
  61675. /**
  61676. * Gets the factor input component
  61677. */
  61678. get factor(): NodeMaterialConnectionPoint;
  61679. /**
  61680. * Gets the output component
  61681. */
  61682. get output(): NodeMaterialConnectionPoint;
  61683. protected _buildBlock(state: NodeMaterialBuildState): this;
  61684. }
  61685. }
  61686. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  61687. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61688. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61689. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61690. import { Scene } from "babylonjs/scene";
  61691. /**
  61692. * Block used to clamp a float
  61693. */
  61694. export class ClampBlock extends NodeMaterialBlock {
  61695. /** Gets or sets the minimum range */
  61696. minimum: number;
  61697. /** Gets or sets the maximum range */
  61698. maximum: number;
  61699. /**
  61700. * Creates a new ClampBlock
  61701. * @param name defines the block name
  61702. */
  61703. constructor(name: string);
  61704. /**
  61705. * Gets the current class name
  61706. * @returns the class name
  61707. */
  61708. getClassName(): string;
  61709. /**
  61710. * Gets the value input component
  61711. */
  61712. get value(): NodeMaterialConnectionPoint;
  61713. /**
  61714. * Gets the output component
  61715. */
  61716. get output(): NodeMaterialConnectionPoint;
  61717. protected _buildBlock(state: NodeMaterialBuildState): this;
  61718. protected _dumpPropertiesCode(): string;
  61719. serialize(): any;
  61720. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61721. }
  61722. }
  61723. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  61724. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61725. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61726. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61727. /**
  61728. * Block used to apply a cross product between 2 vectors
  61729. */
  61730. export class CrossBlock extends NodeMaterialBlock {
  61731. /**
  61732. * Creates a new CrossBlock
  61733. * @param name defines the block name
  61734. */
  61735. constructor(name: string);
  61736. /**
  61737. * Gets the current class name
  61738. * @returns the class name
  61739. */
  61740. getClassName(): string;
  61741. /**
  61742. * Gets the left operand input component
  61743. */
  61744. get left(): NodeMaterialConnectionPoint;
  61745. /**
  61746. * Gets the right operand input component
  61747. */
  61748. get right(): NodeMaterialConnectionPoint;
  61749. /**
  61750. * Gets the output component
  61751. */
  61752. get output(): NodeMaterialConnectionPoint;
  61753. protected _buildBlock(state: NodeMaterialBuildState): this;
  61754. }
  61755. }
  61756. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  61757. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61758. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61759. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61760. /**
  61761. * Block used to apply a dot product between 2 vectors
  61762. */
  61763. export class DotBlock extends NodeMaterialBlock {
  61764. /**
  61765. * Creates a new DotBlock
  61766. * @param name defines the block name
  61767. */
  61768. constructor(name: string);
  61769. /**
  61770. * Gets the current class name
  61771. * @returns the class name
  61772. */
  61773. getClassName(): string;
  61774. /**
  61775. * Gets the left operand input component
  61776. */
  61777. get left(): NodeMaterialConnectionPoint;
  61778. /**
  61779. * Gets the right operand input component
  61780. */
  61781. get right(): NodeMaterialConnectionPoint;
  61782. /**
  61783. * Gets the output component
  61784. */
  61785. get output(): NodeMaterialConnectionPoint;
  61786. protected _buildBlock(state: NodeMaterialBuildState): this;
  61787. }
  61788. }
  61789. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  61790. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61791. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61792. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61793. import { Vector2 } from "babylonjs/Maths/math.vector";
  61794. import { Scene } from "babylonjs/scene";
  61795. /**
  61796. * Block used to remap a float from a range to a new one
  61797. */
  61798. export class RemapBlock extends NodeMaterialBlock {
  61799. /**
  61800. * Gets or sets the source range
  61801. */
  61802. sourceRange: Vector2;
  61803. /**
  61804. * Gets or sets the target range
  61805. */
  61806. targetRange: Vector2;
  61807. /**
  61808. * Creates a new RemapBlock
  61809. * @param name defines the block name
  61810. */
  61811. constructor(name: string);
  61812. /**
  61813. * Gets the current class name
  61814. * @returns the class name
  61815. */
  61816. getClassName(): string;
  61817. /**
  61818. * Gets the input component
  61819. */
  61820. get input(): NodeMaterialConnectionPoint;
  61821. /**
  61822. * Gets the source min input component
  61823. */
  61824. get sourceMin(): NodeMaterialConnectionPoint;
  61825. /**
  61826. * Gets the source max input component
  61827. */
  61828. get sourceMax(): NodeMaterialConnectionPoint;
  61829. /**
  61830. * Gets the target min input component
  61831. */
  61832. get targetMin(): NodeMaterialConnectionPoint;
  61833. /**
  61834. * Gets the target max input component
  61835. */
  61836. get targetMax(): NodeMaterialConnectionPoint;
  61837. /**
  61838. * Gets the output component
  61839. */
  61840. get output(): NodeMaterialConnectionPoint;
  61841. protected _buildBlock(state: NodeMaterialBuildState): this;
  61842. protected _dumpPropertiesCode(): string;
  61843. serialize(): any;
  61844. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61845. }
  61846. }
  61847. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  61848. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61849. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61850. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61851. /**
  61852. * Block used to normalize a vector
  61853. */
  61854. export class NormalizeBlock extends NodeMaterialBlock {
  61855. /**
  61856. * Creates a new NormalizeBlock
  61857. * @param name defines the block name
  61858. */
  61859. constructor(name: string);
  61860. /**
  61861. * Gets the current class name
  61862. * @returns the class name
  61863. */
  61864. getClassName(): string;
  61865. /**
  61866. * Gets the input component
  61867. */
  61868. get input(): NodeMaterialConnectionPoint;
  61869. /**
  61870. * Gets the output component
  61871. */
  61872. get output(): NodeMaterialConnectionPoint;
  61873. protected _buildBlock(state: NodeMaterialBuildState): this;
  61874. }
  61875. }
  61876. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  61877. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61878. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61879. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61880. import { Scene } from "babylonjs/scene";
  61881. /**
  61882. * Operations supported by the Trigonometry block
  61883. */
  61884. export enum TrigonometryBlockOperations {
  61885. /** Cos */
  61886. Cos = 0,
  61887. /** Sin */
  61888. Sin = 1,
  61889. /** Abs */
  61890. Abs = 2,
  61891. /** Exp */
  61892. Exp = 3,
  61893. /** Exp2 */
  61894. Exp2 = 4,
  61895. /** Round */
  61896. Round = 5,
  61897. /** Floor */
  61898. Floor = 6,
  61899. /** Ceiling */
  61900. Ceiling = 7,
  61901. /** Square root */
  61902. Sqrt = 8,
  61903. /** Log */
  61904. Log = 9,
  61905. /** Tangent */
  61906. Tan = 10,
  61907. /** Arc tangent */
  61908. ArcTan = 11,
  61909. /** Arc cosinus */
  61910. ArcCos = 12,
  61911. /** Arc sinus */
  61912. ArcSin = 13,
  61913. /** Fraction */
  61914. Fract = 14,
  61915. /** Sign */
  61916. Sign = 15,
  61917. /** To radians (from degrees) */
  61918. Radians = 16,
  61919. /** To degrees (from radians) */
  61920. Degrees = 17
  61921. }
  61922. /**
  61923. * Block used to apply trigonometry operation to floats
  61924. */
  61925. export class TrigonometryBlock extends NodeMaterialBlock {
  61926. /**
  61927. * Gets or sets the operation applied by the block
  61928. */
  61929. operation: TrigonometryBlockOperations;
  61930. /**
  61931. * Creates a new TrigonometryBlock
  61932. * @param name defines the block name
  61933. */
  61934. constructor(name: string);
  61935. /**
  61936. * Gets the current class name
  61937. * @returns the class name
  61938. */
  61939. getClassName(): string;
  61940. /**
  61941. * Gets the input component
  61942. */
  61943. get input(): NodeMaterialConnectionPoint;
  61944. /**
  61945. * Gets the output component
  61946. */
  61947. get output(): NodeMaterialConnectionPoint;
  61948. protected _buildBlock(state: NodeMaterialBuildState): this;
  61949. serialize(): any;
  61950. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61951. protected _dumpPropertiesCode(): string;
  61952. }
  61953. }
  61954. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  61955. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61956. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61957. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61958. /**
  61959. * Block used to create a Color3/4 out of individual inputs (one for each component)
  61960. */
  61961. export class ColorMergerBlock extends NodeMaterialBlock {
  61962. /**
  61963. * Create a new ColorMergerBlock
  61964. * @param name defines the block name
  61965. */
  61966. constructor(name: string);
  61967. /**
  61968. * Gets the current class name
  61969. * @returns the class name
  61970. */
  61971. getClassName(): string;
  61972. /**
  61973. * Gets the rgb component (input)
  61974. */
  61975. get rgbIn(): NodeMaterialConnectionPoint;
  61976. /**
  61977. * Gets the r component (input)
  61978. */
  61979. get r(): NodeMaterialConnectionPoint;
  61980. /**
  61981. * Gets the g component (input)
  61982. */
  61983. get g(): NodeMaterialConnectionPoint;
  61984. /**
  61985. * Gets the b component (input)
  61986. */
  61987. get b(): NodeMaterialConnectionPoint;
  61988. /**
  61989. * Gets the a component (input)
  61990. */
  61991. get a(): NodeMaterialConnectionPoint;
  61992. /**
  61993. * Gets the rgba component (output)
  61994. */
  61995. get rgba(): NodeMaterialConnectionPoint;
  61996. /**
  61997. * Gets the rgb component (output)
  61998. */
  61999. get rgbOut(): NodeMaterialConnectionPoint;
  62000. /**
  62001. * Gets the rgb component (output)
  62002. * @deprecated Please use rgbOut instead.
  62003. */
  62004. get rgb(): NodeMaterialConnectionPoint;
  62005. protected _buildBlock(state: NodeMaterialBuildState): this;
  62006. }
  62007. }
  62008. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  62009. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62010. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62011. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62012. /**
  62013. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  62014. */
  62015. export class VectorMergerBlock extends NodeMaterialBlock {
  62016. /**
  62017. * Create a new VectorMergerBlock
  62018. * @param name defines the block name
  62019. */
  62020. constructor(name: string);
  62021. /**
  62022. * Gets the current class name
  62023. * @returns the class name
  62024. */
  62025. getClassName(): string;
  62026. /**
  62027. * Gets the xyz component (input)
  62028. */
  62029. get xyzIn(): NodeMaterialConnectionPoint;
  62030. /**
  62031. * Gets the xy component (input)
  62032. */
  62033. get xyIn(): NodeMaterialConnectionPoint;
  62034. /**
  62035. * Gets the x component (input)
  62036. */
  62037. get x(): NodeMaterialConnectionPoint;
  62038. /**
  62039. * Gets the y component (input)
  62040. */
  62041. get y(): NodeMaterialConnectionPoint;
  62042. /**
  62043. * Gets the z component (input)
  62044. */
  62045. get z(): NodeMaterialConnectionPoint;
  62046. /**
  62047. * Gets the w component (input)
  62048. */
  62049. get w(): NodeMaterialConnectionPoint;
  62050. /**
  62051. * Gets the xyzw component (output)
  62052. */
  62053. get xyzw(): NodeMaterialConnectionPoint;
  62054. /**
  62055. * Gets the xyz component (output)
  62056. */
  62057. get xyzOut(): NodeMaterialConnectionPoint;
  62058. /**
  62059. * Gets the xy component (output)
  62060. */
  62061. get xyOut(): NodeMaterialConnectionPoint;
  62062. /**
  62063. * Gets the xy component (output)
  62064. * @deprecated Please use xyOut instead.
  62065. */
  62066. get xy(): NodeMaterialConnectionPoint;
  62067. /**
  62068. * Gets the xyz component (output)
  62069. * @deprecated Please use xyzOut instead.
  62070. */
  62071. get xyz(): NodeMaterialConnectionPoint;
  62072. protected _buildBlock(state: NodeMaterialBuildState): this;
  62073. }
  62074. }
  62075. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  62076. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62077. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62078. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62079. /**
  62080. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  62081. */
  62082. export class ColorSplitterBlock extends NodeMaterialBlock {
  62083. /**
  62084. * Create a new ColorSplitterBlock
  62085. * @param name defines the block name
  62086. */
  62087. constructor(name: string);
  62088. /**
  62089. * Gets the current class name
  62090. * @returns the class name
  62091. */
  62092. getClassName(): string;
  62093. /**
  62094. * Gets the rgba component (input)
  62095. */
  62096. get rgba(): NodeMaterialConnectionPoint;
  62097. /**
  62098. * Gets the rgb component (input)
  62099. */
  62100. get rgbIn(): NodeMaterialConnectionPoint;
  62101. /**
  62102. * Gets the rgb component (output)
  62103. */
  62104. get rgbOut(): NodeMaterialConnectionPoint;
  62105. /**
  62106. * Gets the r component (output)
  62107. */
  62108. get r(): NodeMaterialConnectionPoint;
  62109. /**
  62110. * Gets the g component (output)
  62111. */
  62112. get g(): NodeMaterialConnectionPoint;
  62113. /**
  62114. * Gets the b component (output)
  62115. */
  62116. get b(): NodeMaterialConnectionPoint;
  62117. /**
  62118. * Gets the a component (output)
  62119. */
  62120. get a(): NodeMaterialConnectionPoint;
  62121. protected _inputRename(name: string): string;
  62122. protected _outputRename(name: string): string;
  62123. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  62124. }
  62125. }
  62126. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  62127. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62128. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62129. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62130. /**
  62131. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  62132. */
  62133. export class VectorSplitterBlock extends NodeMaterialBlock {
  62134. /**
  62135. * Create a new VectorSplitterBlock
  62136. * @param name defines the block name
  62137. */
  62138. constructor(name: string);
  62139. /**
  62140. * Gets the current class name
  62141. * @returns the class name
  62142. */
  62143. getClassName(): string;
  62144. /**
  62145. * Gets the xyzw component (input)
  62146. */
  62147. get xyzw(): NodeMaterialConnectionPoint;
  62148. /**
  62149. * Gets the xyz component (input)
  62150. */
  62151. get xyzIn(): NodeMaterialConnectionPoint;
  62152. /**
  62153. * Gets the xy component (input)
  62154. */
  62155. get xyIn(): NodeMaterialConnectionPoint;
  62156. /**
  62157. * Gets the xyz component (output)
  62158. */
  62159. get xyzOut(): NodeMaterialConnectionPoint;
  62160. /**
  62161. * Gets the xy component (output)
  62162. */
  62163. get xyOut(): NodeMaterialConnectionPoint;
  62164. /**
  62165. * Gets the x component (output)
  62166. */
  62167. get x(): NodeMaterialConnectionPoint;
  62168. /**
  62169. * Gets the y component (output)
  62170. */
  62171. get y(): NodeMaterialConnectionPoint;
  62172. /**
  62173. * Gets the z component (output)
  62174. */
  62175. get z(): NodeMaterialConnectionPoint;
  62176. /**
  62177. * Gets the w component (output)
  62178. */
  62179. get w(): NodeMaterialConnectionPoint;
  62180. protected _inputRename(name: string): string;
  62181. protected _outputRename(name: string): string;
  62182. protected _buildBlock(state: NodeMaterialBuildState): this;
  62183. }
  62184. }
  62185. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  62186. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62187. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62188. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62189. /**
  62190. * Block used to lerp between 2 values
  62191. */
  62192. export class LerpBlock extends NodeMaterialBlock {
  62193. /**
  62194. * Creates a new LerpBlock
  62195. * @param name defines the block name
  62196. */
  62197. constructor(name: string);
  62198. /**
  62199. * Gets the current class name
  62200. * @returns the class name
  62201. */
  62202. getClassName(): string;
  62203. /**
  62204. * Gets the left operand input component
  62205. */
  62206. get left(): NodeMaterialConnectionPoint;
  62207. /**
  62208. * Gets the right operand input component
  62209. */
  62210. get right(): NodeMaterialConnectionPoint;
  62211. /**
  62212. * Gets the gradient operand input component
  62213. */
  62214. get gradient(): NodeMaterialConnectionPoint;
  62215. /**
  62216. * Gets the output component
  62217. */
  62218. get output(): NodeMaterialConnectionPoint;
  62219. protected _buildBlock(state: NodeMaterialBuildState): this;
  62220. }
  62221. }
  62222. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  62223. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62224. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62225. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62226. /**
  62227. * Block used to divide 2 vectors
  62228. */
  62229. export class DivideBlock extends NodeMaterialBlock {
  62230. /**
  62231. * Creates a new DivideBlock
  62232. * @param name defines the block name
  62233. */
  62234. constructor(name: string);
  62235. /**
  62236. * Gets the current class name
  62237. * @returns the class name
  62238. */
  62239. getClassName(): string;
  62240. /**
  62241. * Gets the left operand input component
  62242. */
  62243. get left(): NodeMaterialConnectionPoint;
  62244. /**
  62245. * Gets the right operand input component
  62246. */
  62247. get right(): NodeMaterialConnectionPoint;
  62248. /**
  62249. * Gets the output component
  62250. */
  62251. get output(): NodeMaterialConnectionPoint;
  62252. protected _buildBlock(state: NodeMaterialBuildState): this;
  62253. }
  62254. }
  62255. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  62256. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62257. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62258. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62259. /**
  62260. * Block used to subtract 2 vectors
  62261. */
  62262. export class SubtractBlock extends NodeMaterialBlock {
  62263. /**
  62264. * Creates a new SubtractBlock
  62265. * @param name defines the block name
  62266. */
  62267. constructor(name: string);
  62268. /**
  62269. * Gets the current class name
  62270. * @returns the class name
  62271. */
  62272. getClassName(): string;
  62273. /**
  62274. * Gets the left operand input component
  62275. */
  62276. get left(): NodeMaterialConnectionPoint;
  62277. /**
  62278. * Gets the right operand input component
  62279. */
  62280. get right(): NodeMaterialConnectionPoint;
  62281. /**
  62282. * Gets the output component
  62283. */
  62284. get output(): NodeMaterialConnectionPoint;
  62285. protected _buildBlock(state: NodeMaterialBuildState): this;
  62286. }
  62287. }
  62288. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  62289. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62290. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62291. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62292. /**
  62293. * Block used to step a value
  62294. */
  62295. export class StepBlock extends NodeMaterialBlock {
  62296. /**
  62297. * Creates a new StepBlock
  62298. * @param name defines the block name
  62299. */
  62300. constructor(name: string);
  62301. /**
  62302. * Gets the current class name
  62303. * @returns the class name
  62304. */
  62305. getClassName(): string;
  62306. /**
  62307. * Gets the value operand input component
  62308. */
  62309. get value(): NodeMaterialConnectionPoint;
  62310. /**
  62311. * Gets the edge operand input component
  62312. */
  62313. get edge(): NodeMaterialConnectionPoint;
  62314. /**
  62315. * Gets the output component
  62316. */
  62317. get output(): NodeMaterialConnectionPoint;
  62318. protected _buildBlock(state: NodeMaterialBuildState): this;
  62319. }
  62320. }
  62321. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  62322. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62323. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62324. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62325. /**
  62326. * Block used to get the opposite (1 - x) of a value
  62327. */
  62328. export class OneMinusBlock extends NodeMaterialBlock {
  62329. /**
  62330. * Creates a new OneMinusBlock
  62331. * @param name defines the block name
  62332. */
  62333. constructor(name: string);
  62334. /**
  62335. * Gets the current class name
  62336. * @returns the class name
  62337. */
  62338. getClassName(): string;
  62339. /**
  62340. * Gets the input component
  62341. */
  62342. get input(): NodeMaterialConnectionPoint;
  62343. /**
  62344. * Gets the output component
  62345. */
  62346. get output(): NodeMaterialConnectionPoint;
  62347. protected _buildBlock(state: NodeMaterialBuildState): this;
  62348. }
  62349. }
  62350. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  62351. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62352. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62353. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62354. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  62355. /**
  62356. * Block used to get the view direction
  62357. */
  62358. export class ViewDirectionBlock extends NodeMaterialBlock {
  62359. /**
  62360. * Creates a new ViewDirectionBlock
  62361. * @param name defines the block name
  62362. */
  62363. constructor(name: string);
  62364. /**
  62365. * Gets the current class name
  62366. * @returns the class name
  62367. */
  62368. getClassName(): string;
  62369. /**
  62370. * Gets the world position component
  62371. */
  62372. get worldPosition(): NodeMaterialConnectionPoint;
  62373. /**
  62374. * Gets the camera position component
  62375. */
  62376. get cameraPosition(): NodeMaterialConnectionPoint;
  62377. /**
  62378. * Gets the output component
  62379. */
  62380. get output(): NodeMaterialConnectionPoint;
  62381. autoConfigure(material: NodeMaterial): void;
  62382. protected _buildBlock(state: NodeMaterialBuildState): this;
  62383. }
  62384. }
  62385. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  62386. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62387. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62388. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62389. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  62390. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  62391. /**
  62392. * Block used to compute fresnel value
  62393. */
  62394. export class FresnelBlock extends NodeMaterialBlock {
  62395. /**
  62396. * Create a new FresnelBlock
  62397. * @param name defines the block name
  62398. */
  62399. constructor(name: string);
  62400. /**
  62401. * Gets the current class name
  62402. * @returns the class name
  62403. */
  62404. getClassName(): string;
  62405. /**
  62406. * Gets the world normal input component
  62407. */
  62408. get worldNormal(): NodeMaterialConnectionPoint;
  62409. /**
  62410. * Gets the view direction input component
  62411. */
  62412. get viewDirection(): NodeMaterialConnectionPoint;
  62413. /**
  62414. * Gets the bias input component
  62415. */
  62416. get bias(): NodeMaterialConnectionPoint;
  62417. /**
  62418. * Gets the camera (or eye) position component
  62419. */
  62420. get power(): NodeMaterialConnectionPoint;
  62421. /**
  62422. * Gets the fresnel output component
  62423. */
  62424. get fresnel(): NodeMaterialConnectionPoint;
  62425. autoConfigure(material: NodeMaterial): void;
  62426. protected _buildBlock(state: NodeMaterialBuildState): this;
  62427. }
  62428. }
  62429. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  62430. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62431. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62432. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62433. /**
  62434. * Block used to get the max of 2 values
  62435. */
  62436. export class MaxBlock extends NodeMaterialBlock {
  62437. /**
  62438. * Creates a new MaxBlock
  62439. * @param name defines the block name
  62440. */
  62441. constructor(name: string);
  62442. /**
  62443. * Gets the current class name
  62444. * @returns the class name
  62445. */
  62446. getClassName(): string;
  62447. /**
  62448. * Gets the left operand input component
  62449. */
  62450. get left(): NodeMaterialConnectionPoint;
  62451. /**
  62452. * Gets the right operand input component
  62453. */
  62454. get right(): NodeMaterialConnectionPoint;
  62455. /**
  62456. * Gets the output component
  62457. */
  62458. get output(): NodeMaterialConnectionPoint;
  62459. protected _buildBlock(state: NodeMaterialBuildState): this;
  62460. }
  62461. }
  62462. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  62463. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62464. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62465. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62466. /**
  62467. * Block used to get the min of 2 values
  62468. */
  62469. export class MinBlock extends NodeMaterialBlock {
  62470. /**
  62471. * Creates a new MinBlock
  62472. * @param name defines the block name
  62473. */
  62474. constructor(name: string);
  62475. /**
  62476. * Gets the current class name
  62477. * @returns the class name
  62478. */
  62479. getClassName(): string;
  62480. /**
  62481. * Gets the left operand input component
  62482. */
  62483. get left(): NodeMaterialConnectionPoint;
  62484. /**
  62485. * Gets the right operand input component
  62486. */
  62487. get right(): NodeMaterialConnectionPoint;
  62488. /**
  62489. * Gets the output component
  62490. */
  62491. get output(): NodeMaterialConnectionPoint;
  62492. protected _buildBlock(state: NodeMaterialBuildState): this;
  62493. }
  62494. }
  62495. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  62496. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62497. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62498. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62499. /**
  62500. * Block used to get the distance between 2 values
  62501. */
  62502. export class DistanceBlock extends NodeMaterialBlock {
  62503. /**
  62504. * Creates a new DistanceBlock
  62505. * @param name defines the block name
  62506. */
  62507. constructor(name: string);
  62508. /**
  62509. * Gets the current class name
  62510. * @returns the class name
  62511. */
  62512. getClassName(): string;
  62513. /**
  62514. * Gets the left operand input component
  62515. */
  62516. get left(): NodeMaterialConnectionPoint;
  62517. /**
  62518. * Gets the right operand input component
  62519. */
  62520. get right(): NodeMaterialConnectionPoint;
  62521. /**
  62522. * Gets the output component
  62523. */
  62524. get output(): NodeMaterialConnectionPoint;
  62525. protected _buildBlock(state: NodeMaterialBuildState): this;
  62526. }
  62527. }
  62528. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  62529. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62530. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62531. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62532. /**
  62533. * Block used to get the length of a vector
  62534. */
  62535. export class LengthBlock extends NodeMaterialBlock {
  62536. /**
  62537. * Creates a new LengthBlock
  62538. * @param name defines the block name
  62539. */
  62540. constructor(name: string);
  62541. /**
  62542. * Gets the current class name
  62543. * @returns the class name
  62544. */
  62545. getClassName(): string;
  62546. /**
  62547. * Gets the value input component
  62548. */
  62549. get value(): NodeMaterialConnectionPoint;
  62550. /**
  62551. * Gets the output component
  62552. */
  62553. get output(): NodeMaterialConnectionPoint;
  62554. protected _buildBlock(state: NodeMaterialBuildState): this;
  62555. }
  62556. }
  62557. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  62558. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62559. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62560. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62561. /**
  62562. * Block used to get negative version of a value (i.e. x * -1)
  62563. */
  62564. export class NegateBlock extends NodeMaterialBlock {
  62565. /**
  62566. * Creates a new NegateBlock
  62567. * @param name defines the block name
  62568. */
  62569. constructor(name: string);
  62570. /**
  62571. * Gets the current class name
  62572. * @returns the class name
  62573. */
  62574. getClassName(): string;
  62575. /**
  62576. * Gets the value input component
  62577. */
  62578. get value(): NodeMaterialConnectionPoint;
  62579. /**
  62580. * Gets the output component
  62581. */
  62582. get output(): NodeMaterialConnectionPoint;
  62583. protected _buildBlock(state: NodeMaterialBuildState): this;
  62584. }
  62585. }
  62586. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  62587. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62588. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62589. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62590. /**
  62591. * Block used to get the value of the first parameter raised to the power of the second
  62592. */
  62593. export class PowBlock extends NodeMaterialBlock {
  62594. /**
  62595. * Creates a new PowBlock
  62596. * @param name defines the block name
  62597. */
  62598. constructor(name: string);
  62599. /**
  62600. * Gets the current class name
  62601. * @returns the class name
  62602. */
  62603. getClassName(): string;
  62604. /**
  62605. * Gets the value operand input component
  62606. */
  62607. get value(): NodeMaterialConnectionPoint;
  62608. /**
  62609. * Gets the power operand input component
  62610. */
  62611. get power(): NodeMaterialConnectionPoint;
  62612. /**
  62613. * Gets the output component
  62614. */
  62615. get output(): NodeMaterialConnectionPoint;
  62616. protected _buildBlock(state: NodeMaterialBuildState): this;
  62617. }
  62618. }
  62619. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  62620. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62621. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62622. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62623. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62624. /**
  62625. * Block used to get a random number
  62626. */
  62627. export class RandomNumberBlock extends NodeMaterialBlock {
  62628. /**
  62629. * Creates a new RandomNumberBlock
  62630. * @param name defines the block name
  62631. */
  62632. constructor(name: string);
  62633. /**
  62634. * Gets the current class name
  62635. * @returns the class name
  62636. */
  62637. getClassName(): string;
  62638. /**
  62639. * Gets the seed input component
  62640. */
  62641. get seed(): NodeMaterialConnectionPoint;
  62642. /**
  62643. * Gets the output component
  62644. */
  62645. get output(): NodeMaterialConnectionPoint;
  62646. protected _buildBlock(state: NodeMaterialBuildState): this;
  62647. }
  62648. }
  62649. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  62650. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62651. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62652. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62653. /**
  62654. * Block used to compute arc tangent of 2 values
  62655. */
  62656. export class ArcTan2Block extends NodeMaterialBlock {
  62657. /**
  62658. * Creates a new ArcTan2Block
  62659. * @param name defines the block name
  62660. */
  62661. constructor(name: string);
  62662. /**
  62663. * Gets the current class name
  62664. * @returns the class name
  62665. */
  62666. getClassName(): string;
  62667. /**
  62668. * Gets the x operand input component
  62669. */
  62670. get x(): NodeMaterialConnectionPoint;
  62671. /**
  62672. * Gets the y operand input component
  62673. */
  62674. get y(): NodeMaterialConnectionPoint;
  62675. /**
  62676. * Gets the output component
  62677. */
  62678. get output(): NodeMaterialConnectionPoint;
  62679. protected _buildBlock(state: NodeMaterialBuildState): this;
  62680. }
  62681. }
  62682. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  62683. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62684. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62685. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62686. /**
  62687. * Block used to smooth step a value
  62688. */
  62689. export class SmoothStepBlock extends NodeMaterialBlock {
  62690. /**
  62691. * Creates a new SmoothStepBlock
  62692. * @param name defines the block name
  62693. */
  62694. constructor(name: string);
  62695. /**
  62696. * Gets the current class name
  62697. * @returns the class name
  62698. */
  62699. getClassName(): string;
  62700. /**
  62701. * Gets the value operand input component
  62702. */
  62703. get value(): NodeMaterialConnectionPoint;
  62704. /**
  62705. * Gets the first edge operand input component
  62706. */
  62707. get edge0(): NodeMaterialConnectionPoint;
  62708. /**
  62709. * Gets the second edge operand input component
  62710. */
  62711. get edge1(): NodeMaterialConnectionPoint;
  62712. /**
  62713. * Gets the output component
  62714. */
  62715. get output(): NodeMaterialConnectionPoint;
  62716. protected _buildBlock(state: NodeMaterialBuildState): this;
  62717. }
  62718. }
  62719. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  62720. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62721. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62722. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62723. /**
  62724. * Block used to get the reciprocal (1 / x) of a value
  62725. */
  62726. export class ReciprocalBlock extends NodeMaterialBlock {
  62727. /**
  62728. * Creates a new ReciprocalBlock
  62729. * @param name defines the block name
  62730. */
  62731. constructor(name: string);
  62732. /**
  62733. * Gets the current class name
  62734. * @returns the class name
  62735. */
  62736. getClassName(): string;
  62737. /**
  62738. * Gets the input component
  62739. */
  62740. get input(): NodeMaterialConnectionPoint;
  62741. /**
  62742. * Gets the output component
  62743. */
  62744. get output(): NodeMaterialConnectionPoint;
  62745. protected _buildBlock(state: NodeMaterialBuildState): this;
  62746. }
  62747. }
  62748. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  62749. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62750. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62751. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62752. /**
  62753. * Block used to replace a color by another one
  62754. */
  62755. export class ReplaceColorBlock extends NodeMaterialBlock {
  62756. /**
  62757. * Creates a new ReplaceColorBlock
  62758. * @param name defines the block name
  62759. */
  62760. constructor(name: string);
  62761. /**
  62762. * Gets the current class name
  62763. * @returns the class name
  62764. */
  62765. getClassName(): string;
  62766. /**
  62767. * Gets the value input component
  62768. */
  62769. get value(): NodeMaterialConnectionPoint;
  62770. /**
  62771. * Gets the reference input component
  62772. */
  62773. get reference(): NodeMaterialConnectionPoint;
  62774. /**
  62775. * Gets the distance input component
  62776. */
  62777. get distance(): NodeMaterialConnectionPoint;
  62778. /**
  62779. * Gets the replacement input component
  62780. */
  62781. get replacement(): NodeMaterialConnectionPoint;
  62782. /**
  62783. * Gets the output component
  62784. */
  62785. get output(): NodeMaterialConnectionPoint;
  62786. protected _buildBlock(state: NodeMaterialBuildState): this;
  62787. }
  62788. }
  62789. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  62790. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62791. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62792. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62793. /**
  62794. * Block used to posterize a value
  62795. * @see https://en.wikipedia.org/wiki/Posterization
  62796. */
  62797. export class PosterizeBlock extends NodeMaterialBlock {
  62798. /**
  62799. * Creates a new PosterizeBlock
  62800. * @param name defines the block name
  62801. */
  62802. constructor(name: string);
  62803. /**
  62804. * Gets the current class name
  62805. * @returns the class name
  62806. */
  62807. getClassName(): string;
  62808. /**
  62809. * Gets the value input component
  62810. */
  62811. get value(): NodeMaterialConnectionPoint;
  62812. /**
  62813. * Gets the steps input component
  62814. */
  62815. get steps(): NodeMaterialConnectionPoint;
  62816. /**
  62817. * Gets the output component
  62818. */
  62819. get output(): NodeMaterialConnectionPoint;
  62820. protected _buildBlock(state: NodeMaterialBuildState): this;
  62821. }
  62822. }
  62823. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  62824. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62825. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62826. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62827. import { Scene } from "babylonjs/scene";
  62828. /**
  62829. * Operations supported by the Wave block
  62830. */
  62831. export enum WaveBlockKind {
  62832. /** SawTooth */
  62833. SawTooth = 0,
  62834. /** Square */
  62835. Square = 1,
  62836. /** Triangle */
  62837. Triangle = 2
  62838. }
  62839. /**
  62840. * Block used to apply wave operation to floats
  62841. */
  62842. export class WaveBlock extends NodeMaterialBlock {
  62843. /**
  62844. * Gets or sets the kibnd of wave to be applied by the block
  62845. */
  62846. kind: WaveBlockKind;
  62847. /**
  62848. * Creates a new WaveBlock
  62849. * @param name defines the block name
  62850. */
  62851. constructor(name: string);
  62852. /**
  62853. * Gets the current class name
  62854. * @returns the class name
  62855. */
  62856. getClassName(): string;
  62857. /**
  62858. * Gets the input component
  62859. */
  62860. get input(): NodeMaterialConnectionPoint;
  62861. /**
  62862. * Gets the output component
  62863. */
  62864. get output(): NodeMaterialConnectionPoint;
  62865. protected _buildBlock(state: NodeMaterialBuildState): this;
  62866. serialize(): any;
  62867. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  62868. }
  62869. }
  62870. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  62871. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62872. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62873. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62874. import { Color3 } from "babylonjs/Maths/math.color";
  62875. import { Scene } from "babylonjs/scene";
  62876. /**
  62877. * Class used to store a color step for the GradientBlock
  62878. */
  62879. export class GradientBlockColorStep {
  62880. /**
  62881. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  62882. */
  62883. step: number;
  62884. /**
  62885. * Gets or sets the color associated with this step
  62886. */
  62887. color: Color3;
  62888. /**
  62889. * Creates a new GradientBlockColorStep
  62890. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  62891. * @param color defines the color associated with this step
  62892. */
  62893. constructor(
  62894. /**
  62895. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  62896. */
  62897. step: number,
  62898. /**
  62899. * Gets or sets the color associated with this step
  62900. */
  62901. color: Color3);
  62902. }
  62903. /**
  62904. * Block used to return a color from a gradient based on an input value between 0 and 1
  62905. */
  62906. export class GradientBlock extends NodeMaterialBlock {
  62907. /**
  62908. * Gets or sets the list of color steps
  62909. */
  62910. colorSteps: GradientBlockColorStep[];
  62911. /**
  62912. * Creates a new GradientBlock
  62913. * @param name defines the block name
  62914. */
  62915. constructor(name: string);
  62916. /**
  62917. * Gets the current class name
  62918. * @returns the class name
  62919. */
  62920. getClassName(): string;
  62921. /**
  62922. * Gets the gradient input component
  62923. */
  62924. get gradient(): NodeMaterialConnectionPoint;
  62925. /**
  62926. * Gets the output component
  62927. */
  62928. get output(): NodeMaterialConnectionPoint;
  62929. private _writeColorConstant;
  62930. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  62931. serialize(): any;
  62932. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  62933. protected _dumpPropertiesCode(): string;
  62934. }
  62935. }
  62936. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  62937. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62938. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62939. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62940. /**
  62941. * Block used to normalize lerp between 2 values
  62942. */
  62943. export class NLerpBlock extends NodeMaterialBlock {
  62944. /**
  62945. * Creates a new NLerpBlock
  62946. * @param name defines the block name
  62947. */
  62948. constructor(name: string);
  62949. /**
  62950. * Gets the current class name
  62951. * @returns the class name
  62952. */
  62953. getClassName(): string;
  62954. /**
  62955. * Gets the left operand input component
  62956. */
  62957. get left(): NodeMaterialConnectionPoint;
  62958. /**
  62959. * Gets the right operand input component
  62960. */
  62961. get right(): NodeMaterialConnectionPoint;
  62962. /**
  62963. * Gets the gradient operand input component
  62964. */
  62965. get gradient(): NodeMaterialConnectionPoint;
  62966. /**
  62967. * Gets the output component
  62968. */
  62969. get output(): NodeMaterialConnectionPoint;
  62970. protected _buildBlock(state: NodeMaterialBuildState): this;
  62971. }
  62972. }
  62973. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  62974. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62975. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62976. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62977. import { Scene } from "babylonjs/scene";
  62978. /**
  62979. * block used to Generate a Worley Noise 3D Noise Pattern
  62980. */
  62981. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  62982. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  62983. manhattanDistance: boolean;
  62984. /**
  62985. * Creates a new WorleyNoise3DBlock
  62986. * @param name defines the block name
  62987. */
  62988. constructor(name: string);
  62989. /**
  62990. * Gets the current class name
  62991. * @returns the class name
  62992. */
  62993. getClassName(): string;
  62994. /**
  62995. * Gets the seed input component
  62996. */
  62997. get seed(): NodeMaterialConnectionPoint;
  62998. /**
  62999. * Gets the jitter input component
  63000. */
  63001. get jitter(): NodeMaterialConnectionPoint;
  63002. /**
  63003. * Gets the output component
  63004. */
  63005. get output(): NodeMaterialConnectionPoint;
  63006. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  63007. /**
  63008. * Exposes the properties to the UI?
  63009. */
  63010. protected _dumpPropertiesCode(): string;
  63011. /**
  63012. * Exposes the properties to the Seralize?
  63013. */
  63014. serialize(): any;
  63015. /**
  63016. * Exposes the properties to the deseralize?
  63017. */
  63018. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  63019. }
  63020. }
  63021. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  63022. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63023. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63024. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63025. /**
  63026. * block used to Generate a Simplex Perlin 3d Noise Pattern
  63027. */
  63028. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  63029. /**
  63030. * Creates a new SimplexPerlin3DBlock
  63031. * @param name defines the block name
  63032. */
  63033. constructor(name: string);
  63034. /**
  63035. * Gets the current class name
  63036. * @returns the class name
  63037. */
  63038. getClassName(): string;
  63039. /**
  63040. * Gets the seed operand input component
  63041. */
  63042. get seed(): NodeMaterialConnectionPoint;
  63043. /**
  63044. * Gets the output component
  63045. */
  63046. get output(): NodeMaterialConnectionPoint;
  63047. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  63048. }
  63049. }
  63050. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  63051. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63052. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63053. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63054. /**
  63055. * Block used to blend normals
  63056. */
  63057. export class NormalBlendBlock extends NodeMaterialBlock {
  63058. /**
  63059. * Creates a new NormalBlendBlock
  63060. * @param name defines the block name
  63061. */
  63062. constructor(name: string);
  63063. /**
  63064. * Gets the current class name
  63065. * @returns the class name
  63066. */
  63067. getClassName(): string;
  63068. /**
  63069. * Gets the first input component
  63070. */
  63071. get normalMap0(): NodeMaterialConnectionPoint;
  63072. /**
  63073. * Gets the second input component
  63074. */
  63075. get normalMap1(): NodeMaterialConnectionPoint;
  63076. /**
  63077. * Gets the output component
  63078. */
  63079. get output(): NodeMaterialConnectionPoint;
  63080. protected _buildBlock(state: NodeMaterialBuildState): this;
  63081. }
  63082. }
  63083. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  63084. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63085. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63086. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63087. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  63088. /**
  63089. * Block used to rotate a 2d vector by a given angle
  63090. */
  63091. export class Rotate2dBlock extends NodeMaterialBlock {
  63092. /**
  63093. * Creates a new Rotate2dBlock
  63094. * @param name defines the block name
  63095. */
  63096. constructor(name: string);
  63097. /**
  63098. * Gets the current class name
  63099. * @returns the class name
  63100. */
  63101. getClassName(): string;
  63102. /**
  63103. * Gets the input vector
  63104. */
  63105. get input(): NodeMaterialConnectionPoint;
  63106. /**
  63107. * Gets the input angle
  63108. */
  63109. get angle(): NodeMaterialConnectionPoint;
  63110. /**
  63111. * Gets the output component
  63112. */
  63113. get output(): NodeMaterialConnectionPoint;
  63114. autoConfigure(material: NodeMaterial): void;
  63115. protected _buildBlock(state: NodeMaterialBuildState): this;
  63116. }
  63117. }
  63118. declare module "babylonjs/Materials/Node/Blocks/reflectBlock" {
  63119. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63120. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63121. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63122. /**
  63123. * Block used to get the reflected vector from a direction and a normal
  63124. */
  63125. export class ReflectBlock extends NodeMaterialBlock {
  63126. /**
  63127. * Creates a new ReflectBlock
  63128. * @param name defines the block name
  63129. */
  63130. constructor(name: string);
  63131. /**
  63132. * Gets the current class name
  63133. * @returns the class name
  63134. */
  63135. getClassName(): string;
  63136. /**
  63137. * Gets the incident component
  63138. */
  63139. get incident(): NodeMaterialConnectionPoint;
  63140. /**
  63141. * Gets the normal component
  63142. */
  63143. get normal(): NodeMaterialConnectionPoint;
  63144. /**
  63145. * Gets the output component
  63146. */
  63147. get output(): NodeMaterialConnectionPoint;
  63148. protected _buildBlock(state: NodeMaterialBuildState): this;
  63149. }
  63150. }
  63151. declare module "babylonjs/Materials/Node/Blocks/refractBlock" {
  63152. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63153. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63154. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63155. /**
  63156. * Block used to get the refracted vector from a direction and a normal
  63157. */
  63158. export class RefractBlock extends NodeMaterialBlock {
  63159. /**
  63160. * Creates a new RefractBlock
  63161. * @param name defines the block name
  63162. */
  63163. constructor(name: string);
  63164. /**
  63165. * Gets the current class name
  63166. * @returns the class name
  63167. */
  63168. getClassName(): string;
  63169. /**
  63170. * Gets the incident component
  63171. */
  63172. get incident(): NodeMaterialConnectionPoint;
  63173. /**
  63174. * Gets the normal component
  63175. */
  63176. get normal(): NodeMaterialConnectionPoint;
  63177. /**
  63178. * Gets the index of refraction component
  63179. */
  63180. get ior(): NodeMaterialConnectionPoint;
  63181. /**
  63182. * Gets the output component
  63183. */
  63184. get output(): NodeMaterialConnectionPoint;
  63185. protected _buildBlock(state: NodeMaterialBuildState): this;
  63186. }
  63187. }
  63188. declare module "babylonjs/Materials/Node/Blocks/desaturateBlock" {
  63189. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63190. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63191. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63192. /**
  63193. * Block used to desaturate a color
  63194. */
  63195. export class DesaturateBlock extends NodeMaterialBlock {
  63196. /**
  63197. * Creates a new DesaturateBlock
  63198. * @param name defines the block name
  63199. */
  63200. constructor(name: string);
  63201. /**
  63202. * Gets the current class name
  63203. * @returns the class name
  63204. */
  63205. getClassName(): string;
  63206. /**
  63207. * Gets the color operand input component
  63208. */
  63209. get color(): NodeMaterialConnectionPoint;
  63210. /**
  63211. * Gets the level operand input component
  63212. */
  63213. get level(): NodeMaterialConnectionPoint;
  63214. /**
  63215. * Gets the output component
  63216. */
  63217. get output(): NodeMaterialConnectionPoint;
  63218. protected _buildBlock(state: NodeMaterialBuildState): this;
  63219. }
  63220. }
  63221. declare module "babylonjs/Materials/Node/Blocks/index" {
  63222. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  63223. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  63224. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  63225. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  63226. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  63227. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  63228. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  63229. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  63230. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  63231. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  63232. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  63233. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  63234. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  63235. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  63236. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  63237. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  63238. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  63239. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  63240. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  63241. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  63242. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  63243. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  63244. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  63245. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  63246. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  63247. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  63248. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  63249. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  63250. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  63251. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  63252. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  63253. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  63254. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  63255. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  63256. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  63257. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  63258. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  63259. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  63260. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  63261. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  63262. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  63263. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  63264. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  63265. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  63266. export * from "babylonjs/Materials/Node/Blocks/reflectBlock";
  63267. export * from "babylonjs/Materials/Node/Blocks/refractBlock";
  63268. export * from "babylonjs/Materials/Node/Blocks/desaturateBlock";
  63269. }
  63270. declare module "babylonjs/Materials/Node/Optimizers/index" {
  63271. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  63272. }
  63273. declare module "babylonjs/Materials/Node/index" {
  63274. export * from "babylonjs/Materials/Node/Enums/index";
  63275. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63276. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  63277. export * from "babylonjs/Materials/Node/nodeMaterial";
  63278. export * from "babylonjs/Materials/Node/Blocks/index";
  63279. export * from "babylonjs/Materials/Node/Optimizers/index";
  63280. }
  63281. declare module "babylonjs/Materials/effectRenderer" {
  63282. import { Nullable } from "babylonjs/types";
  63283. import { Texture } from "babylonjs/Materials/Textures/texture";
  63284. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  63285. import { Viewport } from "babylonjs/Maths/math.viewport";
  63286. import { Observable } from "babylonjs/Misc/observable";
  63287. import { Effect } from "babylonjs/Materials/effect";
  63288. import "babylonjs/Engines/Extensions/engine.renderTarget";
  63289. import "babylonjs/Shaders/postprocess.vertex";
  63290. /**
  63291. * Effect Render Options
  63292. */
  63293. export interface IEffectRendererOptions {
  63294. /**
  63295. * Defines the vertices positions.
  63296. */
  63297. positions?: number[];
  63298. /**
  63299. * Defines the indices.
  63300. */
  63301. indices?: number[];
  63302. }
  63303. /**
  63304. * Helper class to render one or more effects
  63305. */
  63306. export class EffectRenderer {
  63307. private engine;
  63308. private static _DefaultOptions;
  63309. private _vertexBuffers;
  63310. private _indexBuffer;
  63311. private _ringBufferIndex;
  63312. private _ringScreenBuffer;
  63313. private _fullscreenViewport;
  63314. private _getNextFrameBuffer;
  63315. /**
  63316. * Creates an effect renderer
  63317. * @param engine the engine to use for rendering
  63318. * @param options defines the options of the effect renderer
  63319. */
  63320. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  63321. /**
  63322. * Sets the current viewport in normalized coordinates 0-1
  63323. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  63324. */
  63325. setViewport(viewport?: Viewport): void;
  63326. /**
  63327. * Binds the embedded attributes buffer to the effect.
  63328. * @param effect Defines the effect to bind the attributes for
  63329. */
  63330. bindBuffers(effect: Effect): void;
  63331. /**
  63332. * Sets the current effect wrapper to use during draw.
  63333. * The effect needs to be ready before calling this api.
  63334. * This also sets the default full screen position attribute.
  63335. * @param effectWrapper Defines the effect to draw with
  63336. */
  63337. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  63338. /**
  63339. * Draws a full screen quad.
  63340. */
  63341. draw(): void;
  63342. /**
  63343. * renders one or more effects to a specified texture
  63344. * @param effectWrappers list of effects to renderer
  63345. * @param outputTexture texture to draw to, if null it will render to the screen
  63346. */
  63347. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  63348. /**
  63349. * Disposes of the effect renderer
  63350. */
  63351. dispose(): void;
  63352. }
  63353. /**
  63354. * Options to create an EffectWrapper
  63355. */
  63356. interface EffectWrapperCreationOptions {
  63357. /**
  63358. * Engine to use to create the effect
  63359. */
  63360. engine: ThinEngine;
  63361. /**
  63362. * Fragment shader for the effect
  63363. */
  63364. fragmentShader: string;
  63365. /**
  63366. * Vertex shader for the effect
  63367. */
  63368. vertexShader?: string;
  63369. /**
  63370. * Attributes to use in the shader
  63371. */
  63372. attributeNames?: Array<string>;
  63373. /**
  63374. * Uniforms to use in the shader
  63375. */
  63376. uniformNames?: Array<string>;
  63377. /**
  63378. * Texture sampler names to use in the shader
  63379. */
  63380. samplerNames?: Array<string>;
  63381. /**
  63382. * The friendly name of the effect displayed in Spector.
  63383. */
  63384. name?: string;
  63385. }
  63386. /**
  63387. * Wraps an effect to be used for rendering
  63388. */
  63389. export class EffectWrapper {
  63390. /**
  63391. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  63392. */
  63393. onApplyObservable: Observable<{}>;
  63394. /**
  63395. * The underlying effect
  63396. */
  63397. effect: Effect;
  63398. /**
  63399. * Creates an effect to be renderer
  63400. * @param creationOptions options to create the effect
  63401. */
  63402. constructor(creationOptions: EffectWrapperCreationOptions);
  63403. /**
  63404. * Disposes of the effect wrapper
  63405. */
  63406. dispose(): void;
  63407. }
  63408. }
  63409. declare module "babylonjs/Materials/index" {
  63410. export * from "babylonjs/Materials/Background/index";
  63411. export * from "babylonjs/Materials/colorCurves";
  63412. export * from "babylonjs/Materials/iEffectFallbacks";
  63413. export * from "babylonjs/Materials/effectFallbacks";
  63414. export * from "babylonjs/Materials/effect";
  63415. export * from "babylonjs/Materials/fresnelParameters";
  63416. export * from "babylonjs/Materials/imageProcessingConfiguration";
  63417. export * from "babylonjs/Materials/material";
  63418. export * from "babylonjs/Materials/materialDefines";
  63419. export * from "babylonjs/Materials/materialHelper";
  63420. export * from "babylonjs/Materials/multiMaterial";
  63421. export * from "babylonjs/Materials/PBR/index";
  63422. export * from "babylonjs/Materials/pushMaterial";
  63423. export * from "babylonjs/Materials/shaderMaterial";
  63424. export * from "babylonjs/Materials/standardMaterial";
  63425. export * from "babylonjs/Materials/Textures/index";
  63426. export * from "babylonjs/Materials/uniformBuffer";
  63427. export * from "babylonjs/Materials/materialFlags";
  63428. export * from "babylonjs/Materials/Node/index";
  63429. export * from "babylonjs/Materials/effectRenderer";
  63430. }
  63431. declare module "babylonjs/Maths/index" {
  63432. export * from "babylonjs/Maths/math.scalar";
  63433. export * from "babylonjs/Maths/math";
  63434. export * from "babylonjs/Maths/sphericalPolynomial";
  63435. }
  63436. declare module "babylonjs/Misc/workerPool" {
  63437. import { IDisposable } from "babylonjs/scene";
  63438. /**
  63439. * Helper class to push actions to a pool of workers.
  63440. */
  63441. export class WorkerPool implements IDisposable {
  63442. private _workerInfos;
  63443. private _pendingActions;
  63444. /**
  63445. * Constructor
  63446. * @param workers Array of workers to use for actions
  63447. */
  63448. constructor(workers: Array<Worker>);
  63449. /**
  63450. * Terminates all workers and clears any pending actions.
  63451. */
  63452. dispose(): void;
  63453. /**
  63454. * Pushes an action to the worker pool. If all the workers are active, the action will be
  63455. * pended until a worker has completed its action.
  63456. * @param action The action to perform. Call onComplete when the action is complete.
  63457. */
  63458. push(action: (worker: Worker, onComplete: () => void) => void): void;
  63459. private _execute;
  63460. }
  63461. }
  63462. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  63463. import { IDisposable } from "babylonjs/scene";
  63464. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  63465. /**
  63466. * Configuration for Draco compression
  63467. */
  63468. export interface IDracoCompressionConfiguration {
  63469. /**
  63470. * Configuration for the decoder.
  63471. */
  63472. decoder: {
  63473. /**
  63474. * The url to the WebAssembly module.
  63475. */
  63476. wasmUrl?: string;
  63477. /**
  63478. * The url to the WebAssembly binary.
  63479. */
  63480. wasmBinaryUrl?: string;
  63481. /**
  63482. * The url to the fallback JavaScript module.
  63483. */
  63484. fallbackUrl?: string;
  63485. };
  63486. }
  63487. /**
  63488. * Draco compression (https://google.github.io/draco/)
  63489. *
  63490. * This class wraps the Draco module.
  63491. *
  63492. * **Encoder**
  63493. *
  63494. * The encoder is not currently implemented.
  63495. *
  63496. * **Decoder**
  63497. *
  63498. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  63499. *
  63500. * To update the configuration, use the following code:
  63501. * ```javascript
  63502. * DracoCompression.Configuration = {
  63503. * decoder: {
  63504. * wasmUrl: "<url to the WebAssembly library>",
  63505. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  63506. * fallbackUrl: "<url to the fallback JavaScript library>",
  63507. * }
  63508. * };
  63509. * ```
  63510. *
  63511. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  63512. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  63513. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  63514. *
  63515. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  63516. * ```javascript
  63517. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  63518. * ```
  63519. *
  63520. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  63521. */
  63522. export class DracoCompression implements IDisposable {
  63523. private _workerPoolPromise?;
  63524. private _decoderModulePromise?;
  63525. /**
  63526. * The configuration. Defaults to the following urls:
  63527. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  63528. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  63529. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  63530. */
  63531. static Configuration: IDracoCompressionConfiguration;
  63532. /**
  63533. * Returns true if the decoder configuration is available.
  63534. */
  63535. static get DecoderAvailable(): boolean;
  63536. /**
  63537. * Default number of workers to create when creating the draco compression object.
  63538. */
  63539. static DefaultNumWorkers: number;
  63540. private static GetDefaultNumWorkers;
  63541. private static _Default;
  63542. /**
  63543. * Default instance for the draco compression object.
  63544. */
  63545. static get Default(): DracoCompression;
  63546. /**
  63547. * Constructor
  63548. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  63549. */
  63550. constructor(numWorkers?: number);
  63551. /**
  63552. * Stop all async operations and release resources.
  63553. */
  63554. dispose(): void;
  63555. /**
  63556. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  63557. * @returns a promise that resolves when ready
  63558. */
  63559. whenReadyAsync(): Promise<void>;
  63560. /**
  63561. * Decode Draco compressed mesh data to vertex data.
  63562. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  63563. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  63564. * @returns A promise that resolves with the decoded vertex data
  63565. */
  63566. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  63567. [kind: string]: number;
  63568. }): Promise<VertexData>;
  63569. }
  63570. }
  63571. declare module "babylonjs/Meshes/Compression/index" {
  63572. export * from "babylonjs/Meshes/Compression/dracoCompression";
  63573. }
  63574. declare module "babylonjs/Meshes/csg" {
  63575. import { Nullable } from "babylonjs/types";
  63576. import { Scene } from "babylonjs/scene";
  63577. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  63578. import { Mesh } from "babylonjs/Meshes/mesh";
  63579. import { Material } from "babylonjs/Materials/material";
  63580. /**
  63581. * Class for building Constructive Solid Geometry
  63582. */
  63583. export class CSG {
  63584. private polygons;
  63585. /**
  63586. * The world matrix
  63587. */
  63588. matrix: Matrix;
  63589. /**
  63590. * Stores the position
  63591. */
  63592. position: Vector3;
  63593. /**
  63594. * Stores the rotation
  63595. */
  63596. rotation: Vector3;
  63597. /**
  63598. * Stores the rotation quaternion
  63599. */
  63600. rotationQuaternion: Nullable<Quaternion>;
  63601. /**
  63602. * Stores the scaling vector
  63603. */
  63604. scaling: Vector3;
  63605. /**
  63606. * Convert the Mesh to CSG
  63607. * @param mesh The Mesh to convert to CSG
  63608. * @returns A new CSG from the Mesh
  63609. */
  63610. static FromMesh(mesh: Mesh): CSG;
  63611. /**
  63612. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  63613. * @param polygons Polygons used to construct a CSG solid
  63614. */
  63615. private static FromPolygons;
  63616. /**
  63617. * Clones, or makes a deep copy, of the CSG
  63618. * @returns A new CSG
  63619. */
  63620. clone(): CSG;
  63621. /**
  63622. * Unions this CSG with another CSG
  63623. * @param csg The CSG to union against this CSG
  63624. * @returns The unioned CSG
  63625. */
  63626. union(csg: CSG): CSG;
  63627. /**
  63628. * Unions this CSG with another CSG in place
  63629. * @param csg The CSG to union against this CSG
  63630. */
  63631. unionInPlace(csg: CSG): void;
  63632. /**
  63633. * Subtracts this CSG with another CSG
  63634. * @param csg The CSG to subtract against this CSG
  63635. * @returns A new CSG
  63636. */
  63637. subtract(csg: CSG): CSG;
  63638. /**
  63639. * Subtracts this CSG with another CSG in place
  63640. * @param csg The CSG to subtact against this CSG
  63641. */
  63642. subtractInPlace(csg: CSG): void;
  63643. /**
  63644. * Intersect this CSG with another CSG
  63645. * @param csg The CSG to intersect against this CSG
  63646. * @returns A new CSG
  63647. */
  63648. intersect(csg: CSG): CSG;
  63649. /**
  63650. * Intersects this CSG with another CSG in place
  63651. * @param csg The CSG to intersect against this CSG
  63652. */
  63653. intersectInPlace(csg: CSG): void;
  63654. /**
  63655. * Return a new CSG solid with solid and empty space switched. This solid is
  63656. * not modified.
  63657. * @returns A new CSG solid with solid and empty space switched
  63658. */
  63659. inverse(): CSG;
  63660. /**
  63661. * Inverses the CSG in place
  63662. */
  63663. inverseInPlace(): void;
  63664. /**
  63665. * This is used to keep meshes transformations so they can be restored
  63666. * when we build back a Babylon Mesh
  63667. * NB : All CSG operations are performed in world coordinates
  63668. * @param csg The CSG to copy the transform attributes from
  63669. * @returns This CSG
  63670. */
  63671. copyTransformAttributes(csg: CSG): CSG;
  63672. /**
  63673. * Build Raw mesh from CSG
  63674. * Coordinates here are in world space
  63675. * @param name The name of the mesh geometry
  63676. * @param scene The Scene
  63677. * @param keepSubMeshes Specifies if the submeshes should be kept
  63678. * @returns A new Mesh
  63679. */
  63680. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  63681. /**
  63682. * Build Mesh from CSG taking material and transforms into account
  63683. * @param name The name of the Mesh
  63684. * @param material The material of the Mesh
  63685. * @param scene The Scene
  63686. * @param keepSubMeshes Specifies if submeshes should be kept
  63687. * @returns The new Mesh
  63688. */
  63689. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  63690. }
  63691. }
  63692. declare module "babylonjs/Meshes/trailMesh" {
  63693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63694. import { Mesh } from "babylonjs/Meshes/mesh";
  63695. import { Scene } from "babylonjs/scene";
  63696. /**
  63697. * Class used to create a trail following a mesh
  63698. */
  63699. export class TrailMesh extends Mesh {
  63700. private _generator;
  63701. private _autoStart;
  63702. private _running;
  63703. private _diameter;
  63704. private _length;
  63705. private _sectionPolygonPointsCount;
  63706. private _sectionVectors;
  63707. private _sectionNormalVectors;
  63708. private _beforeRenderObserver;
  63709. /**
  63710. * @constructor
  63711. * @param name The value used by scene.getMeshByName() to do a lookup.
  63712. * @param generator The mesh to generate a trail.
  63713. * @param scene The scene to add this mesh to.
  63714. * @param diameter Diameter of trailing mesh. Default is 1.
  63715. * @param length Length of trailing mesh. Default is 60.
  63716. * @param autoStart Automatically start trailing mesh. Default true.
  63717. */
  63718. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  63719. /**
  63720. * "TrailMesh"
  63721. * @returns "TrailMesh"
  63722. */
  63723. getClassName(): string;
  63724. private _createMesh;
  63725. /**
  63726. * Start trailing mesh.
  63727. */
  63728. start(): void;
  63729. /**
  63730. * Stop trailing mesh.
  63731. */
  63732. stop(): void;
  63733. /**
  63734. * Update trailing mesh geometry.
  63735. */
  63736. update(): void;
  63737. /**
  63738. * Returns a new TrailMesh object.
  63739. * @param name is a string, the name given to the new mesh
  63740. * @param newGenerator use new generator object for cloned trail mesh
  63741. * @returns a new mesh
  63742. */
  63743. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  63744. /**
  63745. * Serializes this trail mesh
  63746. * @param serializationObject object to write serialization to
  63747. */
  63748. serialize(serializationObject: any): void;
  63749. /**
  63750. * Parses a serialized trail mesh
  63751. * @param parsedMesh the serialized mesh
  63752. * @param scene the scene to create the trail mesh in
  63753. * @returns the created trail mesh
  63754. */
  63755. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  63756. }
  63757. }
  63758. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  63759. import { Nullable } from "babylonjs/types";
  63760. import { Scene } from "babylonjs/scene";
  63761. import { Vector4 } from "babylonjs/Maths/math.vector";
  63762. import { Color4 } from "babylonjs/Maths/math.color";
  63763. import { Mesh } from "babylonjs/Meshes/mesh";
  63764. /**
  63765. * Class containing static functions to help procedurally build meshes
  63766. */
  63767. export class TiledBoxBuilder {
  63768. /**
  63769. * Creates a box mesh
  63770. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  63771. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  63772. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  63773. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  63774. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  63775. * @param name defines the name of the mesh
  63776. * @param options defines the options used to create the mesh
  63777. * @param scene defines the hosting scene
  63778. * @returns the box mesh
  63779. */
  63780. static CreateTiledBox(name: string, options: {
  63781. pattern?: number;
  63782. width?: number;
  63783. height?: number;
  63784. depth?: number;
  63785. tileSize?: number;
  63786. tileWidth?: number;
  63787. tileHeight?: number;
  63788. alignHorizontal?: number;
  63789. alignVertical?: number;
  63790. faceUV?: Vector4[];
  63791. faceColors?: Color4[];
  63792. sideOrientation?: number;
  63793. updatable?: boolean;
  63794. }, scene?: Nullable<Scene>): Mesh;
  63795. }
  63796. }
  63797. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  63798. import { Vector4 } from "babylonjs/Maths/math.vector";
  63799. import { Mesh } from "babylonjs/Meshes/mesh";
  63800. /**
  63801. * Class containing static functions to help procedurally build meshes
  63802. */
  63803. export class TorusKnotBuilder {
  63804. /**
  63805. * Creates a torus knot mesh
  63806. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  63807. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  63808. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  63809. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  63810. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  63811. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  63812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  63813. * @param name defines the name of the mesh
  63814. * @param options defines the options used to create the mesh
  63815. * @param scene defines the hosting scene
  63816. * @returns the torus knot mesh
  63817. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  63818. */
  63819. static CreateTorusKnot(name: string, options: {
  63820. radius?: number;
  63821. tube?: number;
  63822. radialSegments?: number;
  63823. tubularSegments?: number;
  63824. p?: number;
  63825. q?: number;
  63826. updatable?: boolean;
  63827. sideOrientation?: number;
  63828. frontUVs?: Vector4;
  63829. backUVs?: Vector4;
  63830. }, scene: any): Mesh;
  63831. }
  63832. }
  63833. declare module "babylonjs/Meshes/polygonMesh" {
  63834. import { Scene } from "babylonjs/scene";
  63835. import { Vector2 } from "babylonjs/Maths/math.vector";
  63836. import { Mesh } from "babylonjs/Meshes/mesh";
  63837. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  63838. import { Path2 } from "babylonjs/Maths/math.path";
  63839. /**
  63840. * Polygon
  63841. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  63842. */
  63843. export class Polygon {
  63844. /**
  63845. * Creates a rectangle
  63846. * @param xmin bottom X coord
  63847. * @param ymin bottom Y coord
  63848. * @param xmax top X coord
  63849. * @param ymax top Y coord
  63850. * @returns points that make the resulting rectation
  63851. */
  63852. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  63853. /**
  63854. * Creates a circle
  63855. * @param radius radius of circle
  63856. * @param cx scale in x
  63857. * @param cy scale in y
  63858. * @param numberOfSides number of sides that make up the circle
  63859. * @returns points that make the resulting circle
  63860. */
  63861. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  63862. /**
  63863. * Creates a polygon from input string
  63864. * @param input Input polygon data
  63865. * @returns the parsed points
  63866. */
  63867. static Parse(input: string): Vector2[];
  63868. /**
  63869. * Starts building a polygon from x and y coordinates
  63870. * @param x x coordinate
  63871. * @param y y coordinate
  63872. * @returns the started path2
  63873. */
  63874. static StartingAt(x: number, y: number): Path2;
  63875. }
  63876. /**
  63877. * Builds a polygon
  63878. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  63879. */
  63880. export class PolygonMeshBuilder {
  63881. private _points;
  63882. private _outlinepoints;
  63883. private _holes;
  63884. private _name;
  63885. private _scene;
  63886. private _epoints;
  63887. private _eholes;
  63888. private _addToepoint;
  63889. /**
  63890. * Babylon reference to the earcut plugin.
  63891. */
  63892. bjsEarcut: any;
  63893. /**
  63894. * Creates a PolygonMeshBuilder
  63895. * @param name name of the builder
  63896. * @param contours Path of the polygon
  63897. * @param scene scene to add to when creating the mesh
  63898. * @param earcutInjection can be used to inject your own earcut reference
  63899. */
  63900. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  63901. /**
  63902. * Adds a whole within the polygon
  63903. * @param hole Array of points defining the hole
  63904. * @returns this
  63905. */
  63906. addHole(hole: Vector2[]): PolygonMeshBuilder;
  63907. /**
  63908. * Creates the polygon
  63909. * @param updatable If the mesh should be updatable
  63910. * @param depth The depth of the mesh created
  63911. * @returns the created mesh
  63912. */
  63913. build(updatable?: boolean, depth?: number): Mesh;
  63914. /**
  63915. * Creates the polygon
  63916. * @param depth The depth of the mesh created
  63917. * @returns the created VertexData
  63918. */
  63919. buildVertexData(depth?: number): VertexData;
  63920. /**
  63921. * Adds a side to the polygon
  63922. * @param positions points that make the polygon
  63923. * @param normals normals of the polygon
  63924. * @param uvs uvs of the polygon
  63925. * @param indices indices of the polygon
  63926. * @param bounds bounds of the polygon
  63927. * @param points points of the polygon
  63928. * @param depth depth of the polygon
  63929. * @param flip flip of the polygon
  63930. */
  63931. private addSide;
  63932. }
  63933. }
  63934. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  63935. import { Scene } from "babylonjs/scene";
  63936. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  63937. import { Color4 } from "babylonjs/Maths/math.color";
  63938. import { Mesh } from "babylonjs/Meshes/mesh";
  63939. import { Nullable } from "babylonjs/types";
  63940. /**
  63941. * Class containing static functions to help procedurally build meshes
  63942. */
  63943. export class PolygonBuilder {
  63944. /**
  63945. * Creates a polygon mesh
  63946. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  63947. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  63948. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  63949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  63950. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  63951. * * Remember you can only change the shape positions, not their number when updating a polygon
  63952. * @param name defines the name of the mesh
  63953. * @param options defines the options used to create the mesh
  63954. * @param scene defines the hosting scene
  63955. * @param earcutInjection can be used to inject your own earcut reference
  63956. * @returns the polygon mesh
  63957. */
  63958. static CreatePolygon(name: string, options: {
  63959. shape: Vector3[];
  63960. holes?: Vector3[][];
  63961. depth?: number;
  63962. faceUV?: Vector4[];
  63963. faceColors?: Color4[];
  63964. updatable?: boolean;
  63965. sideOrientation?: number;
  63966. frontUVs?: Vector4;
  63967. backUVs?: Vector4;
  63968. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  63969. /**
  63970. * Creates an extruded polygon mesh, with depth in the Y direction.
  63971. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  63972. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  63973. * @param name defines the name of the mesh
  63974. * @param options defines the options used to create the mesh
  63975. * @param scene defines the hosting scene
  63976. * @param earcutInjection can be used to inject your own earcut reference
  63977. * @returns the polygon mesh
  63978. */
  63979. static ExtrudePolygon(name: string, options: {
  63980. shape: Vector3[];
  63981. holes?: Vector3[][];
  63982. depth?: number;
  63983. faceUV?: Vector4[];
  63984. faceColors?: Color4[];
  63985. updatable?: boolean;
  63986. sideOrientation?: number;
  63987. frontUVs?: Vector4;
  63988. backUVs?: Vector4;
  63989. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  63990. }
  63991. }
  63992. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  63993. import { Scene } from "babylonjs/scene";
  63994. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  63995. import { Mesh } from "babylonjs/Meshes/mesh";
  63996. import { Nullable } from "babylonjs/types";
  63997. /**
  63998. * Class containing static functions to help procedurally build meshes
  63999. */
  64000. export class LatheBuilder {
  64001. /**
  64002. * Creates lathe mesh.
  64003. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  64004. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  64005. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  64006. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  64007. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  64008. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  64009. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  64010. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64011. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64012. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64013. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64015. * @param name defines the name of the mesh
  64016. * @param options defines the options used to create the mesh
  64017. * @param scene defines the hosting scene
  64018. * @returns the lathe mesh
  64019. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  64020. */
  64021. static CreateLathe(name: string, options: {
  64022. shape: Vector3[];
  64023. radius?: number;
  64024. tessellation?: number;
  64025. clip?: number;
  64026. arc?: number;
  64027. closed?: boolean;
  64028. updatable?: boolean;
  64029. sideOrientation?: number;
  64030. frontUVs?: Vector4;
  64031. backUVs?: Vector4;
  64032. cap?: number;
  64033. invertUV?: boolean;
  64034. }, scene?: Nullable<Scene>): Mesh;
  64035. }
  64036. }
  64037. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  64038. import { Nullable } from "babylonjs/types";
  64039. import { Scene } from "babylonjs/scene";
  64040. import { Vector4 } from "babylonjs/Maths/math.vector";
  64041. import { Mesh } from "babylonjs/Meshes/mesh";
  64042. /**
  64043. * Class containing static functions to help procedurally build meshes
  64044. */
  64045. export class TiledPlaneBuilder {
  64046. /**
  64047. * Creates a tiled plane mesh
  64048. * * The parameter `pattern` will, depending on value, do nothing or
  64049. * * * flip (reflect about central vertical) alternate tiles across and up
  64050. * * * flip every tile on alternate rows
  64051. * * * rotate (180 degs) alternate tiles across and up
  64052. * * * rotate every tile on alternate rows
  64053. * * * flip and rotate alternate tiles across and up
  64054. * * * flip and rotate every tile on alternate rows
  64055. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  64056. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  64057. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64058. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  64059. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  64060. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  64061. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  64062. * @param name defines the name of the mesh
  64063. * @param options defines the options used to create the mesh
  64064. * @param scene defines the hosting scene
  64065. * @returns the box mesh
  64066. */
  64067. static CreateTiledPlane(name: string, options: {
  64068. pattern?: number;
  64069. tileSize?: number;
  64070. tileWidth?: number;
  64071. tileHeight?: number;
  64072. size?: number;
  64073. width?: number;
  64074. height?: number;
  64075. alignHorizontal?: number;
  64076. alignVertical?: number;
  64077. sideOrientation?: number;
  64078. frontUVs?: Vector4;
  64079. backUVs?: Vector4;
  64080. updatable?: boolean;
  64081. }, scene?: Nullable<Scene>): Mesh;
  64082. }
  64083. }
  64084. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  64085. import { Nullable } from "babylonjs/types";
  64086. import { Scene } from "babylonjs/scene";
  64087. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  64088. import { Mesh } from "babylonjs/Meshes/mesh";
  64089. /**
  64090. * Class containing static functions to help procedurally build meshes
  64091. */
  64092. export class TubeBuilder {
  64093. /**
  64094. * Creates a tube mesh.
  64095. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64096. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  64097. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  64098. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  64099. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  64100. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  64101. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  64102. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64103. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  64104. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64105. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64106. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64107. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64108. * @param name defines the name of the mesh
  64109. * @param options defines the options used to create the mesh
  64110. * @param scene defines the hosting scene
  64111. * @returns the tube mesh
  64112. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64113. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  64114. */
  64115. static CreateTube(name: string, options: {
  64116. path: Vector3[];
  64117. radius?: number;
  64118. tessellation?: number;
  64119. radiusFunction?: {
  64120. (i: number, distance: number): number;
  64121. };
  64122. cap?: number;
  64123. arc?: number;
  64124. updatable?: boolean;
  64125. sideOrientation?: number;
  64126. frontUVs?: Vector4;
  64127. backUVs?: Vector4;
  64128. instance?: Mesh;
  64129. invertUV?: boolean;
  64130. }, scene?: Nullable<Scene>): Mesh;
  64131. }
  64132. }
  64133. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  64134. import { Scene } from "babylonjs/scene";
  64135. import { Vector4 } from "babylonjs/Maths/math.vector";
  64136. import { Mesh } from "babylonjs/Meshes/mesh";
  64137. import { Nullable } from "babylonjs/types";
  64138. /**
  64139. * Class containing static functions to help procedurally build meshes
  64140. */
  64141. export class IcoSphereBuilder {
  64142. /**
  64143. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  64144. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  64145. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  64146. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  64147. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  64148. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64149. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64150. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64151. * @param name defines the name of the mesh
  64152. * @param options defines the options used to create the mesh
  64153. * @param scene defines the hosting scene
  64154. * @returns the icosahedron mesh
  64155. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  64156. */
  64157. static CreateIcoSphere(name: string, options: {
  64158. radius?: number;
  64159. radiusX?: number;
  64160. radiusY?: number;
  64161. radiusZ?: number;
  64162. flat?: boolean;
  64163. subdivisions?: number;
  64164. sideOrientation?: number;
  64165. frontUVs?: Vector4;
  64166. backUVs?: Vector4;
  64167. updatable?: boolean;
  64168. }, scene?: Nullable<Scene>): Mesh;
  64169. }
  64170. }
  64171. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  64172. import { Vector3 } from "babylonjs/Maths/math.vector";
  64173. import { Mesh } from "babylonjs/Meshes/mesh";
  64174. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64175. /**
  64176. * Class containing static functions to help procedurally build meshes
  64177. */
  64178. export class DecalBuilder {
  64179. /**
  64180. * Creates a decal mesh.
  64181. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  64182. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  64183. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  64184. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  64185. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  64186. * @param name defines the name of the mesh
  64187. * @param sourceMesh defines the mesh where the decal must be applied
  64188. * @param options defines the options used to create the mesh
  64189. * @param scene defines the hosting scene
  64190. * @returns the decal mesh
  64191. * @see https://doc.babylonjs.com/how_to/decals
  64192. */
  64193. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  64194. position?: Vector3;
  64195. normal?: Vector3;
  64196. size?: Vector3;
  64197. angle?: number;
  64198. }): Mesh;
  64199. }
  64200. }
  64201. declare module "babylonjs/Meshes/meshBuilder" {
  64202. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  64203. import { Nullable } from "babylonjs/types";
  64204. import { Scene } from "babylonjs/scene";
  64205. import { Mesh } from "babylonjs/Meshes/mesh";
  64206. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  64207. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  64208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64209. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  64210. import { Plane } from "babylonjs/Maths/math.plane";
  64211. /**
  64212. * Class containing static functions to help procedurally build meshes
  64213. */
  64214. export class MeshBuilder {
  64215. /**
  64216. * Creates a box mesh
  64217. * * The parameter `size` sets the size (float) of each box side (default 1)
  64218. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  64219. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  64220. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  64221. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64222. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64223. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64224. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  64225. * @param name defines the name of the mesh
  64226. * @param options defines the options used to create the mesh
  64227. * @param scene defines the hosting scene
  64228. * @returns the box mesh
  64229. */
  64230. static CreateBox(name: string, options: {
  64231. size?: number;
  64232. width?: number;
  64233. height?: number;
  64234. depth?: number;
  64235. faceUV?: Vector4[];
  64236. faceColors?: Color4[];
  64237. sideOrientation?: number;
  64238. frontUVs?: Vector4;
  64239. backUVs?: Vector4;
  64240. updatable?: boolean;
  64241. }, scene?: Nullable<Scene>): Mesh;
  64242. /**
  64243. * Creates a tiled box mesh
  64244. * * faceTiles sets the pattern, tile size and number of tiles for a face
  64245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64246. * @param name defines the name of the mesh
  64247. * @param options defines the options used to create the mesh
  64248. * @param scene defines the hosting scene
  64249. * @returns the tiled box mesh
  64250. */
  64251. static CreateTiledBox(name: string, options: {
  64252. pattern?: number;
  64253. size?: number;
  64254. width?: number;
  64255. height?: number;
  64256. depth: number;
  64257. tileSize?: number;
  64258. tileWidth?: number;
  64259. tileHeight?: number;
  64260. faceUV?: Vector4[];
  64261. faceColors?: Color4[];
  64262. alignHorizontal?: number;
  64263. alignVertical?: number;
  64264. sideOrientation?: number;
  64265. updatable?: boolean;
  64266. }, scene?: Nullable<Scene>): Mesh;
  64267. /**
  64268. * Creates a sphere mesh
  64269. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  64270. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  64271. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  64272. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  64273. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  64274. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64275. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64277. * @param name defines the name of the mesh
  64278. * @param options defines the options used to create the mesh
  64279. * @param scene defines the hosting scene
  64280. * @returns the sphere mesh
  64281. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  64282. */
  64283. static CreateSphere(name: string, options: {
  64284. segments?: number;
  64285. diameter?: number;
  64286. diameterX?: number;
  64287. diameterY?: number;
  64288. diameterZ?: number;
  64289. arc?: number;
  64290. slice?: number;
  64291. sideOrientation?: number;
  64292. frontUVs?: Vector4;
  64293. backUVs?: Vector4;
  64294. updatable?: boolean;
  64295. }, scene?: Nullable<Scene>): Mesh;
  64296. /**
  64297. * Creates a plane polygonal mesh. By default, this is a disc
  64298. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  64299. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  64300. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  64301. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64302. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64304. * @param name defines the name of the mesh
  64305. * @param options defines the options used to create the mesh
  64306. * @param scene defines the hosting scene
  64307. * @returns the plane polygonal mesh
  64308. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  64309. */
  64310. static CreateDisc(name: string, options: {
  64311. radius?: number;
  64312. tessellation?: number;
  64313. arc?: number;
  64314. updatable?: boolean;
  64315. sideOrientation?: number;
  64316. frontUVs?: Vector4;
  64317. backUVs?: Vector4;
  64318. }, scene?: Nullable<Scene>): Mesh;
  64319. /**
  64320. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  64321. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  64322. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  64323. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  64324. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  64325. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64326. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64327. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64328. * @param name defines the name of the mesh
  64329. * @param options defines the options used to create the mesh
  64330. * @param scene defines the hosting scene
  64331. * @returns the icosahedron mesh
  64332. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  64333. */
  64334. static CreateIcoSphere(name: string, options: {
  64335. radius?: number;
  64336. radiusX?: number;
  64337. radiusY?: number;
  64338. radiusZ?: number;
  64339. flat?: boolean;
  64340. subdivisions?: number;
  64341. sideOrientation?: number;
  64342. frontUVs?: Vector4;
  64343. backUVs?: Vector4;
  64344. updatable?: boolean;
  64345. }, scene?: Nullable<Scene>): Mesh;
  64346. /**
  64347. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64348. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  64349. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  64350. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  64351. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  64352. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  64353. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  64354. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64355. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64356. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64357. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  64358. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  64359. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  64360. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  64361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64362. * @param name defines the name of the mesh
  64363. * @param options defines the options used to create the mesh
  64364. * @param scene defines the hosting scene
  64365. * @returns the ribbon mesh
  64366. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  64367. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64368. */
  64369. static CreateRibbon(name: string, options: {
  64370. pathArray: Vector3[][];
  64371. closeArray?: boolean;
  64372. closePath?: boolean;
  64373. offset?: number;
  64374. updatable?: boolean;
  64375. sideOrientation?: number;
  64376. frontUVs?: Vector4;
  64377. backUVs?: Vector4;
  64378. instance?: Mesh;
  64379. invertUV?: boolean;
  64380. uvs?: Vector2[];
  64381. colors?: Color4[];
  64382. }, scene?: Nullable<Scene>): Mesh;
  64383. /**
  64384. * Creates a cylinder or a cone mesh
  64385. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  64386. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  64387. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  64388. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  64389. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  64390. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  64391. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  64392. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  64393. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  64394. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  64395. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  64396. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  64397. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  64398. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  64399. * * If `enclose` is false, a ring surface is one element.
  64400. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  64401. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  64402. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64403. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64405. * @param name defines the name of the mesh
  64406. * @param options defines the options used to create the mesh
  64407. * @param scene defines the hosting scene
  64408. * @returns the cylinder mesh
  64409. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  64410. */
  64411. static CreateCylinder(name: string, options: {
  64412. height?: number;
  64413. diameterTop?: number;
  64414. diameterBottom?: number;
  64415. diameter?: number;
  64416. tessellation?: number;
  64417. subdivisions?: number;
  64418. arc?: number;
  64419. faceColors?: Color4[];
  64420. faceUV?: Vector4[];
  64421. updatable?: boolean;
  64422. hasRings?: boolean;
  64423. enclose?: boolean;
  64424. cap?: number;
  64425. sideOrientation?: number;
  64426. frontUVs?: Vector4;
  64427. backUVs?: Vector4;
  64428. }, scene?: Nullable<Scene>): Mesh;
  64429. /**
  64430. * Creates a torus mesh
  64431. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  64432. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  64433. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  64434. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64435. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64437. * @param name defines the name of the mesh
  64438. * @param options defines the options used to create the mesh
  64439. * @param scene defines the hosting scene
  64440. * @returns the torus mesh
  64441. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  64442. */
  64443. static CreateTorus(name: string, options: {
  64444. diameter?: number;
  64445. thickness?: number;
  64446. tessellation?: number;
  64447. updatable?: boolean;
  64448. sideOrientation?: number;
  64449. frontUVs?: Vector4;
  64450. backUVs?: Vector4;
  64451. }, scene?: Nullable<Scene>): Mesh;
  64452. /**
  64453. * Creates a torus knot mesh
  64454. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  64455. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  64456. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  64457. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  64458. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64459. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64460. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64461. * @param name defines the name of the mesh
  64462. * @param options defines the options used to create the mesh
  64463. * @param scene defines the hosting scene
  64464. * @returns the torus knot mesh
  64465. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  64466. */
  64467. static CreateTorusKnot(name: string, options: {
  64468. radius?: number;
  64469. tube?: number;
  64470. radialSegments?: number;
  64471. tubularSegments?: number;
  64472. p?: number;
  64473. q?: number;
  64474. updatable?: boolean;
  64475. sideOrientation?: number;
  64476. frontUVs?: Vector4;
  64477. backUVs?: Vector4;
  64478. }, scene?: Nullable<Scene>): Mesh;
  64479. /**
  64480. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  64481. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  64482. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  64483. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  64484. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  64485. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  64486. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  64487. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  64488. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  64489. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64490. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  64491. * @param name defines the name of the new line system
  64492. * @param options defines the options used to create the line system
  64493. * @param scene defines the hosting scene
  64494. * @returns a new line system mesh
  64495. */
  64496. static CreateLineSystem(name: string, options: {
  64497. lines: Vector3[][];
  64498. updatable?: boolean;
  64499. instance?: Nullable<LinesMesh>;
  64500. colors?: Nullable<Color4[][]>;
  64501. useVertexAlpha?: boolean;
  64502. }, scene: Nullable<Scene>): LinesMesh;
  64503. /**
  64504. * Creates a line mesh
  64505. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  64506. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  64507. * * The parameter `points` is an array successive Vector3
  64508. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  64509. * * The optional parameter `colors` is an array of successive Color4, one per line point
  64510. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  64511. * * When updating an instance, remember that only point positions can change, not the number of points
  64512. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64513. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  64514. * @param name defines the name of the new line system
  64515. * @param options defines the options used to create the line system
  64516. * @param scene defines the hosting scene
  64517. * @returns a new line mesh
  64518. */
  64519. static CreateLines(name: string, options: {
  64520. points: Vector3[];
  64521. updatable?: boolean;
  64522. instance?: Nullable<LinesMesh>;
  64523. colors?: Color4[];
  64524. useVertexAlpha?: boolean;
  64525. }, scene?: Nullable<Scene>): LinesMesh;
  64526. /**
  64527. * Creates a dashed line mesh
  64528. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  64529. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  64530. * * The parameter `points` is an array successive Vector3
  64531. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  64532. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  64533. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  64534. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  64535. * * When updating an instance, remember that only point positions can change, not the number of points
  64536. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64537. * @param name defines the name of the mesh
  64538. * @param options defines the options used to create the mesh
  64539. * @param scene defines the hosting scene
  64540. * @returns the dashed line mesh
  64541. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  64542. */
  64543. static CreateDashedLines(name: string, options: {
  64544. points: Vector3[];
  64545. dashSize?: number;
  64546. gapSize?: number;
  64547. dashNb?: number;
  64548. updatable?: boolean;
  64549. instance?: LinesMesh;
  64550. }, scene?: Nullable<Scene>): LinesMesh;
  64551. /**
  64552. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  64553. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  64554. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  64555. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  64556. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  64557. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64558. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  64559. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  64560. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64561. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64562. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  64563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64564. * @param name defines the name of the mesh
  64565. * @param options defines the options used to create the mesh
  64566. * @param scene defines the hosting scene
  64567. * @returns the extruded shape mesh
  64568. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64569. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  64570. */
  64571. static ExtrudeShape(name: string, options: {
  64572. shape: Vector3[];
  64573. path: Vector3[];
  64574. scale?: number;
  64575. rotation?: number;
  64576. cap?: number;
  64577. updatable?: boolean;
  64578. sideOrientation?: number;
  64579. frontUVs?: Vector4;
  64580. backUVs?: Vector4;
  64581. instance?: Mesh;
  64582. invertUV?: boolean;
  64583. }, scene?: Nullable<Scene>): Mesh;
  64584. /**
  64585. * Creates an custom extruded shape mesh.
  64586. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  64587. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  64588. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  64589. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  64590. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  64591. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  64592. * * It must returns a float value that will be the scale value applied to the shape on each path point
  64593. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  64594. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  64595. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64596. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  64597. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  64598. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64599. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64600. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64601. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64602. * @param name defines the name of the mesh
  64603. * @param options defines the options used to create the mesh
  64604. * @param scene defines the hosting scene
  64605. * @returns the custom extruded shape mesh
  64606. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  64607. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64608. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  64609. */
  64610. static ExtrudeShapeCustom(name: string, options: {
  64611. shape: Vector3[];
  64612. path: Vector3[];
  64613. scaleFunction?: any;
  64614. rotationFunction?: any;
  64615. ribbonCloseArray?: boolean;
  64616. ribbonClosePath?: boolean;
  64617. cap?: number;
  64618. updatable?: boolean;
  64619. sideOrientation?: number;
  64620. frontUVs?: Vector4;
  64621. backUVs?: Vector4;
  64622. instance?: Mesh;
  64623. invertUV?: boolean;
  64624. }, scene?: Nullable<Scene>): Mesh;
  64625. /**
  64626. * Creates lathe mesh.
  64627. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  64628. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  64629. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  64630. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  64631. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  64632. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  64633. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  64634. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64635. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64636. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64637. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64639. * @param name defines the name of the mesh
  64640. * @param options defines the options used to create the mesh
  64641. * @param scene defines the hosting scene
  64642. * @returns the lathe mesh
  64643. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  64644. */
  64645. static CreateLathe(name: string, options: {
  64646. shape: Vector3[];
  64647. radius?: number;
  64648. tessellation?: number;
  64649. clip?: number;
  64650. arc?: number;
  64651. closed?: boolean;
  64652. updatable?: boolean;
  64653. sideOrientation?: number;
  64654. frontUVs?: Vector4;
  64655. backUVs?: Vector4;
  64656. cap?: number;
  64657. invertUV?: boolean;
  64658. }, scene?: Nullable<Scene>): Mesh;
  64659. /**
  64660. * Creates a tiled plane mesh
  64661. * * You can set a limited pattern arrangement with the tiles
  64662. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64663. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64664. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64665. * @param name defines the name of the mesh
  64666. * @param options defines the options used to create the mesh
  64667. * @param scene defines the hosting scene
  64668. * @returns the plane mesh
  64669. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  64670. */
  64671. static CreateTiledPlane(name: string, options: {
  64672. pattern?: number;
  64673. tileSize?: number;
  64674. tileWidth?: number;
  64675. tileHeight?: number;
  64676. size?: number;
  64677. width?: number;
  64678. height?: number;
  64679. alignHorizontal?: number;
  64680. alignVertical?: number;
  64681. sideOrientation?: number;
  64682. frontUVs?: Vector4;
  64683. backUVs?: Vector4;
  64684. updatable?: boolean;
  64685. }, scene?: Nullable<Scene>): Mesh;
  64686. /**
  64687. * Creates a plane mesh
  64688. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  64689. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  64690. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  64691. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64692. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64693. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64694. * @param name defines the name of the mesh
  64695. * @param options defines the options used to create the mesh
  64696. * @param scene defines the hosting scene
  64697. * @returns the plane mesh
  64698. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  64699. */
  64700. static CreatePlane(name: string, options: {
  64701. size?: number;
  64702. width?: number;
  64703. height?: number;
  64704. sideOrientation?: number;
  64705. frontUVs?: Vector4;
  64706. backUVs?: Vector4;
  64707. updatable?: boolean;
  64708. sourcePlane?: Plane;
  64709. }, scene?: Nullable<Scene>): Mesh;
  64710. /**
  64711. * Creates a ground mesh
  64712. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  64713. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  64714. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64715. * @param name defines the name of the mesh
  64716. * @param options defines the options used to create the mesh
  64717. * @param scene defines the hosting scene
  64718. * @returns the ground mesh
  64719. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  64720. */
  64721. static CreateGround(name: string, options: {
  64722. width?: number;
  64723. height?: number;
  64724. subdivisions?: number;
  64725. subdivisionsX?: number;
  64726. subdivisionsY?: number;
  64727. updatable?: boolean;
  64728. }, scene?: Nullable<Scene>): Mesh;
  64729. /**
  64730. * Creates a tiled ground mesh
  64731. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  64732. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  64733. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  64734. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  64735. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64736. * @param name defines the name of the mesh
  64737. * @param options defines the options used to create the mesh
  64738. * @param scene defines the hosting scene
  64739. * @returns the tiled ground mesh
  64740. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  64741. */
  64742. static CreateTiledGround(name: string, options: {
  64743. xmin: number;
  64744. zmin: number;
  64745. xmax: number;
  64746. zmax: number;
  64747. subdivisions?: {
  64748. w: number;
  64749. h: number;
  64750. };
  64751. precision?: {
  64752. w: number;
  64753. h: number;
  64754. };
  64755. updatable?: boolean;
  64756. }, scene?: Nullable<Scene>): Mesh;
  64757. /**
  64758. * Creates a ground mesh from a height map
  64759. * * The parameter `url` sets the URL of the height map image resource.
  64760. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  64761. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  64762. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  64763. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  64764. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  64765. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  64766. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  64767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64768. * @param name defines the name of the mesh
  64769. * @param url defines the url to the height map
  64770. * @param options defines the options used to create the mesh
  64771. * @param scene defines the hosting scene
  64772. * @returns the ground mesh
  64773. * @see https://doc.babylonjs.com/babylon101/height_map
  64774. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  64775. */
  64776. static CreateGroundFromHeightMap(name: string, url: string, options: {
  64777. width?: number;
  64778. height?: number;
  64779. subdivisions?: number;
  64780. minHeight?: number;
  64781. maxHeight?: number;
  64782. colorFilter?: Color3;
  64783. alphaFilter?: number;
  64784. updatable?: boolean;
  64785. onReady?: (mesh: GroundMesh) => void;
  64786. }, scene?: Nullable<Scene>): GroundMesh;
  64787. /**
  64788. * Creates a polygon mesh
  64789. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  64790. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  64791. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  64792. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64793. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  64794. * * Remember you can only change the shape positions, not their number when updating a polygon
  64795. * @param name defines the name of the mesh
  64796. * @param options defines the options used to create the mesh
  64797. * @param scene defines the hosting scene
  64798. * @param earcutInjection can be used to inject your own earcut reference
  64799. * @returns the polygon mesh
  64800. */
  64801. static CreatePolygon(name: string, options: {
  64802. shape: Vector3[];
  64803. holes?: Vector3[][];
  64804. depth?: number;
  64805. faceUV?: Vector4[];
  64806. faceColors?: Color4[];
  64807. updatable?: boolean;
  64808. sideOrientation?: number;
  64809. frontUVs?: Vector4;
  64810. backUVs?: Vector4;
  64811. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  64812. /**
  64813. * Creates an extruded polygon mesh, with depth in the Y direction.
  64814. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  64815. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  64816. * @param name defines the name of the mesh
  64817. * @param options defines the options used to create the mesh
  64818. * @param scene defines the hosting scene
  64819. * @param earcutInjection can be used to inject your own earcut reference
  64820. * @returns the polygon mesh
  64821. */
  64822. static ExtrudePolygon(name: string, options: {
  64823. shape: Vector3[];
  64824. holes?: Vector3[][];
  64825. depth?: number;
  64826. faceUV?: Vector4[];
  64827. faceColors?: Color4[];
  64828. updatable?: boolean;
  64829. sideOrientation?: number;
  64830. frontUVs?: Vector4;
  64831. backUVs?: Vector4;
  64832. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  64833. /**
  64834. * Creates a tube mesh.
  64835. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64836. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  64837. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  64838. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  64839. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  64840. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  64841. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  64842. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  64843. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  64844. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64845. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64846. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64848. * @param name defines the name of the mesh
  64849. * @param options defines the options used to create the mesh
  64850. * @param scene defines the hosting scene
  64851. * @returns the tube mesh
  64852. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64853. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  64854. */
  64855. static CreateTube(name: string, options: {
  64856. path: Vector3[];
  64857. radius?: number;
  64858. tessellation?: number;
  64859. radiusFunction?: {
  64860. (i: number, distance: number): number;
  64861. };
  64862. cap?: number;
  64863. arc?: number;
  64864. updatable?: boolean;
  64865. sideOrientation?: number;
  64866. frontUVs?: Vector4;
  64867. backUVs?: Vector4;
  64868. instance?: Mesh;
  64869. invertUV?: boolean;
  64870. }, scene?: Nullable<Scene>): Mesh;
  64871. /**
  64872. * Creates a polyhedron mesh
  64873. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  64874. * * The parameter `size` (positive float, default 1) sets the polygon size
  64875. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  64876. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  64877. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  64878. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  64879. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  64880. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  64881. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64882. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64883. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64884. * @param name defines the name of the mesh
  64885. * @param options defines the options used to create the mesh
  64886. * @param scene defines the hosting scene
  64887. * @returns the polyhedron mesh
  64888. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  64889. */
  64890. static CreatePolyhedron(name: string, options: {
  64891. type?: number;
  64892. size?: number;
  64893. sizeX?: number;
  64894. sizeY?: number;
  64895. sizeZ?: number;
  64896. custom?: any;
  64897. faceUV?: Vector4[];
  64898. faceColors?: Color4[];
  64899. flat?: boolean;
  64900. updatable?: boolean;
  64901. sideOrientation?: number;
  64902. frontUVs?: Vector4;
  64903. backUVs?: Vector4;
  64904. }, scene?: Nullable<Scene>): Mesh;
  64905. /**
  64906. * Creates a decal mesh.
  64907. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  64908. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  64909. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  64910. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  64911. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  64912. * @param name defines the name of the mesh
  64913. * @param sourceMesh defines the mesh where the decal must be applied
  64914. * @param options defines the options used to create the mesh
  64915. * @param scene defines the hosting scene
  64916. * @returns the decal mesh
  64917. * @see https://doc.babylonjs.com/how_to/decals
  64918. */
  64919. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  64920. position?: Vector3;
  64921. normal?: Vector3;
  64922. size?: Vector3;
  64923. angle?: number;
  64924. }): Mesh;
  64925. }
  64926. }
  64927. declare module "babylonjs/Meshes/meshSimplification" {
  64928. import { Mesh } from "babylonjs/Meshes/mesh";
  64929. /**
  64930. * A simplifier interface for future simplification implementations
  64931. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64932. */
  64933. export interface ISimplifier {
  64934. /**
  64935. * Simplification of a given mesh according to the given settings.
  64936. * Since this requires computation, it is assumed that the function runs async.
  64937. * @param settings The settings of the simplification, including quality and distance
  64938. * @param successCallback A callback that will be called after the mesh was simplified.
  64939. * @param errorCallback in case of an error, this callback will be called. optional.
  64940. */
  64941. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  64942. }
  64943. /**
  64944. * Expected simplification settings.
  64945. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  64946. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64947. */
  64948. export interface ISimplificationSettings {
  64949. /**
  64950. * Gets or sets the expected quality
  64951. */
  64952. quality: number;
  64953. /**
  64954. * Gets or sets the distance when this optimized version should be used
  64955. */
  64956. distance: number;
  64957. /**
  64958. * Gets an already optimized mesh
  64959. */
  64960. optimizeMesh?: boolean;
  64961. }
  64962. /**
  64963. * Class used to specify simplification options
  64964. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64965. */
  64966. export class SimplificationSettings implements ISimplificationSettings {
  64967. /** expected quality */
  64968. quality: number;
  64969. /** distance when this optimized version should be used */
  64970. distance: number;
  64971. /** already optimized mesh */
  64972. optimizeMesh?: boolean | undefined;
  64973. /**
  64974. * Creates a SimplificationSettings
  64975. * @param quality expected quality
  64976. * @param distance distance when this optimized version should be used
  64977. * @param optimizeMesh already optimized mesh
  64978. */
  64979. constructor(
  64980. /** expected quality */
  64981. quality: number,
  64982. /** distance when this optimized version should be used */
  64983. distance: number,
  64984. /** already optimized mesh */
  64985. optimizeMesh?: boolean | undefined);
  64986. }
  64987. /**
  64988. * Interface used to define a simplification task
  64989. */
  64990. export interface ISimplificationTask {
  64991. /**
  64992. * Array of settings
  64993. */
  64994. settings: Array<ISimplificationSettings>;
  64995. /**
  64996. * Simplification type
  64997. */
  64998. simplificationType: SimplificationType;
  64999. /**
  65000. * Mesh to simplify
  65001. */
  65002. mesh: Mesh;
  65003. /**
  65004. * Callback called on success
  65005. */
  65006. successCallback?: () => void;
  65007. /**
  65008. * Defines if parallel processing can be used
  65009. */
  65010. parallelProcessing: boolean;
  65011. }
  65012. /**
  65013. * Queue used to order the simplification tasks
  65014. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65015. */
  65016. export class SimplificationQueue {
  65017. private _simplificationArray;
  65018. /**
  65019. * Gets a boolean indicating that the process is still running
  65020. */
  65021. running: boolean;
  65022. /**
  65023. * Creates a new queue
  65024. */
  65025. constructor();
  65026. /**
  65027. * Adds a new simplification task
  65028. * @param task defines a task to add
  65029. */
  65030. addTask(task: ISimplificationTask): void;
  65031. /**
  65032. * Execute next task
  65033. */
  65034. executeNext(): void;
  65035. /**
  65036. * Execute a simplification task
  65037. * @param task defines the task to run
  65038. */
  65039. runSimplification(task: ISimplificationTask): void;
  65040. private getSimplifier;
  65041. }
  65042. /**
  65043. * The implemented types of simplification
  65044. * At the moment only Quadratic Error Decimation is implemented
  65045. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65046. */
  65047. export enum SimplificationType {
  65048. /** Quadratic error decimation */
  65049. QUADRATIC = 0
  65050. }
  65051. }
  65052. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  65053. import { Scene } from "babylonjs/scene";
  65054. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  65055. import { ISceneComponent } from "babylonjs/sceneComponent";
  65056. module "babylonjs/scene" {
  65057. interface Scene {
  65058. /** @hidden (Backing field) */
  65059. _simplificationQueue: SimplificationQueue;
  65060. /**
  65061. * Gets or sets the simplification queue attached to the scene
  65062. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65063. */
  65064. simplificationQueue: SimplificationQueue;
  65065. }
  65066. }
  65067. module "babylonjs/Meshes/mesh" {
  65068. interface Mesh {
  65069. /**
  65070. * Simplify the mesh according to the given array of settings.
  65071. * Function will return immediately and will simplify async
  65072. * @param settings a collection of simplification settings
  65073. * @param parallelProcessing should all levels calculate parallel or one after the other
  65074. * @param simplificationType the type of simplification to run
  65075. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  65076. * @returns the current mesh
  65077. */
  65078. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  65079. }
  65080. }
  65081. /**
  65082. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  65083. * created in a scene
  65084. */
  65085. export class SimplicationQueueSceneComponent implements ISceneComponent {
  65086. /**
  65087. * The component name helpfull to identify the component in the list of scene components.
  65088. */
  65089. readonly name: string;
  65090. /**
  65091. * The scene the component belongs to.
  65092. */
  65093. scene: Scene;
  65094. /**
  65095. * Creates a new instance of the component for the given scene
  65096. * @param scene Defines the scene to register the component in
  65097. */
  65098. constructor(scene: Scene);
  65099. /**
  65100. * Registers the component in a given scene
  65101. */
  65102. register(): void;
  65103. /**
  65104. * Rebuilds the elements related to this component in case of
  65105. * context lost for instance.
  65106. */
  65107. rebuild(): void;
  65108. /**
  65109. * Disposes the component and the associated ressources
  65110. */
  65111. dispose(): void;
  65112. private _beforeCameraUpdate;
  65113. }
  65114. }
  65115. declare module "babylonjs/Meshes/Builders/index" {
  65116. export * from "babylonjs/Meshes/Builders/boxBuilder";
  65117. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  65118. export * from "babylonjs/Meshes/Builders/discBuilder";
  65119. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  65120. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  65121. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  65122. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  65123. export * from "babylonjs/Meshes/Builders/torusBuilder";
  65124. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  65125. export * from "babylonjs/Meshes/Builders/linesBuilder";
  65126. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  65127. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  65128. export * from "babylonjs/Meshes/Builders/latheBuilder";
  65129. export * from "babylonjs/Meshes/Builders/planeBuilder";
  65130. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  65131. export * from "babylonjs/Meshes/Builders/groundBuilder";
  65132. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  65133. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  65134. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  65135. export * from "babylonjs/Meshes/Builders/decalBuilder";
  65136. }
  65137. declare module "babylonjs/Meshes/index" {
  65138. export * from "babylonjs/Meshes/abstractMesh";
  65139. export * from "babylonjs/Meshes/buffer";
  65140. export * from "babylonjs/Meshes/Compression/index";
  65141. export * from "babylonjs/Meshes/csg";
  65142. export * from "babylonjs/Meshes/geometry";
  65143. export * from "babylonjs/Meshes/groundMesh";
  65144. export * from "babylonjs/Meshes/trailMesh";
  65145. export * from "babylonjs/Meshes/instancedMesh";
  65146. export * from "babylonjs/Meshes/linesMesh";
  65147. export * from "babylonjs/Meshes/mesh";
  65148. export * from "babylonjs/Meshes/mesh.vertexData";
  65149. export * from "babylonjs/Meshes/meshBuilder";
  65150. export * from "babylonjs/Meshes/meshSimplification";
  65151. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  65152. export * from "babylonjs/Meshes/polygonMesh";
  65153. export * from "babylonjs/Meshes/subMesh";
  65154. export * from "babylonjs/Meshes/meshLODLevel";
  65155. export * from "babylonjs/Meshes/transformNode";
  65156. export * from "babylonjs/Meshes/Builders/index";
  65157. export * from "babylonjs/Meshes/dataBuffer";
  65158. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  65159. }
  65160. declare module "babylonjs/Morph/index" {
  65161. export * from "babylonjs/Morph/morphTarget";
  65162. export * from "babylonjs/Morph/morphTargetManager";
  65163. }
  65164. declare module "babylonjs/Navigation/INavigationEngine" {
  65165. import { TransformNode } from "babylonjs/Meshes/transformNode";
  65166. import { Vector3 } from "babylonjs/Maths/math";
  65167. import { Mesh } from "babylonjs/Meshes/mesh";
  65168. import { Scene } from "babylonjs/scene";
  65169. /**
  65170. * Navigation plugin interface to add navigation constrained by a navigation mesh
  65171. */
  65172. export interface INavigationEnginePlugin {
  65173. /**
  65174. * plugin name
  65175. */
  65176. name: string;
  65177. /**
  65178. * Creates a navigation mesh
  65179. * @param meshes array of all the geometry used to compute the navigatio mesh
  65180. * @param parameters bunch of parameters used to filter geometry
  65181. */
  65182. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  65183. /**
  65184. * Create a navigation mesh debug mesh
  65185. * @param scene is where the mesh will be added
  65186. * @returns debug display mesh
  65187. */
  65188. createDebugNavMesh(scene: Scene): Mesh;
  65189. /**
  65190. * Get a navigation mesh constrained position, closest to the parameter position
  65191. * @param position world position
  65192. * @returns the closest point to position constrained by the navigation mesh
  65193. */
  65194. getClosestPoint(position: Vector3): Vector3;
  65195. /**
  65196. * Get a navigation mesh constrained position, within a particular radius
  65197. * @param position world position
  65198. * @param maxRadius the maximum distance to the constrained world position
  65199. * @returns the closest point to position constrained by the navigation mesh
  65200. */
  65201. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  65202. /**
  65203. * Compute the final position from a segment made of destination-position
  65204. * @param position world position
  65205. * @param destination world position
  65206. * @returns the resulting point along the navmesh
  65207. */
  65208. moveAlong(position: Vector3, destination: Vector3): Vector3;
  65209. /**
  65210. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  65211. * @param start world position
  65212. * @param end world position
  65213. * @returns array containing world position composing the path
  65214. */
  65215. computePath(start: Vector3, end: Vector3): Vector3[];
  65216. /**
  65217. * If this plugin is supported
  65218. * @returns true if plugin is supported
  65219. */
  65220. isSupported(): boolean;
  65221. /**
  65222. * Create a new Crowd so you can add agents
  65223. * @param maxAgents the maximum agent count in the crowd
  65224. * @param maxAgentRadius the maximum radius an agent can have
  65225. * @param scene to attach the crowd to
  65226. * @returns the crowd you can add agents to
  65227. */
  65228. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  65229. /**
  65230. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65231. * The queries will try to find a solution within those bounds
  65232. * default is (1,1,1)
  65233. * @param extent x,y,z value that define the extent around the queries point of reference
  65234. */
  65235. setDefaultQueryExtent(extent: Vector3): void;
  65236. /**
  65237. * Get the Bounding box extent specified by setDefaultQueryExtent
  65238. * @returns the box extent values
  65239. */
  65240. getDefaultQueryExtent(): Vector3;
  65241. /**
  65242. * Release all resources
  65243. */
  65244. dispose(): void;
  65245. }
  65246. /**
  65247. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  65248. */
  65249. export interface ICrowd {
  65250. /**
  65251. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  65252. * You can attach anything to that node. The node position is updated in the scene update tick.
  65253. * @param pos world position that will be constrained by the navigation mesh
  65254. * @param parameters agent parameters
  65255. * @param transform hooked to the agent that will be update by the scene
  65256. * @returns agent index
  65257. */
  65258. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  65259. /**
  65260. * Returns the agent position in world space
  65261. * @param index agent index returned by addAgent
  65262. * @returns world space position
  65263. */
  65264. getAgentPosition(index: number): Vector3;
  65265. /**
  65266. * Gets the agent velocity in world space
  65267. * @param index agent index returned by addAgent
  65268. * @returns world space velocity
  65269. */
  65270. getAgentVelocity(index: number): Vector3;
  65271. /**
  65272. * remove a particular agent previously created
  65273. * @param index agent index returned by addAgent
  65274. */
  65275. removeAgent(index: number): void;
  65276. /**
  65277. * get the list of all agents attached to this crowd
  65278. * @returns list of agent indices
  65279. */
  65280. getAgents(): number[];
  65281. /**
  65282. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  65283. * @param deltaTime in seconds
  65284. */
  65285. update(deltaTime: number): void;
  65286. /**
  65287. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  65288. * @param index agent index returned by addAgent
  65289. * @param destination targeted world position
  65290. */
  65291. agentGoto(index: number, destination: Vector3): void;
  65292. /**
  65293. * Teleport the agent to a new position
  65294. * @param index agent index returned by addAgent
  65295. * @param destination targeted world position
  65296. */
  65297. agentTeleport(index: number, destination: Vector3): void;
  65298. /**
  65299. * Update agent parameters
  65300. * @param index agent index returned by addAgent
  65301. * @param parameters agent parameters
  65302. */
  65303. updateAgentParameters(index: number, parameters: IAgentParameters): void;
  65304. /**
  65305. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65306. * The queries will try to find a solution within those bounds
  65307. * default is (1,1,1)
  65308. * @param extent x,y,z value that define the extent around the queries point of reference
  65309. */
  65310. setDefaultQueryExtent(extent: Vector3): void;
  65311. /**
  65312. * Get the Bounding box extent specified by setDefaultQueryExtent
  65313. * @returns the box extent values
  65314. */
  65315. getDefaultQueryExtent(): Vector3;
  65316. /**
  65317. * Release all resources
  65318. */
  65319. dispose(): void;
  65320. }
  65321. /**
  65322. * Configures an agent
  65323. */
  65324. export interface IAgentParameters {
  65325. /**
  65326. * Agent radius. [Limit: >= 0]
  65327. */
  65328. radius: number;
  65329. /**
  65330. * Agent height. [Limit: > 0]
  65331. */
  65332. height: number;
  65333. /**
  65334. * Maximum allowed acceleration. [Limit: >= 0]
  65335. */
  65336. maxAcceleration: number;
  65337. /**
  65338. * Maximum allowed speed. [Limit: >= 0]
  65339. */
  65340. maxSpeed: number;
  65341. /**
  65342. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  65343. */
  65344. collisionQueryRange: number;
  65345. /**
  65346. * The path visibility optimization range. [Limit: > 0]
  65347. */
  65348. pathOptimizationRange: number;
  65349. /**
  65350. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  65351. */
  65352. separationWeight: number;
  65353. }
  65354. /**
  65355. * Configures the navigation mesh creation
  65356. */
  65357. export interface INavMeshParameters {
  65358. /**
  65359. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  65360. */
  65361. cs: number;
  65362. /**
  65363. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  65364. */
  65365. ch: number;
  65366. /**
  65367. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  65368. */
  65369. walkableSlopeAngle: number;
  65370. /**
  65371. * Minimum floor to 'ceiling' height that will still allow the floor area to
  65372. * be considered walkable. [Limit: >= 3] [Units: vx]
  65373. */
  65374. walkableHeight: number;
  65375. /**
  65376. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  65377. */
  65378. walkableClimb: number;
  65379. /**
  65380. * The distance to erode/shrink the walkable area of the heightfield away from
  65381. * obstructions. [Limit: >=0] [Units: vx]
  65382. */
  65383. walkableRadius: number;
  65384. /**
  65385. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  65386. */
  65387. maxEdgeLen: number;
  65388. /**
  65389. * The maximum distance a simplfied contour's border edges should deviate
  65390. * the original raw contour. [Limit: >=0] [Units: vx]
  65391. */
  65392. maxSimplificationError: number;
  65393. /**
  65394. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  65395. */
  65396. minRegionArea: number;
  65397. /**
  65398. * Any regions with a span count smaller than this value will, if possible,
  65399. * be merged with larger regions. [Limit: >=0] [Units: vx]
  65400. */
  65401. mergeRegionArea: number;
  65402. /**
  65403. * The maximum number of vertices allowed for polygons generated during the
  65404. * contour to polygon conversion process. [Limit: >= 3]
  65405. */
  65406. maxVertsPerPoly: number;
  65407. /**
  65408. * Sets the sampling distance to use when generating the detail mesh.
  65409. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  65410. */
  65411. detailSampleDist: number;
  65412. /**
  65413. * The maximum distance the detail mesh surface should deviate from heightfield
  65414. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  65415. */
  65416. detailSampleMaxError: number;
  65417. }
  65418. }
  65419. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  65420. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  65421. import { Mesh } from "babylonjs/Meshes/mesh";
  65422. import { Scene } from "babylonjs/scene";
  65423. import { Vector3 } from "babylonjs/Maths/math";
  65424. import { TransformNode } from "babylonjs/Meshes/transformNode";
  65425. /**
  65426. * RecastJS navigation plugin
  65427. */
  65428. export class RecastJSPlugin implements INavigationEnginePlugin {
  65429. /**
  65430. * Reference to the Recast library
  65431. */
  65432. bjsRECAST: any;
  65433. /**
  65434. * plugin name
  65435. */
  65436. name: string;
  65437. /**
  65438. * the first navmesh created. We might extend this to support multiple navmeshes
  65439. */
  65440. navMesh: any;
  65441. /**
  65442. * Initializes the recastJS plugin
  65443. * @param recastInjection can be used to inject your own recast reference
  65444. */
  65445. constructor(recastInjection?: any);
  65446. /**
  65447. * Creates a navigation mesh
  65448. * @param meshes array of all the geometry used to compute the navigatio mesh
  65449. * @param parameters bunch of parameters used to filter geometry
  65450. */
  65451. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  65452. /**
  65453. * Create a navigation mesh debug mesh
  65454. * @param scene is where the mesh will be added
  65455. * @returns debug display mesh
  65456. */
  65457. createDebugNavMesh(scene: Scene): Mesh;
  65458. /**
  65459. * Get a navigation mesh constrained position, closest to the parameter position
  65460. * @param position world position
  65461. * @returns the closest point to position constrained by the navigation mesh
  65462. */
  65463. getClosestPoint(position: Vector3): Vector3;
  65464. /**
  65465. * Get a navigation mesh constrained position, within a particular radius
  65466. * @param position world position
  65467. * @param maxRadius the maximum distance to the constrained world position
  65468. * @returns the closest point to position constrained by the navigation mesh
  65469. */
  65470. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  65471. /**
  65472. * Compute the final position from a segment made of destination-position
  65473. * @param position world position
  65474. * @param destination world position
  65475. * @returns the resulting point along the navmesh
  65476. */
  65477. moveAlong(position: Vector3, destination: Vector3): Vector3;
  65478. /**
  65479. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  65480. * @param start world position
  65481. * @param end world position
  65482. * @returns array containing world position composing the path
  65483. */
  65484. computePath(start: Vector3, end: Vector3): Vector3[];
  65485. /**
  65486. * Create a new Crowd so you can add agents
  65487. * @param maxAgents the maximum agent count in the crowd
  65488. * @param maxAgentRadius the maximum radius an agent can have
  65489. * @param scene to attach the crowd to
  65490. * @returns the crowd you can add agents to
  65491. */
  65492. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  65493. /**
  65494. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65495. * The queries will try to find a solution within those bounds
  65496. * default is (1,1,1)
  65497. * @param extent x,y,z value that define the extent around the queries point of reference
  65498. */
  65499. setDefaultQueryExtent(extent: Vector3): void;
  65500. /**
  65501. * Get the Bounding box extent specified by setDefaultQueryExtent
  65502. * @returns the box extent values
  65503. */
  65504. getDefaultQueryExtent(): Vector3;
  65505. /**
  65506. * Disposes
  65507. */
  65508. dispose(): void;
  65509. /**
  65510. * If this plugin is supported
  65511. * @returns true if plugin is supported
  65512. */
  65513. isSupported(): boolean;
  65514. }
  65515. /**
  65516. * Recast detour crowd implementation
  65517. */
  65518. export class RecastJSCrowd implements ICrowd {
  65519. /**
  65520. * Recast/detour plugin
  65521. */
  65522. bjsRECASTPlugin: RecastJSPlugin;
  65523. /**
  65524. * Link to the detour crowd
  65525. */
  65526. recastCrowd: any;
  65527. /**
  65528. * One transform per agent
  65529. */
  65530. transforms: TransformNode[];
  65531. /**
  65532. * All agents created
  65533. */
  65534. agents: number[];
  65535. /**
  65536. * Link to the scene is kept to unregister the crowd from the scene
  65537. */
  65538. private _scene;
  65539. /**
  65540. * Observer for crowd updates
  65541. */
  65542. private _onBeforeAnimationsObserver;
  65543. /**
  65544. * Constructor
  65545. * @param plugin recastJS plugin
  65546. * @param maxAgents the maximum agent count in the crowd
  65547. * @param maxAgentRadius the maximum radius an agent can have
  65548. * @param scene to attach the crowd to
  65549. * @returns the crowd you can add agents to
  65550. */
  65551. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  65552. /**
  65553. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  65554. * You can attach anything to that node. The node position is updated in the scene update tick.
  65555. * @param pos world position that will be constrained by the navigation mesh
  65556. * @param parameters agent parameters
  65557. * @param transform hooked to the agent that will be update by the scene
  65558. * @returns agent index
  65559. */
  65560. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  65561. /**
  65562. * Returns the agent position in world space
  65563. * @param index agent index returned by addAgent
  65564. * @returns world space position
  65565. */
  65566. getAgentPosition(index: number): Vector3;
  65567. /**
  65568. * Returns the agent velocity in world space
  65569. * @param index agent index returned by addAgent
  65570. * @returns world space velocity
  65571. */
  65572. getAgentVelocity(index: number): Vector3;
  65573. /**
  65574. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  65575. * @param index agent index returned by addAgent
  65576. * @param destination targeted world position
  65577. */
  65578. agentGoto(index: number, destination: Vector3): void;
  65579. /**
  65580. * Teleport the agent to a new position
  65581. * @param index agent index returned by addAgent
  65582. * @param destination targeted world position
  65583. */
  65584. agentTeleport(index: number, destination: Vector3): void;
  65585. /**
  65586. * Update agent parameters
  65587. * @param index agent index returned by addAgent
  65588. * @param parameters agent parameters
  65589. */
  65590. updateAgentParameters(index: number, parameters: IAgentParameters): void;
  65591. /**
  65592. * remove a particular agent previously created
  65593. * @param index agent index returned by addAgent
  65594. */
  65595. removeAgent(index: number): void;
  65596. /**
  65597. * get the list of all agents attached to this crowd
  65598. * @returns list of agent indices
  65599. */
  65600. getAgents(): number[];
  65601. /**
  65602. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  65603. * @param deltaTime in seconds
  65604. */
  65605. update(deltaTime: number): void;
  65606. /**
  65607. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65608. * The queries will try to find a solution within those bounds
  65609. * default is (1,1,1)
  65610. * @param extent x,y,z value that define the extent around the queries point of reference
  65611. */
  65612. setDefaultQueryExtent(extent: Vector3): void;
  65613. /**
  65614. * Get the Bounding box extent specified by setDefaultQueryExtent
  65615. * @returns the box extent values
  65616. */
  65617. getDefaultQueryExtent(): Vector3;
  65618. /**
  65619. * Release all resources
  65620. */
  65621. dispose(): void;
  65622. }
  65623. }
  65624. declare module "babylonjs/Navigation/Plugins/index" {
  65625. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  65626. }
  65627. declare module "babylonjs/Navigation/index" {
  65628. export * from "babylonjs/Navigation/INavigationEngine";
  65629. export * from "babylonjs/Navigation/Plugins/index";
  65630. }
  65631. declare module "babylonjs/Offline/database" {
  65632. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  65633. /**
  65634. * Class used to enable access to IndexedDB
  65635. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  65636. */
  65637. export class Database implements IOfflineProvider {
  65638. private _callbackManifestChecked;
  65639. private _currentSceneUrl;
  65640. private _db;
  65641. private _enableSceneOffline;
  65642. private _enableTexturesOffline;
  65643. private _manifestVersionFound;
  65644. private _mustUpdateRessources;
  65645. private _hasReachedQuota;
  65646. private _isSupported;
  65647. private _idbFactory;
  65648. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  65649. private static IsUASupportingBlobStorage;
  65650. /**
  65651. * Gets a boolean indicating if Database storate is enabled (off by default)
  65652. */
  65653. static IDBStorageEnabled: boolean;
  65654. /**
  65655. * Gets a boolean indicating if scene must be saved in the database
  65656. */
  65657. get enableSceneOffline(): boolean;
  65658. /**
  65659. * Gets a boolean indicating if textures must be saved in the database
  65660. */
  65661. get enableTexturesOffline(): boolean;
  65662. /**
  65663. * Creates a new Database
  65664. * @param urlToScene defines the url to load the scene
  65665. * @param callbackManifestChecked defines the callback to use when manifest is checked
  65666. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  65667. */
  65668. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  65669. private static _ParseURL;
  65670. private static _ReturnFullUrlLocation;
  65671. private _checkManifestFile;
  65672. /**
  65673. * Open the database and make it available
  65674. * @param successCallback defines the callback to call on success
  65675. * @param errorCallback defines the callback to call on error
  65676. */
  65677. open(successCallback: () => void, errorCallback: () => void): void;
  65678. /**
  65679. * Loads an image from the database
  65680. * @param url defines the url to load from
  65681. * @param image defines the target DOM image
  65682. */
  65683. loadImage(url: string, image: HTMLImageElement): void;
  65684. private _loadImageFromDBAsync;
  65685. private _saveImageIntoDBAsync;
  65686. private _checkVersionFromDB;
  65687. private _loadVersionFromDBAsync;
  65688. private _saveVersionIntoDBAsync;
  65689. /**
  65690. * Loads a file from database
  65691. * @param url defines the URL to load from
  65692. * @param sceneLoaded defines a callback to call on success
  65693. * @param progressCallBack defines a callback to call when progress changed
  65694. * @param errorCallback defines a callback to call on error
  65695. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  65696. */
  65697. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  65698. private _loadFileAsync;
  65699. private _saveFileAsync;
  65700. /**
  65701. * Validates if xhr data is correct
  65702. * @param xhr defines the request to validate
  65703. * @param dataType defines the expected data type
  65704. * @returns true if data is correct
  65705. */
  65706. private static _ValidateXHRData;
  65707. }
  65708. }
  65709. declare module "babylonjs/Offline/index" {
  65710. export * from "babylonjs/Offline/database";
  65711. export * from "babylonjs/Offline/IOfflineProvider";
  65712. }
  65713. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  65714. /** @hidden */
  65715. export var gpuUpdateParticlesPixelShader: {
  65716. name: string;
  65717. shader: string;
  65718. };
  65719. }
  65720. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  65721. /** @hidden */
  65722. export var gpuUpdateParticlesVertexShader: {
  65723. name: string;
  65724. shader: string;
  65725. };
  65726. }
  65727. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  65728. /** @hidden */
  65729. export var clipPlaneFragmentDeclaration2: {
  65730. name: string;
  65731. shader: string;
  65732. };
  65733. }
  65734. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  65735. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  65736. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  65737. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  65738. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  65739. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  65740. /** @hidden */
  65741. export var gpuRenderParticlesPixelShader: {
  65742. name: string;
  65743. shader: string;
  65744. };
  65745. }
  65746. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  65747. /** @hidden */
  65748. export var clipPlaneVertexDeclaration2: {
  65749. name: string;
  65750. shader: string;
  65751. };
  65752. }
  65753. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  65754. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  65755. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  65756. /** @hidden */
  65757. export var gpuRenderParticlesVertexShader: {
  65758. name: string;
  65759. shader: string;
  65760. };
  65761. }
  65762. declare module "babylonjs/Particles/gpuParticleSystem" {
  65763. import { Nullable } from "babylonjs/types";
  65764. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  65765. import { Observable } from "babylonjs/Misc/observable";
  65766. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  65767. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65768. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  65769. import { Scene, IDisposable } from "babylonjs/scene";
  65770. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  65771. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65772. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  65773. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  65774. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  65775. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  65776. /**
  65777. * This represents a GPU particle system in Babylon
  65778. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  65779. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  65780. */
  65781. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  65782. /**
  65783. * The layer mask we are rendering the particles through.
  65784. */
  65785. layerMask: number;
  65786. private _capacity;
  65787. private _activeCount;
  65788. private _currentActiveCount;
  65789. private _accumulatedCount;
  65790. private _renderEffect;
  65791. private _updateEffect;
  65792. private _buffer0;
  65793. private _buffer1;
  65794. private _spriteBuffer;
  65795. private _updateVAO;
  65796. private _renderVAO;
  65797. private _targetIndex;
  65798. private _sourceBuffer;
  65799. private _targetBuffer;
  65800. private _engine;
  65801. private _currentRenderId;
  65802. private _started;
  65803. private _stopped;
  65804. private _timeDelta;
  65805. private _randomTexture;
  65806. private _randomTexture2;
  65807. private _attributesStrideSize;
  65808. private _updateEffectOptions;
  65809. private _randomTextureSize;
  65810. private _actualFrame;
  65811. private readonly _rawTextureWidth;
  65812. /**
  65813. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  65814. */
  65815. static get IsSupported(): boolean;
  65816. /**
  65817. * An event triggered when the system is disposed.
  65818. */
  65819. onDisposeObservable: Observable<GPUParticleSystem>;
  65820. /**
  65821. * Gets the maximum number of particles active at the same time.
  65822. * @returns The max number of active particles.
  65823. */
  65824. getCapacity(): number;
  65825. /**
  65826. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  65827. * to override the particles.
  65828. */
  65829. forceDepthWrite: boolean;
  65830. /**
  65831. * Gets or set the number of active particles
  65832. */
  65833. get activeParticleCount(): number;
  65834. set activeParticleCount(value: number);
  65835. private _preWarmDone;
  65836. /**
  65837. * Is this system ready to be used/rendered
  65838. * @return true if the system is ready
  65839. */
  65840. isReady(): boolean;
  65841. /**
  65842. * Gets if the system has been started. (Note: this will still be true after stop is called)
  65843. * @returns True if it has been started, otherwise false.
  65844. */
  65845. isStarted(): boolean;
  65846. /**
  65847. * Starts the particle system and begins to emit
  65848. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  65849. */
  65850. start(delay?: number): void;
  65851. /**
  65852. * Stops the particle system.
  65853. */
  65854. stop(): void;
  65855. /**
  65856. * Remove all active particles
  65857. */
  65858. reset(): void;
  65859. /**
  65860. * Returns the string "GPUParticleSystem"
  65861. * @returns a string containing the class name
  65862. */
  65863. getClassName(): string;
  65864. private _colorGradientsTexture;
  65865. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  65866. /**
  65867. * Adds a new color gradient
  65868. * @param gradient defines the gradient to use (between 0 and 1)
  65869. * @param color1 defines the color to affect to the specified gradient
  65870. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  65871. * @returns the current particle system
  65872. */
  65873. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  65874. /**
  65875. * Remove a specific color gradient
  65876. * @param gradient defines the gradient to remove
  65877. * @returns the current particle system
  65878. */
  65879. removeColorGradient(gradient: number): GPUParticleSystem;
  65880. private _angularSpeedGradientsTexture;
  65881. private _sizeGradientsTexture;
  65882. private _velocityGradientsTexture;
  65883. private _limitVelocityGradientsTexture;
  65884. private _dragGradientsTexture;
  65885. private _addFactorGradient;
  65886. /**
  65887. * Adds a new size gradient
  65888. * @param gradient defines the gradient to use (between 0 and 1)
  65889. * @param factor defines the size factor to affect to the specified gradient
  65890. * @returns the current particle system
  65891. */
  65892. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  65893. /**
  65894. * Remove a specific size gradient
  65895. * @param gradient defines the gradient to remove
  65896. * @returns the current particle system
  65897. */
  65898. removeSizeGradient(gradient: number): GPUParticleSystem;
  65899. /**
  65900. * Adds a new angular speed gradient
  65901. * @param gradient defines the gradient to use (between 0 and 1)
  65902. * @param factor defines the angular speed to affect to the specified gradient
  65903. * @returns the current particle system
  65904. */
  65905. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  65906. /**
  65907. * Remove a specific angular speed gradient
  65908. * @param gradient defines the gradient to remove
  65909. * @returns the current particle system
  65910. */
  65911. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  65912. /**
  65913. * Adds a new velocity gradient
  65914. * @param gradient defines the gradient to use (between 0 and 1)
  65915. * @param factor defines the velocity to affect to the specified gradient
  65916. * @returns the current particle system
  65917. */
  65918. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  65919. /**
  65920. * Remove a specific velocity gradient
  65921. * @param gradient defines the gradient to remove
  65922. * @returns the current particle system
  65923. */
  65924. removeVelocityGradient(gradient: number): GPUParticleSystem;
  65925. /**
  65926. * Adds a new limit velocity gradient
  65927. * @param gradient defines the gradient to use (between 0 and 1)
  65928. * @param factor defines the limit velocity value to affect to the specified gradient
  65929. * @returns the current particle system
  65930. */
  65931. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  65932. /**
  65933. * Remove a specific limit velocity gradient
  65934. * @param gradient defines the gradient to remove
  65935. * @returns the current particle system
  65936. */
  65937. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  65938. /**
  65939. * Adds a new drag gradient
  65940. * @param gradient defines the gradient to use (between 0 and 1)
  65941. * @param factor defines the drag value to affect to the specified gradient
  65942. * @returns the current particle system
  65943. */
  65944. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  65945. /**
  65946. * Remove a specific drag gradient
  65947. * @param gradient defines the gradient to remove
  65948. * @returns the current particle system
  65949. */
  65950. removeDragGradient(gradient: number): GPUParticleSystem;
  65951. /**
  65952. * Not supported by GPUParticleSystem
  65953. * @param gradient defines the gradient to use (between 0 and 1)
  65954. * @param factor defines the emit rate value to affect to the specified gradient
  65955. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  65956. * @returns the current particle system
  65957. */
  65958. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  65959. /**
  65960. * Not supported by GPUParticleSystem
  65961. * @param gradient defines the gradient to remove
  65962. * @returns the current particle system
  65963. */
  65964. removeEmitRateGradient(gradient: number): IParticleSystem;
  65965. /**
  65966. * Not supported by GPUParticleSystem
  65967. * @param gradient defines the gradient to use (between 0 and 1)
  65968. * @param factor defines the start size value to affect to the specified gradient
  65969. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  65970. * @returns the current particle system
  65971. */
  65972. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  65973. /**
  65974. * Not supported by GPUParticleSystem
  65975. * @param gradient defines the gradient to remove
  65976. * @returns the current particle system
  65977. */
  65978. removeStartSizeGradient(gradient: number): IParticleSystem;
  65979. /**
  65980. * Not supported by GPUParticleSystem
  65981. * @param gradient defines the gradient to use (between 0 and 1)
  65982. * @param min defines the color remap minimal range
  65983. * @param max defines the color remap maximal range
  65984. * @returns the current particle system
  65985. */
  65986. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  65987. /**
  65988. * Not supported by GPUParticleSystem
  65989. * @param gradient defines the gradient to remove
  65990. * @returns the current particle system
  65991. */
  65992. removeColorRemapGradient(): IParticleSystem;
  65993. /**
  65994. * Not supported by GPUParticleSystem
  65995. * @param gradient defines the gradient to use (between 0 and 1)
  65996. * @param min defines the alpha remap minimal range
  65997. * @param max defines the alpha remap maximal range
  65998. * @returns the current particle system
  65999. */
  66000. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  66001. /**
  66002. * Not supported by GPUParticleSystem
  66003. * @param gradient defines the gradient to remove
  66004. * @returns the current particle system
  66005. */
  66006. removeAlphaRemapGradient(): IParticleSystem;
  66007. /**
  66008. * Not supported by GPUParticleSystem
  66009. * @param gradient defines the gradient to use (between 0 and 1)
  66010. * @param color defines the color to affect to the specified gradient
  66011. * @returns the current particle system
  66012. */
  66013. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  66014. /**
  66015. * Not supported by GPUParticleSystem
  66016. * @param gradient defines the gradient to remove
  66017. * @returns the current particle system
  66018. */
  66019. removeRampGradient(): IParticleSystem;
  66020. /**
  66021. * Not supported by GPUParticleSystem
  66022. * @returns the list of ramp gradients
  66023. */
  66024. getRampGradients(): Nullable<Array<Color3Gradient>>;
  66025. /**
  66026. * Not supported by GPUParticleSystem
  66027. * Gets or sets a boolean indicating that ramp gradients must be used
  66028. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66029. */
  66030. get useRampGradients(): boolean;
  66031. set useRampGradients(value: boolean);
  66032. /**
  66033. * Not supported by GPUParticleSystem
  66034. * @param gradient defines the gradient to use (between 0 and 1)
  66035. * @param factor defines the life time factor to affect to the specified gradient
  66036. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66037. * @returns the current particle system
  66038. */
  66039. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  66040. /**
  66041. * Not supported by GPUParticleSystem
  66042. * @param gradient defines the gradient to remove
  66043. * @returns the current particle system
  66044. */
  66045. removeLifeTimeGradient(gradient: number): IParticleSystem;
  66046. /**
  66047. * Instantiates a GPU particle system.
  66048. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  66049. * @param name The name of the particle system
  66050. * @param options The options used to create the system
  66051. * @param scene The scene the particle system belongs to
  66052. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66053. */
  66054. constructor(name: string, options: Partial<{
  66055. capacity: number;
  66056. randomTextureSize: number;
  66057. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  66058. protected _reset(): void;
  66059. private _createUpdateVAO;
  66060. private _createRenderVAO;
  66061. private _initialize;
  66062. /** @hidden */
  66063. _recreateUpdateEffect(): void;
  66064. /** @hidden */
  66065. _recreateRenderEffect(): void;
  66066. /**
  66067. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  66068. * @param preWarm defines if we are in the pre-warmimg phase
  66069. */
  66070. animate(preWarm?: boolean): void;
  66071. private _createFactorGradientTexture;
  66072. private _createSizeGradientTexture;
  66073. private _createAngularSpeedGradientTexture;
  66074. private _createVelocityGradientTexture;
  66075. private _createLimitVelocityGradientTexture;
  66076. private _createDragGradientTexture;
  66077. private _createColorGradientTexture;
  66078. /**
  66079. * Renders the particle system in its current state
  66080. * @param preWarm defines if the system should only update the particles but not render them
  66081. * @returns the current number of particles
  66082. */
  66083. render(preWarm?: boolean): number;
  66084. /**
  66085. * Rebuilds the particle system
  66086. */
  66087. rebuild(): void;
  66088. private _releaseBuffers;
  66089. private _releaseVAOs;
  66090. /**
  66091. * Disposes the particle system and free the associated resources
  66092. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  66093. */
  66094. dispose(disposeTexture?: boolean): void;
  66095. /**
  66096. * Clones the particle system.
  66097. * @param name The name of the cloned object
  66098. * @param newEmitter The new emitter to use
  66099. * @returns the cloned particle system
  66100. */
  66101. clone(name: string, newEmitter: any): GPUParticleSystem;
  66102. /**
  66103. * Serializes the particle system to a JSON object.
  66104. * @returns the JSON object
  66105. */
  66106. serialize(): any;
  66107. /**
  66108. * Parses a JSON object to create a GPU particle system.
  66109. * @param parsedParticleSystem The JSON object to parse
  66110. * @param scene The scene to create the particle system in
  66111. * @param rootUrl The root url to use to load external dependencies like texture
  66112. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  66113. * @returns the parsed GPU particle system
  66114. */
  66115. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  66116. }
  66117. }
  66118. declare module "babylonjs/Particles/particleSystemSet" {
  66119. import { Nullable } from "babylonjs/types";
  66120. import { Color3 } from "babylonjs/Maths/math.color";
  66121. import { TransformNode } from "babylonjs/Meshes/transformNode";
  66122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66123. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66124. import { Scene, IDisposable } from "babylonjs/scene";
  66125. /**
  66126. * Represents a set of particle systems working together to create a specific effect
  66127. */
  66128. export class ParticleSystemSet implements IDisposable {
  66129. /**
  66130. * Gets or sets base Assets URL
  66131. */
  66132. static BaseAssetsUrl: string;
  66133. private _emitterCreationOptions;
  66134. private _emitterNode;
  66135. /**
  66136. * Gets the particle system list
  66137. */
  66138. systems: IParticleSystem[];
  66139. /**
  66140. * Gets the emitter node used with this set
  66141. */
  66142. get emitterNode(): Nullable<TransformNode>;
  66143. /**
  66144. * Creates a new emitter mesh as a sphere
  66145. * @param options defines the options used to create the sphere
  66146. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  66147. * @param scene defines the hosting scene
  66148. */
  66149. setEmitterAsSphere(options: {
  66150. diameter: number;
  66151. segments: number;
  66152. color: Color3;
  66153. }, renderingGroupId: number, scene: Scene): void;
  66154. /**
  66155. * Starts all particle systems of the set
  66156. * @param emitter defines an optional mesh to use as emitter for the particle systems
  66157. */
  66158. start(emitter?: AbstractMesh): void;
  66159. /**
  66160. * Release all associated resources
  66161. */
  66162. dispose(): void;
  66163. /**
  66164. * Serialize the set into a JSON compatible object
  66165. * @returns a JSON compatible representation of the set
  66166. */
  66167. serialize(): any;
  66168. /**
  66169. * Parse a new ParticleSystemSet from a serialized source
  66170. * @param data defines a JSON compatible representation of the set
  66171. * @param scene defines the hosting scene
  66172. * @param gpu defines if we want GPU particles or CPU particles
  66173. * @returns a new ParticleSystemSet
  66174. */
  66175. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  66176. }
  66177. }
  66178. declare module "babylonjs/Particles/particleHelper" {
  66179. import { Nullable } from "babylonjs/types";
  66180. import { Scene } from "babylonjs/scene";
  66181. import { Vector3 } from "babylonjs/Maths/math.vector";
  66182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66183. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66184. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  66185. /**
  66186. * This class is made for on one-liner static method to help creating particle system set.
  66187. */
  66188. export class ParticleHelper {
  66189. /**
  66190. * Gets or sets base Assets URL
  66191. */
  66192. static BaseAssetsUrl: string;
  66193. /**
  66194. * Create a default particle system that you can tweak
  66195. * @param emitter defines the emitter to use
  66196. * @param capacity defines the system capacity (default is 500 particles)
  66197. * @param scene defines the hosting scene
  66198. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  66199. * @returns the new Particle system
  66200. */
  66201. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  66202. /**
  66203. * This is the main static method (one-liner) of this helper to create different particle systems
  66204. * @param type This string represents the type to the particle system to create
  66205. * @param scene The scene where the particle system should live
  66206. * @param gpu If the system will use gpu
  66207. * @returns the ParticleSystemSet created
  66208. */
  66209. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  66210. /**
  66211. * Static function used to export a particle system to a ParticleSystemSet variable.
  66212. * Please note that the emitter shape is not exported
  66213. * @param systems defines the particle systems to export
  66214. * @returns the created particle system set
  66215. */
  66216. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  66217. }
  66218. }
  66219. declare module "babylonjs/Particles/particleSystemComponent" {
  66220. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66221. import { Effect } from "babylonjs/Materials/effect";
  66222. import "babylonjs/Shaders/particles.vertex";
  66223. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  66224. module "babylonjs/Engines/engine" {
  66225. interface Engine {
  66226. /**
  66227. * Create an effect to use with particle systems.
  66228. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  66229. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  66230. * @param uniformsNames defines a list of attribute names
  66231. * @param samplers defines an array of string used to represent textures
  66232. * @param defines defines the string containing the defines to use to compile the shaders
  66233. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  66234. * @param onCompiled defines a function to call when the effect creation is successful
  66235. * @param onError defines a function to call when the effect creation has failed
  66236. * @returns the new Effect
  66237. */
  66238. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  66239. }
  66240. }
  66241. module "babylonjs/Meshes/mesh" {
  66242. interface Mesh {
  66243. /**
  66244. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  66245. * @returns an array of IParticleSystem
  66246. */
  66247. getEmittedParticleSystems(): IParticleSystem[];
  66248. /**
  66249. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  66250. * @returns an array of IParticleSystem
  66251. */
  66252. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  66253. }
  66254. }
  66255. /**
  66256. * @hidden
  66257. */
  66258. export var _IDoNeedToBeInTheBuild: number;
  66259. }
  66260. declare module "babylonjs/Particles/pointsCloudSystem" {
  66261. import { Color4 } from "babylonjs/Maths/math";
  66262. import { Mesh } from "babylonjs/Meshes/mesh";
  66263. import { Scene, IDisposable } from "babylonjs/scene";
  66264. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  66265. /** Defines the 4 color options */
  66266. export enum PointColor {
  66267. /** color value */
  66268. Color = 2,
  66269. /** uv value */
  66270. UV = 1,
  66271. /** random value */
  66272. Random = 0,
  66273. /** stated value */
  66274. Stated = 3
  66275. }
  66276. /**
  66277. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  66278. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  66279. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  66280. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  66281. *
  66282. * Full documentation here : TO BE ENTERED
  66283. */
  66284. export class PointsCloudSystem implements IDisposable {
  66285. /**
  66286. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  66287. * Example : var p = SPS.particles[i];
  66288. */
  66289. particles: CloudPoint[];
  66290. /**
  66291. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  66292. */
  66293. nbParticles: number;
  66294. /**
  66295. * This a counter for your own usage. It's not set by any SPS functions.
  66296. */
  66297. counter: number;
  66298. /**
  66299. * The PCS name. This name is also given to the underlying mesh.
  66300. */
  66301. name: string;
  66302. /**
  66303. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  66304. */
  66305. mesh: Mesh;
  66306. /**
  66307. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  66308. * Please read :
  66309. */
  66310. vars: any;
  66311. /**
  66312. * @hidden
  66313. */
  66314. _size: number;
  66315. private _scene;
  66316. private _promises;
  66317. private _positions;
  66318. private _indices;
  66319. private _normals;
  66320. private _colors;
  66321. private _uvs;
  66322. private _indices32;
  66323. private _positions32;
  66324. private _colors32;
  66325. private _uvs32;
  66326. private _updatable;
  66327. private _isVisibilityBoxLocked;
  66328. private _alwaysVisible;
  66329. private _groups;
  66330. private _groupCounter;
  66331. private _computeParticleColor;
  66332. private _computeParticleTexture;
  66333. private _computeParticleRotation;
  66334. private _computeBoundingBox;
  66335. private _isReady;
  66336. /**
  66337. * Creates a PCS (Points Cloud System) object
  66338. * @param name (String) is the PCS name, this will be the underlying mesh name
  66339. * @param pointSize (number) is the size for each point
  66340. * @param scene (Scene) is the scene in which the PCS is added
  66341. * @param options defines the options of the PCS e.g.
  66342. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  66343. */
  66344. constructor(name: string, pointSize: number, scene: Scene, options?: {
  66345. updatable?: boolean;
  66346. });
  66347. /**
  66348. * Builds the PCS underlying mesh. Returns a standard Mesh.
  66349. * If no points were added to the PCS, the returned mesh is just a single point.
  66350. * @returns a promise for the created mesh
  66351. */
  66352. buildMeshAsync(): Promise<Mesh>;
  66353. /**
  66354. * @hidden
  66355. */
  66356. private _buildMesh;
  66357. private _addParticle;
  66358. private _randomUnitVector;
  66359. private _getColorIndicesForCoord;
  66360. private _setPointsColorOrUV;
  66361. private _colorFromTexture;
  66362. private _calculateDensity;
  66363. /**
  66364. * Adds points to the PCS in random positions within a unit sphere
  66365. * @param nb (positive integer) the number of particles to be created from this model
  66366. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  66367. * @returns the number of groups in the system
  66368. */
  66369. addPoints(nb: number, pointFunction?: any): number;
  66370. /**
  66371. * Adds points to the PCS from the surface of the model shape
  66372. * @param mesh is any Mesh object that will be used as a surface model for the points
  66373. * @param nb (positive integer) the number of particles to be created from this model
  66374. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  66375. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  66376. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  66377. * @returns the number of groups in the system
  66378. */
  66379. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  66380. /**
  66381. * Adds points to the PCS inside the model shape
  66382. * @param mesh is any Mesh object that will be used as a surface model for the points
  66383. * @param nb (positive integer) the number of particles to be created from this model
  66384. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  66385. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  66386. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  66387. * @returns the number of groups in the system
  66388. */
  66389. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  66390. /**
  66391. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  66392. * This method calls `updateParticle()` for each particle of the SPS.
  66393. * For an animated SPS, it is usually called within the render loop.
  66394. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  66395. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  66396. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  66397. * @returns the PCS.
  66398. */
  66399. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  66400. /**
  66401. * Disposes the PCS.
  66402. */
  66403. dispose(): void;
  66404. /**
  66405. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  66406. * doc :
  66407. * @returns the PCS.
  66408. */
  66409. refreshVisibleSize(): PointsCloudSystem;
  66410. /**
  66411. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  66412. * @param size the size (float) of the visibility box
  66413. * note : this doesn't lock the PCS mesh bounding box.
  66414. * doc :
  66415. */
  66416. setVisibilityBox(size: number): void;
  66417. /**
  66418. * Gets whether the PCS is always visible or not
  66419. * doc :
  66420. */
  66421. get isAlwaysVisible(): boolean;
  66422. /**
  66423. * Sets the PCS as always visible or not
  66424. * doc :
  66425. */
  66426. set isAlwaysVisible(val: boolean);
  66427. /**
  66428. * Tells to `setParticles()` to compute the particle rotations or not
  66429. * Default value : false. The PCS is faster when it's set to false
  66430. * Note : particle rotations are only applied to parent particles
  66431. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  66432. */
  66433. set computeParticleRotation(val: boolean);
  66434. /**
  66435. * Tells to `setParticles()` to compute the particle colors or not.
  66436. * Default value : true. The PCS is faster when it's set to false.
  66437. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  66438. */
  66439. set computeParticleColor(val: boolean);
  66440. set computeParticleTexture(val: boolean);
  66441. /**
  66442. * Gets if `setParticles()` computes the particle colors or not.
  66443. * Default value : false. The PCS is faster when it's set to false.
  66444. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  66445. */
  66446. get computeParticleColor(): boolean;
  66447. /**
  66448. * Gets if `setParticles()` computes the particle textures or not.
  66449. * Default value : false. The PCS is faster when it's set to false.
  66450. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  66451. */
  66452. get computeParticleTexture(): boolean;
  66453. /**
  66454. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  66455. */
  66456. set computeBoundingBox(val: boolean);
  66457. /**
  66458. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  66459. */
  66460. get computeBoundingBox(): boolean;
  66461. /**
  66462. * This function does nothing. It may be overwritten to set all the particle first values.
  66463. * The PCS doesn't call this function, you may have to call it by your own.
  66464. * doc :
  66465. */
  66466. initParticles(): void;
  66467. /**
  66468. * This function does nothing. It may be overwritten to recycle a particle
  66469. * The PCS doesn't call this function, you can to call it
  66470. * doc :
  66471. * @param particle The particle to recycle
  66472. * @returns the recycled particle
  66473. */
  66474. recycleParticle(particle: CloudPoint): CloudPoint;
  66475. /**
  66476. * Updates a particle : this function should be overwritten by the user.
  66477. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  66478. * doc :
  66479. * @example : just set a particle position or velocity and recycle conditions
  66480. * @param particle The particle to update
  66481. * @returns the updated particle
  66482. */
  66483. updateParticle(particle: CloudPoint): CloudPoint;
  66484. /**
  66485. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  66486. * This does nothing and may be overwritten by the user.
  66487. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  66488. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  66489. * @param update the boolean update value actually passed to setParticles()
  66490. */
  66491. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  66492. /**
  66493. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  66494. * This will be passed three parameters.
  66495. * This does nothing and may be overwritten by the user.
  66496. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  66497. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  66498. * @param update the boolean update value actually passed to setParticles()
  66499. */
  66500. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  66501. }
  66502. }
  66503. declare module "babylonjs/Particles/cloudPoint" {
  66504. import { Nullable } from "babylonjs/types";
  66505. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  66506. import { Mesh } from "babylonjs/Meshes/mesh";
  66507. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  66508. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  66509. /**
  66510. * Represents one particle of a points cloud system.
  66511. */
  66512. export class CloudPoint {
  66513. /**
  66514. * particle global index
  66515. */
  66516. idx: number;
  66517. /**
  66518. * The color of the particle
  66519. */
  66520. color: Nullable<Color4>;
  66521. /**
  66522. * The world space position of the particle.
  66523. */
  66524. position: Vector3;
  66525. /**
  66526. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  66527. */
  66528. rotation: Vector3;
  66529. /**
  66530. * The world space rotation quaternion of the particle.
  66531. */
  66532. rotationQuaternion: Nullable<Quaternion>;
  66533. /**
  66534. * The uv of the particle.
  66535. */
  66536. uv: Nullable<Vector2>;
  66537. /**
  66538. * The current speed of the particle.
  66539. */
  66540. velocity: Vector3;
  66541. /**
  66542. * The pivot point in the particle local space.
  66543. */
  66544. pivot: Vector3;
  66545. /**
  66546. * Must the particle be translated from its pivot point in its local space ?
  66547. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  66548. * Default : false
  66549. */
  66550. translateFromPivot: boolean;
  66551. /**
  66552. * Index of this particle in the global "positions" array (Internal use)
  66553. * @hidden
  66554. */
  66555. _pos: number;
  66556. /**
  66557. * @hidden Index of this particle in the global "indices" array (Internal use)
  66558. */
  66559. _ind: number;
  66560. /**
  66561. * Group this particle belongs to
  66562. */
  66563. _group: PointsGroup;
  66564. /**
  66565. * Group id of this particle
  66566. */
  66567. groupId: number;
  66568. /**
  66569. * Index of the particle in its group id (Internal use)
  66570. */
  66571. idxInGroup: number;
  66572. /**
  66573. * @hidden Particle BoundingInfo object (Internal use)
  66574. */
  66575. _boundingInfo: BoundingInfo;
  66576. /**
  66577. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  66578. */
  66579. _pcs: PointsCloudSystem;
  66580. /**
  66581. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  66582. */
  66583. _stillInvisible: boolean;
  66584. /**
  66585. * @hidden Last computed particle rotation matrix
  66586. */
  66587. _rotationMatrix: number[];
  66588. /**
  66589. * Parent particle Id, if any.
  66590. * Default null.
  66591. */
  66592. parentId: Nullable<number>;
  66593. /**
  66594. * @hidden Internal global position in the PCS.
  66595. */
  66596. _globalPosition: Vector3;
  66597. /**
  66598. * Creates a Point Cloud object.
  66599. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  66600. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  66601. * @param group (PointsGroup) is the group the particle belongs to
  66602. * @param groupId (integer) is the group identifier in the PCS.
  66603. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  66604. * @param pcs defines the PCS it is associated to
  66605. */
  66606. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  66607. /**
  66608. * get point size
  66609. */
  66610. get size(): Vector3;
  66611. /**
  66612. * Set point size
  66613. */
  66614. set size(scale: Vector3);
  66615. /**
  66616. * Legacy support, changed quaternion to rotationQuaternion
  66617. */
  66618. get quaternion(): Nullable<Quaternion>;
  66619. /**
  66620. * Legacy support, changed quaternion to rotationQuaternion
  66621. */
  66622. set quaternion(q: Nullable<Quaternion>);
  66623. /**
  66624. * Returns a boolean. True if the particle intersects a mesh, else false
  66625. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  66626. * @param target is the object (point or mesh) what the intersection is computed against
  66627. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  66628. * @returns true if it intersects
  66629. */
  66630. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  66631. /**
  66632. * get the rotation matrix of the particle
  66633. * @hidden
  66634. */
  66635. getRotationMatrix(m: Matrix): void;
  66636. }
  66637. /**
  66638. * Represents a group of points in a points cloud system
  66639. * * PCS internal tool, don't use it manually.
  66640. */
  66641. export class PointsGroup {
  66642. /**
  66643. * The group id
  66644. * @hidden
  66645. */
  66646. groupID: number;
  66647. /**
  66648. * image data for group (internal use)
  66649. * @hidden
  66650. */
  66651. _groupImageData: Nullable<ArrayBufferView>;
  66652. /**
  66653. * Image Width (internal use)
  66654. * @hidden
  66655. */
  66656. _groupImgWidth: number;
  66657. /**
  66658. * Image Height (internal use)
  66659. * @hidden
  66660. */
  66661. _groupImgHeight: number;
  66662. /**
  66663. * Custom position function (internal use)
  66664. * @hidden
  66665. */
  66666. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  66667. /**
  66668. * density per facet for surface points
  66669. * @hidden
  66670. */
  66671. _groupDensity: number[];
  66672. /**
  66673. * Only when points are colored by texture carries pointer to texture list array
  66674. * @hidden
  66675. */
  66676. _textureNb: number;
  66677. /**
  66678. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  66679. * PCS internal tool, don't use it manually.
  66680. * @hidden
  66681. */
  66682. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  66683. }
  66684. }
  66685. declare module "babylonjs/Particles/index" {
  66686. export * from "babylonjs/Particles/baseParticleSystem";
  66687. export * from "babylonjs/Particles/EmitterTypes/index";
  66688. export * from "babylonjs/Particles/gpuParticleSystem";
  66689. export * from "babylonjs/Particles/IParticleSystem";
  66690. export * from "babylonjs/Particles/particle";
  66691. export * from "babylonjs/Particles/particleHelper";
  66692. export * from "babylonjs/Particles/particleSystem";
  66693. export * from "babylonjs/Particles/particleSystemComponent";
  66694. export * from "babylonjs/Particles/particleSystemSet";
  66695. export * from "babylonjs/Particles/solidParticle";
  66696. export * from "babylonjs/Particles/solidParticleSystem";
  66697. export * from "babylonjs/Particles/cloudPoint";
  66698. export * from "babylonjs/Particles/pointsCloudSystem";
  66699. export * from "babylonjs/Particles/subEmitter";
  66700. }
  66701. declare module "babylonjs/Physics/physicsEngineComponent" {
  66702. import { Nullable } from "babylonjs/types";
  66703. import { Observable, Observer } from "babylonjs/Misc/observable";
  66704. import { Vector3 } from "babylonjs/Maths/math.vector";
  66705. import { Mesh } from "babylonjs/Meshes/mesh";
  66706. import { ISceneComponent } from "babylonjs/sceneComponent";
  66707. import { Scene } from "babylonjs/scene";
  66708. import { Node } from "babylonjs/node";
  66709. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  66710. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  66711. module "babylonjs/scene" {
  66712. interface Scene {
  66713. /** @hidden (Backing field) */
  66714. _physicsEngine: Nullable<IPhysicsEngine>;
  66715. /** @hidden */
  66716. _physicsTimeAccumulator: number;
  66717. /**
  66718. * Gets the current physics engine
  66719. * @returns a IPhysicsEngine or null if none attached
  66720. */
  66721. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  66722. /**
  66723. * Enables physics to the current scene
  66724. * @param gravity defines the scene's gravity for the physics engine
  66725. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  66726. * @return a boolean indicating if the physics engine was initialized
  66727. */
  66728. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  66729. /**
  66730. * Disables and disposes the physics engine associated with the scene
  66731. */
  66732. disablePhysicsEngine(): void;
  66733. /**
  66734. * Gets a boolean indicating if there is an active physics engine
  66735. * @returns a boolean indicating if there is an active physics engine
  66736. */
  66737. isPhysicsEnabled(): boolean;
  66738. /**
  66739. * Deletes a physics compound impostor
  66740. * @param compound defines the compound to delete
  66741. */
  66742. deleteCompoundImpostor(compound: any): void;
  66743. /**
  66744. * An event triggered when physic simulation is about to be run
  66745. */
  66746. onBeforePhysicsObservable: Observable<Scene>;
  66747. /**
  66748. * An event triggered when physic simulation has been done
  66749. */
  66750. onAfterPhysicsObservable: Observable<Scene>;
  66751. }
  66752. }
  66753. module "babylonjs/Meshes/abstractMesh" {
  66754. interface AbstractMesh {
  66755. /** @hidden */
  66756. _physicsImpostor: Nullable<PhysicsImpostor>;
  66757. /**
  66758. * Gets or sets impostor used for physic simulation
  66759. * @see http://doc.babylonjs.com/features/physics_engine
  66760. */
  66761. physicsImpostor: Nullable<PhysicsImpostor>;
  66762. /**
  66763. * Gets the current physics impostor
  66764. * @see http://doc.babylonjs.com/features/physics_engine
  66765. * @returns a physics impostor or null
  66766. */
  66767. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  66768. /** Apply a physic impulse to the mesh
  66769. * @param force defines the force to apply
  66770. * @param contactPoint defines where to apply the force
  66771. * @returns the current mesh
  66772. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  66773. */
  66774. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  66775. /**
  66776. * Creates a physic joint between two meshes
  66777. * @param otherMesh defines the other mesh to use
  66778. * @param pivot1 defines the pivot to use on this mesh
  66779. * @param pivot2 defines the pivot to use on the other mesh
  66780. * @param options defines additional options (can be plugin dependent)
  66781. * @returns the current mesh
  66782. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  66783. */
  66784. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  66785. /** @hidden */
  66786. _disposePhysicsObserver: Nullable<Observer<Node>>;
  66787. }
  66788. }
  66789. /**
  66790. * Defines the physics engine scene component responsible to manage a physics engine
  66791. */
  66792. export class PhysicsEngineSceneComponent implements ISceneComponent {
  66793. /**
  66794. * The component name helpful to identify the component in the list of scene components.
  66795. */
  66796. readonly name: string;
  66797. /**
  66798. * The scene the component belongs to.
  66799. */
  66800. scene: Scene;
  66801. /**
  66802. * Creates a new instance of the component for the given scene
  66803. * @param scene Defines the scene to register the component in
  66804. */
  66805. constructor(scene: Scene);
  66806. /**
  66807. * Registers the component in a given scene
  66808. */
  66809. register(): void;
  66810. /**
  66811. * Rebuilds the elements related to this component in case of
  66812. * context lost for instance.
  66813. */
  66814. rebuild(): void;
  66815. /**
  66816. * Disposes the component and the associated ressources
  66817. */
  66818. dispose(): void;
  66819. }
  66820. }
  66821. declare module "babylonjs/Physics/physicsHelper" {
  66822. import { Nullable } from "babylonjs/types";
  66823. import { Vector3 } from "babylonjs/Maths/math.vector";
  66824. import { Mesh } from "babylonjs/Meshes/mesh";
  66825. import { Scene } from "babylonjs/scene";
  66826. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  66827. /**
  66828. * A helper for physics simulations
  66829. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  66830. */
  66831. export class PhysicsHelper {
  66832. private _scene;
  66833. private _physicsEngine;
  66834. /**
  66835. * Initializes the Physics helper
  66836. * @param scene Babylon.js scene
  66837. */
  66838. constructor(scene: Scene);
  66839. /**
  66840. * Applies a radial explosion impulse
  66841. * @param origin the origin of the explosion
  66842. * @param radiusOrEventOptions the radius or the options of radial explosion
  66843. * @param strength the explosion strength
  66844. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66845. * @returns A physics radial explosion event, or null
  66846. */
  66847. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  66848. /**
  66849. * Applies a radial explosion force
  66850. * @param origin the origin of the explosion
  66851. * @param radiusOrEventOptions the radius or the options of radial explosion
  66852. * @param strength the explosion strength
  66853. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66854. * @returns A physics radial explosion event, or null
  66855. */
  66856. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  66857. /**
  66858. * Creates a gravitational field
  66859. * @param origin the origin of the explosion
  66860. * @param radiusOrEventOptions the radius or the options of radial explosion
  66861. * @param strength the explosion strength
  66862. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66863. * @returns A physics gravitational field event, or null
  66864. */
  66865. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  66866. /**
  66867. * Creates a physics updraft event
  66868. * @param origin the origin of the updraft
  66869. * @param radiusOrEventOptions the radius or the options of the updraft
  66870. * @param strength the strength of the updraft
  66871. * @param height the height of the updraft
  66872. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  66873. * @returns A physics updraft event, or null
  66874. */
  66875. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  66876. /**
  66877. * Creates a physics vortex event
  66878. * @param origin the of the vortex
  66879. * @param radiusOrEventOptions the radius or the options of the vortex
  66880. * @param strength the strength of the vortex
  66881. * @param height the height of the vortex
  66882. * @returns a Physics vortex event, or null
  66883. * A physics vortex event or null
  66884. */
  66885. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  66886. }
  66887. /**
  66888. * Represents a physics radial explosion event
  66889. */
  66890. class PhysicsRadialExplosionEvent {
  66891. private _scene;
  66892. private _options;
  66893. private _sphere;
  66894. private _dataFetched;
  66895. /**
  66896. * Initializes a radial explosioin event
  66897. * @param _scene BabylonJS scene
  66898. * @param _options The options for the vortex event
  66899. */
  66900. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  66901. /**
  66902. * Returns the data related to the radial explosion event (sphere).
  66903. * @returns The radial explosion event data
  66904. */
  66905. getData(): PhysicsRadialExplosionEventData;
  66906. /**
  66907. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  66908. * @param impostor A physics imposter
  66909. * @param origin the origin of the explosion
  66910. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  66911. */
  66912. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  66913. /**
  66914. * Triggers affecterd impostors callbacks
  66915. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  66916. */
  66917. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  66918. /**
  66919. * Disposes the sphere.
  66920. * @param force Specifies if the sphere should be disposed by force
  66921. */
  66922. dispose(force?: boolean): void;
  66923. /*** Helpers ***/
  66924. private _prepareSphere;
  66925. private _intersectsWithSphere;
  66926. }
  66927. /**
  66928. * Represents a gravitational field event
  66929. */
  66930. class PhysicsGravitationalFieldEvent {
  66931. private _physicsHelper;
  66932. private _scene;
  66933. private _origin;
  66934. private _options;
  66935. private _tickCallback;
  66936. private _sphere;
  66937. private _dataFetched;
  66938. /**
  66939. * Initializes the physics gravitational field event
  66940. * @param _physicsHelper A physics helper
  66941. * @param _scene BabylonJS scene
  66942. * @param _origin The origin position of the gravitational field event
  66943. * @param _options The options for the vortex event
  66944. */
  66945. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  66946. /**
  66947. * Returns the data related to the gravitational field event (sphere).
  66948. * @returns A gravitational field event
  66949. */
  66950. getData(): PhysicsGravitationalFieldEventData;
  66951. /**
  66952. * Enables the gravitational field.
  66953. */
  66954. enable(): void;
  66955. /**
  66956. * Disables the gravitational field.
  66957. */
  66958. disable(): void;
  66959. /**
  66960. * Disposes the sphere.
  66961. * @param force The force to dispose from the gravitational field event
  66962. */
  66963. dispose(force?: boolean): void;
  66964. private _tick;
  66965. }
  66966. /**
  66967. * Represents a physics updraft event
  66968. */
  66969. class PhysicsUpdraftEvent {
  66970. private _scene;
  66971. private _origin;
  66972. private _options;
  66973. private _physicsEngine;
  66974. private _originTop;
  66975. private _originDirection;
  66976. private _tickCallback;
  66977. private _cylinder;
  66978. private _cylinderPosition;
  66979. private _dataFetched;
  66980. /**
  66981. * Initializes the physics updraft event
  66982. * @param _scene BabylonJS scene
  66983. * @param _origin The origin position of the updraft
  66984. * @param _options The options for the updraft event
  66985. */
  66986. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  66987. /**
  66988. * Returns the data related to the updraft event (cylinder).
  66989. * @returns A physics updraft event
  66990. */
  66991. getData(): PhysicsUpdraftEventData;
  66992. /**
  66993. * Enables the updraft.
  66994. */
  66995. enable(): void;
  66996. /**
  66997. * Disables the updraft.
  66998. */
  66999. disable(): void;
  67000. /**
  67001. * Disposes the cylinder.
  67002. * @param force Specifies if the updraft should be disposed by force
  67003. */
  67004. dispose(force?: boolean): void;
  67005. private getImpostorHitData;
  67006. private _tick;
  67007. /*** Helpers ***/
  67008. private _prepareCylinder;
  67009. private _intersectsWithCylinder;
  67010. }
  67011. /**
  67012. * Represents a physics vortex event
  67013. */
  67014. class PhysicsVortexEvent {
  67015. private _scene;
  67016. private _origin;
  67017. private _options;
  67018. private _physicsEngine;
  67019. private _originTop;
  67020. private _tickCallback;
  67021. private _cylinder;
  67022. private _cylinderPosition;
  67023. private _dataFetched;
  67024. /**
  67025. * Initializes the physics vortex event
  67026. * @param _scene The BabylonJS scene
  67027. * @param _origin The origin position of the vortex
  67028. * @param _options The options for the vortex event
  67029. */
  67030. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  67031. /**
  67032. * Returns the data related to the vortex event (cylinder).
  67033. * @returns The physics vortex event data
  67034. */
  67035. getData(): PhysicsVortexEventData;
  67036. /**
  67037. * Enables the vortex.
  67038. */
  67039. enable(): void;
  67040. /**
  67041. * Disables the cortex.
  67042. */
  67043. disable(): void;
  67044. /**
  67045. * Disposes the sphere.
  67046. * @param force
  67047. */
  67048. dispose(force?: boolean): void;
  67049. private getImpostorHitData;
  67050. private _tick;
  67051. /*** Helpers ***/
  67052. private _prepareCylinder;
  67053. private _intersectsWithCylinder;
  67054. }
  67055. /**
  67056. * Options fot the radial explosion event
  67057. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67058. */
  67059. export class PhysicsRadialExplosionEventOptions {
  67060. /**
  67061. * The radius of the sphere for the radial explosion.
  67062. */
  67063. radius: number;
  67064. /**
  67065. * The strenth of the explosion.
  67066. */
  67067. strength: number;
  67068. /**
  67069. * The strenght of the force in correspondence to the distance of the affected object
  67070. */
  67071. falloff: PhysicsRadialImpulseFalloff;
  67072. /**
  67073. * Sphere options for the radial explosion.
  67074. */
  67075. sphere: {
  67076. segments: number;
  67077. diameter: number;
  67078. };
  67079. /**
  67080. * Sphere options for the radial explosion.
  67081. */
  67082. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  67083. }
  67084. /**
  67085. * Options fot the updraft event
  67086. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67087. */
  67088. export class PhysicsUpdraftEventOptions {
  67089. /**
  67090. * The radius of the cylinder for the vortex
  67091. */
  67092. radius: number;
  67093. /**
  67094. * The strenth of the updraft.
  67095. */
  67096. strength: number;
  67097. /**
  67098. * The height of the cylinder for the updraft.
  67099. */
  67100. height: number;
  67101. /**
  67102. * The mode for the the updraft.
  67103. */
  67104. updraftMode: PhysicsUpdraftMode;
  67105. }
  67106. /**
  67107. * Options fot the vortex event
  67108. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67109. */
  67110. export class PhysicsVortexEventOptions {
  67111. /**
  67112. * The radius of the cylinder for the vortex
  67113. */
  67114. radius: number;
  67115. /**
  67116. * The strenth of the vortex.
  67117. */
  67118. strength: number;
  67119. /**
  67120. * The height of the cylinder for the vortex.
  67121. */
  67122. height: number;
  67123. /**
  67124. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  67125. */
  67126. centripetalForceThreshold: number;
  67127. /**
  67128. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  67129. */
  67130. centripetalForceMultiplier: number;
  67131. /**
  67132. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  67133. */
  67134. centrifugalForceMultiplier: number;
  67135. /**
  67136. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  67137. */
  67138. updraftForceMultiplier: number;
  67139. }
  67140. /**
  67141. * The strenght of the force in correspondence to the distance of the affected object
  67142. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67143. */
  67144. export enum PhysicsRadialImpulseFalloff {
  67145. /** Defines that impulse is constant in strength across it's whole radius */
  67146. Constant = 0,
  67147. /** Defines that impulse gets weaker if it's further from the origin */
  67148. Linear = 1
  67149. }
  67150. /**
  67151. * The strength of the force in correspondence to the distance of the affected object
  67152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67153. */
  67154. export enum PhysicsUpdraftMode {
  67155. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  67156. Center = 0,
  67157. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  67158. Perpendicular = 1
  67159. }
  67160. /**
  67161. * Interface for a physics hit data
  67162. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67163. */
  67164. export interface PhysicsHitData {
  67165. /**
  67166. * The force applied at the contact point
  67167. */
  67168. force: Vector3;
  67169. /**
  67170. * The contact point
  67171. */
  67172. contactPoint: Vector3;
  67173. /**
  67174. * The distance from the origin to the contact point
  67175. */
  67176. distanceFromOrigin: number;
  67177. }
  67178. /**
  67179. * Interface for radial explosion event data
  67180. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67181. */
  67182. export interface PhysicsRadialExplosionEventData {
  67183. /**
  67184. * A sphere used for the radial explosion event
  67185. */
  67186. sphere: Mesh;
  67187. }
  67188. /**
  67189. * Interface for gravitational field event data
  67190. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67191. */
  67192. export interface PhysicsGravitationalFieldEventData {
  67193. /**
  67194. * A sphere mesh used for the gravitational field event
  67195. */
  67196. sphere: Mesh;
  67197. }
  67198. /**
  67199. * Interface for updraft event data
  67200. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67201. */
  67202. export interface PhysicsUpdraftEventData {
  67203. /**
  67204. * A cylinder used for the updraft event
  67205. */
  67206. cylinder: Mesh;
  67207. }
  67208. /**
  67209. * Interface for vortex event data
  67210. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67211. */
  67212. export interface PhysicsVortexEventData {
  67213. /**
  67214. * A cylinder used for the vortex event
  67215. */
  67216. cylinder: Mesh;
  67217. }
  67218. /**
  67219. * Interface for an affected physics impostor
  67220. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67221. */
  67222. export interface PhysicsAffectedImpostorWithData {
  67223. /**
  67224. * The impostor affected by the effect
  67225. */
  67226. impostor: PhysicsImpostor;
  67227. /**
  67228. * The data about the hit/horce from the explosion
  67229. */
  67230. hitData: PhysicsHitData;
  67231. }
  67232. }
  67233. declare module "babylonjs/Physics/Plugins/index" {
  67234. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  67235. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  67236. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  67237. }
  67238. declare module "babylonjs/Physics/index" {
  67239. export * from "babylonjs/Physics/IPhysicsEngine";
  67240. export * from "babylonjs/Physics/physicsEngine";
  67241. export * from "babylonjs/Physics/physicsEngineComponent";
  67242. export * from "babylonjs/Physics/physicsHelper";
  67243. export * from "babylonjs/Physics/physicsImpostor";
  67244. export * from "babylonjs/Physics/physicsJoint";
  67245. export * from "babylonjs/Physics/Plugins/index";
  67246. }
  67247. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  67248. /** @hidden */
  67249. export var blackAndWhitePixelShader: {
  67250. name: string;
  67251. shader: string;
  67252. };
  67253. }
  67254. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  67255. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67256. import { Camera } from "babylonjs/Cameras/camera";
  67257. import { Engine } from "babylonjs/Engines/engine";
  67258. import "babylonjs/Shaders/blackAndWhite.fragment";
  67259. /**
  67260. * Post process used to render in black and white
  67261. */
  67262. export class BlackAndWhitePostProcess extends PostProcess {
  67263. /**
  67264. * Linear about to convert he result to black and white (default: 1)
  67265. */
  67266. degree: number;
  67267. /**
  67268. * Creates a black and white post process
  67269. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  67270. * @param name The name of the effect.
  67271. * @param options The required width/height ratio to downsize to before computing the render pass.
  67272. * @param camera The camera to apply the render pass to.
  67273. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67274. * @param engine The engine which the post process will be applied. (default: current engine)
  67275. * @param reusable If the post process can be reused on the same frame. (default: false)
  67276. */
  67277. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67278. }
  67279. }
  67280. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  67281. import { Nullable } from "babylonjs/types";
  67282. import { Camera } from "babylonjs/Cameras/camera";
  67283. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67284. import { Engine } from "babylonjs/Engines/engine";
  67285. /**
  67286. * This represents a set of one or more post processes in Babylon.
  67287. * A post process can be used to apply a shader to a texture after it is rendered.
  67288. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  67289. */
  67290. export class PostProcessRenderEffect {
  67291. private _postProcesses;
  67292. private _getPostProcesses;
  67293. private _singleInstance;
  67294. private _cameras;
  67295. private _indicesForCamera;
  67296. /**
  67297. * Name of the effect
  67298. * @hidden
  67299. */
  67300. _name: string;
  67301. /**
  67302. * Instantiates a post process render effect.
  67303. * A post process can be used to apply a shader to a texture after it is rendered.
  67304. * @param engine The engine the effect is tied to
  67305. * @param name The name of the effect
  67306. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  67307. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  67308. */
  67309. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  67310. /**
  67311. * Checks if all the post processes in the effect are supported.
  67312. */
  67313. get isSupported(): boolean;
  67314. /**
  67315. * Updates the current state of the effect
  67316. * @hidden
  67317. */
  67318. _update(): void;
  67319. /**
  67320. * Attaches the effect on cameras
  67321. * @param cameras The camera to attach to.
  67322. * @hidden
  67323. */
  67324. _attachCameras(cameras: Camera): void;
  67325. /**
  67326. * Attaches the effect on cameras
  67327. * @param cameras The camera to attach to.
  67328. * @hidden
  67329. */
  67330. _attachCameras(cameras: Camera[]): void;
  67331. /**
  67332. * Detaches the effect on cameras
  67333. * @param cameras The camera to detatch from.
  67334. * @hidden
  67335. */
  67336. _detachCameras(cameras: Camera): void;
  67337. /**
  67338. * Detatches the effect on cameras
  67339. * @param cameras The camera to detatch from.
  67340. * @hidden
  67341. */
  67342. _detachCameras(cameras: Camera[]): void;
  67343. /**
  67344. * Enables the effect on given cameras
  67345. * @param cameras The camera to enable.
  67346. * @hidden
  67347. */
  67348. _enable(cameras: Camera): void;
  67349. /**
  67350. * Enables the effect on given cameras
  67351. * @param cameras The camera to enable.
  67352. * @hidden
  67353. */
  67354. _enable(cameras: Nullable<Camera[]>): void;
  67355. /**
  67356. * Disables the effect on the given cameras
  67357. * @param cameras The camera to disable.
  67358. * @hidden
  67359. */
  67360. _disable(cameras: Camera): void;
  67361. /**
  67362. * Disables the effect on the given cameras
  67363. * @param cameras The camera to disable.
  67364. * @hidden
  67365. */
  67366. _disable(cameras: Nullable<Camera[]>): void;
  67367. /**
  67368. * Gets a list of the post processes contained in the effect.
  67369. * @param camera The camera to get the post processes on.
  67370. * @returns The list of the post processes in the effect.
  67371. */
  67372. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  67373. }
  67374. }
  67375. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  67376. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  67377. /** @hidden */
  67378. export var extractHighlightsPixelShader: {
  67379. name: string;
  67380. shader: string;
  67381. };
  67382. }
  67383. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  67384. import { Nullable } from "babylonjs/types";
  67385. import { Camera } from "babylonjs/Cameras/camera";
  67386. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67387. import { Engine } from "babylonjs/Engines/engine";
  67388. import "babylonjs/Shaders/extractHighlights.fragment";
  67389. /**
  67390. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  67391. */
  67392. export class ExtractHighlightsPostProcess extends PostProcess {
  67393. /**
  67394. * The luminance threshold, pixels below this value will be set to black.
  67395. */
  67396. threshold: number;
  67397. /** @hidden */
  67398. _exposure: number;
  67399. /**
  67400. * Post process which has the input texture to be used when performing highlight extraction
  67401. * @hidden
  67402. */
  67403. _inputPostProcess: Nullable<PostProcess>;
  67404. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67405. }
  67406. }
  67407. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  67408. /** @hidden */
  67409. export var bloomMergePixelShader: {
  67410. name: string;
  67411. shader: string;
  67412. };
  67413. }
  67414. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  67415. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67416. import { Nullable } from "babylonjs/types";
  67417. import { Engine } from "babylonjs/Engines/engine";
  67418. import { Camera } from "babylonjs/Cameras/camera";
  67419. import "babylonjs/Shaders/bloomMerge.fragment";
  67420. /**
  67421. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  67422. */
  67423. export class BloomMergePostProcess extends PostProcess {
  67424. /** Weight of the bloom to be added to the original input. */
  67425. weight: number;
  67426. /**
  67427. * Creates a new instance of @see BloomMergePostProcess
  67428. * @param name The name of the effect.
  67429. * @param originalFromInput Post process which's input will be used for the merge.
  67430. * @param blurred Blurred highlights post process which's output will be used.
  67431. * @param weight Weight of the bloom to be added to the original input.
  67432. * @param options The required width/height ratio to downsize to before computing the render pass.
  67433. * @param camera The camera to apply the render pass to.
  67434. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67435. * @param engine The engine which the post process will be applied. (default: current engine)
  67436. * @param reusable If the post process can be reused on the same frame. (default: false)
  67437. * @param textureType Type of textures used when performing the post process. (default: 0)
  67438. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67439. */
  67440. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  67441. /** Weight of the bloom to be added to the original input. */
  67442. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67443. }
  67444. }
  67445. declare module "babylonjs/PostProcesses/bloomEffect" {
  67446. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  67447. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67448. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  67449. import { Camera } from "babylonjs/Cameras/camera";
  67450. import { Scene } from "babylonjs/scene";
  67451. /**
  67452. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  67453. */
  67454. export class BloomEffect extends PostProcessRenderEffect {
  67455. private bloomScale;
  67456. /**
  67457. * @hidden Internal
  67458. */
  67459. _effects: Array<PostProcess>;
  67460. /**
  67461. * @hidden Internal
  67462. */
  67463. _downscale: ExtractHighlightsPostProcess;
  67464. private _blurX;
  67465. private _blurY;
  67466. private _merge;
  67467. /**
  67468. * The luminance threshold to find bright areas of the image to bloom.
  67469. */
  67470. get threshold(): number;
  67471. set threshold(value: number);
  67472. /**
  67473. * The strength of the bloom.
  67474. */
  67475. get weight(): number;
  67476. set weight(value: number);
  67477. /**
  67478. * Specifies the size of the bloom blur kernel, relative to the final output size
  67479. */
  67480. get kernel(): number;
  67481. set kernel(value: number);
  67482. /**
  67483. * Creates a new instance of @see BloomEffect
  67484. * @param scene The scene the effect belongs to.
  67485. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  67486. * @param bloomKernel The size of the kernel to be used when applying the blur.
  67487. * @param bloomWeight The the strength of bloom.
  67488. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  67489. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67490. */
  67491. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  67492. /**
  67493. * Disposes each of the internal effects for a given camera.
  67494. * @param camera The camera to dispose the effect on.
  67495. */
  67496. disposeEffects(camera: Camera): void;
  67497. /**
  67498. * @hidden Internal
  67499. */
  67500. _updateEffects(): void;
  67501. /**
  67502. * Internal
  67503. * @returns if all the contained post processes are ready.
  67504. * @hidden
  67505. */
  67506. _isReady(): boolean;
  67507. }
  67508. }
  67509. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  67510. /** @hidden */
  67511. export var chromaticAberrationPixelShader: {
  67512. name: string;
  67513. shader: string;
  67514. };
  67515. }
  67516. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  67517. import { Vector2 } from "babylonjs/Maths/math.vector";
  67518. import { Nullable } from "babylonjs/types";
  67519. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67520. import { Camera } from "babylonjs/Cameras/camera";
  67521. import { Engine } from "babylonjs/Engines/engine";
  67522. import "babylonjs/Shaders/chromaticAberration.fragment";
  67523. /**
  67524. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  67525. */
  67526. export class ChromaticAberrationPostProcess extends PostProcess {
  67527. /**
  67528. * The amount of seperation of rgb channels (default: 30)
  67529. */
  67530. aberrationAmount: number;
  67531. /**
  67532. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  67533. */
  67534. radialIntensity: number;
  67535. /**
  67536. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  67537. */
  67538. direction: Vector2;
  67539. /**
  67540. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  67541. */
  67542. centerPosition: Vector2;
  67543. /**
  67544. * Creates a new instance ChromaticAberrationPostProcess
  67545. * @param name The name of the effect.
  67546. * @param screenWidth The width of the screen to apply the effect on.
  67547. * @param screenHeight The height of the screen to apply the effect on.
  67548. * @param options The required width/height ratio to downsize to before computing the render pass.
  67549. * @param camera The camera to apply the render pass to.
  67550. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67551. * @param engine The engine which the post process will be applied. (default: current engine)
  67552. * @param reusable If the post process can be reused on the same frame. (default: false)
  67553. * @param textureType Type of textures used when performing the post process. (default: 0)
  67554. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67555. */
  67556. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67557. }
  67558. }
  67559. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  67560. /** @hidden */
  67561. export var circleOfConfusionPixelShader: {
  67562. name: string;
  67563. shader: string;
  67564. };
  67565. }
  67566. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  67567. import { Nullable } from "babylonjs/types";
  67568. import { Engine } from "babylonjs/Engines/engine";
  67569. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67570. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  67571. import { Camera } from "babylonjs/Cameras/camera";
  67572. import "babylonjs/Shaders/circleOfConfusion.fragment";
  67573. /**
  67574. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  67575. */
  67576. export class CircleOfConfusionPostProcess extends PostProcess {
  67577. /**
  67578. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  67579. */
  67580. lensSize: number;
  67581. /**
  67582. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  67583. */
  67584. fStop: number;
  67585. /**
  67586. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  67587. */
  67588. focusDistance: number;
  67589. /**
  67590. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  67591. */
  67592. focalLength: number;
  67593. private _depthTexture;
  67594. /**
  67595. * Creates a new instance CircleOfConfusionPostProcess
  67596. * @param name The name of the effect.
  67597. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  67598. * @param options The required width/height ratio to downsize to before computing the render pass.
  67599. * @param camera The camera to apply the render pass to.
  67600. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67601. * @param engine The engine which the post process will be applied. (default: current engine)
  67602. * @param reusable If the post process can be reused on the same frame. (default: false)
  67603. * @param textureType Type of textures used when performing the post process. (default: 0)
  67604. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67605. */
  67606. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67607. /**
  67608. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  67609. */
  67610. set depthTexture(value: RenderTargetTexture);
  67611. }
  67612. }
  67613. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  67614. /** @hidden */
  67615. export var colorCorrectionPixelShader: {
  67616. name: string;
  67617. shader: string;
  67618. };
  67619. }
  67620. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  67621. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67622. import { Engine } from "babylonjs/Engines/engine";
  67623. import { Camera } from "babylonjs/Cameras/camera";
  67624. import "babylonjs/Shaders/colorCorrection.fragment";
  67625. /**
  67626. *
  67627. * This post-process allows the modification of rendered colors by using
  67628. * a 'look-up table' (LUT). This effect is also called Color Grading.
  67629. *
  67630. * The object needs to be provided an url to a texture containing the color
  67631. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  67632. * Use an image editing software to tweak the LUT to match your needs.
  67633. *
  67634. * For an example of a color LUT, see here:
  67635. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  67636. * For explanations on color grading, see here:
  67637. * @see http://udn.epicgames.com/Three/ColorGrading.html
  67638. *
  67639. */
  67640. export class ColorCorrectionPostProcess extends PostProcess {
  67641. private _colorTableTexture;
  67642. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67643. }
  67644. }
  67645. declare module "babylonjs/Shaders/convolution.fragment" {
  67646. /** @hidden */
  67647. export var convolutionPixelShader: {
  67648. name: string;
  67649. shader: string;
  67650. };
  67651. }
  67652. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  67653. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67654. import { Nullable } from "babylonjs/types";
  67655. import { Camera } from "babylonjs/Cameras/camera";
  67656. import { Engine } from "babylonjs/Engines/engine";
  67657. import "babylonjs/Shaders/convolution.fragment";
  67658. /**
  67659. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  67660. * input texture to perform effects such as edge detection or sharpening
  67661. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  67662. */
  67663. export class ConvolutionPostProcess extends PostProcess {
  67664. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  67665. kernel: number[];
  67666. /**
  67667. * Creates a new instance ConvolutionPostProcess
  67668. * @param name The name of the effect.
  67669. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  67670. * @param options The required width/height ratio to downsize to before computing the render pass.
  67671. * @param camera The camera to apply the render pass to.
  67672. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67673. * @param engine The engine which the post process will be applied. (default: current engine)
  67674. * @param reusable If the post process can be reused on the same frame. (default: false)
  67675. * @param textureType Type of textures used when performing the post process. (default: 0)
  67676. */
  67677. constructor(name: string,
  67678. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  67679. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  67680. /**
  67681. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67682. */
  67683. static EdgeDetect0Kernel: number[];
  67684. /**
  67685. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67686. */
  67687. static EdgeDetect1Kernel: number[];
  67688. /**
  67689. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67690. */
  67691. static EdgeDetect2Kernel: number[];
  67692. /**
  67693. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67694. */
  67695. static SharpenKernel: number[];
  67696. /**
  67697. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67698. */
  67699. static EmbossKernel: number[];
  67700. /**
  67701. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67702. */
  67703. static GaussianKernel: number[];
  67704. }
  67705. }
  67706. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  67707. import { Nullable } from "babylonjs/types";
  67708. import { Vector2 } from "babylonjs/Maths/math.vector";
  67709. import { Camera } from "babylonjs/Cameras/camera";
  67710. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67711. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  67712. import { Engine } from "babylonjs/Engines/engine";
  67713. import { Scene } from "babylonjs/scene";
  67714. /**
  67715. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  67716. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  67717. * based on samples that have a large difference in distance than the center pixel.
  67718. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  67719. */
  67720. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  67721. direction: Vector2;
  67722. /**
  67723. * Creates a new instance CircleOfConfusionPostProcess
  67724. * @param name The name of the effect.
  67725. * @param scene The scene the effect belongs to.
  67726. * @param direction The direction the blur should be applied.
  67727. * @param kernel The size of the kernel used to blur.
  67728. * @param options The required width/height ratio to downsize to before computing the render pass.
  67729. * @param camera The camera to apply the render pass to.
  67730. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  67731. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  67732. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67733. * @param engine The engine which the post process will be applied. (default: current engine)
  67734. * @param reusable If the post process can be reused on the same frame. (default: false)
  67735. * @param textureType Type of textures used when performing the post process. (default: 0)
  67736. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67737. */
  67738. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67739. }
  67740. }
  67741. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  67742. /** @hidden */
  67743. export var depthOfFieldMergePixelShader: {
  67744. name: string;
  67745. shader: string;
  67746. };
  67747. }
  67748. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  67749. import { Nullable } from "babylonjs/types";
  67750. import { Camera } from "babylonjs/Cameras/camera";
  67751. import { Effect } from "babylonjs/Materials/effect";
  67752. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67753. import { Engine } from "babylonjs/Engines/engine";
  67754. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  67755. /**
  67756. * Options to be set when merging outputs from the default pipeline.
  67757. */
  67758. export class DepthOfFieldMergePostProcessOptions {
  67759. /**
  67760. * The original image to merge on top of
  67761. */
  67762. originalFromInput: PostProcess;
  67763. /**
  67764. * Parameters to perform the merge of the depth of field effect
  67765. */
  67766. depthOfField?: {
  67767. circleOfConfusion: PostProcess;
  67768. blurSteps: Array<PostProcess>;
  67769. };
  67770. /**
  67771. * Parameters to perform the merge of bloom effect
  67772. */
  67773. bloom?: {
  67774. blurred: PostProcess;
  67775. weight: number;
  67776. };
  67777. }
  67778. /**
  67779. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  67780. */
  67781. export class DepthOfFieldMergePostProcess extends PostProcess {
  67782. private blurSteps;
  67783. /**
  67784. * Creates a new instance of DepthOfFieldMergePostProcess
  67785. * @param name The name of the effect.
  67786. * @param originalFromInput Post process which's input will be used for the merge.
  67787. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  67788. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  67789. * @param options The required width/height ratio to downsize to before computing the render pass.
  67790. * @param camera The camera to apply the render pass to.
  67791. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67792. * @param engine The engine which the post process will be applied. (default: current engine)
  67793. * @param reusable If the post process can be reused on the same frame. (default: false)
  67794. * @param textureType Type of textures used when performing the post process. (default: 0)
  67795. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67796. */
  67797. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67798. /**
  67799. * Updates the effect with the current post process compile time values and recompiles the shader.
  67800. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  67801. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  67802. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  67803. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  67804. * @param onCompiled Called when the shader has been compiled.
  67805. * @param onError Called if there is an error when compiling a shader.
  67806. */
  67807. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  67808. }
  67809. }
  67810. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  67811. import { Nullable } from "babylonjs/types";
  67812. import { Camera } from "babylonjs/Cameras/camera";
  67813. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  67814. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67815. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  67816. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  67817. import { Scene } from "babylonjs/scene";
  67818. /**
  67819. * Specifies the level of max blur that should be applied when using the depth of field effect
  67820. */
  67821. export enum DepthOfFieldEffectBlurLevel {
  67822. /**
  67823. * Subtle blur
  67824. */
  67825. Low = 0,
  67826. /**
  67827. * Medium blur
  67828. */
  67829. Medium = 1,
  67830. /**
  67831. * Large blur
  67832. */
  67833. High = 2
  67834. }
  67835. /**
  67836. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  67837. */
  67838. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  67839. private _circleOfConfusion;
  67840. /**
  67841. * @hidden Internal, blurs from high to low
  67842. */
  67843. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  67844. private _depthOfFieldBlurY;
  67845. private _dofMerge;
  67846. /**
  67847. * @hidden Internal post processes in depth of field effect
  67848. */
  67849. _effects: Array<PostProcess>;
  67850. /**
  67851. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  67852. */
  67853. set focalLength(value: number);
  67854. get focalLength(): number;
  67855. /**
  67856. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  67857. */
  67858. set fStop(value: number);
  67859. get fStop(): number;
  67860. /**
  67861. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  67862. */
  67863. set focusDistance(value: number);
  67864. get focusDistance(): number;
  67865. /**
  67866. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  67867. */
  67868. set lensSize(value: number);
  67869. get lensSize(): number;
  67870. /**
  67871. * Creates a new instance DepthOfFieldEffect
  67872. * @param scene The scene the effect belongs to.
  67873. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  67874. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  67875. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  67876. */
  67877. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  67878. /**
  67879. * Get the current class name of the current effet
  67880. * @returns "DepthOfFieldEffect"
  67881. */
  67882. getClassName(): string;
  67883. /**
  67884. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  67885. */
  67886. set depthTexture(value: RenderTargetTexture);
  67887. /**
  67888. * Disposes each of the internal effects for a given camera.
  67889. * @param camera The camera to dispose the effect on.
  67890. */
  67891. disposeEffects(camera: Camera): void;
  67892. /**
  67893. * @hidden Internal
  67894. */
  67895. _updateEffects(): void;
  67896. /**
  67897. * Internal
  67898. * @returns if all the contained post processes are ready.
  67899. * @hidden
  67900. */
  67901. _isReady(): boolean;
  67902. }
  67903. }
  67904. declare module "babylonjs/Shaders/displayPass.fragment" {
  67905. /** @hidden */
  67906. export var displayPassPixelShader: {
  67907. name: string;
  67908. shader: string;
  67909. };
  67910. }
  67911. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  67912. import { Nullable } from "babylonjs/types";
  67913. import { Camera } from "babylonjs/Cameras/camera";
  67914. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67915. import { Engine } from "babylonjs/Engines/engine";
  67916. import "babylonjs/Shaders/displayPass.fragment";
  67917. /**
  67918. * DisplayPassPostProcess which produces an output the same as it's input
  67919. */
  67920. export class DisplayPassPostProcess extends PostProcess {
  67921. /**
  67922. * Creates the DisplayPassPostProcess
  67923. * @param name The name of the effect.
  67924. * @param options The required width/height ratio to downsize to before computing the render pass.
  67925. * @param camera The camera to apply the render pass to.
  67926. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67927. * @param engine The engine which the post process will be applied. (default: current engine)
  67928. * @param reusable If the post process can be reused on the same frame. (default: false)
  67929. */
  67930. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67931. }
  67932. }
  67933. declare module "babylonjs/Shaders/filter.fragment" {
  67934. /** @hidden */
  67935. export var filterPixelShader: {
  67936. name: string;
  67937. shader: string;
  67938. };
  67939. }
  67940. declare module "babylonjs/PostProcesses/filterPostProcess" {
  67941. import { Nullable } from "babylonjs/types";
  67942. import { Matrix } from "babylonjs/Maths/math.vector";
  67943. import { Camera } from "babylonjs/Cameras/camera";
  67944. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67945. import { Engine } from "babylonjs/Engines/engine";
  67946. import "babylonjs/Shaders/filter.fragment";
  67947. /**
  67948. * Applies a kernel filter to the image
  67949. */
  67950. export class FilterPostProcess extends PostProcess {
  67951. /** The matrix to be applied to the image */
  67952. kernelMatrix: Matrix;
  67953. /**
  67954. *
  67955. * @param name The name of the effect.
  67956. * @param kernelMatrix The matrix to be applied to the image
  67957. * @param options The required width/height ratio to downsize to before computing the render pass.
  67958. * @param camera The camera to apply the render pass to.
  67959. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67960. * @param engine The engine which the post process will be applied. (default: current engine)
  67961. * @param reusable If the post process can be reused on the same frame. (default: false)
  67962. */
  67963. constructor(name: string,
  67964. /** The matrix to be applied to the image */
  67965. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67966. }
  67967. }
  67968. declare module "babylonjs/Shaders/fxaa.fragment" {
  67969. /** @hidden */
  67970. export var fxaaPixelShader: {
  67971. name: string;
  67972. shader: string;
  67973. };
  67974. }
  67975. declare module "babylonjs/Shaders/fxaa.vertex" {
  67976. /** @hidden */
  67977. export var fxaaVertexShader: {
  67978. name: string;
  67979. shader: string;
  67980. };
  67981. }
  67982. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  67983. import { Nullable } from "babylonjs/types";
  67984. import { Camera } from "babylonjs/Cameras/camera";
  67985. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67986. import { Engine } from "babylonjs/Engines/engine";
  67987. import "babylonjs/Shaders/fxaa.fragment";
  67988. import "babylonjs/Shaders/fxaa.vertex";
  67989. /**
  67990. * Fxaa post process
  67991. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  67992. */
  67993. export class FxaaPostProcess extends PostProcess {
  67994. /** @hidden */
  67995. texelWidth: number;
  67996. /** @hidden */
  67997. texelHeight: number;
  67998. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  67999. private _getDefines;
  68000. }
  68001. }
  68002. declare module "babylonjs/Shaders/grain.fragment" {
  68003. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  68004. /** @hidden */
  68005. export var grainPixelShader: {
  68006. name: string;
  68007. shader: string;
  68008. };
  68009. }
  68010. declare module "babylonjs/PostProcesses/grainPostProcess" {
  68011. import { Nullable } from "babylonjs/types";
  68012. import { Camera } from "babylonjs/Cameras/camera";
  68013. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68014. import { Engine } from "babylonjs/Engines/engine";
  68015. import "babylonjs/Shaders/grain.fragment";
  68016. /**
  68017. * The GrainPostProcess adds noise to the image at mid luminance levels
  68018. */
  68019. export class GrainPostProcess extends PostProcess {
  68020. /**
  68021. * The intensity of the grain added (default: 30)
  68022. */
  68023. intensity: number;
  68024. /**
  68025. * If the grain should be randomized on every frame
  68026. */
  68027. animated: boolean;
  68028. /**
  68029. * Creates a new instance of @see GrainPostProcess
  68030. * @param name The name of the effect.
  68031. * @param options The required width/height ratio to downsize to before computing the render pass.
  68032. * @param camera The camera to apply the render pass to.
  68033. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68034. * @param engine The engine which the post process will be applied. (default: current engine)
  68035. * @param reusable If the post process can be reused on the same frame. (default: false)
  68036. * @param textureType Type of textures used when performing the post process. (default: 0)
  68037. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  68038. */
  68039. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68040. }
  68041. }
  68042. declare module "babylonjs/Shaders/highlights.fragment" {
  68043. /** @hidden */
  68044. export var highlightsPixelShader: {
  68045. name: string;
  68046. shader: string;
  68047. };
  68048. }
  68049. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  68050. import { Nullable } from "babylonjs/types";
  68051. import { Camera } from "babylonjs/Cameras/camera";
  68052. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68053. import { Engine } from "babylonjs/Engines/engine";
  68054. import "babylonjs/Shaders/highlights.fragment";
  68055. /**
  68056. * Extracts highlights from the image
  68057. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  68058. */
  68059. export class HighlightsPostProcess extends PostProcess {
  68060. /**
  68061. * Extracts highlights from the image
  68062. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  68063. * @param name The name of the effect.
  68064. * @param options The required width/height ratio to downsize to before computing the render pass.
  68065. * @param camera The camera to apply the render pass to.
  68066. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68067. * @param engine The engine which the post process will be applied. (default: current engine)
  68068. * @param reusable If the post process can be reused on the same frame. (default: false)
  68069. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  68070. */
  68071. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  68072. }
  68073. }
  68074. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  68075. /** @hidden */
  68076. export var mrtFragmentDeclaration: {
  68077. name: string;
  68078. shader: string;
  68079. };
  68080. }
  68081. declare module "babylonjs/Shaders/geometry.fragment" {
  68082. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  68083. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  68084. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  68085. /** @hidden */
  68086. export var geometryPixelShader: {
  68087. name: string;
  68088. shader: string;
  68089. };
  68090. }
  68091. declare module "babylonjs/Shaders/geometry.vertex" {
  68092. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  68093. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  68094. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  68095. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  68096. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  68097. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  68098. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  68099. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  68100. /** @hidden */
  68101. export var geometryVertexShader: {
  68102. name: string;
  68103. shader: string;
  68104. };
  68105. }
  68106. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  68107. import { Matrix } from "babylonjs/Maths/math.vector";
  68108. import { SubMesh } from "babylonjs/Meshes/subMesh";
  68109. import { Mesh } from "babylonjs/Meshes/mesh";
  68110. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  68111. import { Effect } from "babylonjs/Materials/effect";
  68112. import { Scene } from "babylonjs/scene";
  68113. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  68114. import "babylonjs/Shaders/geometry.fragment";
  68115. import "babylonjs/Shaders/geometry.vertex";
  68116. /** @hidden */
  68117. interface ISavedTransformationMatrix {
  68118. world: Matrix;
  68119. viewProjection: Matrix;
  68120. }
  68121. /**
  68122. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  68123. */
  68124. export class GeometryBufferRenderer {
  68125. /**
  68126. * Constant used to retrieve the position texture index in the G-Buffer textures array
  68127. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  68128. */
  68129. static readonly POSITION_TEXTURE_TYPE: number;
  68130. /**
  68131. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  68132. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  68133. */
  68134. static readonly VELOCITY_TEXTURE_TYPE: number;
  68135. /**
  68136. * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array
  68137. * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
  68138. */
  68139. static readonly REFLECTIVITY_TEXTURE_TYPE: number;
  68140. /**
  68141. * Dictionary used to store the previous transformation matrices of each rendered mesh
  68142. * in order to compute objects velocities when enableVelocity is set to "true"
  68143. * @hidden
  68144. */
  68145. _previousTransformationMatrices: {
  68146. [index: number]: ISavedTransformationMatrix;
  68147. };
  68148. /**
  68149. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  68150. * in order to compute objects velocities when enableVelocity is set to "true"
  68151. * @hidden
  68152. */
  68153. _previousBonesTransformationMatrices: {
  68154. [index: number]: Float32Array;
  68155. };
  68156. /**
  68157. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  68158. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  68159. */
  68160. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  68161. /** Gets or sets a boolean indicating if transparent meshes should be rendered */
  68162. renderTransparentMeshes: boolean;
  68163. private _scene;
  68164. private _multiRenderTarget;
  68165. private _ratio;
  68166. private _enablePosition;
  68167. private _enableVelocity;
  68168. private _enableReflectivity;
  68169. private _positionIndex;
  68170. private _velocityIndex;
  68171. private _reflectivityIndex;
  68172. protected _effect: Effect;
  68173. protected _cachedDefines: string;
  68174. /**
  68175. * Set the render list (meshes to be rendered) used in the G buffer.
  68176. */
  68177. set renderList(meshes: Mesh[]);
  68178. /**
  68179. * Gets wether or not G buffer are supported by the running hardware.
  68180. * This requires draw buffer supports
  68181. */
  68182. get isSupported(): boolean;
  68183. /**
  68184. * Returns the index of the given texture type in the G-Buffer textures array
  68185. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  68186. * @returns the index of the given texture type in the G-Buffer textures array
  68187. */
  68188. getTextureIndex(textureType: number): number;
  68189. /**
  68190. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  68191. */
  68192. get enablePosition(): boolean;
  68193. /**
  68194. * Sets whether or not objects positions are enabled for the G buffer.
  68195. */
  68196. set enablePosition(enable: boolean);
  68197. /**
  68198. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  68199. */
  68200. get enableVelocity(): boolean;
  68201. /**
  68202. * Sets wether or not objects velocities are enabled for the G buffer.
  68203. */
  68204. set enableVelocity(enable: boolean);
  68205. /**
  68206. * Gets a boolean indicating if objects roughness are enabled in the G buffer.
  68207. */
  68208. get enableReflectivity(): boolean;
  68209. /**
  68210. * Sets wether or not objects roughness are enabled for the G buffer.
  68211. */
  68212. set enableReflectivity(enable: boolean);
  68213. /**
  68214. * Gets the scene associated with the buffer.
  68215. */
  68216. get scene(): Scene;
  68217. /**
  68218. * Gets the ratio used by the buffer during its creation.
  68219. * How big is the buffer related to the main canvas.
  68220. */
  68221. get ratio(): number;
  68222. /** @hidden */
  68223. static _SceneComponentInitialization: (scene: Scene) => void;
  68224. /**
  68225. * Creates a new G Buffer for the scene
  68226. * @param scene The scene the buffer belongs to
  68227. * @param ratio How big is the buffer related to the main canvas.
  68228. */
  68229. constructor(scene: Scene, ratio?: number);
  68230. /**
  68231. * Checks wether everything is ready to render a submesh to the G buffer.
  68232. * @param subMesh the submesh to check readiness for
  68233. * @param useInstances is the mesh drawn using instance or not
  68234. * @returns true if ready otherwise false
  68235. */
  68236. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  68237. /**
  68238. * Gets the current underlying G Buffer.
  68239. * @returns the buffer
  68240. */
  68241. getGBuffer(): MultiRenderTarget;
  68242. /**
  68243. * Gets the number of samples used to render the buffer (anti aliasing).
  68244. */
  68245. get samples(): number;
  68246. /**
  68247. * Sets the number of samples used to render the buffer (anti aliasing).
  68248. */
  68249. set samples(value: number);
  68250. /**
  68251. * Disposes the renderer and frees up associated resources.
  68252. */
  68253. dispose(): void;
  68254. protected _createRenderTargets(): void;
  68255. private _copyBonesTransformationMatrices;
  68256. }
  68257. }
  68258. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  68259. import { Nullable } from "babylonjs/types";
  68260. import { Scene } from "babylonjs/scene";
  68261. import { ISceneComponent } from "babylonjs/sceneComponent";
  68262. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  68263. module "babylonjs/scene" {
  68264. interface Scene {
  68265. /** @hidden (Backing field) */
  68266. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  68267. /**
  68268. * Gets or Sets the current geometry buffer associated to the scene.
  68269. */
  68270. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  68271. /**
  68272. * Enables a GeometryBufferRender and associates it with the scene
  68273. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  68274. * @returns the GeometryBufferRenderer
  68275. */
  68276. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  68277. /**
  68278. * Disables the GeometryBufferRender associated with the scene
  68279. */
  68280. disableGeometryBufferRenderer(): void;
  68281. }
  68282. }
  68283. /**
  68284. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  68285. * in several rendering techniques.
  68286. */
  68287. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  68288. /**
  68289. * The component name helpful to identify the component in the list of scene components.
  68290. */
  68291. readonly name: string;
  68292. /**
  68293. * The scene the component belongs to.
  68294. */
  68295. scene: Scene;
  68296. /**
  68297. * Creates a new instance of the component for the given scene
  68298. * @param scene Defines the scene to register the component in
  68299. */
  68300. constructor(scene: Scene);
  68301. /**
  68302. * Registers the component in a given scene
  68303. */
  68304. register(): void;
  68305. /**
  68306. * Rebuilds the elements related to this component in case of
  68307. * context lost for instance.
  68308. */
  68309. rebuild(): void;
  68310. /**
  68311. * Disposes the component and the associated ressources
  68312. */
  68313. dispose(): void;
  68314. private _gatherRenderTargets;
  68315. }
  68316. }
  68317. declare module "babylonjs/Shaders/motionBlur.fragment" {
  68318. /** @hidden */
  68319. export var motionBlurPixelShader: {
  68320. name: string;
  68321. shader: string;
  68322. };
  68323. }
  68324. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  68325. import { Nullable } from "babylonjs/types";
  68326. import { Camera } from "babylonjs/Cameras/camera";
  68327. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68328. import { Scene } from "babylonjs/scene";
  68329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  68330. import "babylonjs/Animations/animatable";
  68331. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  68332. import "babylonjs/Shaders/motionBlur.fragment";
  68333. import { Engine } from "babylonjs/Engines/engine";
  68334. /**
  68335. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  68336. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  68337. * As an example, all you have to do is to create the post-process:
  68338. * var mb = new BABYLON.MotionBlurPostProcess(
  68339. * 'mb', // The name of the effect.
  68340. * scene, // The scene containing the objects to blur according to their velocity.
  68341. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  68342. * camera // The camera to apply the render pass to.
  68343. * );
  68344. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  68345. */
  68346. export class MotionBlurPostProcess extends PostProcess {
  68347. /**
  68348. * Defines how much the image is blurred by the movement. Default value is equal to 1
  68349. */
  68350. motionStrength: number;
  68351. /**
  68352. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  68353. */
  68354. get motionBlurSamples(): number;
  68355. /**
  68356. * Sets the number of iterations to be used for motion blur quality
  68357. */
  68358. set motionBlurSamples(samples: number);
  68359. private _motionBlurSamples;
  68360. private _geometryBufferRenderer;
  68361. /**
  68362. * Creates a new instance MotionBlurPostProcess
  68363. * @param name The name of the effect.
  68364. * @param scene The scene containing the objects to blur according to their velocity.
  68365. * @param options The required width/height ratio to downsize to before computing the render pass.
  68366. * @param camera The camera to apply the render pass to.
  68367. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68368. * @param engine The engine which the post process will be applied. (default: current engine)
  68369. * @param reusable If the post process can be reused on the same frame. (default: false)
  68370. * @param textureType Type of textures used when performing the post process. (default: 0)
  68371. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  68372. */
  68373. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68374. /**
  68375. * Excludes the given skinned mesh from computing bones velocities.
  68376. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  68377. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  68378. */
  68379. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  68380. /**
  68381. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  68382. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  68383. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  68384. */
  68385. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  68386. /**
  68387. * Disposes the post process.
  68388. * @param camera The camera to dispose the post process on.
  68389. */
  68390. dispose(camera?: Camera): void;
  68391. }
  68392. }
  68393. declare module "babylonjs/Shaders/refraction.fragment" {
  68394. /** @hidden */
  68395. export var refractionPixelShader: {
  68396. name: string;
  68397. shader: string;
  68398. };
  68399. }
  68400. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  68401. import { Color3 } from "babylonjs/Maths/math.color";
  68402. import { Camera } from "babylonjs/Cameras/camera";
  68403. import { Texture } from "babylonjs/Materials/Textures/texture";
  68404. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68405. import { Engine } from "babylonjs/Engines/engine";
  68406. import "babylonjs/Shaders/refraction.fragment";
  68407. /**
  68408. * Post process which applies a refractin texture
  68409. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  68410. */
  68411. export class RefractionPostProcess extends PostProcess {
  68412. /** the base color of the refraction (used to taint the rendering) */
  68413. color: Color3;
  68414. /** simulated refraction depth */
  68415. depth: number;
  68416. /** the coefficient of the base color (0 to remove base color tainting) */
  68417. colorLevel: number;
  68418. private _refTexture;
  68419. private _ownRefractionTexture;
  68420. /**
  68421. * Gets or sets the refraction texture
  68422. * Please note that you are responsible for disposing the texture if you set it manually
  68423. */
  68424. get refractionTexture(): Texture;
  68425. set refractionTexture(value: Texture);
  68426. /**
  68427. * Initializes the RefractionPostProcess
  68428. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  68429. * @param name The name of the effect.
  68430. * @param refractionTextureUrl Url of the refraction texture to use
  68431. * @param color the base color of the refraction (used to taint the rendering)
  68432. * @param depth simulated refraction depth
  68433. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  68434. * @param camera The camera to apply the render pass to.
  68435. * @param options The required width/height ratio to downsize to before computing the render pass.
  68436. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68437. * @param engine The engine which the post process will be applied. (default: current engine)
  68438. * @param reusable If the post process can be reused on the same frame. (default: false)
  68439. */
  68440. constructor(name: string, refractionTextureUrl: string,
  68441. /** the base color of the refraction (used to taint the rendering) */
  68442. color: Color3,
  68443. /** simulated refraction depth */
  68444. depth: number,
  68445. /** the coefficient of the base color (0 to remove base color tainting) */
  68446. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  68447. /**
  68448. * Disposes of the post process
  68449. * @param camera Camera to dispose post process on
  68450. */
  68451. dispose(camera: Camera): void;
  68452. }
  68453. }
  68454. declare module "babylonjs/Shaders/sharpen.fragment" {
  68455. /** @hidden */
  68456. export var sharpenPixelShader: {
  68457. name: string;
  68458. shader: string;
  68459. };
  68460. }
  68461. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  68462. import { Nullable } from "babylonjs/types";
  68463. import { Camera } from "babylonjs/Cameras/camera";
  68464. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68465. import "babylonjs/Shaders/sharpen.fragment";
  68466. import { Engine } from "babylonjs/Engines/engine";
  68467. /**
  68468. * The SharpenPostProcess applies a sharpen kernel to every pixel
  68469. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  68470. */
  68471. export class SharpenPostProcess extends PostProcess {
  68472. /**
  68473. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  68474. */
  68475. colorAmount: number;
  68476. /**
  68477. * How much sharpness should be applied (default: 0.3)
  68478. */
  68479. edgeAmount: number;
  68480. /**
  68481. * Creates a new instance ConvolutionPostProcess
  68482. * @param name The name of the effect.
  68483. * @param options The required width/height ratio to downsize to before computing the render pass.
  68484. * @param camera The camera to apply the render pass to.
  68485. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68486. * @param engine The engine which the post process will be applied. (default: current engine)
  68487. * @param reusable If the post process can be reused on the same frame. (default: false)
  68488. * @param textureType Type of textures used when performing the post process. (default: 0)
  68489. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  68490. */
  68491. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68492. }
  68493. }
  68494. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  68495. import { Nullable } from "babylonjs/types";
  68496. import { Camera } from "babylonjs/Cameras/camera";
  68497. import { Engine } from "babylonjs/Engines/engine";
  68498. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  68499. import { IInspectable } from "babylonjs/Misc/iInspectable";
  68500. /**
  68501. * PostProcessRenderPipeline
  68502. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68503. */
  68504. export class PostProcessRenderPipeline {
  68505. private engine;
  68506. private _renderEffects;
  68507. private _renderEffectsForIsolatedPass;
  68508. /**
  68509. * List of inspectable custom properties (used by the Inspector)
  68510. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  68511. */
  68512. inspectableCustomProperties: IInspectable[];
  68513. /**
  68514. * @hidden
  68515. */
  68516. protected _cameras: Camera[];
  68517. /** @hidden */
  68518. _name: string;
  68519. /**
  68520. * Gets pipeline name
  68521. */
  68522. get name(): string;
  68523. /** Gets the list of attached cameras */
  68524. get cameras(): Camera[];
  68525. /**
  68526. * Initializes a PostProcessRenderPipeline
  68527. * @param engine engine to add the pipeline to
  68528. * @param name name of the pipeline
  68529. */
  68530. constructor(engine: Engine, name: string);
  68531. /**
  68532. * Gets the class name
  68533. * @returns "PostProcessRenderPipeline"
  68534. */
  68535. getClassName(): string;
  68536. /**
  68537. * If all the render effects in the pipeline are supported
  68538. */
  68539. get isSupported(): boolean;
  68540. /**
  68541. * Adds an effect to the pipeline
  68542. * @param renderEffect the effect to add
  68543. */
  68544. addEffect(renderEffect: PostProcessRenderEffect): void;
  68545. /** @hidden */
  68546. _rebuild(): void;
  68547. /** @hidden */
  68548. _enableEffect(renderEffectName: string, cameras: Camera): void;
  68549. /** @hidden */
  68550. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  68551. /** @hidden */
  68552. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  68553. /** @hidden */
  68554. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  68555. /** @hidden */
  68556. _attachCameras(cameras: Camera, unique: boolean): void;
  68557. /** @hidden */
  68558. _attachCameras(cameras: Camera[], unique: boolean): void;
  68559. /** @hidden */
  68560. _detachCameras(cameras: Camera): void;
  68561. /** @hidden */
  68562. _detachCameras(cameras: Nullable<Camera[]>): void;
  68563. /** @hidden */
  68564. _update(): void;
  68565. /** @hidden */
  68566. _reset(): void;
  68567. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  68568. /**
  68569. * Disposes of the pipeline
  68570. */
  68571. dispose(): void;
  68572. }
  68573. }
  68574. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  68575. import { Camera } from "babylonjs/Cameras/camera";
  68576. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68577. /**
  68578. * PostProcessRenderPipelineManager class
  68579. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68580. */
  68581. export class PostProcessRenderPipelineManager {
  68582. private _renderPipelines;
  68583. /**
  68584. * Initializes a PostProcessRenderPipelineManager
  68585. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68586. */
  68587. constructor();
  68588. /**
  68589. * Gets the list of supported render pipelines
  68590. */
  68591. get supportedPipelines(): PostProcessRenderPipeline[];
  68592. /**
  68593. * Adds a pipeline to the manager
  68594. * @param renderPipeline The pipeline to add
  68595. */
  68596. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  68597. /**
  68598. * Attaches a camera to the pipeline
  68599. * @param renderPipelineName The name of the pipeline to attach to
  68600. * @param cameras the camera to attach
  68601. * @param unique if the camera can be attached multiple times to the pipeline
  68602. */
  68603. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  68604. /**
  68605. * Detaches a camera from the pipeline
  68606. * @param renderPipelineName The name of the pipeline to detach from
  68607. * @param cameras the camera to detach
  68608. */
  68609. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  68610. /**
  68611. * Enables an effect by name on a pipeline
  68612. * @param renderPipelineName the name of the pipeline to enable the effect in
  68613. * @param renderEffectName the name of the effect to enable
  68614. * @param cameras the cameras that the effect should be enabled on
  68615. */
  68616. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  68617. /**
  68618. * Disables an effect by name on a pipeline
  68619. * @param renderPipelineName the name of the pipeline to disable the effect in
  68620. * @param renderEffectName the name of the effect to disable
  68621. * @param cameras the cameras that the effect should be disabled on
  68622. */
  68623. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  68624. /**
  68625. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  68626. */
  68627. update(): void;
  68628. /** @hidden */
  68629. _rebuild(): void;
  68630. /**
  68631. * Disposes of the manager and pipelines
  68632. */
  68633. dispose(): void;
  68634. }
  68635. }
  68636. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  68637. import { ISceneComponent } from "babylonjs/sceneComponent";
  68638. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  68639. import { Scene } from "babylonjs/scene";
  68640. module "babylonjs/scene" {
  68641. interface Scene {
  68642. /** @hidden (Backing field) */
  68643. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  68644. /**
  68645. * Gets the postprocess render pipeline manager
  68646. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68647. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  68648. */
  68649. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  68650. }
  68651. }
  68652. /**
  68653. * Defines the Render Pipeline scene component responsible to rendering pipelines
  68654. */
  68655. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  68656. /**
  68657. * The component name helpfull to identify the component in the list of scene components.
  68658. */
  68659. readonly name: string;
  68660. /**
  68661. * The scene the component belongs to.
  68662. */
  68663. scene: Scene;
  68664. /**
  68665. * Creates a new instance of the component for the given scene
  68666. * @param scene Defines the scene to register the component in
  68667. */
  68668. constructor(scene: Scene);
  68669. /**
  68670. * Registers the component in a given scene
  68671. */
  68672. register(): void;
  68673. /**
  68674. * Rebuilds the elements related to this component in case of
  68675. * context lost for instance.
  68676. */
  68677. rebuild(): void;
  68678. /**
  68679. * Disposes the component and the associated ressources
  68680. */
  68681. dispose(): void;
  68682. private _gatherRenderTargets;
  68683. }
  68684. }
  68685. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  68686. import { Nullable } from "babylonjs/types";
  68687. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  68688. import { Camera } from "babylonjs/Cameras/camera";
  68689. import { IDisposable } from "babylonjs/scene";
  68690. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  68691. import { Scene } from "babylonjs/scene";
  68692. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  68693. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  68694. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  68695. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  68696. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  68697. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68698. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  68699. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  68700. import { Animation } from "babylonjs/Animations/animation";
  68701. /**
  68702. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  68703. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  68704. */
  68705. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  68706. private _scene;
  68707. private _camerasToBeAttached;
  68708. /**
  68709. * ID of the sharpen post process,
  68710. */
  68711. private readonly SharpenPostProcessId;
  68712. /**
  68713. * @ignore
  68714. * ID of the image processing post process;
  68715. */
  68716. readonly ImageProcessingPostProcessId: string;
  68717. /**
  68718. * @ignore
  68719. * ID of the Fast Approximate Anti-Aliasing post process;
  68720. */
  68721. readonly FxaaPostProcessId: string;
  68722. /**
  68723. * ID of the chromatic aberration post process,
  68724. */
  68725. private readonly ChromaticAberrationPostProcessId;
  68726. /**
  68727. * ID of the grain post process
  68728. */
  68729. private readonly GrainPostProcessId;
  68730. /**
  68731. * Sharpen post process which will apply a sharpen convolution to enhance edges
  68732. */
  68733. sharpen: SharpenPostProcess;
  68734. private _sharpenEffect;
  68735. private bloom;
  68736. /**
  68737. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  68738. */
  68739. depthOfField: DepthOfFieldEffect;
  68740. /**
  68741. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  68742. */
  68743. fxaa: FxaaPostProcess;
  68744. /**
  68745. * Image post processing pass used to perform operations such as tone mapping or color grading.
  68746. */
  68747. imageProcessing: ImageProcessingPostProcess;
  68748. /**
  68749. * Chromatic aberration post process which will shift rgb colors in the image
  68750. */
  68751. chromaticAberration: ChromaticAberrationPostProcess;
  68752. private _chromaticAberrationEffect;
  68753. /**
  68754. * Grain post process which add noise to the image
  68755. */
  68756. grain: GrainPostProcess;
  68757. private _grainEffect;
  68758. /**
  68759. * Glow post process which adds a glow to emissive areas of the image
  68760. */
  68761. private _glowLayer;
  68762. /**
  68763. * Animations which can be used to tweak settings over a period of time
  68764. */
  68765. animations: Animation[];
  68766. private _imageProcessingConfigurationObserver;
  68767. private _sharpenEnabled;
  68768. private _bloomEnabled;
  68769. private _depthOfFieldEnabled;
  68770. private _depthOfFieldBlurLevel;
  68771. private _fxaaEnabled;
  68772. private _imageProcessingEnabled;
  68773. private _defaultPipelineTextureType;
  68774. private _bloomScale;
  68775. private _chromaticAberrationEnabled;
  68776. private _grainEnabled;
  68777. private _buildAllowed;
  68778. /**
  68779. * Gets active scene
  68780. */
  68781. get scene(): Scene;
  68782. /**
  68783. * Enable or disable the sharpen process from the pipeline
  68784. */
  68785. set sharpenEnabled(enabled: boolean);
  68786. get sharpenEnabled(): boolean;
  68787. private _resizeObserver;
  68788. private _hardwareScaleLevel;
  68789. private _bloomKernel;
  68790. /**
  68791. * Specifies the size of the bloom blur kernel, relative to the final output size
  68792. */
  68793. get bloomKernel(): number;
  68794. set bloomKernel(value: number);
  68795. /**
  68796. * Specifies the weight of the bloom in the final rendering
  68797. */
  68798. private _bloomWeight;
  68799. /**
  68800. * Specifies the luma threshold for the area that will be blurred by the bloom
  68801. */
  68802. private _bloomThreshold;
  68803. private _hdr;
  68804. /**
  68805. * The strength of the bloom.
  68806. */
  68807. set bloomWeight(value: number);
  68808. get bloomWeight(): number;
  68809. /**
  68810. * The strength of the bloom.
  68811. */
  68812. set bloomThreshold(value: number);
  68813. get bloomThreshold(): number;
  68814. /**
  68815. * The scale of the bloom, lower value will provide better performance.
  68816. */
  68817. set bloomScale(value: number);
  68818. get bloomScale(): number;
  68819. /**
  68820. * Enable or disable the bloom from the pipeline
  68821. */
  68822. set bloomEnabled(enabled: boolean);
  68823. get bloomEnabled(): boolean;
  68824. private _rebuildBloom;
  68825. /**
  68826. * If the depth of field is enabled.
  68827. */
  68828. get depthOfFieldEnabled(): boolean;
  68829. set depthOfFieldEnabled(enabled: boolean);
  68830. /**
  68831. * Blur level of the depth of field effect. (Higher blur will effect performance)
  68832. */
  68833. get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel;
  68834. set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel);
  68835. /**
  68836. * If the anti aliasing is enabled.
  68837. */
  68838. set fxaaEnabled(enabled: boolean);
  68839. get fxaaEnabled(): boolean;
  68840. private _samples;
  68841. /**
  68842. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  68843. */
  68844. set samples(sampleCount: number);
  68845. get samples(): number;
  68846. /**
  68847. * If image processing is enabled.
  68848. */
  68849. set imageProcessingEnabled(enabled: boolean);
  68850. get imageProcessingEnabled(): boolean;
  68851. /**
  68852. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  68853. */
  68854. set glowLayerEnabled(enabled: boolean);
  68855. get glowLayerEnabled(): boolean;
  68856. /**
  68857. * Gets the glow layer (or null if not defined)
  68858. */
  68859. get glowLayer(): Nullable<GlowLayer>;
  68860. /**
  68861. * Enable or disable the chromaticAberration process from the pipeline
  68862. */
  68863. set chromaticAberrationEnabled(enabled: boolean);
  68864. get chromaticAberrationEnabled(): boolean;
  68865. /**
  68866. * Enable or disable the grain process from the pipeline
  68867. */
  68868. set grainEnabled(enabled: boolean);
  68869. get grainEnabled(): boolean;
  68870. /**
  68871. * @constructor
  68872. * @param name - The rendering pipeline name (default: "")
  68873. * @param hdr - If high dynamic range textures should be used (default: true)
  68874. * @param scene - The scene linked to this pipeline (default: the last created scene)
  68875. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  68876. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  68877. */
  68878. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  68879. /**
  68880. * Get the class name
  68881. * @returns "DefaultRenderingPipeline"
  68882. */
  68883. getClassName(): string;
  68884. /**
  68885. * Force the compilation of the entire pipeline.
  68886. */
  68887. prepare(): void;
  68888. private _hasCleared;
  68889. private _prevPostProcess;
  68890. private _prevPrevPostProcess;
  68891. private _setAutoClearAndTextureSharing;
  68892. private _depthOfFieldSceneObserver;
  68893. private _buildPipeline;
  68894. private _disposePostProcesses;
  68895. /**
  68896. * Adds a camera to the pipeline
  68897. * @param camera the camera to be added
  68898. */
  68899. addCamera(camera: Camera): void;
  68900. /**
  68901. * Removes a camera from the pipeline
  68902. * @param camera the camera to remove
  68903. */
  68904. removeCamera(camera: Camera): void;
  68905. /**
  68906. * Dispose of the pipeline and stop all post processes
  68907. */
  68908. dispose(): void;
  68909. /**
  68910. * Serialize the rendering pipeline (Used when exporting)
  68911. * @returns the serialized object
  68912. */
  68913. serialize(): any;
  68914. /**
  68915. * Parse the serialized pipeline
  68916. * @param source Source pipeline.
  68917. * @param scene The scene to load the pipeline to.
  68918. * @param rootUrl The URL of the serialized pipeline.
  68919. * @returns An instantiated pipeline from the serialized object.
  68920. */
  68921. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  68922. }
  68923. }
  68924. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  68925. /** @hidden */
  68926. export var lensHighlightsPixelShader: {
  68927. name: string;
  68928. shader: string;
  68929. };
  68930. }
  68931. declare module "babylonjs/Shaders/depthOfField.fragment" {
  68932. /** @hidden */
  68933. export var depthOfFieldPixelShader: {
  68934. name: string;
  68935. shader: string;
  68936. };
  68937. }
  68938. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  68939. import { Camera } from "babylonjs/Cameras/camera";
  68940. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68941. import { Scene } from "babylonjs/scene";
  68942. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  68943. import "babylonjs/Shaders/chromaticAberration.fragment";
  68944. import "babylonjs/Shaders/lensHighlights.fragment";
  68945. import "babylonjs/Shaders/depthOfField.fragment";
  68946. /**
  68947. * BABYLON.JS Chromatic Aberration GLSL Shader
  68948. * Author: Olivier Guyot
  68949. * Separates very slightly R, G and B colors on the edges of the screen
  68950. * Inspired by Francois Tarlier & Martins Upitis
  68951. */
  68952. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  68953. /**
  68954. * @ignore
  68955. * The chromatic aberration PostProcess id in the pipeline
  68956. */
  68957. LensChromaticAberrationEffect: string;
  68958. /**
  68959. * @ignore
  68960. * The highlights enhancing PostProcess id in the pipeline
  68961. */
  68962. HighlightsEnhancingEffect: string;
  68963. /**
  68964. * @ignore
  68965. * The depth-of-field PostProcess id in the pipeline
  68966. */
  68967. LensDepthOfFieldEffect: string;
  68968. private _scene;
  68969. private _depthTexture;
  68970. private _grainTexture;
  68971. private _chromaticAberrationPostProcess;
  68972. private _highlightsPostProcess;
  68973. private _depthOfFieldPostProcess;
  68974. private _edgeBlur;
  68975. private _grainAmount;
  68976. private _chromaticAberration;
  68977. private _distortion;
  68978. private _highlightsGain;
  68979. private _highlightsThreshold;
  68980. private _dofDistance;
  68981. private _dofAperture;
  68982. private _dofDarken;
  68983. private _dofPentagon;
  68984. private _blurNoise;
  68985. /**
  68986. * @constructor
  68987. *
  68988. * Effect parameters are as follow:
  68989. * {
  68990. * chromatic_aberration: number; // from 0 to x (1 for realism)
  68991. * edge_blur: number; // from 0 to x (1 for realism)
  68992. * distortion: number; // from 0 to x (1 for realism)
  68993. * grain_amount: number; // from 0 to 1
  68994. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  68995. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  68996. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  68997. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  68998. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  68999. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  69000. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  69001. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  69002. * }
  69003. * Note: if an effect parameter is unset, effect is disabled
  69004. *
  69005. * @param name The rendering pipeline name
  69006. * @param parameters - An object containing all parameters (see above)
  69007. * @param scene The scene linked to this pipeline
  69008. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  69009. * @param cameras The array of cameras that the rendering pipeline will be attached to
  69010. */
  69011. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  69012. /**
  69013. * Get the class name
  69014. * @returns "LensRenderingPipeline"
  69015. */
  69016. getClassName(): string;
  69017. /**
  69018. * Gets associated scene
  69019. */
  69020. get scene(): Scene;
  69021. /**
  69022. * Gets or sets the edge blur
  69023. */
  69024. get edgeBlur(): number;
  69025. set edgeBlur(value: number);
  69026. /**
  69027. * Gets or sets the grain amount
  69028. */
  69029. get grainAmount(): number;
  69030. set grainAmount(value: number);
  69031. /**
  69032. * Gets or sets the chromatic aberration amount
  69033. */
  69034. get chromaticAberration(): number;
  69035. set chromaticAberration(value: number);
  69036. /**
  69037. * Gets or sets the depth of field aperture
  69038. */
  69039. get dofAperture(): number;
  69040. set dofAperture(value: number);
  69041. /**
  69042. * Gets or sets the edge distortion
  69043. */
  69044. get edgeDistortion(): number;
  69045. set edgeDistortion(value: number);
  69046. /**
  69047. * Gets or sets the depth of field distortion
  69048. */
  69049. get dofDistortion(): number;
  69050. set dofDistortion(value: number);
  69051. /**
  69052. * Gets or sets the darken out of focus amount
  69053. */
  69054. get darkenOutOfFocus(): number;
  69055. set darkenOutOfFocus(value: number);
  69056. /**
  69057. * Gets or sets a boolean indicating if blur noise is enabled
  69058. */
  69059. get blurNoise(): boolean;
  69060. set blurNoise(value: boolean);
  69061. /**
  69062. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  69063. */
  69064. get pentagonBokeh(): boolean;
  69065. set pentagonBokeh(value: boolean);
  69066. /**
  69067. * Gets or sets the highlight grain amount
  69068. */
  69069. get highlightsGain(): number;
  69070. set highlightsGain(value: number);
  69071. /**
  69072. * Gets or sets the highlight threshold
  69073. */
  69074. get highlightsThreshold(): number;
  69075. set highlightsThreshold(value: number);
  69076. /**
  69077. * Sets the amount of blur at the edges
  69078. * @param amount blur amount
  69079. */
  69080. setEdgeBlur(amount: number): void;
  69081. /**
  69082. * Sets edge blur to 0
  69083. */
  69084. disableEdgeBlur(): void;
  69085. /**
  69086. * Sets the amout of grain
  69087. * @param amount Amount of grain
  69088. */
  69089. setGrainAmount(amount: number): void;
  69090. /**
  69091. * Set grain amount to 0
  69092. */
  69093. disableGrain(): void;
  69094. /**
  69095. * Sets the chromatic aberration amount
  69096. * @param amount amount of chromatic aberration
  69097. */
  69098. setChromaticAberration(amount: number): void;
  69099. /**
  69100. * Sets chromatic aberration amount to 0
  69101. */
  69102. disableChromaticAberration(): void;
  69103. /**
  69104. * Sets the EdgeDistortion amount
  69105. * @param amount amount of EdgeDistortion
  69106. */
  69107. setEdgeDistortion(amount: number): void;
  69108. /**
  69109. * Sets edge distortion to 0
  69110. */
  69111. disableEdgeDistortion(): void;
  69112. /**
  69113. * Sets the FocusDistance amount
  69114. * @param amount amount of FocusDistance
  69115. */
  69116. setFocusDistance(amount: number): void;
  69117. /**
  69118. * Disables depth of field
  69119. */
  69120. disableDepthOfField(): void;
  69121. /**
  69122. * Sets the Aperture amount
  69123. * @param amount amount of Aperture
  69124. */
  69125. setAperture(amount: number): void;
  69126. /**
  69127. * Sets the DarkenOutOfFocus amount
  69128. * @param amount amount of DarkenOutOfFocus
  69129. */
  69130. setDarkenOutOfFocus(amount: number): void;
  69131. private _pentagonBokehIsEnabled;
  69132. /**
  69133. * Creates a pentagon bokeh effect
  69134. */
  69135. enablePentagonBokeh(): void;
  69136. /**
  69137. * Disables the pentagon bokeh effect
  69138. */
  69139. disablePentagonBokeh(): void;
  69140. /**
  69141. * Enables noise blur
  69142. */
  69143. enableNoiseBlur(): void;
  69144. /**
  69145. * Disables noise blur
  69146. */
  69147. disableNoiseBlur(): void;
  69148. /**
  69149. * Sets the HighlightsGain amount
  69150. * @param amount amount of HighlightsGain
  69151. */
  69152. setHighlightsGain(amount: number): void;
  69153. /**
  69154. * Sets the HighlightsThreshold amount
  69155. * @param amount amount of HighlightsThreshold
  69156. */
  69157. setHighlightsThreshold(amount: number): void;
  69158. /**
  69159. * Disables highlights
  69160. */
  69161. disableHighlights(): void;
  69162. /**
  69163. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  69164. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  69165. */
  69166. dispose(disableDepthRender?: boolean): void;
  69167. private _createChromaticAberrationPostProcess;
  69168. private _createHighlightsPostProcess;
  69169. private _createDepthOfFieldPostProcess;
  69170. private _createGrainTexture;
  69171. }
  69172. }
  69173. declare module "babylonjs/Shaders/ssao2.fragment" {
  69174. /** @hidden */
  69175. export var ssao2PixelShader: {
  69176. name: string;
  69177. shader: string;
  69178. };
  69179. }
  69180. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  69181. /** @hidden */
  69182. export var ssaoCombinePixelShader: {
  69183. name: string;
  69184. shader: string;
  69185. };
  69186. }
  69187. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  69188. import { Camera } from "babylonjs/Cameras/camera";
  69189. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69190. import { Scene } from "babylonjs/scene";
  69191. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69192. import "babylonjs/Shaders/ssao2.fragment";
  69193. import "babylonjs/Shaders/ssaoCombine.fragment";
  69194. /**
  69195. * Render pipeline to produce ssao effect
  69196. */
  69197. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  69198. /**
  69199. * @ignore
  69200. * The PassPostProcess id in the pipeline that contains the original scene color
  69201. */
  69202. SSAOOriginalSceneColorEffect: string;
  69203. /**
  69204. * @ignore
  69205. * The SSAO PostProcess id in the pipeline
  69206. */
  69207. SSAORenderEffect: string;
  69208. /**
  69209. * @ignore
  69210. * The horizontal blur PostProcess id in the pipeline
  69211. */
  69212. SSAOBlurHRenderEffect: string;
  69213. /**
  69214. * @ignore
  69215. * The vertical blur PostProcess id in the pipeline
  69216. */
  69217. SSAOBlurVRenderEffect: string;
  69218. /**
  69219. * @ignore
  69220. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  69221. */
  69222. SSAOCombineRenderEffect: string;
  69223. /**
  69224. * The output strength of the SSAO post-process. Default value is 1.0.
  69225. */
  69226. totalStrength: number;
  69227. /**
  69228. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  69229. */
  69230. maxZ: number;
  69231. /**
  69232. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  69233. */
  69234. minZAspect: number;
  69235. private _samples;
  69236. /**
  69237. * Number of samples used for the SSAO calculations. Default value is 8
  69238. */
  69239. set samples(n: number);
  69240. get samples(): number;
  69241. private _textureSamples;
  69242. /**
  69243. * Number of samples to use for antialiasing
  69244. */
  69245. set textureSamples(n: number);
  69246. get textureSamples(): number;
  69247. /**
  69248. * Ratio object used for SSAO ratio and blur ratio
  69249. */
  69250. private _ratio;
  69251. /**
  69252. * Dynamically generated sphere sampler.
  69253. */
  69254. private _sampleSphere;
  69255. /**
  69256. * Blur filter offsets
  69257. */
  69258. private _samplerOffsets;
  69259. private _expensiveBlur;
  69260. /**
  69261. * If bilateral blur should be used
  69262. */
  69263. set expensiveBlur(b: boolean);
  69264. get expensiveBlur(): boolean;
  69265. /**
  69266. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  69267. */
  69268. radius: number;
  69269. /**
  69270. * The base color of the SSAO post-process
  69271. * The final result is "base + ssao" between [0, 1]
  69272. */
  69273. base: number;
  69274. /**
  69275. * Support test.
  69276. */
  69277. static get IsSupported(): boolean;
  69278. private _scene;
  69279. private _depthTexture;
  69280. private _normalTexture;
  69281. private _randomTexture;
  69282. private _originalColorPostProcess;
  69283. private _ssaoPostProcess;
  69284. private _blurHPostProcess;
  69285. private _blurVPostProcess;
  69286. private _ssaoCombinePostProcess;
  69287. /**
  69288. * Gets active scene
  69289. */
  69290. get scene(): Scene;
  69291. /**
  69292. * @constructor
  69293. * @param name The rendering pipeline name
  69294. * @param scene The scene linked to this pipeline
  69295. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  69296. * @param cameras The array of cameras that the rendering pipeline will be attached to
  69297. */
  69298. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  69299. /**
  69300. * Get the class name
  69301. * @returns "SSAO2RenderingPipeline"
  69302. */
  69303. getClassName(): string;
  69304. /**
  69305. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  69306. */
  69307. dispose(disableGeometryBufferRenderer?: boolean): void;
  69308. private _createBlurPostProcess;
  69309. /** @hidden */
  69310. _rebuild(): void;
  69311. private _bits;
  69312. private _radicalInverse_VdC;
  69313. private _hammersley;
  69314. private _hemisphereSample_uniform;
  69315. private _generateHemisphere;
  69316. private _createSSAOPostProcess;
  69317. private _createSSAOCombinePostProcess;
  69318. private _createRandomTexture;
  69319. /**
  69320. * Serialize the rendering pipeline (Used when exporting)
  69321. * @returns the serialized object
  69322. */
  69323. serialize(): any;
  69324. /**
  69325. * Parse the serialized pipeline
  69326. * @param source Source pipeline.
  69327. * @param scene The scene to load the pipeline to.
  69328. * @param rootUrl The URL of the serialized pipeline.
  69329. * @returns An instantiated pipeline from the serialized object.
  69330. */
  69331. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  69332. }
  69333. }
  69334. declare module "babylonjs/Shaders/ssao.fragment" {
  69335. /** @hidden */
  69336. export var ssaoPixelShader: {
  69337. name: string;
  69338. shader: string;
  69339. };
  69340. }
  69341. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  69342. import { Camera } from "babylonjs/Cameras/camera";
  69343. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69344. import { Scene } from "babylonjs/scene";
  69345. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69346. import "babylonjs/Shaders/ssao.fragment";
  69347. import "babylonjs/Shaders/ssaoCombine.fragment";
  69348. /**
  69349. * Render pipeline to produce ssao effect
  69350. */
  69351. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  69352. /**
  69353. * @ignore
  69354. * The PassPostProcess id in the pipeline that contains the original scene color
  69355. */
  69356. SSAOOriginalSceneColorEffect: string;
  69357. /**
  69358. * @ignore
  69359. * The SSAO PostProcess id in the pipeline
  69360. */
  69361. SSAORenderEffect: string;
  69362. /**
  69363. * @ignore
  69364. * The horizontal blur PostProcess id in the pipeline
  69365. */
  69366. SSAOBlurHRenderEffect: string;
  69367. /**
  69368. * @ignore
  69369. * The vertical blur PostProcess id in the pipeline
  69370. */
  69371. SSAOBlurVRenderEffect: string;
  69372. /**
  69373. * @ignore
  69374. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  69375. */
  69376. SSAOCombineRenderEffect: string;
  69377. /**
  69378. * The output strength of the SSAO post-process. Default value is 1.0.
  69379. */
  69380. totalStrength: number;
  69381. /**
  69382. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  69383. */
  69384. radius: number;
  69385. /**
  69386. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  69387. * Must not be equal to fallOff and superior to fallOff.
  69388. * Default value is 0.0075
  69389. */
  69390. area: number;
  69391. /**
  69392. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  69393. * Must not be equal to area and inferior to area.
  69394. * Default value is 0.000001
  69395. */
  69396. fallOff: number;
  69397. /**
  69398. * The base color of the SSAO post-process
  69399. * The final result is "base + ssao" between [0, 1]
  69400. */
  69401. base: number;
  69402. private _scene;
  69403. private _depthTexture;
  69404. private _randomTexture;
  69405. private _originalColorPostProcess;
  69406. private _ssaoPostProcess;
  69407. private _blurHPostProcess;
  69408. private _blurVPostProcess;
  69409. private _ssaoCombinePostProcess;
  69410. private _firstUpdate;
  69411. /**
  69412. * Gets active scene
  69413. */
  69414. get scene(): Scene;
  69415. /**
  69416. * @constructor
  69417. * @param name - The rendering pipeline name
  69418. * @param scene - The scene linked to this pipeline
  69419. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  69420. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  69421. */
  69422. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  69423. /**
  69424. * Get the class name
  69425. * @returns "SSAORenderingPipeline"
  69426. */
  69427. getClassName(): string;
  69428. /**
  69429. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  69430. */
  69431. dispose(disableDepthRender?: boolean): void;
  69432. private _createBlurPostProcess;
  69433. /** @hidden */
  69434. _rebuild(): void;
  69435. private _createSSAOPostProcess;
  69436. private _createSSAOCombinePostProcess;
  69437. private _createRandomTexture;
  69438. }
  69439. }
  69440. declare module "babylonjs/Shaders/screenSpaceReflection.fragment" {
  69441. /** @hidden */
  69442. export var screenSpaceReflectionPixelShader: {
  69443. name: string;
  69444. shader: string;
  69445. };
  69446. }
  69447. declare module "babylonjs/PostProcesses/screenSpaceReflectionPostProcess" {
  69448. import { Nullable } from "babylonjs/types";
  69449. import { Camera } from "babylonjs/Cameras/camera";
  69450. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  69451. import { Scene } from "babylonjs/scene";
  69452. import "babylonjs/Shaders/screenSpaceReflection.fragment";
  69453. import { Engine } from "babylonjs/Engines/engine";
  69454. /**
  69455. * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).
  69456. * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.
  69457. */
  69458. export class ScreenSpaceReflectionPostProcess extends PostProcess {
  69459. /**
  69460. * Gets or sets a reflection threshold mainly used to adjust the reflection's height.
  69461. */
  69462. threshold: number;
  69463. /**
  69464. * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.
  69465. */
  69466. strength: number;
  69467. /**
  69468. * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.
  69469. */
  69470. reflectionSpecularFalloffExponent: number;
  69471. /**
  69472. * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]
  69473. */
  69474. step: number;
  69475. /**
  69476. * Gets or sets the factor applied when computing roughness. Default value is 0.2.
  69477. */
  69478. roughnessFactor: number;
  69479. private _geometryBufferRenderer;
  69480. private _enableSmoothReflections;
  69481. private _reflectionSamples;
  69482. private _smoothSteps;
  69483. /**
  69484. * Creates a new instance of ScreenSpaceReflectionPostProcess.
  69485. * @param name The name of the effect.
  69486. * @param scene The scene containing the objects to calculate reflections.
  69487. * @param options The required width/height ratio to downsize to before computing the render pass.
  69488. * @param camera The camera to apply the render pass to.
  69489. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  69490. * @param engine The engine which the post process will be applied. (default: current engine)
  69491. * @param reusable If the post process can be reused on the same frame. (default: false)
  69492. * @param textureType Type of textures used when performing the post process. (default: 0)
  69493. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  69494. */
  69495. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  69496. /**
  69497. * Gets wether or not smoothing reflections is enabled.
  69498. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  69499. */
  69500. get enableSmoothReflections(): boolean;
  69501. /**
  69502. * Sets wether or not smoothing reflections is enabled.
  69503. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  69504. */
  69505. set enableSmoothReflections(enabled: boolean);
  69506. /**
  69507. * Gets the number of samples taken while computing reflections. More samples count is high,
  69508. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  69509. */
  69510. get reflectionSamples(): number;
  69511. /**
  69512. * Sets the number of samples taken while computing reflections. More samples count is high,
  69513. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  69514. */
  69515. set reflectionSamples(samples: number);
  69516. /**
  69517. * Gets the number of samples taken while smoothing reflections. More samples count is high,
  69518. * more the post-process will require GPU power and can generate a drop in FPS.
  69519. * Default value (5.0) work pretty well in all cases but can be adjusted.
  69520. */
  69521. get smoothSteps(): number;
  69522. set smoothSteps(steps: number);
  69523. private _updateEffectDefines;
  69524. }
  69525. }
  69526. declare module "babylonjs/Shaders/standard.fragment" {
  69527. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  69528. /** @hidden */
  69529. export var standardPixelShader: {
  69530. name: string;
  69531. shader: string;
  69532. };
  69533. }
  69534. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  69535. import { Nullable } from "babylonjs/types";
  69536. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  69537. import { Camera } from "babylonjs/Cameras/camera";
  69538. import { Texture } from "babylonjs/Materials/Textures/texture";
  69539. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  69540. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69541. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  69542. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  69543. import { IDisposable } from "babylonjs/scene";
  69544. import { SpotLight } from "babylonjs/Lights/spotLight";
  69545. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  69546. import { Scene } from "babylonjs/scene";
  69547. import { ScreenSpaceReflectionPostProcess } from "babylonjs/PostProcesses/screenSpaceReflectionPostProcess";
  69548. import { Animation } from "babylonjs/Animations/animation";
  69549. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69550. import "babylonjs/Shaders/standard.fragment";
  69551. /**
  69552. * Standard rendering pipeline
  69553. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  69554. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  69555. */
  69556. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  69557. /**
  69558. * Public members
  69559. */
  69560. /**
  69561. * Post-process which contains the original scene color before the pipeline applies all the effects
  69562. */
  69563. originalPostProcess: Nullable<PostProcess>;
  69564. /**
  69565. * Post-process used to down scale an image x4
  69566. */
  69567. downSampleX4PostProcess: Nullable<PostProcess>;
  69568. /**
  69569. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  69570. */
  69571. brightPassPostProcess: Nullable<PostProcess>;
  69572. /**
  69573. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  69574. */
  69575. blurHPostProcesses: PostProcess[];
  69576. /**
  69577. * Post-process array storing all the vertical blur post-processes used by the pipeline
  69578. */
  69579. blurVPostProcesses: PostProcess[];
  69580. /**
  69581. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  69582. */
  69583. textureAdderPostProcess: Nullable<PostProcess>;
  69584. /**
  69585. * Post-process used to create volumetric lighting effect
  69586. */
  69587. volumetricLightPostProcess: Nullable<PostProcess>;
  69588. /**
  69589. * Post-process used to smooth the previous volumetric light post-process on the X axis
  69590. */
  69591. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  69592. /**
  69593. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  69594. */
  69595. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  69596. /**
  69597. * Post-process used to merge the volumetric light effect and the real scene color
  69598. */
  69599. volumetricLightMergePostProces: Nullable<PostProcess>;
  69600. /**
  69601. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  69602. */
  69603. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  69604. /**
  69605. * Base post-process used to calculate the average luminance of the final image for HDR
  69606. */
  69607. luminancePostProcess: Nullable<PostProcess>;
  69608. /**
  69609. * Post-processes used to create down sample post-processes in order to get
  69610. * the average luminance of the final image for HDR
  69611. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  69612. */
  69613. luminanceDownSamplePostProcesses: PostProcess[];
  69614. /**
  69615. * Post-process used to create a HDR effect (light adaptation)
  69616. */
  69617. hdrPostProcess: Nullable<PostProcess>;
  69618. /**
  69619. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  69620. */
  69621. textureAdderFinalPostProcess: Nullable<PostProcess>;
  69622. /**
  69623. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  69624. */
  69625. lensFlareFinalPostProcess: Nullable<PostProcess>;
  69626. /**
  69627. * Post-process used to merge the final HDR post-process and the real scene color
  69628. */
  69629. hdrFinalPostProcess: Nullable<PostProcess>;
  69630. /**
  69631. * Post-process used to create a lens flare effect
  69632. */
  69633. lensFlarePostProcess: Nullable<PostProcess>;
  69634. /**
  69635. * Post-process that merges the result of the lens flare post-process and the real scene color
  69636. */
  69637. lensFlareComposePostProcess: Nullable<PostProcess>;
  69638. /**
  69639. * Post-process used to create a motion blur effect
  69640. */
  69641. motionBlurPostProcess: Nullable<PostProcess>;
  69642. /**
  69643. * Post-process used to create a depth of field effect
  69644. */
  69645. depthOfFieldPostProcess: Nullable<PostProcess>;
  69646. /**
  69647. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  69648. */
  69649. fxaaPostProcess: Nullable<FxaaPostProcess>;
  69650. /**
  69651. * Post-process used to simulate realtime reflections using the screen space and geometry renderer.
  69652. */
  69653. screenSpaceReflectionPostProcess: Nullable<ScreenSpaceReflectionPostProcess>;
  69654. /**
  69655. * Represents the brightness threshold in order to configure the illuminated surfaces
  69656. */
  69657. brightThreshold: number;
  69658. /**
  69659. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  69660. */
  69661. blurWidth: number;
  69662. /**
  69663. * Sets if the blur for highlighted surfaces must be only horizontal
  69664. */
  69665. horizontalBlur: boolean;
  69666. /**
  69667. * Gets the overall exposure used by the pipeline
  69668. */
  69669. get exposure(): number;
  69670. /**
  69671. * Sets the overall exposure used by the pipeline
  69672. */
  69673. set exposure(value: number);
  69674. /**
  69675. * Texture used typically to simulate "dirty" on camera lens
  69676. */
  69677. lensTexture: Nullable<Texture>;
  69678. /**
  69679. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  69680. */
  69681. volumetricLightCoefficient: number;
  69682. /**
  69683. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  69684. */
  69685. volumetricLightPower: number;
  69686. /**
  69687. * Used the set the blur intensity to smooth the volumetric lights
  69688. */
  69689. volumetricLightBlurScale: number;
  69690. /**
  69691. * Light (spot or directional) used to generate the volumetric lights rays
  69692. * The source light must have a shadow generate so the pipeline can get its
  69693. * depth map
  69694. */
  69695. sourceLight: Nullable<SpotLight | DirectionalLight>;
  69696. /**
  69697. * For eye adaptation, represents the minimum luminance the eye can see
  69698. */
  69699. hdrMinimumLuminance: number;
  69700. /**
  69701. * For eye adaptation, represents the decrease luminance speed
  69702. */
  69703. hdrDecreaseRate: number;
  69704. /**
  69705. * For eye adaptation, represents the increase luminance speed
  69706. */
  69707. hdrIncreaseRate: number;
  69708. /**
  69709. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  69710. */
  69711. get hdrAutoExposure(): boolean;
  69712. /**
  69713. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  69714. */
  69715. set hdrAutoExposure(value: boolean);
  69716. /**
  69717. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  69718. */
  69719. lensColorTexture: Nullable<Texture>;
  69720. /**
  69721. * The overall strengh for the lens flare effect
  69722. */
  69723. lensFlareStrength: number;
  69724. /**
  69725. * Dispersion coefficient for lens flare ghosts
  69726. */
  69727. lensFlareGhostDispersal: number;
  69728. /**
  69729. * Main lens flare halo width
  69730. */
  69731. lensFlareHaloWidth: number;
  69732. /**
  69733. * Based on the lens distortion effect, defines how much the lens flare result
  69734. * is distorted
  69735. */
  69736. lensFlareDistortionStrength: number;
  69737. /**
  69738. * Configures the blur intensity used for for lens flare (halo)
  69739. */
  69740. lensFlareBlurWidth: number;
  69741. /**
  69742. * Lens star texture must be used to simulate rays on the flares and is available
  69743. * in the documentation
  69744. */
  69745. lensStarTexture: Nullable<Texture>;
  69746. /**
  69747. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  69748. * flare effect by taking account of the dirt texture
  69749. */
  69750. lensFlareDirtTexture: Nullable<Texture>;
  69751. /**
  69752. * Represents the focal length for the depth of field effect
  69753. */
  69754. depthOfFieldDistance: number;
  69755. /**
  69756. * Represents the blur intensity for the blurred part of the depth of field effect
  69757. */
  69758. depthOfFieldBlurWidth: number;
  69759. /**
  69760. * Gets how much the image is blurred by the movement while using the motion blur post-process
  69761. */
  69762. get motionStrength(): number;
  69763. /**
  69764. * Sets how much the image is blurred by the movement while using the motion blur post-process
  69765. */
  69766. set motionStrength(strength: number);
  69767. /**
  69768. * Gets wether or not the motion blur post-process is object based or screen based.
  69769. */
  69770. get objectBasedMotionBlur(): boolean;
  69771. /**
  69772. * Sets wether or not the motion blur post-process should be object based or screen based
  69773. */
  69774. set objectBasedMotionBlur(value: boolean);
  69775. /**
  69776. * List of animations for the pipeline (IAnimatable implementation)
  69777. */
  69778. animations: Animation[];
  69779. /**
  69780. * Private members
  69781. */
  69782. private _scene;
  69783. private _currentDepthOfFieldSource;
  69784. private _basePostProcess;
  69785. private _fixedExposure;
  69786. private _currentExposure;
  69787. private _hdrAutoExposure;
  69788. private _hdrCurrentLuminance;
  69789. private _motionStrength;
  69790. private _isObjectBasedMotionBlur;
  69791. private _floatTextureType;
  69792. private _camerasToBeAttached;
  69793. private _ratio;
  69794. private _bloomEnabled;
  69795. private _depthOfFieldEnabled;
  69796. private _vlsEnabled;
  69797. private _lensFlareEnabled;
  69798. private _hdrEnabled;
  69799. private _motionBlurEnabled;
  69800. private _fxaaEnabled;
  69801. private _screenSpaceReflectionsEnabled;
  69802. private _motionBlurSamples;
  69803. private _volumetricLightStepsCount;
  69804. private _samples;
  69805. /**
  69806. * @ignore
  69807. * Specifies if the bloom pipeline is enabled
  69808. */
  69809. get BloomEnabled(): boolean;
  69810. set BloomEnabled(enabled: boolean);
  69811. /**
  69812. * @ignore
  69813. * Specifies if the depth of field pipeline is enabed
  69814. */
  69815. get DepthOfFieldEnabled(): boolean;
  69816. set DepthOfFieldEnabled(enabled: boolean);
  69817. /**
  69818. * @ignore
  69819. * Specifies if the lens flare pipeline is enabed
  69820. */
  69821. get LensFlareEnabled(): boolean;
  69822. set LensFlareEnabled(enabled: boolean);
  69823. /**
  69824. * @ignore
  69825. * Specifies if the HDR pipeline is enabled
  69826. */
  69827. get HDREnabled(): boolean;
  69828. set HDREnabled(enabled: boolean);
  69829. /**
  69830. * @ignore
  69831. * Specifies if the volumetric lights scattering effect is enabled
  69832. */
  69833. get VLSEnabled(): boolean;
  69834. set VLSEnabled(enabled: boolean);
  69835. /**
  69836. * @ignore
  69837. * Specifies if the motion blur effect is enabled
  69838. */
  69839. get MotionBlurEnabled(): boolean;
  69840. set MotionBlurEnabled(enabled: boolean);
  69841. /**
  69842. * Specifies if anti-aliasing is enabled
  69843. */
  69844. get fxaaEnabled(): boolean;
  69845. set fxaaEnabled(enabled: boolean);
  69846. /**
  69847. * Specifies if screen space reflections are enabled.
  69848. */
  69849. get screenSpaceReflectionsEnabled(): boolean;
  69850. set screenSpaceReflectionsEnabled(enabled: boolean);
  69851. /**
  69852. * Specifies the number of steps used to calculate the volumetric lights
  69853. * Typically in interval [50, 200]
  69854. */
  69855. get volumetricLightStepsCount(): number;
  69856. set volumetricLightStepsCount(count: number);
  69857. /**
  69858. * Specifies the number of samples used for the motion blur effect
  69859. * Typically in interval [16, 64]
  69860. */
  69861. get motionBlurSamples(): number;
  69862. set motionBlurSamples(samples: number);
  69863. /**
  69864. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  69865. */
  69866. get samples(): number;
  69867. set samples(sampleCount: number);
  69868. /**
  69869. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  69870. * @constructor
  69871. * @param name The rendering pipeline name
  69872. * @param scene The scene linked to this pipeline
  69873. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  69874. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  69875. * @param cameras The array of cameras that the rendering pipeline will be attached to
  69876. */
  69877. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  69878. private _buildPipeline;
  69879. private _createDownSampleX4PostProcess;
  69880. private _createBrightPassPostProcess;
  69881. private _createBlurPostProcesses;
  69882. private _createTextureAdderPostProcess;
  69883. private _createVolumetricLightPostProcess;
  69884. private _createLuminancePostProcesses;
  69885. private _createHdrPostProcess;
  69886. private _createLensFlarePostProcess;
  69887. private _createDepthOfFieldPostProcess;
  69888. private _createMotionBlurPostProcess;
  69889. private _getDepthTexture;
  69890. private _disposePostProcesses;
  69891. /**
  69892. * Dispose of the pipeline and stop all post processes
  69893. */
  69894. dispose(): void;
  69895. /**
  69896. * Serialize the rendering pipeline (Used when exporting)
  69897. * @returns the serialized object
  69898. */
  69899. serialize(): any;
  69900. /**
  69901. * Parse the serialized pipeline
  69902. * @param source Source pipeline.
  69903. * @param scene The scene to load the pipeline to.
  69904. * @param rootUrl The URL of the serialized pipeline.
  69905. * @returns An instantiated pipeline from the serialized object.
  69906. */
  69907. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  69908. /**
  69909. * Luminance steps
  69910. */
  69911. static LuminanceSteps: number;
  69912. }
  69913. }
  69914. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  69915. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  69916. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  69917. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  69918. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  69919. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  69920. }
  69921. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  69922. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  69923. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  69924. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69925. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  69926. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69927. }
  69928. declare module "babylonjs/Shaders/tonemap.fragment" {
  69929. /** @hidden */
  69930. export var tonemapPixelShader: {
  69931. name: string;
  69932. shader: string;
  69933. };
  69934. }
  69935. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  69936. import { Camera } from "babylonjs/Cameras/camera";
  69937. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  69938. import "babylonjs/Shaders/tonemap.fragment";
  69939. import { Engine } from "babylonjs/Engines/engine";
  69940. /** Defines operator used for tonemapping */
  69941. export enum TonemappingOperator {
  69942. /** Hable */
  69943. Hable = 0,
  69944. /** Reinhard */
  69945. Reinhard = 1,
  69946. /** HejiDawson */
  69947. HejiDawson = 2,
  69948. /** Photographic */
  69949. Photographic = 3
  69950. }
  69951. /**
  69952. * Defines a post process to apply tone mapping
  69953. */
  69954. export class TonemapPostProcess extends PostProcess {
  69955. private _operator;
  69956. /** Defines the required exposure adjustement */
  69957. exposureAdjustment: number;
  69958. /**
  69959. * Creates a new TonemapPostProcess
  69960. * @param name defines the name of the postprocess
  69961. * @param _operator defines the operator to use
  69962. * @param exposureAdjustment defines the required exposure adjustement
  69963. * @param camera defines the camera to use (can be null)
  69964. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  69965. * @param engine defines the hosting engine (can be ignore if camera is set)
  69966. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  69967. */
  69968. constructor(name: string, _operator: TonemappingOperator,
  69969. /** Defines the required exposure adjustement */
  69970. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  69971. }
  69972. }
  69973. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  69974. /** @hidden */
  69975. export var volumetricLightScatteringPixelShader: {
  69976. name: string;
  69977. shader: string;
  69978. };
  69979. }
  69980. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  69981. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  69982. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  69983. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  69984. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  69985. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  69986. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  69987. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  69988. /** @hidden */
  69989. export var volumetricLightScatteringPassVertexShader: {
  69990. name: string;
  69991. shader: string;
  69992. };
  69993. }
  69994. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  69995. /** @hidden */
  69996. export var volumetricLightScatteringPassPixelShader: {
  69997. name: string;
  69998. shader: string;
  69999. };
  70000. }
  70001. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  70002. import { Vector3 } from "babylonjs/Maths/math.vector";
  70003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  70004. import { Mesh } from "babylonjs/Meshes/mesh";
  70005. import { Camera } from "babylonjs/Cameras/camera";
  70006. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  70007. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  70008. import { Scene } from "babylonjs/scene";
  70009. import "babylonjs/Meshes/Builders/planeBuilder";
  70010. import "babylonjs/Shaders/depth.vertex";
  70011. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  70012. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  70013. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  70014. import { Engine } from "babylonjs/Engines/engine";
  70015. /**
  70016. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  70017. */
  70018. export class VolumetricLightScatteringPostProcess extends PostProcess {
  70019. private _volumetricLightScatteringPass;
  70020. private _volumetricLightScatteringRTT;
  70021. private _viewPort;
  70022. private _screenCoordinates;
  70023. private _cachedDefines;
  70024. /**
  70025. * If not undefined, the mesh position is computed from the attached node position
  70026. */
  70027. attachedNode: {
  70028. position: Vector3;
  70029. };
  70030. /**
  70031. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  70032. */
  70033. customMeshPosition: Vector3;
  70034. /**
  70035. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  70036. */
  70037. useCustomMeshPosition: boolean;
  70038. /**
  70039. * If the post-process should inverse the light scattering direction
  70040. */
  70041. invert: boolean;
  70042. /**
  70043. * The internal mesh used by the post-process
  70044. */
  70045. mesh: Mesh;
  70046. /**
  70047. * @hidden
  70048. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  70049. */
  70050. get useDiffuseColor(): boolean;
  70051. set useDiffuseColor(useDiffuseColor: boolean);
  70052. /**
  70053. * Array containing the excluded meshes not rendered in the internal pass
  70054. */
  70055. excludedMeshes: AbstractMesh[];
  70056. /**
  70057. * Controls the overall intensity of the post-process
  70058. */
  70059. exposure: number;
  70060. /**
  70061. * Dissipates each sample's contribution in range [0, 1]
  70062. */
  70063. decay: number;
  70064. /**
  70065. * Controls the overall intensity of each sample
  70066. */
  70067. weight: number;
  70068. /**
  70069. * Controls the density of each sample
  70070. */
  70071. density: number;
  70072. /**
  70073. * @constructor
  70074. * @param name The post-process name
  70075. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  70076. * @param camera The camera that the post-process will be attached to
  70077. * @param mesh The mesh used to create the light scattering
  70078. * @param samples The post-process quality, default 100
  70079. * @param samplingModeThe post-process filtering mode
  70080. * @param engine The babylon engine
  70081. * @param reusable If the post-process is reusable
  70082. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  70083. */
  70084. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  70085. /**
  70086. * Returns the string "VolumetricLightScatteringPostProcess"
  70087. * @returns "VolumetricLightScatteringPostProcess"
  70088. */
  70089. getClassName(): string;
  70090. private _isReady;
  70091. /**
  70092. * Sets the new light position for light scattering effect
  70093. * @param position The new custom light position
  70094. */
  70095. setCustomMeshPosition(position: Vector3): void;
  70096. /**
  70097. * Returns the light position for light scattering effect
  70098. * @return Vector3 The custom light position
  70099. */
  70100. getCustomMeshPosition(): Vector3;
  70101. /**
  70102. * Disposes the internal assets and detaches the post-process from the camera
  70103. */
  70104. dispose(camera: Camera): void;
  70105. /**
  70106. * Returns the render target texture used by the post-process
  70107. * @return the render target texture used by the post-process
  70108. */
  70109. getPass(): RenderTargetTexture;
  70110. private _meshExcluded;
  70111. private _createPass;
  70112. private _updateMeshScreenCoordinates;
  70113. /**
  70114. * Creates a default mesh for the Volumeric Light Scattering post-process
  70115. * @param name The mesh name
  70116. * @param scene The scene where to create the mesh
  70117. * @return the default mesh
  70118. */
  70119. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  70120. }
  70121. }
  70122. declare module "babylonjs/PostProcesses/index" {
  70123. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  70124. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  70125. export * from "babylonjs/PostProcesses/bloomEffect";
  70126. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  70127. export * from "babylonjs/PostProcesses/blurPostProcess";
  70128. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  70129. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  70130. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  70131. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  70132. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  70133. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  70134. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  70135. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  70136. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  70137. export * from "babylonjs/PostProcesses/filterPostProcess";
  70138. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  70139. export * from "babylonjs/PostProcesses/grainPostProcess";
  70140. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  70141. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  70142. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  70143. export * from "babylonjs/PostProcesses/passPostProcess";
  70144. export * from "babylonjs/PostProcesses/postProcess";
  70145. export * from "babylonjs/PostProcesses/postProcessManager";
  70146. export * from "babylonjs/PostProcesses/refractionPostProcess";
  70147. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  70148. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  70149. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  70150. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  70151. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  70152. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  70153. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  70154. export * from "babylonjs/PostProcesses/screenSpaceReflectionPostProcess";
  70155. }
  70156. declare module "babylonjs/Probes/index" {
  70157. export * from "babylonjs/Probes/reflectionProbe";
  70158. }
  70159. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  70160. import { Scene } from "babylonjs/scene";
  70161. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  70162. import { SmartArray } from "babylonjs/Misc/smartArray";
  70163. import { ISceneComponent } from "babylonjs/sceneComponent";
  70164. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  70165. import "babylonjs/Meshes/Builders/boxBuilder";
  70166. import "babylonjs/Shaders/color.fragment";
  70167. import "babylonjs/Shaders/color.vertex";
  70168. import { Color3 } from "babylonjs/Maths/math.color";
  70169. module "babylonjs/scene" {
  70170. interface Scene {
  70171. /** @hidden (Backing field) */
  70172. _boundingBoxRenderer: BoundingBoxRenderer;
  70173. /** @hidden (Backing field) */
  70174. _forceShowBoundingBoxes: boolean;
  70175. /**
  70176. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  70177. */
  70178. forceShowBoundingBoxes: boolean;
  70179. /**
  70180. * Gets the bounding box renderer associated with the scene
  70181. * @returns a BoundingBoxRenderer
  70182. */
  70183. getBoundingBoxRenderer(): BoundingBoxRenderer;
  70184. }
  70185. }
  70186. module "babylonjs/Meshes/abstractMesh" {
  70187. interface AbstractMesh {
  70188. /** @hidden (Backing field) */
  70189. _showBoundingBox: boolean;
  70190. /**
  70191. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  70192. */
  70193. showBoundingBox: boolean;
  70194. }
  70195. }
  70196. /**
  70197. * Component responsible of rendering the bounding box of the meshes in a scene.
  70198. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  70199. */
  70200. export class BoundingBoxRenderer implements ISceneComponent {
  70201. /**
  70202. * The component name helpfull to identify the component in the list of scene components.
  70203. */
  70204. readonly name: string;
  70205. /**
  70206. * The scene the component belongs to.
  70207. */
  70208. scene: Scene;
  70209. /**
  70210. * Color of the bounding box lines placed in front of an object
  70211. */
  70212. frontColor: Color3;
  70213. /**
  70214. * Color of the bounding box lines placed behind an object
  70215. */
  70216. backColor: Color3;
  70217. /**
  70218. * Defines if the renderer should show the back lines or not
  70219. */
  70220. showBackLines: boolean;
  70221. /**
  70222. * @hidden
  70223. */
  70224. renderList: SmartArray<BoundingBox>;
  70225. private _colorShader;
  70226. private _vertexBuffers;
  70227. private _indexBuffer;
  70228. private _fillIndexBuffer;
  70229. private _fillIndexData;
  70230. /**
  70231. * Instantiates a new bounding box renderer in a scene.
  70232. * @param scene the scene the renderer renders in
  70233. */
  70234. constructor(scene: Scene);
  70235. /**
  70236. * Registers the component in a given scene
  70237. */
  70238. register(): void;
  70239. private _evaluateSubMesh;
  70240. private _activeMesh;
  70241. private _prepareRessources;
  70242. private _createIndexBuffer;
  70243. /**
  70244. * Rebuilds the elements related to this component in case of
  70245. * context lost for instance.
  70246. */
  70247. rebuild(): void;
  70248. /**
  70249. * @hidden
  70250. */
  70251. reset(): void;
  70252. /**
  70253. * Render the bounding boxes of a specific rendering group
  70254. * @param renderingGroupId defines the rendering group to render
  70255. */
  70256. render(renderingGroupId: number): void;
  70257. /**
  70258. * In case of occlusion queries, we can render the occlusion bounding box through this method
  70259. * @param mesh Define the mesh to render the occlusion bounding box for
  70260. */
  70261. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  70262. /**
  70263. * Dispose and release the resources attached to this renderer.
  70264. */
  70265. dispose(): void;
  70266. }
  70267. }
  70268. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  70269. import { Nullable } from "babylonjs/types";
  70270. import { Scene } from "babylonjs/scene";
  70271. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  70272. import { Camera } from "babylonjs/Cameras/camera";
  70273. import { ISceneComponent } from "babylonjs/sceneComponent";
  70274. module "babylonjs/scene" {
  70275. interface Scene {
  70276. /** @hidden (Backing field) */
  70277. _depthRenderer: {
  70278. [id: string]: DepthRenderer;
  70279. };
  70280. /**
  70281. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  70282. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  70283. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  70284. * @returns the created depth renderer
  70285. */
  70286. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  70287. /**
  70288. * Disables a depth renderer for a given camera
  70289. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  70290. */
  70291. disableDepthRenderer(camera?: Nullable<Camera>): void;
  70292. }
  70293. }
  70294. /**
  70295. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  70296. * in several rendering techniques.
  70297. */
  70298. export class DepthRendererSceneComponent implements ISceneComponent {
  70299. /**
  70300. * The component name helpfull to identify the component in the list of scene components.
  70301. */
  70302. readonly name: string;
  70303. /**
  70304. * The scene the component belongs to.
  70305. */
  70306. scene: Scene;
  70307. /**
  70308. * Creates a new instance of the component for the given scene
  70309. * @param scene Defines the scene to register the component in
  70310. */
  70311. constructor(scene: Scene);
  70312. /**
  70313. * Registers the component in a given scene
  70314. */
  70315. register(): void;
  70316. /**
  70317. * Rebuilds the elements related to this component in case of
  70318. * context lost for instance.
  70319. */
  70320. rebuild(): void;
  70321. /**
  70322. * Disposes the component and the associated ressources
  70323. */
  70324. dispose(): void;
  70325. private _gatherRenderTargets;
  70326. private _gatherActiveCameraRenderTargets;
  70327. }
  70328. }
  70329. declare module "babylonjs/Shaders/outline.fragment" {
  70330. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  70331. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  70332. /** @hidden */
  70333. export var outlinePixelShader: {
  70334. name: string;
  70335. shader: string;
  70336. };
  70337. }
  70338. declare module "babylonjs/Shaders/outline.vertex" {
  70339. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  70340. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  70341. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  70342. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  70343. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  70344. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  70345. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  70346. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  70347. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  70348. /** @hidden */
  70349. export var outlineVertexShader: {
  70350. name: string;
  70351. shader: string;
  70352. };
  70353. }
  70354. declare module "babylonjs/Rendering/outlineRenderer" {
  70355. import { SubMesh } from "babylonjs/Meshes/subMesh";
  70356. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  70357. import { Scene } from "babylonjs/scene";
  70358. import { ISceneComponent } from "babylonjs/sceneComponent";
  70359. import "babylonjs/Shaders/outline.fragment";
  70360. import "babylonjs/Shaders/outline.vertex";
  70361. module "babylonjs/scene" {
  70362. interface Scene {
  70363. /** @hidden */
  70364. _outlineRenderer: OutlineRenderer;
  70365. /**
  70366. * Gets the outline renderer associated with the scene
  70367. * @returns a OutlineRenderer
  70368. */
  70369. getOutlineRenderer(): OutlineRenderer;
  70370. }
  70371. }
  70372. module "babylonjs/Meshes/abstractMesh" {
  70373. interface AbstractMesh {
  70374. /** @hidden (Backing field) */
  70375. _renderOutline: boolean;
  70376. /**
  70377. * Gets or sets a boolean indicating if the outline must be rendered as well
  70378. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  70379. */
  70380. renderOutline: boolean;
  70381. /** @hidden (Backing field) */
  70382. _renderOverlay: boolean;
  70383. /**
  70384. * Gets or sets a boolean indicating if the overlay must be rendered as well
  70385. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  70386. */
  70387. renderOverlay: boolean;
  70388. }
  70389. }
  70390. /**
  70391. * This class is responsible to draw bothe outline/overlay of meshes.
  70392. * It should not be used directly but through the available method on mesh.
  70393. */
  70394. export class OutlineRenderer implements ISceneComponent {
  70395. /**
  70396. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  70397. */
  70398. private static _StencilReference;
  70399. /**
  70400. * The name of the component. Each component must have a unique name.
  70401. */
  70402. name: string;
  70403. /**
  70404. * The scene the component belongs to.
  70405. */
  70406. scene: Scene;
  70407. /**
  70408. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  70409. */
  70410. zOffset: number;
  70411. private _engine;
  70412. private _effect;
  70413. private _cachedDefines;
  70414. private _savedDepthWrite;
  70415. /**
  70416. * Instantiates a new outline renderer. (There could be only one per scene).
  70417. * @param scene Defines the scene it belongs to
  70418. */
  70419. constructor(scene: Scene);
  70420. /**
  70421. * Register the component to one instance of a scene.
  70422. */
  70423. register(): void;
  70424. /**
  70425. * Rebuilds the elements related to this component in case of
  70426. * context lost for instance.
  70427. */
  70428. rebuild(): void;
  70429. /**
  70430. * Disposes the component and the associated ressources.
  70431. */
  70432. dispose(): void;
  70433. /**
  70434. * Renders the outline in the canvas.
  70435. * @param subMesh Defines the sumesh to render
  70436. * @param batch Defines the batch of meshes in case of instances
  70437. * @param useOverlay Defines if the rendering is for the overlay or the outline
  70438. */
  70439. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  70440. /**
  70441. * Returns whether or not the outline renderer is ready for a given submesh.
  70442. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  70443. * @param subMesh Defines the submesh to check readyness for
  70444. * @param useInstances Defines wheter wee are trying to render instances or not
  70445. * @returns true if ready otherwise false
  70446. */
  70447. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  70448. private _beforeRenderingMesh;
  70449. private _afterRenderingMesh;
  70450. }
  70451. }
  70452. declare module "babylonjs/Rendering/index" {
  70453. export * from "babylonjs/Rendering/boundingBoxRenderer";
  70454. export * from "babylonjs/Rendering/depthRenderer";
  70455. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  70456. export * from "babylonjs/Rendering/edgesRenderer";
  70457. export * from "babylonjs/Rendering/geometryBufferRenderer";
  70458. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  70459. export * from "babylonjs/Rendering/outlineRenderer";
  70460. export * from "babylonjs/Rendering/renderingGroup";
  70461. export * from "babylonjs/Rendering/renderingManager";
  70462. export * from "babylonjs/Rendering/utilityLayerRenderer";
  70463. }
  70464. declare module "babylonjs/Sprites/ISprites" {
  70465. /**
  70466. * Defines the basic options interface of a Sprite Frame Source Size.
  70467. */
  70468. export interface ISpriteJSONSpriteSourceSize {
  70469. /**
  70470. * number of the original width of the Frame
  70471. */
  70472. w: number;
  70473. /**
  70474. * number of the original height of the Frame
  70475. */
  70476. h: number;
  70477. }
  70478. /**
  70479. * Defines the basic options interface of a Sprite Frame Data.
  70480. */
  70481. export interface ISpriteJSONSpriteFrameData {
  70482. /**
  70483. * number of the x offset of the Frame
  70484. */
  70485. x: number;
  70486. /**
  70487. * number of the y offset of the Frame
  70488. */
  70489. y: number;
  70490. /**
  70491. * number of the width of the Frame
  70492. */
  70493. w: number;
  70494. /**
  70495. * number of the height of the Frame
  70496. */
  70497. h: number;
  70498. }
  70499. /**
  70500. * Defines the basic options interface of a JSON Sprite.
  70501. */
  70502. export interface ISpriteJSONSprite {
  70503. /**
  70504. * string name of the Frame
  70505. */
  70506. filename: string;
  70507. /**
  70508. * ISpriteJSONSpriteFrame basic object of the frame data
  70509. */
  70510. frame: ISpriteJSONSpriteFrameData;
  70511. /**
  70512. * boolean to flag is the frame was rotated.
  70513. */
  70514. rotated: boolean;
  70515. /**
  70516. * boolean to flag is the frame was trimmed.
  70517. */
  70518. trimmed: boolean;
  70519. /**
  70520. * ISpriteJSONSpriteFrame basic object of the source data
  70521. */
  70522. spriteSourceSize: ISpriteJSONSpriteFrameData;
  70523. /**
  70524. * ISpriteJSONSpriteFrame basic object of the source data
  70525. */
  70526. sourceSize: ISpriteJSONSpriteSourceSize;
  70527. }
  70528. /**
  70529. * Defines the basic options interface of a JSON atlas.
  70530. */
  70531. export interface ISpriteJSONAtlas {
  70532. /**
  70533. * Array of objects that contain the frame data.
  70534. */
  70535. frames: Array<ISpriteJSONSprite>;
  70536. /**
  70537. * object basic object containing the sprite meta data.
  70538. */
  70539. meta?: object;
  70540. }
  70541. }
  70542. declare module "babylonjs/Shaders/spriteMap.fragment" {
  70543. /** @hidden */
  70544. export var spriteMapPixelShader: {
  70545. name: string;
  70546. shader: string;
  70547. };
  70548. }
  70549. declare module "babylonjs/Shaders/spriteMap.vertex" {
  70550. /** @hidden */
  70551. export var spriteMapVertexShader: {
  70552. name: string;
  70553. shader: string;
  70554. };
  70555. }
  70556. declare module "babylonjs/Sprites/spriteMap" {
  70557. import { IDisposable, Scene } from "babylonjs/scene";
  70558. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  70559. import { Texture } from "babylonjs/Materials/Textures/texture";
  70560. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  70561. import { ISpriteJSONSprite, ISpriteJSONAtlas } from "babylonjs/Sprites/ISprites";
  70562. import "babylonjs/Meshes/Builders/planeBuilder";
  70563. import "babylonjs/Shaders/spriteMap.fragment";
  70564. import "babylonjs/Shaders/spriteMap.vertex";
  70565. /**
  70566. * Defines the basic options interface of a SpriteMap
  70567. */
  70568. export interface ISpriteMapOptions {
  70569. /**
  70570. * Vector2 of the number of cells in the grid.
  70571. */
  70572. stageSize?: Vector2;
  70573. /**
  70574. * Vector2 of the size of the output plane in World Units.
  70575. */
  70576. outputSize?: Vector2;
  70577. /**
  70578. * Vector3 of the position of the output plane in World Units.
  70579. */
  70580. outputPosition?: Vector3;
  70581. /**
  70582. * Vector3 of the rotation of the output plane.
  70583. */
  70584. outputRotation?: Vector3;
  70585. /**
  70586. * number of layers that the system will reserve in resources.
  70587. */
  70588. layerCount?: number;
  70589. /**
  70590. * number of max animation frames a single cell will reserve in resources.
  70591. */
  70592. maxAnimationFrames?: number;
  70593. /**
  70594. * number cell index of the base tile when the system compiles.
  70595. */
  70596. baseTile?: number;
  70597. /**
  70598. * boolean flip the sprite after its been repositioned by the framing data.
  70599. */
  70600. flipU?: boolean;
  70601. /**
  70602. * Vector3 scalar of the global RGB values of the SpriteMap.
  70603. */
  70604. colorMultiply?: Vector3;
  70605. }
  70606. /**
  70607. * Defines the IDisposable interface in order to be cleanable from resources.
  70608. */
  70609. export interface ISpriteMap extends IDisposable {
  70610. /**
  70611. * String name of the SpriteMap.
  70612. */
  70613. name: string;
  70614. /**
  70615. * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.
  70616. */
  70617. atlasJSON: ISpriteJSONAtlas;
  70618. /**
  70619. * Texture of the SpriteMap.
  70620. */
  70621. spriteSheet: Texture;
  70622. /**
  70623. * The parameters to initialize the SpriteMap with.
  70624. */
  70625. options: ISpriteMapOptions;
  70626. }
  70627. /**
  70628. * Class used to manage a grid restricted sprite deployment on an Output plane.
  70629. */
  70630. export class SpriteMap implements ISpriteMap {
  70631. /** The Name of the spriteMap */
  70632. name: string;
  70633. /** The JSON file with the frame and meta data */
  70634. atlasJSON: ISpriteJSONAtlas;
  70635. /** The systems Sprite Sheet Texture */
  70636. spriteSheet: Texture;
  70637. /** Arguments passed with the Constructor */
  70638. options: ISpriteMapOptions;
  70639. /** Public Sprite Storage array, parsed from atlasJSON */
  70640. sprites: Array<ISpriteJSONSprite>;
  70641. /** Returns the Number of Sprites in the System */
  70642. get spriteCount(): number;
  70643. /** Returns the Position of Output Plane*/
  70644. get position(): Vector3;
  70645. /** Returns the Position of Output Plane*/
  70646. set position(v: Vector3);
  70647. /** Returns the Rotation of Output Plane*/
  70648. get rotation(): Vector3;
  70649. /** Returns the Rotation of Output Plane*/
  70650. set rotation(v: Vector3);
  70651. /** Sets the AnimationMap*/
  70652. get animationMap(): RawTexture;
  70653. /** Sets the AnimationMap*/
  70654. set animationMap(v: RawTexture);
  70655. /** Scene that the SpriteMap was created in */
  70656. private _scene;
  70657. /** Texture Buffer of Float32 that holds tile frame data*/
  70658. private _frameMap;
  70659. /** Texture Buffers of Float32 that holds tileMap data*/
  70660. private _tileMaps;
  70661. /** Texture Buffer of Float32 that holds Animation Data*/
  70662. private _animationMap;
  70663. /** Custom ShaderMaterial Central to the System*/
  70664. private _material;
  70665. /** Custom ShaderMaterial Central to the System*/
  70666. private _output;
  70667. /** Systems Time Ticker*/
  70668. private _time;
  70669. /**
  70670. * Creates a new SpriteMap
  70671. * @param name defines the SpriteMaps Name
  70672. * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta
  70673. * @param spriteSheet is the Texture that the Sprites are on.
  70674. * @param options a basic deployment configuration
  70675. * @param scene The Scene that the map is deployed on
  70676. */
  70677. constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene);
  70678. /**
  70679. * Returns tileID location
  70680. * @returns Vector2 the cell position ID
  70681. */
  70682. getTileID(): Vector2;
  70683. /**
  70684. * Gets the UV location of the mouse over the SpriteMap.
  70685. * @returns Vector2 the UV position of the mouse interaction
  70686. */
  70687. getMousePosition(): Vector2;
  70688. /**
  70689. * Creates the "frame" texture Buffer
  70690. * -------------------------------------
  70691. * Structure of frames
  70692. * "filename": "Falling-Water-2.png",
  70693. * "frame": {"x":69,"y":103,"w":24,"h":32},
  70694. * "rotated": true,
  70695. * "trimmed": true,
  70696. * "spriteSourceSize": {"x":4,"y":0,"w":24,"h":32},
  70697. * "sourceSize": {"w":32,"h":32}
  70698. * @returns RawTexture of the frameMap
  70699. */
  70700. private _createFrameBuffer;
  70701. /**
  70702. * Creates the tileMap texture Buffer
  70703. * @param buffer normally and array of numbers, or a false to generate from scratch
  70704. * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this
  70705. * @returns RawTexture of the tileMap
  70706. */
  70707. private _createTileBuffer;
  70708. /**
  70709. * Modifies the data of the tileMaps
  70710. * @param _layer is the ID of the layer you want to edit on the SpriteMap
  70711. * @param pos is the iVector2 Coordinates of the Tile
  70712. * @param tile The SpriteIndex of the new Tile
  70713. */
  70714. changeTiles(_layer: number | undefined, pos: Vector2 | Vector2[], tile?: number): void;
  70715. /**
  70716. * Creates the animationMap texture Buffer
  70717. * @param buffer normally and array of numbers, or a false to generate from scratch
  70718. * @returns RawTexture of the animationMap
  70719. */
  70720. private _createTileAnimationBuffer;
  70721. /**
  70722. * Modifies the data of the animationMap
  70723. * @param cellID is the Index of the Sprite
  70724. * @param _frame is the target Animation frame
  70725. * @param toCell is the Target Index of the next frame of the animation
  70726. * @param time is a value between 0-1 that is the trigger for when the frame should change tiles
  70727. * @param speed is a global scalar of the time variable on the map.
  70728. */
  70729. addAnimationToTile(cellID?: number, _frame?: number, toCell?: number, time?: number, speed?: number): void;
  70730. /**
  70731. * Exports the .tilemaps file
  70732. */
  70733. saveTileMaps(): void;
  70734. /**
  70735. * Imports the .tilemaps file
  70736. * @param url of the .tilemaps file
  70737. */
  70738. loadTileMaps(url: string): void;
  70739. /**
  70740. * Release associated resources
  70741. */
  70742. dispose(): void;
  70743. }
  70744. }
  70745. declare module "babylonjs/Sprites/spritePackedManager" {
  70746. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  70747. import { Scene } from "babylonjs/scene";
  70748. /**
  70749. * Class used to manage multiple sprites of different sizes on the same spritesheet
  70750. * @see http://doc.babylonjs.com/babylon101/sprites
  70751. */
  70752. export class SpritePackedManager extends SpriteManager {
  70753. /** defines the packed manager's name */
  70754. name: string;
  70755. /**
  70756. * Creates a new sprite manager from a packed sprite sheet
  70757. * @param name defines the manager's name
  70758. * @param imgUrl defines the sprite sheet url
  70759. * @param capacity defines the maximum allowed number of sprites
  70760. * @param scene defines the hosting scene
  70761. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  70762. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  70763. * @param samplingMode defines the smapling mode to use with spritesheet
  70764. * @param fromPacked set to true; do not alter
  70765. */
  70766. constructor(
  70767. /** defines the packed manager's name */
  70768. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  70769. }
  70770. }
  70771. declare module "babylonjs/Sprites/index" {
  70772. export * from "babylonjs/Sprites/sprite";
  70773. export * from "babylonjs/Sprites/ISprites";
  70774. export * from "babylonjs/Sprites/spriteManager";
  70775. export * from "babylonjs/Sprites/spriteMap";
  70776. export * from "babylonjs/Sprites/spritePackedManager";
  70777. export * from "babylonjs/Sprites/spriteSceneComponent";
  70778. }
  70779. declare module "babylonjs/States/index" {
  70780. export * from "babylonjs/States/alphaCullingState";
  70781. export * from "babylonjs/States/depthCullingState";
  70782. export * from "babylonjs/States/stencilState";
  70783. }
  70784. declare module "babylonjs/Misc/assetsManager" {
  70785. import { Scene } from "babylonjs/scene";
  70786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  70787. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  70788. import { Skeleton } from "babylonjs/Bones/skeleton";
  70789. import { Observable } from "babylonjs/Misc/observable";
  70790. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  70791. import { Texture } from "babylonjs/Materials/Textures/texture";
  70792. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  70793. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  70794. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  70795. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  70796. /**
  70797. * Defines the list of states available for a task inside a AssetsManager
  70798. */
  70799. export enum AssetTaskState {
  70800. /**
  70801. * Initialization
  70802. */
  70803. INIT = 0,
  70804. /**
  70805. * Running
  70806. */
  70807. RUNNING = 1,
  70808. /**
  70809. * Done
  70810. */
  70811. DONE = 2,
  70812. /**
  70813. * Error
  70814. */
  70815. ERROR = 3
  70816. }
  70817. /**
  70818. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  70819. */
  70820. export abstract class AbstractAssetTask {
  70821. /**
  70822. * Task name
  70823. */ name: string;
  70824. /**
  70825. * Callback called when the task is successful
  70826. */
  70827. onSuccess: (task: any) => void;
  70828. /**
  70829. * Callback called when the task is not successful
  70830. */
  70831. onError: (task: any, message?: string, exception?: any) => void;
  70832. /**
  70833. * Creates a new AssetsManager
  70834. * @param name defines the name of the task
  70835. */
  70836. constructor(
  70837. /**
  70838. * Task name
  70839. */ name: string);
  70840. private _isCompleted;
  70841. private _taskState;
  70842. private _errorObject;
  70843. /**
  70844. * Get if the task is completed
  70845. */
  70846. get isCompleted(): boolean;
  70847. /**
  70848. * Gets the current state of the task
  70849. */
  70850. get taskState(): AssetTaskState;
  70851. /**
  70852. * Gets the current error object (if task is in error)
  70853. */
  70854. get errorObject(): {
  70855. message?: string;
  70856. exception?: any;
  70857. };
  70858. /**
  70859. * Internal only
  70860. * @hidden
  70861. */
  70862. _setErrorObject(message?: string, exception?: any): void;
  70863. /**
  70864. * Execute the current task
  70865. * @param scene defines the scene where you want your assets to be loaded
  70866. * @param onSuccess is a callback called when the task is successfully executed
  70867. * @param onError is a callback called if an error occurs
  70868. */
  70869. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  70870. /**
  70871. * Execute the current task
  70872. * @param scene defines the scene where you want your assets to be loaded
  70873. * @param onSuccess is a callback called when the task is successfully executed
  70874. * @param onError is a callback called if an error occurs
  70875. */
  70876. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  70877. /**
  70878. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  70879. * This can be used with failed tasks that have the reason for failure fixed.
  70880. */
  70881. reset(): void;
  70882. private onErrorCallback;
  70883. private onDoneCallback;
  70884. }
  70885. /**
  70886. * Define the interface used by progress events raised during assets loading
  70887. */
  70888. export interface IAssetsProgressEvent {
  70889. /**
  70890. * Defines the number of remaining tasks to process
  70891. */
  70892. remainingCount: number;
  70893. /**
  70894. * Defines the total number of tasks
  70895. */
  70896. totalCount: number;
  70897. /**
  70898. * Defines the task that was just processed
  70899. */
  70900. task: AbstractAssetTask;
  70901. }
  70902. /**
  70903. * Class used to share progress information about assets loading
  70904. */
  70905. export class AssetsProgressEvent implements IAssetsProgressEvent {
  70906. /**
  70907. * Defines the number of remaining tasks to process
  70908. */
  70909. remainingCount: number;
  70910. /**
  70911. * Defines the total number of tasks
  70912. */
  70913. totalCount: number;
  70914. /**
  70915. * Defines the task that was just processed
  70916. */
  70917. task: AbstractAssetTask;
  70918. /**
  70919. * Creates a AssetsProgressEvent
  70920. * @param remainingCount defines the number of remaining tasks to process
  70921. * @param totalCount defines the total number of tasks
  70922. * @param task defines the task that was just processed
  70923. */
  70924. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  70925. }
  70926. /**
  70927. * Define a task used by AssetsManager to load meshes
  70928. */
  70929. export class MeshAssetTask extends AbstractAssetTask {
  70930. /**
  70931. * Defines the name of the task
  70932. */
  70933. name: string;
  70934. /**
  70935. * Defines the list of mesh's names you want to load
  70936. */
  70937. meshesNames: any;
  70938. /**
  70939. * Defines the root url to use as a base to load your meshes and associated resources
  70940. */
  70941. rootUrl: string;
  70942. /**
  70943. * Defines the filename of the scene to load from
  70944. */
  70945. sceneFilename: string;
  70946. /**
  70947. * Gets the list of loaded meshes
  70948. */
  70949. loadedMeshes: Array<AbstractMesh>;
  70950. /**
  70951. * Gets the list of loaded particle systems
  70952. */
  70953. loadedParticleSystems: Array<IParticleSystem>;
  70954. /**
  70955. * Gets the list of loaded skeletons
  70956. */
  70957. loadedSkeletons: Array<Skeleton>;
  70958. /**
  70959. * Gets the list of loaded animation groups
  70960. */
  70961. loadedAnimationGroups: Array<AnimationGroup>;
  70962. /**
  70963. * Callback called when the task is successful
  70964. */
  70965. onSuccess: (task: MeshAssetTask) => void;
  70966. /**
  70967. * Callback called when the task is successful
  70968. */
  70969. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  70970. /**
  70971. * Creates a new MeshAssetTask
  70972. * @param name defines the name of the task
  70973. * @param meshesNames defines the list of mesh's names you want to load
  70974. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  70975. * @param sceneFilename defines the filename of the scene to load from
  70976. */
  70977. constructor(
  70978. /**
  70979. * Defines the name of the task
  70980. */
  70981. name: string,
  70982. /**
  70983. * Defines the list of mesh's names you want to load
  70984. */
  70985. meshesNames: any,
  70986. /**
  70987. * Defines the root url to use as a base to load your meshes and associated resources
  70988. */
  70989. rootUrl: string,
  70990. /**
  70991. * Defines the filename of the scene to load from
  70992. */
  70993. sceneFilename: string);
  70994. /**
  70995. * Execute the current task
  70996. * @param scene defines the scene where you want your assets to be loaded
  70997. * @param onSuccess is a callback called when the task is successfully executed
  70998. * @param onError is a callback called if an error occurs
  70999. */
  71000. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71001. }
  71002. /**
  71003. * Define a task used by AssetsManager to load text content
  71004. */
  71005. export class TextFileAssetTask extends AbstractAssetTask {
  71006. /**
  71007. * Defines the name of the task
  71008. */
  71009. name: string;
  71010. /**
  71011. * Defines the location of the file to load
  71012. */
  71013. url: string;
  71014. /**
  71015. * Gets the loaded text string
  71016. */
  71017. text: string;
  71018. /**
  71019. * Callback called when the task is successful
  71020. */
  71021. onSuccess: (task: TextFileAssetTask) => void;
  71022. /**
  71023. * Callback called when the task is successful
  71024. */
  71025. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  71026. /**
  71027. * Creates a new TextFileAssetTask object
  71028. * @param name defines the name of the task
  71029. * @param url defines the location of the file to load
  71030. */
  71031. constructor(
  71032. /**
  71033. * Defines the name of the task
  71034. */
  71035. name: string,
  71036. /**
  71037. * Defines the location of the file to load
  71038. */
  71039. url: string);
  71040. /**
  71041. * Execute the current task
  71042. * @param scene defines the scene where you want your assets to be loaded
  71043. * @param onSuccess is a callback called when the task is successfully executed
  71044. * @param onError is a callback called if an error occurs
  71045. */
  71046. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71047. }
  71048. /**
  71049. * Define a task used by AssetsManager to load binary data
  71050. */
  71051. export class BinaryFileAssetTask extends AbstractAssetTask {
  71052. /**
  71053. * Defines the name of the task
  71054. */
  71055. name: string;
  71056. /**
  71057. * Defines the location of the file to load
  71058. */
  71059. url: string;
  71060. /**
  71061. * Gets the lodaded data (as an array buffer)
  71062. */
  71063. data: ArrayBuffer;
  71064. /**
  71065. * Callback called when the task is successful
  71066. */
  71067. onSuccess: (task: BinaryFileAssetTask) => void;
  71068. /**
  71069. * Callback called when the task is successful
  71070. */
  71071. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  71072. /**
  71073. * Creates a new BinaryFileAssetTask object
  71074. * @param name defines the name of the new task
  71075. * @param url defines the location of the file to load
  71076. */
  71077. constructor(
  71078. /**
  71079. * Defines the name of the task
  71080. */
  71081. name: string,
  71082. /**
  71083. * Defines the location of the file to load
  71084. */
  71085. url: string);
  71086. /**
  71087. * Execute the current task
  71088. * @param scene defines the scene where you want your assets to be loaded
  71089. * @param onSuccess is a callback called when the task is successfully executed
  71090. * @param onError is a callback called if an error occurs
  71091. */
  71092. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71093. }
  71094. /**
  71095. * Define a task used by AssetsManager to load images
  71096. */
  71097. export class ImageAssetTask extends AbstractAssetTask {
  71098. /**
  71099. * Defines the name of the task
  71100. */
  71101. name: string;
  71102. /**
  71103. * Defines the location of the image to load
  71104. */
  71105. url: string;
  71106. /**
  71107. * Gets the loaded images
  71108. */
  71109. image: HTMLImageElement;
  71110. /**
  71111. * Callback called when the task is successful
  71112. */
  71113. onSuccess: (task: ImageAssetTask) => void;
  71114. /**
  71115. * Callback called when the task is successful
  71116. */
  71117. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  71118. /**
  71119. * Creates a new ImageAssetTask
  71120. * @param name defines the name of the task
  71121. * @param url defines the location of the image to load
  71122. */
  71123. constructor(
  71124. /**
  71125. * Defines the name of the task
  71126. */
  71127. name: string,
  71128. /**
  71129. * Defines the location of the image to load
  71130. */
  71131. url: string);
  71132. /**
  71133. * Execute the current task
  71134. * @param scene defines the scene where you want your assets to be loaded
  71135. * @param onSuccess is a callback called when the task is successfully executed
  71136. * @param onError is a callback called if an error occurs
  71137. */
  71138. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71139. }
  71140. /**
  71141. * Defines the interface used by texture loading tasks
  71142. */
  71143. export interface ITextureAssetTask<TEX extends BaseTexture> {
  71144. /**
  71145. * Gets the loaded texture
  71146. */
  71147. texture: TEX;
  71148. }
  71149. /**
  71150. * Define a task used by AssetsManager to load 2D textures
  71151. */
  71152. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  71153. /**
  71154. * Defines the name of the task
  71155. */
  71156. name: string;
  71157. /**
  71158. * Defines the location of the file to load
  71159. */
  71160. url: string;
  71161. /**
  71162. * Defines if mipmap should not be generated (default is false)
  71163. */
  71164. noMipmap?: boolean | undefined;
  71165. /**
  71166. * Defines if texture must be inverted on Y axis (default is false)
  71167. */
  71168. invertY?: boolean | undefined;
  71169. /**
  71170. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71171. */
  71172. samplingMode: number;
  71173. /**
  71174. * Gets the loaded texture
  71175. */
  71176. texture: Texture;
  71177. /**
  71178. * Callback called when the task is successful
  71179. */
  71180. onSuccess: (task: TextureAssetTask) => void;
  71181. /**
  71182. * Callback called when the task is successful
  71183. */
  71184. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  71185. /**
  71186. * Creates a new TextureAssetTask object
  71187. * @param name defines the name of the task
  71188. * @param url defines the location of the file to load
  71189. * @param noMipmap defines if mipmap should not be generated (default is false)
  71190. * @param invertY defines if texture must be inverted on Y axis (default is false)
  71191. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71192. */
  71193. constructor(
  71194. /**
  71195. * Defines the name of the task
  71196. */
  71197. name: string,
  71198. /**
  71199. * Defines the location of the file to load
  71200. */
  71201. url: string,
  71202. /**
  71203. * Defines if mipmap should not be generated (default is false)
  71204. */
  71205. noMipmap?: boolean | undefined,
  71206. /**
  71207. * Defines if texture must be inverted on Y axis (default is false)
  71208. */
  71209. invertY?: boolean | undefined,
  71210. /**
  71211. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71212. */
  71213. samplingMode?: number);
  71214. /**
  71215. * Execute the current task
  71216. * @param scene defines the scene where you want your assets to be loaded
  71217. * @param onSuccess is a callback called when the task is successfully executed
  71218. * @param onError is a callback called if an error occurs
  71219. */
  71220. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71221. }
  71222. /**
  71223. * Define a task used by AssetsManager to load cube textures
  71224. */
  71225. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  71226. /**
  71227. * Defines the name of the task
  71228. */
  71229. name: string;
  71230. /**
  71231. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71232. */
  71233. url: string;
  71234. /**
  71235. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71236. */
  71237. extensions?: string[] | undefined;
  71238. /**
  71239. * Defines if mipmaps should not be generated (default is false)
  71240. */
  71241. noMipmap?: boolean | undefined;
  71242. /**
  71243. * Defines the explicit list of files (undefined by default)
  71244. */
  71245. files?: string[] | undefined;
  71246. /**
  71247. * Gets the loaded texture
  71248. */
  71249. texture: CubeTexture;
  71250. /**
  71251. * Callback called when the task is successful
  71252. */
  71253. onSuccess: (task: CubeTextureAssetTask) => void;
  71254. /**
  71255. * Callback called when the task is successful
  71256. */
  71257. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  71258. /**
  71259. * Creates a new CubeTextureAssetTask
  71260. * @param name defines the name of the task
  71261. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71262. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71263. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71264. * @param files defines the explicit list of files (undefined by default)
  71265. */
  71266. constructor(
  71267. /**
  71268. * Defines the name of the task
  71269. */
  71270. name: string,
  71271. /**
  71272. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71273. */
  71274. url: string,
  71275. /**
  71276. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71277. */
  71278. extensions?: string[] | undefined,
  71279. /**
  71280. * Defines if mipmaps should not be generated (default is false)
  71281. */
  71282. noMipmap?: boolean | undefined,
  71283. /**
  71284. * Defines the explicit list of files (undefined by default)
  71285. */
  71286. files?: string[] | undefined);
  71287. /**
  71288. * Execute the current task
  71289. * @param scene defines the scene where you want your assets to be loaded
  71290. * @param onSuccess is a callback called when the task is successfully executed
  71291. * @param onError is a callback called if an error occurs
  71292. */
  71293. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71294. }
  71295. /**
  71296. * Define a task used by AssetsManager to load HDR cube textures
  71297. */
  71298. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  71299. /**
  71300. * Defines the name of the task
  71301. */
  71302. name: string;
  71303. /**
  71304. * Defines the location of the file to load
  71305. */
  71306. url: string;
  71307. /**
  71308. * Defines the desired size (the more it increases the longer the generation will be)
  71309. */
  71310. size: number;
  71311. /**
  71312. * Defines if mipmaps should not be generated (default is false)
  71313. */
  71314. noMipmap: boolean;
  71315. /**
  71316. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71317. */
  71318. generateHarmonics: boolean;
  71319. /**
  71320. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  71321. */
  71322. gammaSpace: boolean;
  71323. /**
  71324. * Internal Use Only
  71325. */
  71326. reserved: boolean;
  71327. /**
  71328. * Gets the loaded texture
  71329. */
  71330. texture: HDRCubeTexture;
  71331. /**
  71332. * Callback called when the task is successful
  71333. */
  71334. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  71335. /**
  71336. * Callback called when the task is successful
  71337. */
  71338. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  71339. /**
  71340. * Creates a new HDRCubeTextureAssetTask object
  71341. * @param name defines the name of the task
  71342. * @param url defines the location of the file to load
  71343. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  71344. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71345. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71346. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  71347. * @param reserved Internal use only
  71348. */
  71349. constructor(
  71350. /**
  71351. * Defines the name of the task
  71352. */
  71353. name: string,
  71354. /**
  71355. * Defines the location of the file to load
  71356. */
  71357. url: string,
  71358. /**
  71359. * Defines the desired size (the more it increases the longer the generation will be)
  71360. */
  71361. size: number,
  71362. /**
  71363. * Defines if mipmaps should not be generated (default is false)
  71364. */
  71365. noMipmap?: boolean,
  71366. /**
  71367. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71368. */
  71369. generateHarmonics?: boolean,
  71370. /**
  71371. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  71372. */
  71373. gammaSpace?: boolean,
  71374. /**
  71375. * Internal Use Only
  71376. */
  71377. reserved?: boolean);
  71378. /**
  71379. * Execute the current task
  71380. * @param scene defines the scene where you want your assets to be loaded
  71381. * @param onSuccess is a callback called when the task is successfully executed
  71382. * @param onError is a callback called if an error occurs
  71383. */
  71384. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71385. }
  71386. /**
  71387. * Define a task used by AssetsManager to load Equirectangular cube textures
  71388. */
  71389. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  71390. /**
  71391. * Defines the name of the task
  71392. */
  71393. name: string;
  71394. /**
  71395. * Defines the location of the file to load
  71396. */
  71397. url: string;
  71398. /**
  71399. * Defines the desired size (the more it increases the longer the generation will be)
  71400. */
  71401. size: number;
  71402. /**
  71403. * Defines if mipmaps should not be generated (default is false)
  71404. */
  71405. noMipmap: boolean;
  71406. /**
  71407. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  71408. * but the standard material would require them in Gamma space) (default is true)
  71409. */
  71410. gammaSpace: boolean;
  71411. /**
  71412. * Gets the loaded texture
  71413. */
  71414. texture: EquiRectangularCubeTexture;
  71415. /**
  71416. * Callback called when the task is successful
  71417. */
  71418. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  71419. /**
  71420. * Callback called when the task is successful
  71421. */
  71422. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  71423. /**
  71424. * Creates a new EquiRectangularCubeTextureAssetTask object
  71425. * @param name defines the name of the task
  71426. * @param url defines the location of the file to load
  71427. * @param size defines the desired size (the more it increases the longer the generation will be)
  71428. * If the size is omitted this implies you are using a preprocessed cubemap.
  71429. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71430. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  71431. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  71432. * (default is true)
  71433. */
  71434. constructor(
  71435. /**
  71436. * Defines the name of the task
  71437. */
  71438. name: string,
  71439. /**
  71440. * Defines the location of the file to load
  71441. */
  71442. url: string,
  71443. /**
  71444. * Defines the desired size (the more it increases the longer the generation will be)
  71445. */
  71446. size: number,
  71447. /**
  71448. * Defines if mipmaps should not be generated (default is false)
  71449. */
  71450. noMipmap?: boolean,
  71451. /**
  71452. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  71453. * but the standard material would require them in Gamma space) (default is true)
  71454. */
  71455. gammaSpace?: boolean);
  71456. /**
  71457. * Execute the current task
  71458. * @param scene defines the scene where you want your assets to be loaded
  71459. * @param onSuccess is a callback called when the task is successfully executed
  71460. * @param onError is a callback called if an error occurs
  71461. */
  71462. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71463. }
  71464. /**
  71465. * This class can be used to easily import assets into a scene
  71466. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  71467. */
  71468. export class AssetsManager {
  71469. private _scene;
  71470. private _isLoading;
  71471. protected _tasks: AbstractAssetTask[];
  71472. protected _waitingTasksCount: number;
  71473. protected _totalTasksCount: number;
  71474. /**
  71475. * Callback called when all tasks are processed
  71476. */
  71477. onFinish: (tasks: AbstractAssetTask[]) => void;
  71478. /**
  71479. * Callback called when a task is successful
  71480. */
  71481. onTaskSuccess: (task: AbstractAssetTask) => void;
  71482. /**
  71483. * Callback called when a task had an error
  71484. */
  71485. onTaskError: (task: AbstractAssetTask) => void;
  71486. /**
  71487. * Callback called when a task is done (whatever the result is)
  71488. */
  71489. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  71490. /**
  71491. * Observable called when all tasks are processed
  71492. */
  71493. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  71494. /**
  71495. * Observable called when a task had an error
  71496. */
  71497. onTaskErrorObservable: Observable<AbstractAssetTask>;
  71498. /**
  71499. * Observable called when all tasks were executed
  71500. */
  71501. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  71502. /**
  71503. * Observable called when a task is done (whatever the result is)
  71504. */
  71505. onProgressObservable: Observable<IAssetsProgressEvent>;
  71506. /**
  71507. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  71508. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  71509. */
  71510. useDefaultLoadingScreen: boolean;
  71511. /**
  71512. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  71513. * when all assets have been downloaded.
  71514. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  71515. */
  71516. autoHideLoadingUI: boolean;
  71517. /**
  71518. * Creates a new AssetsManager
  71519. * @param scene defines the scene to work on
  71520. */
  71521. constructor(scene: Scene);
  71522. /**
  71523. * Add a MeshAssetTask to the list of active tasks
  71524. * @param taskName defines the name of the new task
  71525. * @param meshesNames defines the name of meshes to load
  71526. * @param rootUrl defines the root url to use to locate files
  71527. * @param sceneFilename defines the filename of the scene file
  71528. * @returns a new MeshAssetTask object
  71529. */
  71530. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  71531. /**
  71532. * Add a TextFileAssetTask to the list of active tasks
  71533. * @param taskName defines the name of the new task
  71534. * @param url defines the url of the file to load
  71535. * @returns a new TextFileAssetTask object
  71536. */
  71537. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  71538. /**
  71539. * Add a BinaryFileAssetTask to the list of active tasks
  71540. * @param taskName defines the name of the new task
  71541. * @param url defines the url of the file to load
  71542. * @returns a new BinaryFileAssetTask object
  71543. */
  71544. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  71545. /**
  71546. * Add a ImageAssetTask to the list of active tasks
  71547. * @param taskName defines the name of the new task
  71548. * @param url defines the url of the file to load
  71549. * @returns a new ImageAssetTask object
  71550. */
  71551. addImageTask(taskName: string, url: string): ImageAssetTask;
  71552. /**
  71553. * Add a TextureAssetTask to the list of active tasks
  71554. * @param taskName defines the name of the new task
  71555. * @param url defines the url of the file to load
  71556. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71557. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  71558. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  71559. * @returns a new TextureAssetTask object
  71560. */
  71561. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  71562. /**
  71563. * Add a CubeTextureAssetTask to the list of active tasks
  71564. * @param taskName defines the name of the new task
  71565. * @param url defines the url of the file to load
  71566. * @param extensions defines the extension to use to load the cube map (can be null)
  71567. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71568. * @param files defines the list of files to load (can be null)
  71569. * @returns a new CubeTextureAssetTask object
  71570. */
  71571. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  71572. /**
  71573. *
  71574. * Add a HDRCubeTextureAssetTask to the list of active tasks
  71575. * @param taskName defines the name of the new task
  71576. * @param url defines the url of the file to load
  71577. * @param size defines the size you want for the cubemap (can be null)
  71578. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71579. * @param generateHarmonics defines if you want to automatically generate (true by default)
  71580. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  71581. * @param reserved Internal use only
  71582. * @returns a new HDRCubeTextureAssetTask object
  71583. */
  71584. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  71585. /**
  71586. *
  71587. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  71588. * @param taskName defines the name of the new task
  71589. * @param url defines the url of the file to load
  71590. * @param size defines the size you want for the cubemap (can be null)
  71591. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71592. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  71593. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  71594. * @returns a new EquiRectangularCubeTextureAssetTask object
  71595. */
  71596. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  71597. /**
  71598. * Remove a task from the assets manager.
  71599. * @param task the task to remove
  71600. */
  71601. removeTask(task: AbstractAssetTask): void;
  71602. private _decreaseWaitingTasksCount;
  71603. private _runTask;
  71604. /**
  71605. * Reset the AssetsManager and remove all tasks
  71606. * @return the current instance of the AssetsManager
  71607. */
  71608. reset(): AssetsManager;
  71609. /**
  71610. * Start the loading process
  71611. * @return the current instance of the AssetsManager
  71612. */
  71613. load(): AssetsManager;
  71614. /**
  71615. * Start the loading process as an async operation
  71616. * @return a promise returning the list of failed tasks
  71617. */
  71618. loadAsync(): Promise<void>;
  71619. }
  71620. }
  71621. declare module "babylonjs/Misc/deferred" {
  71622. /**
  71623. * Wrapper class for promise with external resolve and reject.
  71624. */
  71625. export class Deferred<T> {
  71626. /**
  71627. * The promise associated with this deferred object.
  71628. */
  71629. readonly promise: Promise<T>;
  71630. private _resolve;
  71631. private _reject;
  71632. /**
  71633. * The resolve method of the promise associated with this deferred object.
  71634. */
  71635. get resolve(): (value?: T | PromiseLike<T> | undefined) => void;
  71636. /**
  71637. * The reject method of the promise associated with this deferred object.
  71638. */
  71639. get reject(): (reason?: any) => void;
  71640. /**
  71641. * Constructor for this deferred object.
  71642. */
  71643. constructor();
  71644. }
  71645. }
  71646. declare module "babylonjs/Misc/meshExploder" {
  71647. import { Mesh } from "babylonjs/Meshes/mesh";
  71648. /**
  71649. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  71650. */
  71651. export class MeshExploder {
  71652. private _centerMesh;
  71653. private _meshes;
  71654. private _meshesOrigins;
  71655. private _toCenterVectors;
  71656. private _scaledDirection;
  71657. private _newPosition;
  71658. private _centerPosition;
  71659. /**
  71660. * Explodes meshes from a center mesh.
  71661. * @param meshes The meshes to explode.
  71662. * @param centerMesh The mesh to be center of explosion.
  71663. */
  71664. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  71665. private _setCenterMesh;
  71666. /**
  71667. * Get class name
  71668. * @returns "MeshExploder"
  71669. */
  71670. getClassName(): string;
  71671. /**
  71672. * "Exploded meshes"
  71673. * @returns Array of meshes with the centerMesh at index 0.
  71674. */
  71675. getMeshes(): Array<Mesh>;
  71676. /**
  71677. * Explodes meshes giving a specific direction
  71678. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  71679. */
  71680. explode(direction?: number): void;
  71681. }
  71682. }
  71683. declare module "babylonjs/Misc/filesInput" {
  71684. import { Engine } from "babylonjs/Engines/engine";
  71685. import { Scene } from "babylonjs/scene";
  71686. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  71687. /**
  71688. * Class used to help managing file picking and drag'n'drop
  71689. */
  71690. export class FilesInput {
  71691. /**
  71692. * List of files ready to be loaded
  71693. */
  71694. static get FilesToLoad(): {
  71695. [key: string]: File;
  71696. };
  71697. /**
  71698. * Callback called when a file is processed
  71699. */
  71700. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  71701. private _engine;
  71702. private _currentScene;
  71703. private _sceneLoadedCallback;
  71704. private _progressCallback;
  71705. private _additionalRenderLoopLogicCallback;
  71706. private _textureLoadingCallback;
  71707. private _startingProcessingFilesCallback;
  71708. private _onReloadCallback;
  71709. private _errorCallback;
  71710. private _elementToMonitor;
  71711. private _sceneFileToLoad;
  71712. private _filesToLoad;
  71713. /**
  71714. * Creates a new FilesInput
  71715. * @param engine defines the rendering engine
  71716. * @param scene defines the hosting scene
  71717. * @param sceneLoadedCallback callback called when scene is loaded
  71718. * @param progressCallback callback called to track progress
  71719. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  71720. * @param textureLoadingCallback callback called when a texture is loading
  71721. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  71722. * @param onReloadCallback callback called when a reload is requested
  71723. * @param errorCallback callback call if an error occurs
  71724. */
  71725. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  71726. private _dragEnterHandler;
  71727. private _dragOverHandler;
  71728. private _dropHandler;
  71729. /**
  71730. * Calls this function to listen to drag'n'drop events on a specific DOM element
  71731. * @param elementToMonitor defines the DOM element to track
  71732. */
  71733. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  71734. /**
  71735. * Release all associated resources
  71736. */
  71737. dispose(): void;
  71738. private renderFunction;
  71739. private drag;
  71740. private drop;
  71741. private _traverseFolder;
  71742. private _processFiles;
  71743. /**
  71744. * Load files from a drop event
  71745. * @param event defines the drop event to use as source
  71746. */
  71747. loadFiles(event: any): void;
  71748. private _processReload;
  71749. /**
  71750. * Reload the current scene from the loaded files
  71751. */
  71752. reload(): void;
  71753. }
  71754. }
  71755. declare module "babylonjs/Misc/HighDynamicRange/index" {
  71756. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  71757. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  71758. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  71759. }
  71760. declare module "babylonjs/Misc/sceneOptimizer" {
  71761. import { Scene, IDisposable } from "babylonjs/scene";
  71762. import { Observable } from "babylonjs/Misc/observable";
  71763. /**
  71764. * Defines the root class used to create scene optimization to use with SceneOptimizer
  71765. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71766. */
  71767. export class SceneOptimization {
  71768. /**
  71769. * Defines the priority of this optimization (0 by default which means first in the list)
  71770. */
  71771. priority: number;
  71772. /**
  71773. * Gets a string describing the action executed by the current optimization
  71774. * @returns description string
  71775. */
  71776. getDescription(): string;
  71777. /**
  71778. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71779. * @param scene defines the current scene where to apply this optimization
  71780. * @param optimizer defines the current optimizer
  71781. * @returns true if everything that can be done was applied
  71782. */
  71783. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71784. /**
  71785. * Creates the SceneOptimization object
  71786. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71787. * @param desc defines the description associated with the optimization
  71788. */
  71789. constructor(
  71790. /**
  71791. * Defines the priority of this optimization (0 by default which means first in the list)
  71792. */
  71793. priority?: number);
  71794. }
  71795. /**
  71796. * Defines an optimization used to reduce the size of render target textures
  71797. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71798. */
  71799. export class TextureOptimization extends SceneOptimization {
  71800. /**
  71801. * Defines the priority of this optimization (0 by default which means first in the list)
  71802. */
  71803. priority: number;
  71804. /**
  71805. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  71806. */
  71807. maximumSize: number;
  71808. /**
  71809. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71810. */
  71811. step: number;
  71812. /**
  71813. * Gets a string describing the action executed by the current optimization
  71814. * @returns description string
  71815. */
  71816. getDescription(): string;
  71817. /**
  71818. * Creates the TextureOptimization object
  71819. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71820. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  71821. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71822. */
  71823. constructor(
  71824. /**
  71825. * Defines the priority of this optimization (0 by default which means first in the list)
  71826. */
  71827. priority?: number,
  71828. /**
  71829. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  71830. */
  71831. maximumSize?: number,
  71832. /**
  71833. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71834. */
  71835. step?: number);
  71836. /**
  71837. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71838. * @param scene defines the current scene where to apply this optimization
  71839. * @param optimizer defines the current optimizer
  71840. * @returns true if everything that can be done was applied
  71841. */
  71842. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71843. }
  71844. /**
  71845. * Defines an optimization used to increase or decrease the rendering resolution
  71846. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71847. */
  71848. export class HardwareScalingOptimization extends SceneOptimization {
  71849. /**
  71850. * Defines the priority of this optimization (0 by default which means first in the list)
  71851. */
  71852. priority: number;
  71853. /**
  71854. * Defines the maximum scale to use (2 by default)
  71855. */
  71856. maximumScale: number;
  71857. /**
  71858. * Defines the step to use between two passes (0.5 by default)
  71859. */
  71860. step: number;
  71861. private _currentScale;
  71862. private _directionOffset;
  71863. /**
  71864. * Gets a string describing the action executed by the current optimization
  71865. * @return description string
  71866. */
  71867. getDescription(): string;
  71868. /**
  71869. * Creates the HardwareScalingOptimization object
  71870. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71871. * @param maximumScale defines the maximum scale to use (2 by default)
  71872. * @param step defines the step to use between two passes (0.5 by default)
  71873. */
  71874. constructor(
  71875. /**
  71876. * Defines the priority of this optimization (0 by default which means first in the list)
  71877. */
  71878. priority?: number,
  71879. /**
  71880. * Defines the maximum scale to use (2 by default)
  71881. */
  71882. maximumScale?: number,
  71883. /**
  71884. * Defines the step to use between two passes (0.5 by default)
  71885. */
  71886. step?: number);
  71887. /**
  71888. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71889. * @param scene defines the current scene where to apply this optimization
  71890. * @param optimizer defines the current optimizer
  71891. * @returns true if everything that can be done was applied
  71892. */
  71893. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71894. }
  71895. /**
  71896. * Defines an optimization used to remove shadows
  71897. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71898. */
  71899. export class ShadowsOptimization extends SceneOptimization {
  71900. /**
  71901. * Gets a string describing the action executed by the current optimization
  71902. * @return description string
  71903. */
  71904. getDescription(): string;
  71905. /**
  71906. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71907. * @param scene defines the current scene where to apply this optimization
  71908. * @param optimizer defines the current optimizer
  71909. * @returns true if everything that can be done was applied
  71910. */
  71911. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71912. }
  71913. /**
  71914. * Defines an optimization used to turn post-processes off
  71915. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71916. */
  71917. export class PostProcessesOptimization extends SceneOptimization {
  71918. /**
  71919. * Gets a string describing the action executed by the current optimization
  71920. * @return description string
  71921. */
  71922. getDescription(): string;
  71923. /**
  71924. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71925. * @param scene defines the current scene where to apply this optimization
  71926. * @param optimizer defines the current optimizer
  71927. * @returns true if everything that can be done was applied
  71928. */
  71929. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71930. }
  71931. /**
  71932. * Defines an optimization used to turn lens flares off
  71933. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71934. */
  71935. export class LensFlaresOptimization extends SceneOptimization {
  71936. /**
  71937. * Gets a string describing the action executed by the current optimization
  71938. * @return description string
  71939. */
  71940. getDescription(): string;
  71941. /**
  71942. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71943. * @param scene defines the current scene where to apply this optimization
  71944. * @param optimizer defines the current optimizer
  71945. * @returns true if everything that can be done was applied
  71946. */
  71947. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71948. }
  71949. /**
  71950. * Defines an optimization based on user defined callback.
  71951. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71952. */
  71953. export class CustomOptimization extends SceneOptimization {
  71954. /**
  71955. * Callback called to apply the custom optimization.
  71956. */
  71957. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  71958. /**
  71959. * Callback called to get custom description
  71960. */
  71961. onGetDescription: () => string;
  71962. /**
  71963. * Gets a string describing the action executed by the current optimization
  71964. * @returns description string
  71965. */
  71966. getDescription(): string;
  71967. /**
  71968. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71969. * @param scene defines the current scene where to apply this optimization
  71970. * @param optimizer defines the current optimizer
  71971. * @returns true if everything that can be done was applied
  71972. */
  71973. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71974. }
  71975. /**
  71976. * Defines an optimization used to turn particles off
  71977. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71978. */
  71979. export class ParticlesOptimization extends SceneOptimization {
  71980. /**
  71981. * Gets a string describing the action executed by the current optimization
  71982. * @return description string
  71983. */
  71984. getDescription(): string;
  71985. /**
  71986. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71987. * @param scene defines the current scene where to apply this optimization
  71988. * @param optimizer defines the current optimizer
  71989. * @returns true if everything that can be done was applied
  71990. */
  71991. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71992. }
  71993. /**
  71994. * Defines an optimization used to turn render targets off
  71995. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71996. */
  71997. export class RenderTargetsOptimization extends SceneOptimization {
  71998. /**
  71999. * Gets a string describing the action executed by the current optimization
  72000. * @return description string
  72001. */
  72002. getDescription(): string;
  72003. /**
  72004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  72005. * @param scene defines the current scene where to apply this optimization
  72006. * @param optimizer defines the current optimizer
  72007. * @returns true if everything that can be done was applied
  72008. */
  72009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  72010. }
  72011. /**
  72012. * Defines an optimization used to merge meshes with compatible materials
  72013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  72014. */
  72015. export class MergeMeshesOptimization extends SceneOptimization {
  72016. private static _UpdateSelectionTree;
  72017. /**
  72018. * Gets or sets a boolean which defines if optimization octree has to be updated
  72019. */
  72020. static get UpdateSelectionTree(): boolean;
  72021. /**
  72022. * Gets or sets a boolean which defines if optimization octree has to be updated
  72023. */
  72024. static set UpdateSelectionTree(value: boolean);
  72025. /**
  72026. * Gets a string describing the action executed by the current optimization
  72027. * @return description string
  72028. */
  72029. getDescription(): string;
  72030. private _canBeMerged;
  72031. /**
  72032. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  72033. * @param scene defines the current scene where to apply this optimization
  72034. * @param optimizer defines the current optimizer
  72035. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  72036. * @returns true if everything that can be done was applied
  72037. */
  72038. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  72039. }
  72040. /**
  72041. * Defines a list of options used by SceneOptimizer
  72042. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  72043. */
  72044. export class SceneOptimizerOptions {
  72045. /**
  72046. * Defines the target frame rate to reach (60 by default)
  72047. */
  72048. targetFrameRate: number;
  72049. /**
  72050. * Defines the interval between two checkes (2000ms by default)
  72051. */
  72052. trackerDuration: number;
  72053. /**
  72054. * Gets the list of optimizations to apply
  72055. */
  72056. optimizations: SceneOptimization[];
  72057. /**
  72058. * Creates a new list of options used by SceneOptimizer
  72059. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  72060. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  72061. */
  72062. constructor(
  72063. /**
  72064. * Defines the target frame rate to reach (60 by default)
  72065. */
  72066. targetFrameRate?: number,
  72067. /**
  72068. * Defines the interval between two checkes (2000ms by default)
  72069. */
  72070. trackerDuration?: number);
  72071. /**
  72072. * Add a new optimization
  72073. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  72074. * @returns the current SceneOptimizerOptions
  72075. */
  72076. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  72077. /**
  72078. * Add a new custom optimization
  72079. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  72080. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  72081. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  72082. * @returns the current SceneOptimizerOptions
  72083. */
  72084. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  72085. /**
  72086. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  72087. * @param targetFrameRate defines the target frame rate (60 by default)
  72088. * @returns a SceneOptimizerOptions object
  72089. */
  72090. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72091. /**
  72092. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  72093. * @param targetFrameRate defines the target frame rate (60 by default)
  72094. * @returns a SceneOptimizerOptions object
  72095. */
  72096. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72097. /**
  72098. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  72099. * @param targetFrameRate defines the target frame rate (60 by default)
  72100. * @returns a SceneOptimizerOptions object
  72101. */
  72102. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72103. }
  72104. /**
  72105. * Class used to run optimizations in order to reach a target frame rate
  72106. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  72107. */
  72108. export class SceneOptimizer implements IDisposable {
  72109. private _isRunning;
  72110. private _options;
  72111. private _scene;
  72112. private _currentPriorityLevel;
  72113. private _targetFrameRate;
  72114. private _trackerDuration;
  72115. private _currentFrameRate;
  72116. private _sceneDisposeObserver;
  72117. private _improvementMode;
  72118. /**
  72119. * Defines an observable called when the optimizer reaches the target frame rate
  72120. */
  72121. onSuccessObservable: Observable<SceneOptimizer>;
  72122. /**
  72123. * Defines an observable called when the optimizer enables an optimization
  72124. */
  72125. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  72126. /**
  72127. * Defines an observable called when the optimizer is not able to reach the target frame rate
  72128. */
  72129. onFailureObservable: Observable<SceneOptimizer>;
  72130. /**
  72131. * Gets a boolean indicating if the optimizer is in improvement mode
  72132. */
  72133. get isInImprovementMode(): boolean;
  72134. /**
  72135. * Gets the current priority level (0 at start)
  72136. */
  72137. get currentPriorityLevel(): number;
  72138. /**
  72139. * Gets the current frame rate checked by the SceneOptimizer
  72140. */
  72141. get currentFrameRate(): number;
  72142. /**
  72143. * Gets or sets the current target frame rate (60 by default)
  72144. */
  72145. get targetFrameRate(): number;
  72146. /**
  72147. * Gets or sets the current target frame rate (60 by default)
  72148. */
  72149. set targetFrameRate(value: number);
  72150. /**
  72151. * Gets or sets the current interval between two checks (every 2000ms by default)
  72152. */
  72153. get trackerDuration(): number;
  72154. /**
  72155. * Gets or sets the current interval between two checks (every 2000ms by default)
  72156. */
  72157. set trackerDuration(value: number);
  72158. /**
  72159. * Gets the list of active optimizations
  72160. */
  72161. get optimizations(): SceneOptimization[];
  72162. /**
  72163. * Creates a new SceneOptimizer
  72164. * @param scene defines the scene to work on
  72165. * @param options defines the options to use with the SceneOptimizer
  72166. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  72167. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  72168. */
  72169. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  72170. /**
  72171. * Stops the current optimizer
  72172. */
  72173. stop(): void;
  72174. /**
  72175. * Reset the optimizer to initial step (current priority level = 0)
  72176. */
  72177. reset(): void;
  72178. /**
  72179. * Start the optimizer. By default it will try to reach a specific framerate
  72180. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  72181. */
  72182. start(): void;
  72183. private _checkCurrentState;
  72184. /**
  72185. * Release all resources
  72186. */
  72187. dispose(): void;
  72188. /**
  72189. * Helper function to create a SceneOptimizer with one single line of code
  72190. * @param scene defines the scene to work on
  72191. * @param options defines the options to use with the SceneOptimizer
  72192. * @param onSuccess defines a callback to call on success
  72193. * @param onFailure defines a callback to call on failure
  72194. * @returns the new SceneOptimizer object
  72195. */
  72196. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  72197. }
  72198. }
  72199. declare module "babylonjs/Misc/sceneSerializer" {
  72200. import { Scene } from "babylonjs/scene";
  72201. /**
  72202. * Class used to serialize a scene into a string
  72203. */
  72204. export class SceneSerializer {
  72205. /**
  72206. * Clear cache used by a previous serialization
  72207. */
  72208. static ClearCache(): void;
  72209. /**
  72210. * Serialize a scene into a JSON compatible object
  72211. * @param scene defines the scene to serialize
  72212. * @returns a JSON compatible object
  72213. */
  72214. static Serialize(scene: Scene): any;
  72215. /**
  72216. * Serialize a mesh into a JSON compatible object
  72217. * @param toSerialize defines the mesh to serialize
  72218. * @param withParents defines if parents must be serialized as well
  72219. * @param withChildren defines if children must be serialized as well
  72220. * @returns a JSON compatible object
  72221. */
  72222. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  72223. }
  72224. }
  72225. declare module "babylonjs/Misc/textureTools" {
  72226. import { Texture } from "babylonjs/Materials/Textures/texture";
  72227. /**
  72228. * Class used to host texture specific utilities
  72229. */
  72230. export class TextureTools {
  72231. /**
  72232. * Uses the GPU to create a copy texture rescaled at a given size
  72233. * @param texture Texture to copy from
  72234. * @param width defines the desired width
  72235. * @param height defines the desired height
  72236. * @param useBilinearMode defines if bilinear mode has to be used
  72237. * @return the generated texture
  72238. */
  72239. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  72240. }
  72241. }
  72242. declare module "babylonjs/Misc/videoRecorder" {
  72243. import { Nullable } from "babylonjs/types";
  72244. import { Engine } from "babylonjs/Engines/engine";
  72245. /**
  72246. * This represents the different options available for the video capture.
  72247. */
  72248. export interface VideoRecorderOptions {
  72249. /** Defines the mime type of the video. */
  72250. mimeType: string;
  72251. /** Defines the FPS the video should be recorded at. */
  72252. fps: number;
  72253. /** Defines the chunk size for the recording data. */
  72254. recordChunckSize: number;
  72255. /** The audio tracks to attach to the recording. */
  72256. audioTracks?: MediaStreamTrack[];
  72257. }
  72258. /**
  72259. * This can help with recording videos from BabylonJS.
  72260. * This is based on the available WebRTC functionalities of the browser.
  72261. *
  72262. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  72263. */
  72264. export class VideoRecorder {
  72265. private static readonly _defaultOptions;
  72266. /**
  72267. * Returns whether or not the VideoRecorder is available in your browser.
  72268. * @param engine Defines the Babylon Engine.
  72269. * @returns true if supported otherwise false.
  72270. */
  72271. static IsSupported(engine: Engine): boolean;
  72272. private readonly _options;
  72273. private _canvas;
  72274. private _mediaRecorder;
  72275. private _recordedChunks;
  72276. private _fileName;
  72277. private _resolve;
  72278. private _reject;
  72279. /**
  72280. * True when a recording is already in progress.
  72281. */
  72282. get isRecording(): boolean;
  72283. /**
  72284. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  72285. * @param engine Defines the BabylonJS Engine you wish to record.
  72286. * @param options Defines options that can be used to customize the capture.
  72287. */
  72288. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  72289. /**
  72290. * Stops the current recording before the default capture timeout passed in the startRecording function.
  72291. */
  72292. stopRecording(): void;
  72293. /**
  72294. * Starts recording the canvas for a max duration specified in parameters.
  72295. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  72296. * If null no automatic download will start and you can rely on the promise to get the data back.
  72297. * @param maxDuration Defines the maximum recording time in seconds.
  72298. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  72299. * @return A promise callback at the end of the recording with the video data in Blob.
  72300. */
  72301. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  72302. /**
  72303. * Releases internal resources used during the recording.
  72304. */
  72305. dispose(): void;
  72306. private _handleDataAvailable;
  72307. private _handleError;
  72308. private _handleStop;
  72309. }
  72310. }
  72311. declare module "babylonjs/Misc/screenshotTools" {
  72312. import { Camera } from "babylonjs/Cameras/camera";
  72313. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  72314. import { Engine } from "babylonjs/Engines/engine";
  72315. /**
  72316. * Class containing a set of static utilities functions for screenshots
  72317. */
  72318. export class ScreenshotTools {
  72319. /**
  72320. * Captures a screenshot of the current rendering
  72321. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72322. * @param engine defines the rendering engine
  72323. * @param camera defines the source camera
  72324. * @param size This parameter can be set to a single number or to an object with the
  72325. * following (optional) properties: precision, width, height. If a single number is passed,
  72326. * it will be used for both width and height. If an object is passed, the screenshot size
  72327. * will be derived from the parameters. The precision property is a multiplier allowing
  72328. * rendering at a higher or lower resolution
  72329. * @param successCallback defines the callback receives a single parameter which contains the
  72330. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  72331. * src parameter of an <img> to display it
  72332. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  72333. * Check your browser for supported MIME types
  72334. */
  72335. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  72336. /**
  72337. * Captures a screenshot of the current rendering
  72338. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72339. * @param engine defines the rendering engine
  72340. * @param camera defines the source camera
  72341. * @param size This parameter can be set to a single number or to an object with the
  72342. * following (optional) properties: precision, width, height. If a single number is passed,
  72343. * it will be used for both width and height. If an object is passed, the screenshot size
  72344. * will be derived from the parameters. The precision property is a multiplier allowing
  72345. * rendering at a higher or lower resolution
  72346. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  72347. * Check your browser for supported MIME types
  72348. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  72349. * to the src parameter of an <img> to display it
  72350. */
  72351. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  72352. /**
  72353. * Generates an image screenshot from the specified camera.
  72354. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72355. * @param engine The engine to use for rendering
  72356. * @param camera The camera to use for rendering
  72357. * @param size This parameter can be set to a single number or to an object with the
  72358. * following (optional) properties: precision, width, height. If a single number is passed,
  72359. * it will be used for both width and height. If an object is passed, the screenshot size
  72360. * will be derived from the parameters. The precision property is a multiplier allowing
  72361. * rendering at a higher or lower resolution
  72362. * @param successCallback The callback receives a single parameter which contains the
  72363. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  72364. * src parameter of an <img> to display it
  72365. * @param mimeType The MIME type of the screenshot image (default: image/png).
  72366. * Check your browser for supported MIME types
  72367. * @param samples Texture samples (default: 1)
  72368. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  72369. * @param fileName A name for for the downloaded file.
  72370. */
  72371. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  72372. /**
  72373. * Generates an image screenshot from the specified camera.
  72374. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72375. * @param engine The engine to use for rendering
  72376. * @param camera The camera to use for rendering
  72377. * @param size This parameter can be set to a single number or to an object with the
  72378. * following (optional) properties: precision, width, height. If a single number is passed,
  72379. * it will be used for both width and height. If an object is passed, the screenshot size
  72380. * will be derived from the parameters. The precision property is a multiplier allowing
  72381. * rendering at a higher or lower resolution
  72382. * @param mimeType The MIME type of the screenshot image (default: image/png).
  72383. * Check your browser for supported MIME types
  72384. * @param samples Texture samples (default: 1)
  72385. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  72386. * @param fileName A name for for the downloaded file.
  72387. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  72388. * to the src parameter of an <img> to display it
  72389. */
  72390. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  72391. /**
  72392. * Gets height and width for screenshot size
  72393. * @private
  72394. */
  72395. private static _getScreenshotSize;
  72396. }
  72397. }
  72398. declare module "babylonjs/Misc/dataReader" {
  72399. /**
  72400. * Interface for a data buffer
  72401. */
  72402. export interface IDataBuffer {
  72403. /**
  72404. * Reads bytes from the data buffer.
  72405. * @param byteOffset The byte offset to read
  72406. * @param byteLength The byte length to read
  72407. * @returns A promise that resolves when the bytes are read
  72408. */
  72409. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  72410. /**
  72411. * The byte length of the buffer.
  72412. */
  72413. readonly byteLength: number;
  72414. }
  72415. /**
  72416. * Utility class for reading from a data buffer
  72417. */
  72418. export class DataReader {
  72419. /**
  72420. * The data buffer associated with this data reader.
  72421. */
  72422. readonly buffer: IDataBuffer;
  72423. /**
  72424. * The current byte offset from the beginning of the data buffer.
  72425. */
  72426. byteOffset: number;
  72427. private _dataView;
  72428. private _dataByteOffset;
  72429. /**
  72430. * Constructor
  72431. * @param buffer The buffer to read
  72432. */
  72433. constructor(buffer: IDataBuffer);
  72434. /**
  72435. * Loads the given byte length.
  72436. * @param byteLength The byte length to load
  72437. * @returns A promise that resolves when the load is complete
  72438. */
  72439. loadAsync(byteLength: number): Promise<void>;
  72440. /**
  72441. * Read a unsigned 32-bit integer from the currently loaded data range.
  72442. * @returns The 32-bit integer read
  72443. */
  72444. readUint32(): number;
  72445. /**
  72446. * Read a byte array from the currently loaded data range.
  72447. * @param byteLength The byte length to read
  72448. * @returns The byte array read
  72449. */
  72450. readUint8Array(byteLength: number): Uint8Array;
  72451. /**
  72452. * Read a string from the currently loaded data range.
  72453. * @param byteLength The byte length to read
  72454. * @returns The string read
  72455. */
  72456. readString(byteLength: number): string;
  72457. /**
  72458. * Skips the given byte length the currently loaded data range.
  72459. * @param byteLength The byte length to skip
  72460. */
  72461. skipBytes(byteLength: number): void;
  72462. }
  72463. }
  72464. declare module "babylonjs/Misc/index" {
  72465. export * from "babylonjs/Misc/andOrNotEvaluator";
  72466. export * from "babylonjs/Misc/assetsManager";
  72467. export * from "babylonjs/Misc/basis";
  72468. export * from "babylonjs/Misc/dds";
  72469. export * from "babylonjs/Misc/decorators";
  72470. export * from "babylonjs/Misc/deferred";
  72471. export * from "babylonjs/Misc/environmentTextureTools";
  72472. export * from "babylonjs/Misc/meshExploder";
  72473. export * from "babylonjs/Misc/filesInput";
  72474. export * from "babylonjs/Misc/HighDynamicRange/index";
  72475. export * from "babylonjs/Misc/khronosTextureContainer";
  72476. export * from "babylonjs/Misc/observable";
  72477. export * from "babylonjs/Misc/performanceMonitor";
  72478. export * from "babylonjs/Misc/promise";
  72479. export * from "babylonjs/Misc/sceneOptimizer";
  72480. export * from "babylonjs/Misc/sceneSerializer";
  72481. export * from "babylonjs/Misc/smartArray";
  72482. export * from "babylonjs/Misc/stringDictionary";
  72483. export * from "babylonjs/Misc/tags";
  72484. export * from "babylonjs/Misc/textureTools";
  72485. export * from "babylonjs/Misc/tga";
  72486. export * from "babylonjs/Misc/tools";
  72487. export * from "babylonjs/Misc/videoRecorder";
  72488. export * from "babylonjs/Misc/virtualJoystick";
  72489. export * from "babylonjs/Misc/workerPool";
  72490. export * from "babylonjs/Misc/logger";
  72491. export * from "babylonjs/Misc/typeStore";
  72492. export * from "babylonjs/Misc/filesInputStore";
  72493. export * from "babylonjs/Misc/deepCopier";
  72494. export * from "babylonjs/Misc/pivotTools";
  72495. export * from "babylonjs/Misc/precisionDate";
  72496. export * from "babylonjs/Misc/screenshotTools";
  72497. export * from "babylonjs/Misc/typeStore";
  72498. export * from "babylonjs/Misc/webRequest";
  72499. export * from "babylonjs/Misc/iInspectable";
  72500. export * from "babylonjs/Misc/brdfTextureTools";
  72501. export * from "babylonjs/Misc/rgbdTextureTools";
  72502. export * from "babylonjs/Misc/gradients";
  72503. export * from "babylonjs/Misc/perfCounter";
  72504. export * from "babylonjs/Misc/fileRequest";
  72505. export * from "babylonjs/Misc/customAnimationFrameRequester";
  72506. export * from "babylonjs/Misc/retryStrategy";
  72507. export * from "babylonjs/Misc/interfaces/screenshotSize";
  72508. export * from "babylonjs/Misc/canvasGenerator";
  72509. export * from "babylonjs/Misc/fileTools";
  72510. export * from "babylonjs/Misc/stringTools";
  72511. export * from "babylonjs/Misc/dataReader";
  72512. export * from "babylonjs/Misc/minMaxReducer";
  72513. export * from "babylonjs/Misc/depthReducer";
  72514. }
  72515. declare module "babylonjs/index" {
  72516. export * from "babylonjs/abstractScene";
  72517. export * from "babylonjs/Actions/index";
  72518. export * from "babylonjs/Animations/index";
  72519. export * from "babylonjs/assetContainer";
  72520. export * from "babylonjs/Audio/index";
  72521. export * from "babylonjs/Behaviors/index";
  72522. export * from "babylonjs/Bones/index";
  72523. export * from "babylonjs/Cameras/index";
  72524. export * from "babylonjs/Collisions/index";
  72525. export * from "babylonjs/Culling/index";
  72526. export * from "babylonjs/Debug/index";
  72527. export * from "babylonjs/Engines/index";
  72528. export * from "babylonjs/Events/index";
  72529. export * from "babylonjs/Gamepads/index";
  72530. export * from "babylonjs/Gizmos/index";
  72531. export * from "babylonjs/Helpers/index";
  72532. export * from "babylonjs/Instrumentation/index";
  72533. export * from "babylonjs/Layers/index";
  72534. export * from "babylonjs/LensFlares/index";
  72535. export * from "babylonjs/Lights/index";
  72536. export * from "babylonjs/Loading/index";
  72537. export * from "babylonjs/Materials/index";
  72538. export * from "babylonjs/Maths/index";
  72539. export * from "babylonjs/Meshes/index";
  72540. export * from "babylonjs/Morph/index";
  72541. export * from "babylonjs/Navigation/index";
  72542. export * from "babylonjs/node";
  72543. export * from "babylonjs/Offline/index";
  72544. export * from "babylonjs/Particles/index";
  72545. export * from "babylonjs/Physics/index";
  72546. export * from "babylonjs/PostProcesses/index";
  72547. export * from "babylonjs/Probes/index";
  72548. export * from "babylonjs/Rendering/index";
  72549. export * from "babylonjs/scene";
  72550. export * from "babylonjs/sceneComponent";
  72551. export * from "babylonjs/Sprites/index";
  72552. export * from "babylonjs/States/index";
  72553. export * from "babylonjs/Misc/index";
  72554. export * from "babylonjs/types";
  72555. }
  72556. declare module "babylonjs/Animations/pathCursor" {
  72557. import { Vector3 } from "babylonjs/Maths/math.vector";
  72558. import { Path2 } from "babylonjs/Maths/math.path";
  72559. /**
  72560. * A cursor which tracks a point on a path
  72561. */
  72562. export class PathCursor {
  72563. private path;
  72564. /**
  72565. * Stores path cursor callbacks for when an onchange event is triggered
  72566. */
  72567. private _onchange;
  72568. /**
  72569. * The value of the path cursor
  72570. */
  72571. value: number;
  72572. /**
  72573. * The animation array of the path cursor
  72574. */
  72575. animations: Animation[];
  72576. /**
  72577. * Initializes the path cursor
  72578. * @param path The path to track
  72579. */
  72580. constructor(path: Path2);
  72581. /**
  72582. * Gets the cursor point on the path
  72583. * @returns A point on the path cursor at the cursor location
  72584. */
  72585. getPoint(): Vector3;
  72586. /**
  72587. * Moves the cursor ahead by the step amount
  72588. * @param step The amount to move the cursor forward
  72589. * @returns This path cursor
  72590. */
  72591. moveAhead(step?: number): PathCursor;
  72592. /**
  72593. * Moves the cursor behind by the step amount
  72594. * @param step The amount to move the cursor back
  72595. * @returns This path cursor
  72596. */
  72597. moveBack(step?: number): PathCursor;
  72598. /**
  72599. * Moves the cursor by the step amount
  72600. * If the step amount is greater than one, an exception is thrown
  72601. * @param step The amount to move the cursor
  72602. * @returns This path cursor
  72603. */
  72604. move(step: number): PathCursor;
  72605. /**
  72606. * Ensures that the value is limited between zero and one
  72607. * @returns This path cursor
  72608. */
  72609. private ensureLimits;
  72610. /**
  72611. * Runs onchange callbacks on change (used by the animation engine)
  72612. * @returns This path cursor
  72613. */
  72614. private raiseOnChange;
  72615. /**
  72616. * Executes a function on change
  72617. * @param f A path cursor onchange callback
  72618. * @returns This path cursor
  72619. */
  72620. onchange(f: (cursor: PathCursor) => void): PathCursor;
  72621. }
  72622. }
  72623. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  72624. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  72625. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  72626. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  72627. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  72628. }
  72629. declare module "babylonjs/Engines/Processors/Expressions/index" {
  72630. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  72631. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  72632. }
  72633. declare module "babylonjs/Engines/Processors/index" {
  72634. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  72635. export * from "babylonjs/Engines/Processors/Expressions/index";
  72636. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  72637. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  72638. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  72639. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  72640. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  72641. export * from "babylonjs/Engines/Processors/shaderProcessor";
  72642. }
  72643. declare module "babylonjs/Legacy/legacy" {
  72644. import * as Babylon from "babylonjs/index";
  72645. export * from "babylonjs/index";
  72646. }
  72647. declare module "babylonjs/Shaders/blur.fragment" {
  72648. /** @hidden */
  72649. export var blurPixelShader: {
  72650. name: string;
  72651. shader: string;
  72652. };
  72653. }
  72654. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  72655. /** @hidden */
  72656. export var pointCloudVertexDeclaration: {
  72657. name: string;
  72658. shader: string;
  72659. };
  72660. }
  72661. declare module "babylonjs" {
  72662. export * from "babylonjs/Legacy/legacy";
  72663. }
  72664. declare module BABYLON {
  72665. /** Alias type for value that can be null */
  72666. export type Nullable<T> = T | null;
  72667. /**
  72668. * Alias type for number that are floats
  72669. * @ignorenaming
  72670. */
  72671. export type float = number;
  72672. /**
  72673. * Alias type for number that are doubles.
  72674. * @ignorenaming
  72675. */
  72676. export type double = number;
  72677. /**
  72678. * Alias type for number that are integer
  72679. * @ignorenaming
  72680. */
  72681. export type int = number;
  72682. /** Alias type for number array or Float32Array */
  72683. export type FloatArray = number[] | Float32Array;
  72684. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  72685. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  72686. /**
  72687. * Alias for types that can be used by a Buffer or VertexBuffer.
  72688. */
  72689. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  72690. /**
  72691. * Alias type for primitive types
  72692. * @ignorenaming
  72693. */
  72694. type Primitive = undefined | null | boolean | string | number | Function;
  72695. /**
  72696. * Type modifier to make all the properties of an object Readonly
  72697. */
  72698. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  72699. /**
  72700. * Type modifier to make all the properties of an object Readonly recursively
  72701. */
  72702. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  72703. /**
  72704. * Type modifier to make object properties readonly.
  72705. */
  72706. export type DeepImmutableObject<T> = {
  72707. readonly [K in keyof T]: DeepImmutable<T[K]>;
  72708. };
  72709. /** @hidden */
  72710. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  72711. }
  72712. }
  72713. declare module BABYLON {
  72714. /**
  72715. * A class serves as a medium between the observable and its observers
  72716. */
  72717. export class EventState {
  72718. /**
  72719. * Create a new EventState
  72720. * @param mask defines the mask associated with this state
  72721. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  72722. * @param target defines the original target of the state
  72723. * @param currentTarget defines the current target of the state
  72724. */
  72725. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  72726. /**
  72727. * Initialize the current event state
  72728. * @param mask defines the mask associated with this state
  72729. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  72730. * @param target defines the original target of the state
  72731. * @param currentTarget defines the current target of the state
  72732. * @returns the current event state
  72733. */
  72734. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72735. /**
  72736. * An Observer can set this property to true to prevent subsequent observers of being notified
  72737. */
  72738. skipNextObservers: boolean;
  72739. /**
  72740. * Get the mask value that were used to trigger the event corresponding to this EventState object
  72741. */
  72742. mask: number;
  72743. /**
  72744. * The object that originally notified the event
  72745. */
  72746. target?: any;
  72747. /**
  72748. * The current object in the bubbling phase
  72749. */
  72750. currentTarget?: any;
  72751. /**
  72752. * This will be populated with the return value of the last function that was executed.
  72753. * If it is the first function in the callback chain it will be the event data.
  72754. */
  72755. lastReturnValue?: any;
  72756. }
  72757. /**
  72758. * Represent an Observer registered to a given Observable object.
  72759. */
  72760. export class Observer<T> {
  72761. /**
  72762. * Defines the callback to call when the observer is notified
  72763. */
  72764. callback: (eventData: T, eventState: EventState) => void;
  72765. /**
  72766. * Defines the mask of the observer (used to filter notifications)
  72767. */
  72768. mask: number;
  72769. /**
  72770. * Defines the current scope used to restore the JS context
  72771. */
  72772. scope: any;
  72773. /** @hidden */
  72774. _willBeUnregistered: boolean;
  72775. /**
  72776. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  72777. */
  72778. unregisterOnNextCall: boolean;
  72779. /**
  72780. * Creates a new observer
  72781. * @param callback defines the callback to call when the observer is notified
  72782. * @param mask defines the mask of the observer (used to filter notifications)
  72783. * @param scope defines the current scope used to restore the JS context
  72784. */
  72785. constructor(
  72786. /**
  72787. * Defines the callback to call when the observer is notified
  72788. */
  72789. callback: (eventData: T, eventState: EventState) => void,
  72790. /**
  72791. * Defines the mask of the observer (used to filter notifications)
  72792. */
  72793. mask: number,
  72794. /**
  72795. * Defines the current scope used to restore the JS context
  72796. */
  72797. scope?: any);
  72798. }
  72799. /**
  72800. * Represent a list of observers registered to multiple Observables object.
  72801. */
  72802. export class MultiObserver<T> {
  72803. private _observers;
  72804. private _observables;
  72805. /**
  72806. * Release associated resources
  72807. */
  72808. dispose(): void;
  72809. /**
  72810. * Raise a callback when one of the observable will notify
  72811. * @param observables defines a list of observables to watch
  72812. * @param callback defines the callback to call on notification
  72813. * @param mask defines the mask used to filter notifications
  72814. * @param scope defines the current scope used to restore the JS context
  72815. * @returns the new MultiObserver
  72816. */
  72817. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  72818. }
  72819. /**
  72820. * The Observable class is a simple implementation of the Observable pattern.
  72821. *
  72822. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  72823. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  72824. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  72825. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  72826. */
  72827. export class Observable<T> {
  72828. private _observers;
  72829. private _eventState;
  72830. private _onObserverAdded;
  72831. /**
  72832. * Gets the list of observers
  72833. */
  72834. get observers(): Array<Observer<T>>;
  72835. /**
  72836. * Creates a new observable
  72837. * @param onObserverAdded defines a callback to call when a new observer is added
  72838. */
  72839. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  72840. /**
  72841. * Create a new Observer with the specified callback
  72842. * @param callback the callback that will be executed for that Observer
  72843. * @param mask the mask used to filter observers
  72844. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  72845. * @param scope optional scope for the callback to be called from
  72846. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  72847. * @returns the new observer created for the callback
  72848. */
  72849. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  72850. /**
  72851. * Create a new Observer with the specified callback and unregisters after the next notification
  72852. * @param callback the callback that will be executed for that Observer
  72853. * @returns the new observer created for the callback
  72854. */
  72855. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  72856. /**
  72857. * Remove an Observer from the Observable object
  72858. * @param observer the instance of the Observer to remove
  72859. * @returns false if it doesn't belong to this Observable
  72860. */
  72861. remove(observer: Nullable<Observer<T>>): boolean;
  72862. /**
  72863. * Remove a callback from the Observable object
  72864. * @param callback the callback to remove
  72865. * @param scope optional scope. If used only the callbacks with this scope will be removed
  72866. * @returns false if it doesn't belong to this Observable
  72867. */
  72868. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  72869. private _deferUnregister;
  72870. private _remove;
  72871. /**
  72872. * Moves the observable to the top of the observer list making it get called first when notified
  72873. * @param observer the observer to move
  72874. */
  72875. makeObserverTopPriority(observer: Observer<T>): void;
  72876. /**
  72877. * Moves the observable to the bottom of the observer list making it get called last when notified
  72878. * @param observer the observer to move
  72879. */
  72880. makeObserverBottomPriority(observer: Observer<T>): void;
  72881. /**
  72882. * Notify all Observers by calling their respective callback with the given data
  72883. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  72884. * @param eventData defines the data to send to all observers
  72885. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  72886. * @param target defines the original target of the state
  72887. * @param currentTarget defines the current target of the state
  72888. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  72889. */
  72890. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  72891. /**
  72892. * Calling this will execute each callback, expecting it to be a promise or return a value.
  72893. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  72894. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  72895. * and it is crucial that all callbacks will be executed.
  72896. * The order of the callbacks is kept, callbacks are not executed parallel.
  72897. *
  72898. * @param eventData The data to be sent to each callback
  72899. * @param mask is used to filter observers defaults to -1
  72900. * @param target defines the callback target (see EventState)
  72901. * @param currentTarget defines he current object in the bubbling phase
  72902. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  72903. */
  72904. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  72905. /**
  72906. * Notify a specific observer
  72907. * @param observer defines the observer to notify
  72908. * @param eventData defines the data to be sent to each callback
  72909. * @param mask is used to filter observers defaults to -1
  72910. */
  72911. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  72912. /**
  72913. * Gets a boolean indicating if the observable has at least one observer
  72914. * @returns true is the Observable has at least one Observer registered
  72915. */
  72916. hasObservers(): boolean;
  72917. /**
  72918. * Clear the list of observers
  72919. */
  72920. clear(): void;
  72921. /**
  72922. * Clone the current observable
  72923. * @returns a new observable
  72924. */
  72925. clone(): Observable<T>;
  72926. /**
  72927. * Does this observable handles observer registered with a given mask
  72928. * @param mask defines the mask to be tested
  72929. * @return whether or not one observer registered with the given mask is handeled
  72930. **/
  72931. hasSpecificMask(mask?: number): boolean;
  72932. }
  72933. }
  72934. declare module BABYLON {
  72935. /**
  72936. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  72937. * Babylon.js
  72938. */
  72939. export class DomManagement {
  72940. /**
  72941. * Checks if the window object exists
  72942. * @returns true if the window object exists
  72943. */
  72944. static IsWindowObjectExist(): boolean;
  72945. /**
  72946. * Checks if the navigator object exists
  72947. * @returns true if the navigator object exists
  72948. */
  72949. static IsNavigatorAvailable(): boolean;
  72950. /**
  72951. * Extracts text content from a DOM element hierarchy
  72952. * @param element defines the root element
  72953. * @returns a string
  72954. */
  72955. static GetDOMTextContent(element: HTMLElement): string;
  72956. }
  72957. }
  72958. declare module BABYLON {
  72959. /**
  72960. * Logger used througouht the application to allow configuration of
  72961. * the log level required for the messages.
  72962. */
  72963. export class Logger {
  72964. /**
  72965. * No log
  72966. */
  72967. static readonly NoneLogLevel: number;
  72968. /**
  72969. * Only message logs
  72970. */
  72971. static readonly MessageLogLevel: number;
  72972. /**
  72973. * Only warning logs
  72974. */
  72975. static readonly WarningLogLevel: number;
  72976. /**
  72977. * Only error logs
  72978. */
  72979. static readonly ErrorLogLevel: number;
  72980. /**
  72981. * All logs
  72982. */
  72983. static readonly AllLogLevel: number;
  72984. private static _LogCache;
  72985. /**
  72986. * Gets a value indicating the number of loading errors
  72987. * @ignorenaming
  72988. */
  72989. static errorsCount: number;
  72990. /**
  72991. * Callback called when a new log is added
  72992. */
  72993. static OnNewCacheEntry: (entry: string) => void;
  72994. private static _AddLogEntry;
  72995. private static _FormatMessage;
  72996. private static _LogDisabled;
  72997. private static _LogEnabled;
  72998. private static _WarnDisabled;
  72999. private static _WarnEnabled;
  73000. private static _ErrorDisabled;
  73001. private static _ErrorEnabled;
  73002. /**
  73003. * Log a message to the console
  73004. */
  73005. static Log: (message: string) => void;
  73006. /**
  73007. * Write a warning message to the console
  73008. */
  73009. static Warn: (message: string) => void;
  73010. /**
  73011. * Write an error message to the console
  73012. */
  73013. static Error: (message: string) => void;
  73014. /**
  73015. * Gets current log cache (list of logs)
  73016. */
  73017. static get LogCache(): string;
  73018. /**
  73019. * Clears the log cache
  73020. */
  73021. static ClearLogCache(): void;
  73022. /**
  73023. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  73024. */
  73025. static set LogLevels(level: number);
  73026. }
  73027. }
  73028. declare module BABYLON {
  73029. /** @hidden */
  73030. export class _TypeStore {
  73031. /** @hidden */
  73032. static RegisteredTypes: {
  73033. [key: string]: Object;
  73034. };
  73035. /** @hidden */
  73036. static GetClass(fqdn: string): any;
  73037. }
  73038. }
  73039. declare module BABYLON {
  73040. /**
  73041. * Helper to manipulate strings
  73042. */
  73043. export class StringTools {
  73044. /**
  73045. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  73046. * @param str Source string
  73047. * @param suffix Suffix to search for in the source string
  73048. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  73049. */
  73050. static EndsWith(str: string, suffix: string): boolean;
  73051. /**
  73052. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  73053. * @param str Source string
  73054. * @param suffix Suffix to search for in the source string
  73055. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  73056. */
  73057. static StartsWith(str: string, suffix: string): boolean;
  73058. /**
  73059. * Decodes a buffer into a string
  73060. * @param buffer The buffer to decode
  73061. * @returns The decoded string
  73062. */
  73063. static Decode(buffer: Uint8Array | Uint16Array): string;
  73064. /**
  73065. * Encode a buffer to a base64 string
  73066. * @param buffer defines the buffer to encode
  73067. * @returns the encoded string
  73068. */
  73069. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  73070. }
  73071. }
  73072. declare module BABYLON {
  73073. /**
  73074. * Class containing a set of static utilities functions for deep copy.
  73075. */
  73076. export class DeepCopier {
  73077. /**
  73078. * Tries to copy an object by duplicating every property
  73079. * @param source defines the source object
  73080. * @param destination defines the target object
  73081. * @param doNotCopyList defines a list of properties to avoid
  73082. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  73083. */
  73084. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  73085. }
  73086. }
  73087. declare module BABYLON {
  73088. /**
  73089. * Class containing a set of static utilities functions for precision date
  73090. */
  73091. export class PrecisionDate {
  73092. /**
  73093. * Gets either window.performance.now() if supported or Date.now() else
  73094. */
  73095. static get Now(): number;
  73096. }
  73097. }
  73098. declare module BABYLON {
  73099. /** @hidden */
  73100. export class _DevTools {
  73101. static WarnImport(name: string): string;
  73102. }
  73103. }
  73104. declare module BABYLON {
  73105. /**
  73106. * Interface used to define the mechanism to get data from the network
  73107. */
  73108. export interface IWebRequest {
  73109. /**
  73110. * Returns client's response url
  73111. */
  73112. responseURL: string;
  73113. /**
  73114. * Returns client's status
  73115. */
  73116. status: number;
  73117. /**
  73118. * Returns client's status as a text
  73119. */
  73120. statusText: string;
  73121. }
  73122. }
  73123. declare module BABYLON {
  73124. /**
  73125. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  73126. */
  73127. export class WebRequest implements IWebRequest {
  73128. private _xhr;
  73129. /**
  73130. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  73131. * i.e. when loading files, where the server/service expects an Authorization header
  73132. */
  73133. static CustomRequestHeaders: {
  73134. [key: string]: string;
  73135. };
  73136. /**
  73137. * Add callback functions in this array to update all the requests before they get sent to the network
  73138. */
  73139. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  73140. private _injectCustomRequestHeaders;
  73141. /**
  73142. * Gets or sets a function to be called when loading progress changes
  73143. */
  73144. get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  73145. set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null);
  73146. /**
  73147. * Returns client's state
  73148. */
  73149. get readyState(): number;
  73150. /**
  73151. * Returns client's status
  73152. */
  73153. get status(): number;
  73154. /**
  73155. * Returns client's status as a text
  73156. */
  73157. get statusText(): string;
  73158. /**
  73159. * Returns client's response
  73160. */
  73161. get response(): any;
  73162. /**
  73163. * Returns client's response url
  73164. */
  73165. get responseURL(): string;
  73166. /**
  73167. * Returns client's response as text
  73168. */
  73169. get responseText(): string;
  73170. /**
  73171. * Gets or sets the expected response type
  73172. */
  73173. get responseType(): XMLHttpRequestResponseType;
  73174. set responseType(value: XMLHttpRequestResponseType);
  73175. /** @hidden */
  73176. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  73177. /** @hidden */
  73178. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  73179. /**
  73180. * Cancels any network activity
  73181. */
  73182. abort(): void;
  73183. /**
  73184. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  73185. * @param body defines an optional request body
  73186. */
  73187. send(body?: Document | BodyInit | null): void;
  73188. /**
  73189. * Sets the request method, request URL
  73190. * @param method defines the method to use (GET, POST, etc..)
  73191. * @param url defines the url to connect with
  73192. */
  73193. open(method: string, url: string): void;
  73194. /**
  73195. * Sets the value of a request header.
  73196. * @param name The name of the header whose value is to be set
  73197. * @param value The value to set as the body of the header
  73198. */
  73199. setRequestHeader(name: string, value: string): void;
  73200. /**
  73201. * Get the string containing the text of a particular header's value.
  73202. * @param name The name of the header
  73203. * @returns The string containing the text of the given header name
  73204. */
  73205. getResponseHeader(name: string): Nullable<string>;
  73206. }
  73207. }
  73208. declare module BABYLON {
  73209. /**
  73210. * File request interface
  73211. */
  73212. export interface IFileRequest {
  73213. /**
  73214. * Raised when the request is complete (success or error).
  73215. */
  73216. onCompleteObservable: Observable<IFileRequest>;
  73217. /**
  73218. * Aborts the request for a file.
  73219. */
  73220. abort: () => void;
  73221. }
  73222. }
  73223. declare module BABYLON {
  73224. /**
  73225. * Define options used to create a render target texture
  73226. */
  73227. export class RenderTargetCreationOptions {
  73228. /**
  73229. * Specifies is mipmaps must be generated
  73230. */
  73231. generateMipMaps?: boolean;
  73232. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  73233. generateDepthBuffer?: boolean;
  73234. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  73235. generateStencilBuffer?: boolean;
  73236. /** Defines texture type (int by default) */
  73237. type?: number;
  73238. /** Defines sampling mode (trilinear by default) */
  73239. samplingMode?: number;
  73240. /** Defines format (RGBA by default) */
  73241. format?: number;
  73242. }
  73243. }
  73244. declare module BABYLON {
  73245. /**
  73246. * @hidden
  73247. **/
  73248. export class _TimeToken {
  73249. _startTimeQuery: Nullable<WebGLQuery>;
  73250. _endTimeQuery: Nullable<WebGLQuery>;
  73251. _timeElapsedQuery: Nullable<WebGLQuery>;
  73252. _timeElapsedQueryEnded: boolean;
  73253. }
  73254. }
  73255. declare module BABYLON {
  73256. /** Defines the cross module used constants to avoid circular dependncies */
  73257. export class Constants {
  73258. /** Defines that alpha blending is disabled */
  73259. static readonly ALPHA_DISABLE: number;
  73260. /** Defines that alpha blending is SRC ALPHA * SRC + DEST */
  73261. static readonly ALPHA_ADD: number;
  73262. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  73263. static readonly ALPHA_COMBINE: number;
  73264. /** Defines that alpha blending is DEST - SRC * DEST */
  73265. static readonly ALPHA_SUBTRACT: number;
  73266. /** Defines that alpha blending is SRC * DEST */
  73267. static readonly ALPHA_MULTIPLY: number;
  73268. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */
  73269. static readonly ALPHA_MAXIMIZED: number;
  73270. /** Defines that alpha blending is SRC + DEST */
  73271. static readonly ALPHA_ONEONE: number;
  73272. /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */
  73273. static readonly ALPHA_PREMULTIPLIED: number;
  73274. /**
  73275. * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST
  73276. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  73277. */
  73278. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  73279. /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */
  73280. static readonly ALPHA_INTERPOLATE: number;
  73281. /**
  73282. * Defines that alpha blending is SRC + (1 - SRC) * DEST
  73283. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  73284. */
  73285. static readonly ALPHA_SCREENMODE: number;
  73286. /**
  73287. * Defines that alpha blending is SRC + DST
  73288. * Alpha will be set to SRC ALPHA + DST ALPHA
  73289. */
  73290. static readonly ALPHA_ONEONE_ONEONE: number;
  73291. /**
  73292. * Defines that alpha blending is SRC * DST ALPHA + DST
  73293. * Alpha will be set to 0
  73294. */
  73295. static readonly ALPHA_ALPHATOCOLOR: number;
  73296. /**
  73297. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  73298. */
  73299. static readonly ALPHA_REVERSEONEMINUS: number;
  73300. /**
  73301. * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)
  73302. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  73303. */
  73304. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  73305. /**
  73306. * Defines that alpha blending is SRC + DST
  73307. * Alpha will be set to SRC ALPHA
  73308. */
  73309. static readonly ALPHA_ONEONE_ONEZERO: number;
  73310. /**
  73311. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  73312. * Alpha will be set to DST ALPHA
  73313. */
  73314. static readonly ALPHA_EXCLUSION: number;
  73315. /** Defines that alpha blending equation a SUM */
  73316. static readonly ALPHA_EQUATION_ADD: number;
  73317. /** Defines that alpha blending equation a SUBSTRACTION */
  73318. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  73319. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  73320. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  73321. /** Defines that alpha blending equation a MAX operation */
  73322. static readonly ALPHA_EQUATION_MAX: number;
  73323. /** Defines that alpha blending equation a MIN operation */
  73324. static readonly ALPHA_EQUATION_MIN: number;
  73325. /**
  73326. * Defines that alpha blending equation a DARKEN operation:
  73327. * It takes the min of the src and sums the alpha channels.
  73328. */
  73329. static readonly ALPHA_EQUATION_DARKEN: number;
  73330. /** Defines that the ressource is not delayed*/
  73331. static readonly DELAYLOADSTATE_NONE: number;
  73332. /** Defines that the ressource was successfully delay loaded */
  73333. static readonly DELAYLOADSTATE_LOADED: number;
  73334. /** Defines that the ressource is currently delay loading */
  73335. static readonly DELAYLOADSTATE_LOADING: number;
  73336. /** Defines that the ressource is delayed and has not started loading */
  73337. static readonly DELAYLOADSTATE_NOTLOADED: number;
  73338. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  73339. static readonly NEVER: number;
  73340. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  73341. static readonly ALWAYS: number;
  73342. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  73343. static readonly LESS: number;
  73344. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  73345. static readonly EQUAL: number;
  73346. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  73347. static readonly LEQUAL: number;
  73348. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  73349. static readonly GREATER: number;
  73350. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  73351. static readonly GEQUAL: number;
  73352. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  73353. static readonly NOTEQUAL: number;
  73354. /** Passed to stencilOperation to specify that stencil value must be kept */
  73355. static readonly KEEP: number;
  73356. /** Passed to stencilOperation to specify that stencil value must be replaced */
  73357. static readonly REPLACE: number;
  73358. /** Passed to stencilOperation to specify that stencil value must be incremented */
  73359. static readonly INCR: number;
  73360. /** Passed to stencilOperation to specify that stencil value must be decremented */
  73361. static readonly DECR: number;
  73362. /** Passed to stencilOperation to specify that stencil value must be inverted */
  73363. static readonly INVERT: number;
  73364. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  73365. static readonly INCR_WRAP: number;
  73366. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  73367. static readonly DECR_WRAP: number;
  73368. /** Texture is not repeating outside of 0..1 UVs */
  73369. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  73370. /** Texture is repeating outside of 0..1 UVs */
  73371. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  73372. /** Texture is repeating and mirrored */
  73373. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  73374. /** ALPHA */
  73375. static readonly TEXTUREFORMAT_ALPHA: number;
  73376. /** LUMINANCE */
  73377. static readonly TEXTUREFORMAT_LUMINANCE: number;
  73378. /** LUMINANCE_ALPHA */
  73379. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  73380. /** RGB */
  73381. static readonly TEXTUREFORMAT_RGB: number;
  73382. /** RGBA */
  73383. static readonly TEXTUREFORMAT_RGBA: number;
  73384. /** RED */
  73385. static readonly TEXTUREFORMAT_RED: number;
  73386. /** RED (2nd reference) */
  73387. static readonly TEXTUREFORMAT_R: number;
  73388. /** RG */
  73389. static readonly TEXTUREFORMAT_RG: number;
  73390. /** RED_INTEGER */
  73391. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  73392. /** RED_INTEGER (2nd reference) */
  73393. static readonly TEXTUREFORMAT_R_INTEGER: number;
  73394. /** RG_INTEGER */
  73395. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  73396. /** RGB_INTEGER */
  73397. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  73398. /** RGBA_INTEGER */
  73399. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  73400. /** UNSIGNED_BYTE */
  73401. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  73402. /** UNSIGNED_BYTE (2nd reference) */
  73403. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  73404. /** FLOAT */
  73405. static readonly TEXTURETYPE_FLOAT: number;
  73406. /** HALF_FLOAT */
  73407. static readonly TEXTURETYPE_HALF_FLOAT: number;
  73408. /** BYTE */
  73409. static readonly TEXTURETYPE_BYTE: number;
  73410. /** SHORT */
  73411. static readonly TEXTURETYPE_SHORT: number;
  73412. /** UNSIGNED_SHORT */
  73413. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  73414. /** INT */
  73415. static readonly TEXTURETYPE_INT: number;
  73416. /** UNSIGNED_INT */
  73417. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  73418. /** UNSIGNED_SHORT_4_4_4_4 */
  73419. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  73420. /** UNSIGNED_SHORT_5_5_5_1 */
  73421. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  73422. /** UNSIGNED_SHORT_5_6_5 */
  73423. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  73424. /** UNSIGNED_INT_2_10_10_10_REV */
  73425. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  73426. /** UNSIGNED_INT_24_8 */
  73427. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  73428. /** UNSIGNED_INT_10F_11F_11F_REV */
  73429. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  73430. /** UNSIGNED_INT_5_9_9_9_REV */
  73431. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  73432. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  73433. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  73434. /** nearest is mag = nearest and min = nearest and no mip */
  73435. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  73436. /** mag = nearest and min = nearest and mip = none */
  73437. static readonly TEXTURE_NEAREST_NEAREST: number;
  73438. /** Bilinear is mag = linear and min = linear and no mip */
  73439. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  73440. /** mag = linear and min = linear and mip = none */
  73441. static readonly TEXTURE_LINEAR_LINEAR: number;
  73442. /** Trilinear is mag = linear and min = linear and mip = linear */
  73443. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  73444. /** Trilinear is mag = linear and min = linear and mip = linear */
  73445. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  73446. /** mag = nearest and min = nearest and mip = nearest */
  73447. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  73448. /** mag = nearest and min = linear and mip = nearest */
  73449. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  73450. /** mag = nearest and min = linear and mip = linear */
  73451. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  73452. /** mag = nearest and min = linear and mip = none */
  73453. static readonly TEXTURE_NEAREST_LINEAR: number;
  73454. /** nearest is mag = nearest and min = nearest and mip = linear */
  73455. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  73456. /** mag = linear and min = nearest and mip = nearest */
  73457. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  73458. /** mag = linear and min = nearest and mip = linear */
  73459. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  73460. /** Bilinear is mag = linear and min = linear and mip = nearest */
  73461. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  73462. /** mag = linear and min = nearest and mip = none */
  73463. static readonly TEXTURE_LINEAR_NEAREST: number;
  73464. /** Explicit coordinates mode */
  73465. static readonly TEXTURE_EXPLICIT_MODE: number;
  73466. /** Spherical coordinates mode */
  73467. static readonly TEXTURE_SPHERICAL_MODE: number;
  73468. /** Planar coordinates mode */
  73469. static readonly TEXTURE_PLANAR_MODE: number;
  73470. /** Cubic coordinates mode */
  73471. static readonly TEXTURE_CUBIC_MODE: number;
  73472. /** Projection coordinates mode */
  73473. static readonly TEXTURE_PROJECTION_MODE: number;
  73474. /** Skybox coordinates mode */
  73475. static readonly TEXTURE_SKYBOX_MODE: number;
  73476. /** Inverse Cubic coordinates mode */
  73477. static readonly TEXTURE_INVCUBIC_MODE: number;
  73478. /** Equirectangular coordinates mode */
  73479. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  73480. /** Equirectangular Fixed coordinates mode */
  73481. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  73482. /** Equirectangular Fixed Mirrored coordinates mode */
  73483. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  73484. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  73485. static readonly SCALEMODE_FLOOR: number;
  73486. /** Defines that texture rescaling will look for the nearest power of 2 size */
  73487. static readonly SCALEMODE_NEAREST: number;
  73488. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  73489. static readonly SCALEMODE_CEILING: number;
  73490. /**
  73491. * The dirty texture flag value
  73492. */
  73493. static readonly MATERIAL_TextureDirtyFlag: number;
  73494. /**
  73495. * The dirty light flag value
  73496. */
  73497. static readonly MATERIAL_LightDirtyFlag: number;
  73498. /**
  73499. * The dirty fresnel flag value
  73500. */
  73501. static readonly MATERIAL_FresnelDirtyFlag: number;
  73502. /**
  73503. * The dirty attribute flag value
  73504. */
  73505. static readonly MATERIAL_AttributesDirtyFlag: number;
  73506. /**
  73507. * The dirty misc flag value
  73508. */
  73509. static readonly MATERIAL_MiscDirtyFlag: number;
  73510. /**
  73511. * The all dirty flag value
  73512. */
  73513. static readonly MATERIAL_AllDirtyFlag: number;
  73514. /**
  73515. * Returns the triangle fill mode
  73516. */
  73517. static readonly MATERIAL_TriangleFillMode: number;
  73518. /**
  73519. * Returns the wireframe mode
  73520. */
  73521. static readonly MATERIAL_WireFrameFillMode: number;
  73522. /**
  73523. * Returns the point fill mode
  73524. */
  73525. static readonly MATERIAL_PointFillMode: number;
  73526. /**
  73527. * Returns the point list draw mode
  73528. */
  73529. static readonly MATERIAL_PointListDrawMode: number;
  73530. /**
  73531. * Returns the line list draw mode
  73532. */
  73533. static readonly MATERIAL_LineListDrawMode: number;
  73534. /**
  73535. * Returns the line loop draw mode
  73536. */
  73537. static readonly MATERIAL_LineLoopDrawMode: number;
  73538. /**
  73539. * Returns the line strip draw mode
  73540. */
  73541. static readonly MATERIAL_LineStripDrawMode: number;
  73542. /**
  73543. * Returns the triangle strip draw mode
  73544. */
  73545. static readonly MATERIAL_TriangleStripDrawMode: number;
  73546. /**
  73547. * Returns the triangle fan draw mode
  73548. */
  73549. static readonly MATERIAL_TriangleFanDrawMode: number;
  73550. /**
  73551. * Stores the clock-wise side orientation
  73552. */
  73553. static readonly MATERIAL_ClockWiseSideOrientation: number;
  73554. /**
  73555. * Stores the counter clock-wise side orientation
  73556. */
  73557. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  73558. /**
  73559. * Nothing
  73560. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73561. */
  73562. static readonly ACTION_NothingTrigger: number;
  73563. /**
  73564. * On pick
  73565. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73566. */
  73567. static readonly ACTION_OnPickTrigger: number;
  73568. /**
  73569. * On left pick
  73570. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73571. */
  73572. static readonly ACTION_OnLeftPickTrigger: number;
  73573. /**
  73574. * On right pick
  73575. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73576. */
  73577. static readonly ACTION_OnRightPickTrigger: number;
  73578. /**
  73579. * On center pick
  73580. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73581. */
  73582. static readonly ACTION_OnCenterPickTrigger: number;
  73583. /**
  73584. * On pick down
  73585. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73586. */
  73587. static readonly ACTION_OnPickDownTrigger: number;
  73588. /**
  73589. * On double pick
  73590. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73591. */
  73592. static readonly ACTION_OnDoublePickTrigger: number;
  73593. /**
  73594. * On pick up
  73595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73596. */
  73597. static readonly ACTION_OnPickUpTrigger: number;
  73598. /**
  73599. * On pick out.
  73600. * This trigger will only be raised if you also declared a OnPickDown
  73601. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73602. */
  73603. static readonly ACTION_OnPickOutTrigger: number;
  73604. /**
  73605. * On long press
  73606. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73607. */
  73608. static readonly ACTION_OnLongPressTrigger: number;
  73609. /**
  73610. * On pointer over
  73611. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73612. */
  73613. static readonly ACTION_OnPointerOverTrigger: number;
  73614. /**
  73615. * On pointer out
  73616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73617. */
  73618. static readonly ACTION_OnPointerOutTrigger: number;
  73619. /**
  73620. * On every frame
  73621. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73622. */
  73623. static readonly ACTION_OnEveryFrameTrigger: number;
  73624. /**
  73625. * On intersection enter
  73626. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73627. */
  73628. static readonly ACTION_OnIntersectionEnterTrigger: number;
  73629. /**
  73630. * On intersection exit
  73631. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73632. */
  73633. static readonly ACTION_OnIntersectionExitTrigger: number;
  73634. /**
  73635. * On key down
  73636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73637. */
  73638. static readonly ACTION_OnKeyDownTrigger: number;
  73639. /**
  73640. * On key up
  73641. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73642. */
  73643. static readonly ACTION_OnKeyUpTrigger: number;
  73644. /**
  73645. * Billboard mode will only apply to Y axis
  73646. */
  73647. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  73648. /**
  73649. * Billboard mode will apply to all axes
  73650. */
  73651. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  73652. /**
  73653. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  73654. */
  73655. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  73656. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  73657. * Test order :
  73658. * Is the bounding sphere outside the frustum ?
  73659. * If not, are the bounding box vertices outside the frustum ?
  73660. * It not, then the cullable object is in the frustum.
  73661. */
  73662. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  73663. /** Culling strategy : Bounding Sphere Only.
  73664. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  73665. * It's also less accurate than the standard because some not visible objects can still be selected.
  73666. * Test : is the bounding sphere outside the frustum ?
  73667. * If not, then the cullable object is in the frustum.
  73668. */
  73669. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  73670. /** Culling strategy : Optimistic Inclusion.
  73671. * This in an inclusion test first, then the standard exclusion test.
  73672. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  73673. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  73674. * Anyway, it's as accurate as the standard strategy.
  73675. * Test :
  73676. * Is the cullable object bounding sphere center in the frustum ?
  73677. * If not, apply the default culling strategy.
  73678. */
  73679. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  73680. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  73681. * This in an inclusion test first, then the bounding sphere only exclusion test.
  73682. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  73683. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  73684. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  73685. * Test :
  73686. * Is the cullable object bounding sphere center in the frustum ?
  73687. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  73688. */
  73689. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  73690. /**
  73691. * No logging while loading
  73692. */
  73693. static readonly SCENELOADER_NO_LOGGING: number;
  73694. /**
  73695. * Minimal logging while loading
  73696. */
  73697. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  73698. /**
  73699. * Summary logging while loading
  73700. */
  73701. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  73702. /**
  73703. * Detailled logging while loading
  73704. */
  73705. static readonly SCENELOADER_DETAILED_LOGGING: number;
  73706. }
  73707. }
  73708. declare module BABYLON {
  73709. /**
  73710. * This represents the required contract to create a new type of texture loader.
  73711. */
  73712. export interface IInternalTextureLoader {
  73713. /**
  73714. * Defines wether the loader supports cascade loading the different faces.
  73715. */
  73716. supportCascades: boolean;
  73717. /**
  73718. * This returns if the loader support the current file information.
  73719. * @param extension defines the file extension of the file being loaded
  73720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73721. * @param fallback defines the fallback internal texture if any
  73722. * @param isBase64 defines whether the texture is encoded as a base64
  73723. * @param isBuffer defines whether the texture data are stored as a buffer
  73724. * @returns true if the loader can load the specified file
  73725. */
  73726. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  73727. /**
  73728. * Transform the url before loading if required.
  73729. * @param rootUrl the url of the texture
  73730. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73731. * @returns the transformed texture
  73732. */
  73733. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  73734. /**
  73735. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  73736. * @param rootUrl the url of the texture
  73737. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73738. * @returns the fallback texture
  73739. */
  73740. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  73741. /**
  73742. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  73743. * @param data contains the texture data
  73744. * @param texture defines the BabylonJS internal texture
  73745. * @param createPolynomials will be true if polynomials have been requested
  73746. * @param onLoad defines the callback to trigger once the texture is ready
  73747. * @param onError defines the callback to trigger in case of error
  73748. */
  73749. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  73750. /**
  73751. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  73752. * @param data contains the texture data
  73753. * @param texture defines the BabylonJS internal texture
  73754. * @param callback defines the method to call once ready to upload
  73755. */
  73756. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  73757. }
  73758. }
  73759. declare module BABYLON {
  73760. /**
  73761. * Class used to store and describe the pipeline context associated with an effect
  73762. */
  73763. export interface IPipelineContext {
  73764. /**
  73765. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  73766. */
  73767. isAsync: boolean;
  73768. /**
  73769. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  73770. */
  73771. isReady: boolean;
  73772. /** @hidden */
  73773. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  73774. }
  73775. }
  73776. declare module BABYLON {
  73777. /**
  73778. * Class used to store gfx data (like WebGLBuffer)
  73779. */
  73780. export class DataBuffer {
  73781. /**
  73782. * Gets or sets the number of objects referencing this buffer
  73783. */
  73784. references: number;
  73785. /** Gets or sets the size of the underlying buffer */
  73786. capacity: number;
  73787. /**
  73788. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  73789. */
  73790. is32Bits: boolean;
  73791. /**
  73792. * Gets the underlying buffer
  73793. */
  73794. get underlyingResource(): any;
  73795. }
  73796. }
  73797. declare module BABYLON {
  73798. /** @hidden */
  73799. export interface IShaderProcessor {
  73800. attributeProcessor?: (attribute: string) => string;
  73801. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  73802. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  73803. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  73804. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  73805. lineProcessor?: (line: string, isFragment: boolean) => string;
  73806. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  73807. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  73808. }
  73809. }
  73810. declare module BABYLON {
  73811. /** @hidden */
  73812. export interface ProcessingOptions {
  73813. defines: string[];
  73814. indexParameters: any;
  73815. isFragment: boolean;
  73816. shouldUseHighPrecisionShader: boolean;
  73817. supportsUniformBuffers: boolean;
  73818. shadersRepository: string;
  73819. includesShadersStore: {
  73820. [key: string]: string;
  73821. };
  73822. processor?: IShaderProcessor;
  73823. version: string;
  73824. platformName: string;
  73825. lookForClosingBracketForUniformBuffer?: boolean;
  73826. }
  73827. }
  73828. declare module BABYLON {
  73829. /** @hidden */
  73830. export class ShaderCodeNode {
  73831. line: string;
  73832. children: ShaderCodeNode[];
  73833. additionalDefineKey?: string;
  73834. additionalDefineValue?: string;
  73835. isValid(preprocessors: {
  73836. [key: string]: string;
  73837. }): boolean;
  73838. process(preprocessors: {
  73839. [key: string]: string;
  73840. }, options: ProcessingOptions): string;
  73841. }
  73842. }
  73843. declare module BABYLON {
  73844. /** @hidden */
  73845. export class ShaderCodeCursor {
  73846. private _lines;
  73847. lineIndex: number;
  73848. get currentLine(): string;
  73849. get canRead(): boolean;
  73850. set lines(value: string[]);
  73851. }
  73852. }
  73853. declare module BABYLON {
  73854. /** @hidden */
  73855. export class ShaderCodeConditionNode extends ShaderCodeNode {
  73856. process(preprocessors: {
  73857. [key: string]: string;
  73858. }, options: ProcessingOptions): string;
  73859. }
  73860. }
  73861. declare module BABYLON {
  73862. /** @hidden */
  73863. export class ShaderDefineExpression {
  73864. isTrue(preprocessors: {
  73865. [key: string]: string;
  73866. }): boolean;
  73867. }
  73868. }
  73869. declare module BABYLON {
  73870. /** @hidden */
  73871. export class ShaderCodeTestNode extends ShaderCodeNode {
  73872. testExpression: ShaderDefineExpression;
  73873. isValid(preprocessors: {
  73874. [key: string]: string;
  73875. }): boolean;
  73876. }
  73877. }
  73878. declare module BABYLON {
  73879. /** @hidden */
  73880. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  73881. define: string;
  73882. not: boolean;
  73883. constructor(define: string, not?: boolean);
  73884. isTrue(preprocessors: {
  73885. [key: string]: string;
  73886. }): boolean;
  73887. }
  73888. }
  73889. declare module BABYLON {
  73890. /** @hidden */
  73891. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  73892. leftOperand: ShaderDefineExpression;
  73893. rightOperand: ShaderDefineExpression;
  73894. isTrue(preprocessors: {
  73895. [key: string]: string;
  73896. }): boolean;
  73897. }
  73898. }
  73899. declare module BABYLON {
  73900. /** @hidden */
  73901. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  73902. leftOperand: ShaderDefineExpression;
  73903. rightOperand: ShaderDefineExpression;
  73904. isTrue(preprocessors: {
  73905. [key: string]: string;
  73906. }): boolean;
  73907. }
  73908. }
  73909. declare module BABYLON {
  73910. /** @hidden */
  73911. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  73912. define: string;
  73913. operand: string;
  73914. testValue: string;
  73915. constructor(define: string, operand: string, testValue: string);
  73916. isTrue(preprocessors: {
  73917. [key: string]: string;
  73918. }): boolean;
  73919. }
  73920. }
  73921. declare module BABYLON {
  73922. /**
  73923. * Class used to enable access to offline support
  73924. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  73925. */
  73926. export interface IOfflineProvider {
  73927. /**
  73928. * Gets a boolean indicating if scene must be saved in the database
  73929. */
  73930. enableSceneOffline: boolean;
  73931. /**
  73932. * Gets a boolean indicating if textures must be saved in the database
  73933. */
  73934. enableTexturesOffline: boolean;
  73935. /**
  73936. * Open the offline support and make it available
  73937. * @param successCallback defines the callback to call on success
  73938. * @param errorCallback defines the callback to call on error
  73939. */
  73940. open(successCallback: () => void, errorCallback: () => void): void;
  73941. /**
  73942. * Loads an image from the offline support
  73943. * @param url defines the url to load from
  73944. * @param image defines the target DOM image
  73945. */
  73946. loadImage(url: string, image: HTMLImageElement): void;
  73947. /**
  73948. * Loads a file from offline support
  73949. * @param url defines the URL to load from
  73950. * @param sceneLoaded defines a callback to call on success
  73951. * @param progressCallBack defines a callback to call when progress changed
  73952. * @param errorCallback defines a callback to call on error
  73953. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  73954. */
  73955. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  73956. }
  73957. }
  73958. declare module BABYLON {
  73959. /**
  73960. * Class used to help managing file picking and drag'n'drop
  73961. * File Storage
  73962. */
  73963. export class FilesInputStore {
  73964. /**
  73965. * List of files ready to be loaded
  73966. */
  73967. static FilesToLoad: {
  73968. [key: string]: File;
  73969. };
  73970. }
  73971. }
  73972. declare module BABYLON {
  73973. /**
  73974. * Class used to define a retry strategy when error happens while loading assets
  73975. */
  73976. export class RetryStrategy {
  73977. /**
  73978. * Function used to defines an exponential back off strategy
  73979. * @param maxRetries defines the maximum number of retries (3 by default)
  73980. * @param baseInterval defines the interval between retries
  73981. * @returns the strategy function to use
  73982. */
  73983. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  73984. }
  73985. }
  73986. declare module BABYLON {
  73987. /**
  73988. * @ignore
  73989. * Application error to support additional information when loading a file
  73990. */
  73991. export abstract class BaseError extends Error {
  73992. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  73993. }
  73994. }
  73995. declare module BABYLON {
  73996. /** @ignore */
  73997. export class LoadFileError extends BaseError {
  73998. request?: WebRequest;
  73999. file?: File;
  74000. /**
  74001. * Creates a new LoadFileError
  74002. * @param message defines the message of the error
  74003. * @param request defines the optional web request
  74004. * @param file defines the optional file
  74005. */
  74006. constructor(message: string, object?: WebRequest | File);
  74007. }
  74008. /** @ignore */
  74009. export class RequestFileError extends BaseError {
  74010. request: WebRequest;
  74011. /**
  74012. * Creates a new LoadFileError
  74013. * @param message defines the message of the error
  74014. * @param request defines the optional web request
  74015. */
  74016. constructor(message: string, request: WebRequest);
  74017. }
  74018. /** @ignore */
  74019. export class ReadFileError extends BaseError {
  74020. file: File;
  74021. /**
  74022. * Creates a new ReadFileError
  74023. * @param message defines the message of the error
  74024. * @param file defines the optional file
  74025. */
  74026. constructor(message: string, file: File);
  74027. }
  74028. /**
  74029. * @hidden
  74030. */
  74031. export class FileTools {
  74032. /**
  74033. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  74034. */
  74035. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  74036. /**
  74037. * Gets or sets the base URL to use to load assets
  74038. */
  74039. static BaseUrl: string;
  74040. /**
  74041. * Default behaviour for cors in the application.
  74042. * It can be a string if the expected behavior is identical in the entire app.
  74043. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  74044. */
  74045. static CorsBehavior: string | ((url: string | string[]) => string);
  74046. /**
  74047. * Gets or sets a function used to pre-process url before using them to load assets
  74048. */
  74049. static PreprocessUrl: (url: string) => string;
  74050. /**
  74051. * Removes unwanted characters from an url
  74052. * @param url defines the url to clean
  74053. * @returns the cleaned url
  74054. */
  74055. private static _CleanUrl;
  74056. /**
  74057. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  74058. * @param url define the url we are trying
  74059. * @param element define the dom element where to configure the cors policy
  74060. */
  74061. static SetCorsBehavior(url: string | string[], element: {
  74062. crossOrigin: string | null;
  74063. }): void;
  74064. /**
  74065. * Loads an image as an HTMLImageElement.
  74066. * @param input url string, ArrayBuffer, or Blob to load
  74067. * @param onLoad callback called when the image successfully loads
  74068. * @param onError callback called when the image fails to load
  74069. * @param offlineProvider offline provider for caching
  74070. * @param mimeType optional mime type
  74071. * @returns the HTMLImageElement of the loaded image
  74072. */
  74073. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  74074. /**
  74075. * Reads a file from a File object
  74076. * @param file defines the file to load
  74077. * @param onSuccess defines the callback to call when data is loaded
  74078. * @param onProgress defines the callback to call during loading process
  74079. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  74080. * @param onError defines the callback to call when an error occurs
  74081. * @returns a file request object
  74082. */
  74083. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  74084. /**
  74085. * Loads a file from a url
  74086. * @param url url to load
  74087. * @param onSuccess callback called when the file successfully loads
  74088. * @param onProgress callback called while file is loading (if the server supports this mode)
  74089. * @param offlineProvider defines the offline provider for caching
  74090. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74091. * @param onError callback called when the file fails to load
  74092. * @returns a file request object
  74093. */
  74094. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  74095. /**
  74096. * Loads a file
  74097. * @param url url to load
  74098. * @param onSuccess callback called when the file successfully loads
  74099. * @param onProgress callback called while file is loading (if the server supports this mode)
  74100. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74101. * @param onError callback called when the file fails to load
  74102. * @param onOpened callback called when the web request is opened
  74103. * @returns a file request object
  74104. */
  74105. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  74106. /**
  74107. * Checks if the loaded document was accessed via `file:`-Protocol.
  74108. * @returns boolean
  74109. */
  74110. static IsFileURL(): boolean;
  74111. }
  74112. }
  74113. declare module BABYLON {
  74114. /** @hidden */
  74115. export class ShaderProcessor {
  74116. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  74117. private static _ProcessPrecision;
  74118. private static _ExtractOperation;
  74119. private static _BuildSubExpression;
  74120. private static _BuildExpression;
  74121. private static _MoveCursorWithinIf;
  74122. private static _MoveCursor;
  74123. private static _EvaluatePreProcessors;
  74124. private static _PreparePreProcessors;
  74125. private static _ProcessShaderConversion;
  74126. private static _ProcessIncludes;
  74127. /**
  74128. * Loads a file from a url
  74129. * @param url url to load
  74130. * @param onSuccess callback called when the file successfully loads
  74131. * @param onProgress callback called while file is loading (if the server supports this mode)
  74132. * @param offlineProvider defines the offline provider for caching
  74133. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74134. * @param onError callback called when the file fails to load
  74135. * @returns a file request object
  74136. * @hidden
  74137. */
  74138. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  74139. }
  74140. }
  74141. declare module BABYLON {
  74142. /**
  74143. * @hidden
  74144. */
  74145. export interface IColor4Like {
  74146. r: float;
  74147. g: float;
  74148. b: float;
  74149. a: float;
  74150. }
  74151. /**
  74152. * @hidden
  74153. */
  74154. export interface IColor3Like {
  74155. r: float;
  74156. g: float;
  74157. b: float;
  74158. }
  74159. /**
  74160. * @hidden
  74161. */
  74162. export interface IVector4Like {
  74163. x: float;
  74164. y: float;
  74165. z: float;
  74166. w: float;
  74167. }
  74168. /**
  74169. * @hidden
  74170. */
  74171. export interface IVector3Like {
  74172. x: float;
  74173. y: float;
  74174. z: float;
  74175. }
  74176. /**
  74177. * @hidden
  74178. */
  74179. export interface IVector2Like {
  74180. x: float;
  74181. y: float;
  74182. }
  74183. /**
  74184. * @hidden
  74185. */
  74186. export interface IMatrixLike {
  74187. toArray(): DeepImmutable<Float32Array>;
  74188. updateFlag: int;
  74189. }
  74190. /**
  74191. * @hidden
  74192. */
  74193. export interface IViewportLike {
  74194. x: float;
  74195. y: float;
  74196. width: float;
  74197. height: float;
  74198. }
  74199. /**
  74200. * @hidden
  74201. */
  74202. export interface IPlaneLike {
  74203. normal: IVector3Like;
  74204. d: float;
  74205. normalize(): void;
  74206. }
  74207. }
  74208. declare module BABYLON {
  74209. /**
  74210. * Interface used to define common properties for effect fallbacks
  74211. */
  74212. export interface IEffectFallbacks {
  74213. /**
  74214. * Removes the defines that should be removed when falling back.
  74215. * @param currentDefines defines the current define statements for the shader.
  74216. * @param effect defines the current effect we try to compile
  74217. * @returns The resulting defines with defines of the current rank removed.
  74218. */
  74219. reduce(currentDefines: string, effect: Effect): string;
  74220. /**
  74221. * Removes the fallback from the bound mesh.
  74222. */
  74223. unBindMesh(): void;
  74224. /**
  74225. * Checks to see if more fallbacks are still availible.
  74226. */
  74227. hasMoreFallbacks: boolean;
  74228. }
  74229. }
  74230. declare module BABYLON {
  74231. /**
  74232. * Class used to evalaute queries containing `and` and `or` operators
  74233. */
  74234. export class AndOrNotEvaluator {
  74235. /**
  74236. * Evaluate a query
  74237. * @param query defines the query to evaluate
  74238. * @param evaluateCallback defines the callback used to filter result
  74239. * @returns true if the query matches
  74240. */
  74241. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  74242. private static _HandleParenthesisContent;
  74243. private static _SimplifyNegation;
  74244. }
  74245. }
  74246. declare module BABYLON {
  74247. /**
  74248. * Class used to store custom tags
  74249. */
  74250. export class Tags {
  74251. /**
  74252. * Adds support for tags on the given object
  74253. * @param obj defines the object to use
  74254. */
  74255. static EnableFor(obj: any): void;
  74256. /**
  74257. * Removes tags support
  74258. * @param obj defines the object to use
  74259. */
  74260. static DisableFor(obj: any): void;
  74261. /**
  74262. * Gets a boolean indicating if the given object has tags
  74263. * @param obj defines the object to use
  74264. * @returns a boolean
  74265. */
  74266. static HasTags(obj: any): boolean;
  74267. /**
  74268. * Gets the tags available on a given object
  74269. * @param obj defines the object to use
  74270. * @param asString defines if the tags must be returned as a string instead of an array of strings
  74271. * @returns the tags
  74272. */
  74273. static GetTags(obj: any, asString?: boolean): any;
  74274. /**
  74275. * Adds tags to an object
  74276. * @param obj defines the object to use
  74277. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  74278. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  74279. */
  74280. static AddTagsTo(obj: any, tagsString: string): void;
  74281. /**
  74282. * @hidden
  74283. */
  74284. static _AddTagTo(obj: any, tag: string): void;
  74285. /**
  74286. * Removes specific tags from a specific object
  74287. * @param obj defines the object to use
  74288. * @param tagsString defines the tags to remove
  74289. */
  74290. static RemoveTagsFrom(obj: any, tagsString: string): void;
  74291. /**
  74292. * @hidden
  74293. */
  74294. static _RemoveTagFrom(obj: any, tag: string): void;
  74295. /**
  74296. * Defines if tags hosted on an object match a given query
  74297. * @param obj defines the object to use
  74298. * @param tagsQuery defines the tag query
  74299. * @returns a boolean
  74300. */
  74301. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  74302. }
  74303. }
  74304. declare module BABYLON {
  74305. /**
  74306. * Scalar computation library
  74307. */
  74308. export class Scalar {
  74309. /**
  74310. * Two pi constants convenient for computation.
  74311. */
  74312. static TwoPi: number;
  74313. /**
  74314. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  74315. * @param a number
  74316. * @param b number
  74317. * @param epsilon (default = 1.401298E-45)
  74318. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  74319. */
  74320. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  74321. /**
  74322. * Returns a string : the upper case translation of the number i to hexadecimal.
  74323. * @param i number
  74324. * @returns the upper case translation of the number i to hexadecimal.
  74325. */
  74326. static ToHex(i: number): string;
  74327. /**
  74328. * Returns -1 if value is negative and +1 is value is positive.
  74329. * @param value the value
  74330. * @returns the value itself if it's equal to zero.
  74331. */
  74332. static Sign(value: number): number;
  74333. /**
  74334. * Returns the value itself if it's between min and max.
  74335. * Returns min if the value is lower than min.
  74336. * Returns max if the value is greater than max.
  74337. * @param value the value to clmap
  74338. * @param min the min value to clamp to (default: 0)
  74339. * @param max the max value to clamp to (default: 1)
  74340. * @returns the clamped value
  74341. */
  74342. static Clamp(value: number, min?: number, max?: number): number;
  74343. /**
  74344. * the log2 of value.
  74345. * @param value the value to compute log2 of
  74346. * @returns the log2 of value.
  74347. */
  74348. static Log2(value: number): number;
  74349. /**
  74350. * Loops the value, so that it is never larger than length and never smaller than 0.
  74351. *
  74352. * This is similar to the modulo operator but it works with floating point numbers.
  74353. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  74354. * With t = 5 and length = 2.5, the result would be 0.0.
  74355. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  74356. * @param value the value
  74357. * @param length the length
  74358. * @returns the looped value
  74359. */
  74360. static Repeat(value: number, length: number): number;
  74361. /**
  74362. * Normalize the value between 0.0 and 1.0 using min and max values
  74363. * @param value value to normalize
  74364. * @param min max to normalize between
  74365. * @param max min to normalize between
  74366. * @returns the normalized value
  74367. */
  74368. static Normalize(value: number, min: number, max: number): number;
  74369. /**
  74370. * Denormalize the value from 0.0 and 1.0 using min and max values
  74371. * @param normalized value to denormalize
  74372. * @param min max to denormalize between
  74373. * @param max min to denormalize between
  74374. * @returns the denormalized value
  74375. */
  74376. static Denormalize(normalized: number, min: number, max: number): number;
  74377. /**
  74378. * Calculates the shortest difference between two given angles given in degrees.
  74379. * @param current current angle in degrees
  74380. * @param target target angle in degrees
  74381. * @returns the delta
  74382. */
  74383. static DeltaAngle(current: number, target: number): number;
  74384. /**
  74385. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  74386. * @param tx value
  74387. * @param length length
  74388. * @returns The returned value will move back and forth between 0 and length
  74389. */
  74390. static PingPong(tx: number, length: number): number;
  74391. /**
  74392. * Interpolates between min and max with smoothing at the limits.
  74393. *
  74394. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  74395. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  74396. * @param from from
  74397. * @param to to
  74398. * @param tx value
  74399. * @returns the smooth stepped value
  74400. */
  74401. static SmoothStep(from: number, to: number, tx: number): number;
  74402. /**
  74403. * Moves a value current towards target.
  74404. *
  74405. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  74406. * Negative values of maxDelta pushes the value away from target.
  74407. * @param current current value
  74408. * @param target target value
  74409. * @param maxDelta max distance to move
  74410. * @returns resulting value
  74411. */
  74412. static MoveTowards(current: number, target: number, maxDelta: number): number;
  74413. /**
  74414. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  74415. *
  74416. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  74417. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  74418. * @param current current value
  74419. * @param target target value
  74420. * @param maxDelta max distance to move
  74421. * @returns resulting angle
  74422. */
  74423. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  74424. /**
  74425. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  74426. * @param start start value
  74427. * @param end target value
  74428. * @param amount amount to lerp between
  74429. * @returns the lerped value
  74430. */
  74431. static Lerp(start: number, end: number, amount: number): number;
  74432. /**
  74433. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  74434. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  74435. * @param start start value
  74436. * @param end target value
  74437. * @param amount amount to lerp between
  74438. * @returns the lerped value
  74439. */
  74440. static LerpAngle(start: number, end: number, amount: number): number;
  74441. /**
  74442. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  74443. * @param a start value
  74444. * @param b target value
  74445. * @param value value between a and b
  74446. * @returns the inverseLerp value
  74447. */
  74448. static InverseLerp(a: number, b: number, value: number): number;
  74449. /**
  74450. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  74451. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  74452. * @param value1 spline value
  74453. * @param tangent1 spline value
  74454. * @param value2 spline value
  74455. * @param tangent2 spline value
  74456. * @param amount input value
  74457. * @returns hermite result
  74458. */
  74459. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  74460. /**
  74461. * Returns a random float number between and min and max values
  74462. * @param min min value of random
  74463. * @param max max value of random
  74464. * @returns random value
  74465. */
  74466. static RandomRange(min: number, max: number): number;
  74467. /**
  74468. * This function returns percentage of a number in a given range.
  74469. *
  74470. * RangeToPercent(40,20,60) will return 0.5 (50%)
  74471. * RangeToPercent(34,0,100) will return 0.34 (34%)
  74472. * @param number to convert to percentage
  74473. * @param min min range
  74474. * @param max max range
  74475. * @returns the percentage
  74476. */
  74477. static RangeToPercent(number: number, min: number, max: number): number;
  74478. /**
  74479. * This function returns number that corresponds to the percentage in a given range.
  74480. *
  74481. * PercentToRange(0.34,0,100) will return 34.
  74482. * @param percent to convert to number
  74483. * @param min min range
  74484. * @param max max range
  74485. * @returns the number
  74486. */
  74487. static PercentToRange(percent: number, min: number, max: number): number;
  74488. /**
  74489. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  74490. * @param angle The angle to normalize in radian.
  74491. * @return The converted angle.
  74492. */
  74493. static NormalizeRadians(angle: number): number;
  74494. }
  74495. }
  74496. declare module BABYLON {
  74497. /**
  74498. * Constant used to convert a value to gamma space
  74499. * @ignorenaming
  74500. */
  74501. export const ToGammaSpace: number;
  74502. /**
  74503. * Constant used to convert a value to linear space
  74504. * @ignorenaming
  74505. */
  74506. export const ToLinearSpace = 2.2;
  74507. /**
  74508. * Constant used to define the minimal number value in Babylon.js
  74509. * @ignorenaming
  74510. */
  74511. let Epsilon: number;
  74512. }
  74513. declare module BABYLON {
  74514. /**
  74515. * Class used to represent a viewport on screen
  74516. */
  74517. export class Viewport {
  74518. /** viewport left coordinate */
  74519. x: number;
  74520. /** viewport top coordinate */
  74521. y: number;
  74522. /**viewport width */
  74523. width: number;
  74524. /** viewport height */
  74525. height: number;
  74526. /**
  74527. * Creates a Viewport object located at (x, y) and sized (width, height)
  74528. * @param x defines viewport left coordinate
  74529. * @param y defines viewport top coordinate
  74530. * @param width defines the viewport width
  74531. * @param height defines the viewport height
  74532. */
  74533. constructor(
  74534. /** viewport left coordinate */
  74535. x: number,
  74536. /** viewport top coordinate */
  74537. y: number,
  74538. /**viewport width */
  74539. width: number,
  74540. /** viewport height */
  74541. height: number);
  74542. /**
  74543. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  74544. * @param renderWidth defines the rendering width
  74545. * @param renderHeight defines the rendering height
  74546. * @returns a new Viewport
  74547. */
  74548. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  74549. /**
  74550. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  74551. * @param renderWidth defines the rendering width
  74552. * @param renderHeight defines the rendering height
  74553. * @param ref defines the target viewport
  74554. * @returns the current viewport
  74555. */
  74556. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  74557. /**
  74558. * Returns a new Viewport copied from the current one
  74559. * @returns a new Viewport
  74560. */
  74561. clone(): Viewport;
  74562. }
  74563. }
  74564. declare module BABYLON {
  74565. /**
  74566. * Class containing a set of static utilities functions for arrays.
  74567. */
  74568. export class ArrayTools {
  74569. /**
  74570. * Returns an array of the given size filled with element built from the given constructor and the paramters
  74571. * @param size the number of element to construct and put in the array
  74572. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  74573. * @returns a new array filled with new objects
  74574. */
  74575. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  74576. }
  74577. }
  74578. declare module BABYLON {
  74579. /**
  74580. * Class representing a vector containing 2 coordinates
  74581. */
  74582. export class Vector2 {
  74583. /** defines the first coordinate */
  74584. x: number;
  74585. /** defines the second coordinate */
  74586. y: number;
  74587. /**
  74588. * Creates a new Vector2 from the given x and y coordinates
  74589. * @param x defines the first coordinate
  74590. * @param y defines the second coordinate
  74591. */
  74592. constructor(
  74593. /** defines the first coordinate */
  74594. x?: number,
  74595. /** defines the second coordinate */
  74596. y?: number);
  74597. /**
  74598. * Gets a string with the Vector2 coordinates
  74599. * @returns a string with the Vector2 coordinates
  74600. */
  74601. toString(): string;
  74602. /**
  74603. * Gets class name
  74604. * @returns the string "Vector2"
  74605. */
  74606. getClassName(): string;
  74607. /**
  74608. * Gets current vector hash code
  74609. * @returns the Vector2 hash code as a number
  74610. */
  74611. getHashCode(): number;
  74612. /**
  74613. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  74614. * @param array defines the source array
  74615. * @param index defines the offset in source array
  74616. * @returns the current Vector2
  74617. */
  74618. toArray(array: FloatArray, index?: number): Vector2;
  74619. /**
  74620. * Copy the current vector to an array
  74621. * @returns a new array with 2 elements: the Vector2 coordinates.
  74622. */
  74623. asArray(): number[];
  74624. /**
  74625. * Sets the Vector2 coordinates with the given Vector2 coordinates
  74626. * @param source defines the source Vector2
  74627. * @returns the current updated Vector2
  74628. */
  74629. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  74630. /**
  74631. * Sets the Vector2 coordinates with the given floats
  74632. * @param x defines the first coordinate
  74633. * @param y defines the second coordinate
  74634. * @returns the current updated Vector2
  74635. */
  74636. copyFromFloats(x: number, y: number): Vector2;
  74637. /**
  74638. * Sets the Vector2 coordinates with the given floats
  74639. * @param x defines the first coordinate
  74640. * @param y defines the second coordinate
  74641. * @returns the current updated Vector2
  74642. */
  74643. set(x: number, y: number): Vector2;
  74644. /**
  74645. * Add another vector with the current one
  74646. * @param otherVector defines the other vector
  74647. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  74648. */
  74649. add(otherVector: DeepImmutable<Vector2>): Vector2;
  74650. /**
  74651. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  74652. * @param otherVector defines the other vector
  74653. * @param result defines the target vector
  74654. * @returns the unmodified current Vector2
  74655. */
  74656. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74657. /**
  74658. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  74659. * @param otherVector defines the other vector
  74660. * @returns the current updated Vector2
  74661. */
  74662. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74663. /**
  74664. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  74665. * @param otherVector defines the other vector
  74666. * @returns a new Vector2
  74667. */
  74668. addVector3(otherVector: Vector3): Vector2;
  74669. /**
  74670. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  74671. * @param otherVector defines the other vector
  74672. * @returns a new Vector2
  74673. */
  74674. subtract(otherVector: Vector2): Vector2;
  74675. /**
  74676. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  74677. * @param otherVector defines the other vector
  74678. * @param result defines the target vector
  74679. * @returns the unmodified current Vector2
  74680. */
  74681. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74682. /**
  74683. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  74684. * @param otherVector defines the other vector
  74685. * @returns the current updated Vector2
  74686. */
  74687. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74688. /**
  74689. * Multiplies in place the current Vector2 coordinates by the given ones
  74690. * @param otherVector defines the other vector
  74691. * @returns the current updated Vector2
  74692. */
  74693. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74694. /**
  74695. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  74696. * @param otherVector defines the other vector
  74697. * @returns a new Vector2
  74698. */
  74699. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  74700. /**
  74701. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  74702. * @param otherVector defines the other vector
  74703. * @param result defines the target vector
  74704. * @returns the unmodified current Vector2
  74705. */
  74706. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74707. /**
  74708. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  74709. * @param x defines the first coordinate
  74710. * @param y defines the second coordinate
  74711. * @returns a new Vector2
  74712. */
  74713. multiplyByFloats(x: number, y: number): Vector2;
  74714. /**
  74715. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  74716. * @param otherVector defines the other vector
  74717. * @returns a new Vector2
  74718. */
  74719. divide(otherVector: Vector2): Vector2;
  74720. /**
  74721. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  74722. * @param otherVector defines the other vector
  74723. * @param result defines the target vector
  74724. * @returns the unmodified current Vector2
  74725. */
  74726. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74727. /**
  74728. * Divides the current Vector2 coordinates by the given ones
  74729. * @param otherVector defines the other vector
  74730. * @returns the current updated Vector2
  74731. */
  74732. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74733. /**
  74734. * Gets a new Vector2 with current Vector2 negated coordinates
  74735. * @returns a new Vector2
  74736. */
  74737. negate(): Vector2;
  74738. /**
  74739. * Multiply the Vector2 coordinates by scale
  74740. * @param scale defines the scaling factor
  74741. * @returns the current updated Vector2
  74742. */
  74743. scaleInPlace(scale: number): Vector2;
  74744. /**
  74745. * Returns a new Vector2 scaled by "scale" from the current Vector2
  74746. * @param scale defines the scaling factor
  74747. * @returns a new Vector2
  74748. */
  74749. scale(scale: number): Vector2;
  74750. /**
  74751. * Scale the current Vector2 values by a factor to a given Vector2
  74752. * @param scale defines the scale factor
  74753. * @param result defines the Vector2 object where to store the result
  74754. * @returns the unmodified current Vector2
  74755. */
  74756. scaleToRef(scale: number, result: Vector2): Vector2;
  74757. /**
  74758. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  74759. * @param scale defines the scale factor
  74760. * @param result defines the Vector2 object where to store the result
  74761. * @returns the unmodified current Vector2
  74762. */
  74763. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  74764. /**
  74765. * Gets a boolean if two vectors are equals
  74766. * @param otherVector defines the other vector
  74767. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  74768. */
  74769. equals(otherVector: DeepImmutable<Vector2>): boolean;
  74770. /**
  74771. * Gets a boolean if two vectors are equals (using an epsilon value)
  74772. * @param otherVector defines the other vector
  74773. * @param epsilon defines the minimal distance to consider equality
  74774. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  74775. */
  74776. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  74777. /**
  74778. * Gets a new Vector2 from current Vector2 floored values
  74779. * @returns a new Vector2
  74780. */
  74781. floor(): Vector2;
  74782. /**
  74783. * Gets a new Vector2 from current Vector2 floored values
  74784. * @returns a new Vector2
  74785. */
  74786. fract(): Vector2;
  74787. /**
  74788. * Gets the length of the vector
  74789. * @returns the vector length (float)
  74790. */
  74791. length(): number;
  74792. /**
  74793. * Gets the vector squared length
  74794. * @returns the vector squared length (float)
  74795. */
  74796. lengthSquared(): number;
  74797. /**
  74798. * Normalize the vector
  74799. * @returns the current updated Vector2
  74800. */
  74801. normalize(): Vector2;
  74802. /**
  74803. * Gets a new Vector2 copied from the Vector2
  74804. * @returns a new Vector2
  74805. */
  74806. clone(): Vector2;
  74807. /**
  74808. * Gets a new Vector2(0, 0)
  74809. * @returns a new Vector2
  74810. */
  74811. static Zero(): Vector2;
  74812. /**
  74813. * Gets a new Vector2(1, 1)
  74814. * @returns a new Vector2
  74815. */
  74816. static One(): Vector2;
  74817. /**
  74818. * Gets a new Vector2 set from the given index element of the given array
  74819. * @param array defines the data source
  74820. * @param offset defines the offset in the data source
  74821. * @returns a new Vector2
  74822. */
  74823. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  74824. /**
  74825. * Sets "result" from the given index element of the given array
  74826. * @param array defines the data source
  74827. * @param offset defines the offset in the data source
  74828. * @param result defines the target vector
  74829. */
  74830. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  74831. /**
  74832. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  74833. * @param value1 defines 1st point of control
  74834. * @param value2 defines 2nd point of control
  74835. * @param value3 defines 3rd point of control
  74836. * @param value4 defines 4th point of control
  74837. * @param amount defines the interpolation factor
  74838. * @returns a new Vector2
  74839. */
  74840. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  74841. /**
  74842. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  74843. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  74844. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  74845. * @param value defines the value to clamp
  74846. * @param min defines the lower limit
  74847. * @param max defines the upper limit
  74848. * @returns a new Vector2
  74849. */
  74850. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  74851. /**
  74852. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  74853. * @param value1 defines the 1st control point
  74854. * @param tangent1 defines the outgoing tangent
  74855. * @param value2 defines the 2nd control point
  74856. * @param tangent2 defines the incoming tangent
  74857. * @param amount defines the interpolation factor
  74858. * @returns a new Vector2
  74859. */
  74860. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  74861. /**
  74862. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  74863. * @param start defines the start vector
  74864. * @param end defines the end vector
  74865. * @param amount defines the interpolation factor
  74866. * @returns a new Vector2
  74867. */
  74868. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  74869. /**
  74870. * Gets the dot product of the vector "left" and the vector "right"
  74871. * @param left defines first vector
  74872. * @param right defines second vector
  74873. * @returns the dot product (float)
  74874. */
  74875. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  74876. /**
  74877. * Returns a new Vector2 equal to the normalized given vector
  74878. * @param vector defines the vector to normalize
  74879. * @returns a new Vector2
  74880. */
  74881. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  74882. /**
  74883. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  74884. * @param left defines 1st vector
  74885. * @param right defines 2nd vector
  74886. * @returns a new Vector2
  74887. */
  74888. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  74889. /**
  74890. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  74891. * @param left defines 1st vector
  74892. * @param right defines 2nd vector
  74893. * @returns a new Vector2
  74894. */
  74895. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  74896. /**
  74897. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  74898. * @param vector defines the vector to transform
  74899. * @param transformation defines the matrix to apply
  74900. * @returns a new Vector2
  74901. */
  74902. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  74903. /**
  74904. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  74905. * @param vector defines the vector to transform
  74906. * @param transformation defines the matrix to apply
  74907. * @param result defines the target vector
  74908. */
  74909. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  74910. /**
  74911. * Determines if a given vector is included in a triangle
  74912. * @param p defines the vector to test
  74913. * @param p0 defines 1st triangle point
  74914. * @param p1 defines 2nd triangle point
  74915. * @param p2 defines 3rd triangle point
  74916. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  74917. */
  74918. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  74919. /**
  74920. * Gets the distance between the vectors "value1" and "value2"
  74921. * @param value1 defines first vector
  74922. * @param value2 defines second vector
  74923. * @returns the distance between vectors
  74924. */
  74925. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  74926. /**
  74927. * Returns the squared distance between the vectors "value1" and "value2"
  74928. * @param value1 defines first vector
  74929. * @param value2 defines second vector
  74930. * @returns the squared distance between vectors
  74931. */
  74932. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  74933. /**
  74934. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  74935. * @param value1 defines first vector
  74936. * @param value2 defines second vector
  74937. * @returns a new Vector2
  74938. */
  74939. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  74940. /**
  74941. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  74942. * @param p defines the middle point
  74943. * @param segA defines one point of the segment
  74944. * @param segB defines the other point of the segment
  74945. * @returns the shortest distance
  74946. */
  74947. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  74948. }
  74949. /**
  74950. * Class used to store (x,y,z) vector representation
  74951. * A Vector3 is the main object used in 3D geometry
  74952. * It can represent etiher the coordinates of a point the space, either a direction
  74953. * Reminder: js uses a left handed forward facing system
  74954. */
  74955. export class Vector3 {
  74956. /**
  74957. * Defines the first coordinates (on X axis)
  74958. */
  74959. x: number;
  74960. /**
  74961. * Defines the second coordinates (on Y axis)
  74962. */
  74963. y: number;
  74964. /**
  74965. * Defines the third coordinates (on Z axis)
  74966. */
  74967. z: number;
  74968. private static _UpReadOnly;
  74969. private static _ZeroReadOnly;
  74970. /**
  74971. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  74972. * @param x defines the first coordinates (on X axis)
  74973. * @param y defines the second coordinates (on Y axis)
  74974. * @param z defines the third coordinates (on Z axis)
  74975. */
  74976. constructor(
  74977. /**
  74978. * Defines the first coordinates (on X axis)
  74979. */
  74980. x?: number,
  74981. /**
  74982. * Defines the second coordinates (on Y axis)
  74983. */
  74984. y?: number,
  74985. /**
  74986. * Defines the third coordinates (on Z axis)
  74987. */
  74988. z?: number);
  74989. /**
  74990. * Creates a string representation of the Vector3
  74991. * @returns a string with the Vector3 coordinates.
  74992. */
  74993. toString(): string;
  74994. /**
  74995. * Gets the class name
  74996. * @returns the string "Vector3"
  74997. */
  74998. getClassName(): string;
  74999. /**
  75000. * Creates the Vector3 hash code
  75001. * @returns a number which tends to be unique between Vector3 instances
  75002. */
  75003. getHashCode(): number;
  75004. /**
  75005. * Creates an array containing three elements : the coordinates of the Vector3
  75006. * @returns a new array of numbers
  75007. */
  75008. asArray(): number[];
  75009. /**
  75010. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  75011. * @param array defines the destination array
  75012. * @param index defines the offset in the destination array
  75013. * @returns the current Vector3
  75014. */
  75015. toArray(array: FloatArray, index?: number): Vector3;
  75016. /**
  75017. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  75018. * @returns a new Quaternion object, computed from the Vector3 coordinates
  75019. */
  75020. toQuaternion(): Quaternion;
  75021. /**
  75022. * Adds the given vector to the current Vector3
  75023. * @param otherVector defines the second operand
  75024. * @returns the current updated Vector3
  75025. */
  75026. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  75027. /**
  75028. * Adds the given coordinates to the current Vector3
  75029. * @param x defines the x coordinate of the operand
  75030. * @param y defines the y coordinate of the operand
  75031. * @param z defines the z coordinate of the operand
  75032. * @returns the current updated Vector3
  75033. */
  75034. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75035. /**
  75036. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  75037. * @param otherVector defines the second operand
  75038. * @returns the resulting Vector3
  75039. */
  75040. add(otherVector: DeepImmutable<Vector3>): Vector3;
  75041. /**
  75042. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  75043. * @param otherVector defines the second operand
  75044. * @param result defines the Vector3 object where to store the result
  75045. * @returns the current Vector3
  75046. */
  75047. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75048. /**
  75049. * Subtract the given vector from the current Vector3
  75050. * @param otherVector defines the second operand
  75051. * @returns the current updated Vector3
  75052. */
  75053. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  75054. /**
  75055. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  75056. * @param otherVector defines the second operand
  75057. * @returns the resulting Vector3
  75058. */
  75059. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  75060. /**
  75061. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  75062. * @param otherVector defines the second operand
  75063. * @param result defines the Vector3 object where to store the result
  75064. * @returns the current Vector3
  75065. */
  75066. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75067. /**
  75068. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  75069. * @param x defines the x coordinate of the operand
  75070. * @param y defines the y coordinate of the operand
  75071. * @param z defines the z coordinate of the operand
  75072. * @returns the resulting Vector3
  75073. */
  75074. subtractFromFloats(x: number, y: number, z: number): Vector3;
  75075. /**
  75076. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  75077. * @param x defines the x coordinate of the operand
  75078. * @param y defines the y coordinate of the operand
  75079. * @param z defines the z coordinate of the operand
  75080. * @param result defines the Vector3 object where to store the result
  75081. * @returns the current Vector3
  75082. */
  75083. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  75084. /**
  75085. * Gets a new Vector3 set with the current Vector3 negated coordinates
  75086. * @returns a new Vector3
  75087. */
  75088. negate(): Vector3;
  75089. /**
  75090. * Negate this vector in place
  75091. * @returns this
  75092. */
  75093. negateInPlace(): Vector3;
  75094. /**
  75095. * Multiplies the Vector3 coordinates by the float "scale"
  75096. * @param scale defines the multiplier factor
  75097. * @returns the current updated Vector3
  75098. */
  75099. scaleInPlace(scale: number): Vector3;
  75100. /**
  75101. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  75102. * @param scale defines the multiplier factor
  75103. * @returns a new Vector3
  75104. */
  75105. scale(scale: number): Vector3;
  75106. /**
  75107. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  75108. * @param scale defines the multiplier factor
  75109. * @param result defines the Vector3 object where to store the result
  75110. * @returns the current Vector3
  75111. */
  75112. scaleToRef(scale: number, result: Vector3): Vector3;
  75113. /**
  75114. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  75115. * @param scale defines the scale factor
  75116. * @param result defines the Vector3 object where to store the result
  75117. * @returns the unmodified current Vector3
  75118. */
  75119. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  75120. /**
  75121. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  75122. * @param otherVector defines the second operand
  75123. * @returns true if both vectors are equals
  75124. */
  75125. equals(otherVector: DeepImmutable<Vector3>): boolean;
  75126. /**
  75127. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  75128. * @param otherVector defines the second operand
  75129. * @param epsilon defines the minimal distance to define values as equals
  75130. * @returns true if both vectors are distant less than epsilon
  75131. */
  75132. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  75133. /**
  75134. * Returns true if the current Vector3 coordinates equals the given floats
  75135. * @param x defines the x coordinate of the operand
  75136. * @param y defines the y coordinate of the operand
  75137. * @param z defines the z coordinate of the operand
  75138. * @returns true if both vectors are equals
  75139. */
  75140. equalsToFloats(x: number, y: number, z: number): boolean;
  75141. /**
  75142. * Multiplies the current Vector3 coordinates by the given ones
  75143. * @param otherVector defines the second operand
  75144. * @returns the current updated Vector3
  75145. */
  75146. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  75147. /**
  75148. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  75149. * @param otherVector defines the second operand
  75150. * @returns the new Vector3
  75151. */
  75152. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  75153. /**
  75154. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  75155. * @param otherVector defines the second operand
  75156. * @param result defines the Vector3 object where to store the result
  75157. * @returns the current Vector3
  75158. */
  75159. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75160. /**
  75161. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  75162. * @param x defines the x coordinate of the operand
  75163. * @param y defines the y coordinate of the operand
  75164. * @param z defines the z coordinate of the operand
  75165. * @returns the new Vector3
  75166. */
  75167. multiplyByFloats(x: number, y: number, z: number): Vector3;
  75168. /**
  75169. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  75170. * @param otherVector defines the second operand
  75171. * @returns the new Vector3
  75172. */
  75173. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  75174. /**
  75175. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  75176. * @param otherVector defines the second operand
  75177. * @param result defines the Vector3 object where to store the result
  75178. * @returns the current Vector3
  75179. */
  75180. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75181. /**
  75182. * Divides the current Vector3 coordinates by the given ones.
  75183. * @param otherVector defines the second operand
  75184. * @returns the current updated Vector3
  75185. */
  75186. divideInPlace(otherVector: Vector3): Vector3;
  75187. /**
  75188. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  75189. * @param other defines the second operand
  75190. * @returns the current updated Vector3
  75191. */
  75192. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  75193. /**
  75194. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  75195. * @param other defines the second operand
  75196. * @returns the current updated Vector3
  75197. */
  75198. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  75199. /**
  75200. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  75201. * @param x defines the x coordinate of the operand
  75202. * @param y defines the y coordinate of the operand
  75203. * @param z defines the z coordinate of the operand
  75204. * @returns the current updated Vector3
  75205. */
  75206. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75207. /**
  75208. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  75209. * @param x defines the x coordinate of the operand
  75210. * @param y defines the y coordinate of the operand
  75211. * @param z defines the z coordinate of the operand
  75212. * @returns the current updated Vector3
  75213. */
  75214. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75215. /**
  75216. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  75217. * Check if is non uniform within a certain amount of decimal places to account for this
  75218. * @param epsilon the amount the values can differ
  75219. * @returns if the the vector is non uniform to a certain number of decimal places
  75220. */
  75221. isNonUniformWithinEpsilon(epsilon: number): boolean;
  75222. /**
  75223. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  75224. */
  75225. get isNonUniform(): boolean;
  75226. /**
  75227. * Gets a new Vector3 from current Vector3 floored values
  75228. * @returns a new Vector3
  75229. */
  75230. floor(): Vector3;
  75231. /**
  75232. * Gets a new Vector3 from current Vector3 floored values
  75233. * @returns a new Vector3
  75234. */
  75235. fract(): Vector3;
  75236. /**
  75237. * Gets the length of the Vector3
  75238. * @returns the length of the Vector3
  75239. */
  75240. length(): number;
  75241. /**
  75242. * Gets the squared length of the Vector3
  75243. * @returns squared length of the Vector3
  75244. */
  75245. lengthSquared(): number;
  75246. /**
  75247. * Normalize the current Vector3.
  75248. * Please note that this is an in place operation.
  75249. * @returns the current updated Vector3
  75250. */
  75251. normalize(): Vector3;
  75252. /**
  75253. * Reorders the x y z properties of the vector in place
  75254. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  75255. * @returns the current updated vector
  75256. */
  75257. reorderInPlace(order: string): this;
  75258. /**
  75259. * Rotates the vector around 0,0,0 by a quaternion
  75260. * @param quaternion the rotation quaternion
  75261. * @param result vector to store the result
  75262. * @returns the resulting vector
  75263. */
  75264. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  75265. /**
  75266. * Rotates a vector around a given point
  75267. * @param quaternion the rotation quaternion
  75268. * @param point the point to rotate around
  75269. * @param result vector to store the result
  75270. * @returns the resulting vector
  75271. */
  75272. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  75273. /**
  75274. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  75275. * The cross product is then orthogonal to both current and "other"
  75276. * @param other defines the right operand
  75277. * @returns the cross product
  75278. */
  75279. cross(other: Vector3): Vector3;
  75280. /**
  75281. * Normalize the current Vector3 with the given input length.
  75282. * Please note that this is an in place operation.
  75283. * @param len the length of the vector
  75284. * @returns the current updated Vector3
  75285. */
  75286. normalizeFromLength(len: number): Vector3;
  75287. /**
  75288. * Normalize the current Vector3 to a new vector
  75289. * @returns the new Vector3
  75290. */
  75291. normalizeToNew(): Vector3;
  75292. /**
  75293. * Normalize the current Vector3 to the reference
  75294. * @param reference define the Vector3 to update
  75295. * @returns the updated Vector3
  75296. */
  75297. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  75298. /**
  75299. * Creates a new Vector3 copied from the current Vector3
  75300. * @returns the new Vector3
  75301. */
  75302. clone(): Vector3;
  75303. /**
  75304. * Copies the given vector coordinates to the current Vector3 ones
  75305. * @param source defines the source Vector3
  75306. * @returns the current updated Vector3
  75307. */
  75308. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  75309. /**
  75310. * Copies the given floats to the current Vector3 coordinates
  75311. * @param x defines the x coordinate of the operand
  75312. * @param y defines the y coordinate of the operand
  75313. * @param z defines the z coordinate of the operand
  75314. * @returns the current updated Vector3
  75315. */
  75316. copyFromFloats(x: number, y: number, z: number): Vector3;
  75317. /**
  75318. * Copies the given floats to the current Vector3 coordinates
  75319. * @param x defines the x coordinate of the operand
  75320. * @param y defines the y coordinate of the operand
  75321. * @param z defines the z coordinate of the operand
  75322. * @returns the current updated Vector3
  75323. */
  75324. set(x: number, y: number, z: number): Vector3;
  75325. /**
  75326. * Copies the given float to the current Vector3 coordinates
  75327. * @param v defines the x, y and z coordinates of the operand
  75328. * @returns the current updated Vector3
  75329. */
  75330. setAll(v: number): Vector3;
  75331. /**
  75332. * Get the clip factor between two vectors
  75333. * @param vector0 defines the first operand
  75334. * @param vector1 defines the second operand
  75335. * @param axis defines the axis to use
  75336. * @param size defines the size along the axis
  75337. * @returns the clip factor
  75338. */
  75339. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  75340. /**
  75341. * Get angle between two vectors
  75342. * @param vector0 angle between vector0 and vector1
  75343. * @param vector1 angle between vector0 and vector1
  75344. * @param normal direction of the normal
  75345. * @return the angle between vector0 and vector1
  75346. */
  75347. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  75348. /**
  75349. * Returns a new Vector3 set from the index "offset" of the given array
  75350. * @param array defines the source array
  75351. * @param offset defines the offset in the source array
  75352. * @returns the new Vector3
  75353. */
  75354. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  75355. /**
  75356. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  75357. * @param array defines the source array
  75358. * @param offset defines the offset in the source array
  75359. * @returns the new Vector3
  75360. * @deprecated Please use FromArray instead.
  75361. */
  75362. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  75363. /**
  75364. * Sets the given vector "result" with the element values from the index "offset" of the given array
  75365. * @param array defines the source array
  75366. * @param offset defines the offset in the source array
  75367. * @param result defines the Vector3 where to store the result
  75368. */
  75369. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  75370. /**
  75371. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  75372. * @param array defines the source array
  75373. * @param offset defines the offset in the source array
  75374. * @param result defines the Vector3 where to store the result
  75375. * @deprecated Please use FromArrayToRef instead.
  75376. */
  75377. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  75378. /**
  75379. * Sets the given vector "result" with the given floats.
  75380. * @param x defines the x coordinate of the source
  75381. * @param y defines the y coordinate of the source
  75382. * @param z defines the z coordinate of the source
  75383. * @param result defines the Vector3 where to store the result
  75384. */
  75385. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  75386. /**
  75387. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  75388. * @returns a new empty Vector3
  75389. */
  75390. static Zero(): Vector3;
  75391. /**
  75392. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  75393. * @returns a new unit Vector3
  75394. */
  75395. static One(): Vector3;
  75396. /**
  75397. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  75398. * @returns a new up Vector3
  75399. */
  75400. static Up(): Vector3;
  75401. /**
  75402. * Gets a up Vector3 that must not be updated
  75403. */
  75404. static get UpReadOnly(): DeepImmutable<Vector3>;
  75405. /**
  75406. * Gets a zero Vector3 that must not be updated
  75407. */
  75408. static get ZeroReadOnly(): DeepImmutable<Vector3>;
  75409. /**
  75410. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  75411. * @returns a new down Vector3
  75412. */
  75413. static Down(): Vector3;
  75414. /**
  75415. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  75416. * @returns a new forward Vector3
  75417. */
  75418. static Forward(): Vector3;
  75419. /**
  75420. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  75421. * @returns a new forward Vector3
  75422. */
  75423. static Backward(): Vector3;
  75424. /**
  75425. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  75426. * @returns a new right Vector3
  75427. */
  75428. static Right(): Vector3;
  75429. /**
  75430. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  75431. * @returns a new left Vector3
  75432. */
  75433. static Left(): Vector3;
  75434. /**
  75435. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  75436. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  75437. * @param vector defines the Vector3 to transform
  75438. * @param transformation defines the transformation matrix
  75439. * @returns the transformed Vector3
  75440. */
  75441. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  75442. /**
  75443. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  75444. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  75445. * @param vector defines the Vector3 to transform
  75446. * @param transformation defines the transformation matrix
  75447. * @param result defines the Vector3 where to store the result
  75448. */
  75449. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75450. /**
  75451. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  75452. * This method computes tranformed coordinates only, not transformed direction vectors
  75453. * @param x define the x coordinate of the source vector
  75454. * @param y define the y coordinate of the source vector
  75455. * @param z define the z coordinate of the source vector
  75456. * @param transformation defines the transformation matrix
  75457. * @param result defines the Vector3 where to store the result
  75458. */
  75459. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75460. /**
  75461. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  75462. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75463. * @param vector defines the Vector3 to transform
  75464. * @param transformation defines the transformation matrix
  75465. * @returns the new Vector3
  75466. */
  75467. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  75468. /**
  75469. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  75470. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75471. * @param vector defines the Vector3 to transform
  75472. * @param transformation defines the transformation matrix
  75473. * @param result defines the Vector3 where to store the result
  75474. */
  75475. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75476. /**
  75477. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  75478. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75479. * @param x define the x coordinate of the source vector
  75480. * @param y define the y coordinate of the source vector
  75481. * @param z define the z coordinate of the source vector
  75482. * @param transformation defines the transformation matrix
  75483. * @param result defines the Vector3 where to store the result
  75484. */
  75485. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75486. /**
  75487. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  75488. * @param value1 defines the first control point
  75489. * @param value2 defines the second control point
  75490. * @param value3 defines the third control point
  75491. * @param value4 defines the fourth control point
  75492. * @param amount defines the amount on the spline to use
  75493. * @returns the new Vector3
  75494. */
  75495. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  75496. /**
  75497. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  75498. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  75499. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  75500. * @param value defines the current value
  75501. * @param min defines the lower range value
  75502. * @param max defines the upper range value
  75503. * @returns the new Vector3
  75504. */
  75505. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  75506. /**
  75507. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  75508. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  75509. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  75510. * @param value defines the current value
  75511. * @param min defines the lower range value
  75512. * @param max defines the upper range value
  75513. * @param result defines the Vector3 where to store the result
  75514. */
  75515. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  75516. /**
  75517. * Checks if a given vector is inside a specific range
  75518. * @param v defines the vector to test
  75519. * @param min defines the minimum range
  75520. * @param max defines the maximum range
  75521. */
  75522. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  75523. /**
  75524. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  75525. * @param value1 defines the first control point
  75526. * @param tangent1 defines the first tangent vector
  75527. * @param value2 defines the second control point
  75528. * @param tangent2 defines the second tangent vector
  75529. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  75530. * @returns the new Vector3
  75531. */
  75532. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  75533. /**
  75534. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  75535. * @param start defines the start value
  75536. * @param end defines the end value
  75537. * @param amount max defines amount between both (between 0 and 1)
  75538. * @returns the new Vector3
  75539. */
  75540. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  75541. /**
  75542. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  75543. * @param start defines the start value
  75544. * @param end defines the end value
  75545. * @param amount max defines amount between both (between 0 and 1)
  75546. * @param result defines the Vector3 where to store the result
  75547. */
  75548. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  75549. /**
  75550. * Returns the dot product (float) between the vectors "left" and "right"
  75551. * @param left defines the left operand
  75552. * @param right defines the right operand
  75553. * @returns the dot product
  75554. */
  75555. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  75556. /**
  75557. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  75558. * The cross product is then orthogonal to both "left" and "right"
  75559. * @param left defines the left operand
  75560. * @param right defines the right operand
  75561. * @returns the cross product
  75562. */
  75563. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75564. /**
  75565. * Sets the given vector "result" with the cross product of "left" and "right"
  75566. * The cross product is then orthogonal to both "left" and "right"
  75567. * @param left defines the left operand
  75568. * @param right defines the right operand
  75569. * @param result defines the Vector3 where to store the result
  75570. */
  75571. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  75572. /**
  75573. * Returns a new Vector3 as the normalization of the given vector
  75574. * @param vector defines the Vector3 to normalize
  75575. * @returns the new Vector3
  75576. */
  75577. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  75578. /**
  75579. * Sets the given vector "result" with the normalization of the given first vector
  75580. * @param vector defines the Vector3 to normalize
  75581. * @param result defines the Vector3 where to store the result
  75582. */
  75583. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  75584. /**
  75585. * Project a Vector3 onto screen space
  75586. * @param vector defines the Vector3 to project
  75587. * @param world defines the world matrix to use
  75588. * @param transform defines the transform (view x projection) matrix to use
  75589. * @param viewport defines the screen viewport to use
  75590. * @returns the new Vector3
  75591. */
  75592. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  75593. /** @hidden */
  75594. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  75595. /**
  75596. * Unproject from screen space to object space
  75597. * @param source defines the screen space Vector3 to use
  75598. * @param viewportWidth defines the current width of the viewport
  75599. * @param viewportHeight defines the current height of the viewport
  75600. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75601. * @param transform defines the transform (view x projection) matrix to use
  75602. * @returns the new Vector3
  75603. */
  75604. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  75605. /**
  75606. * Unproject from screen space to object space
  75607. * @param source defines the screen space Vector3 to use
  75608. * @param viewportWidth defines the current width of the viewport
  75609. * @param viewportHeight defines the current height of the viewport
  75610. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75611. * @param view defines the view matrix to use
  75612. * @param projection defines the projection matrix to use
  75613. * @returns the new Vector3
  75614. */
  75615. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  75616. /**
  75617. * Unproject from screen space to object space
  75618. * @param source defines the screen space Vector3 to use
  75619. * @param viewportWidth defines the current width of the viewport
  75620. * @param viewportHeight defines the current height of the viewport
  75621. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75622. * @param view defines the view matrix to use
  75623. * @param projection defines the projection matrix to use
  75624. * @param result defines the Vector3 where to store the result
  75625. */
  75626. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  75627. /**
  75628. * Unproject from screen space to object space
  75629. * @param sourceX defines the screen space x coordinate to use
  75630. * @param sourceY defines the screen space y coordinate to use
  75631. * @param sourceZ defines the screen space z coordinate to use
  75632. * @param viewportWidth defines the current width of the viewport
  75633. * @param viewportHeight defines the current height of the viewport
  75634. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75635. * @param view defines the view matrix to use
  75636. * @param projection defines the projection matrix to use
  75637. * @param result defines the Vector3 where to store the result
  75638. */
  75639. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  75640. /**
  75641. * Gets the minimal coordinate values between two Vector3
  75642. * @param left defines the first operand
  75643. * @param right defines the second operand
  75644. * @returns the new Vector3
  75645. */
  75646. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75647. /**
  75648. * Gets the maximal coordinate values between two Vector3
  75649. * @param left defines the first operand
  75650. * @param right defines the second operand
  75651. * @returns the new Vector3
  75652. */
  75653. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75654. /**
  75655. * Returns the distance between the vectors "value1" and "value2"
  75656. * @param value1 defines the first operand
  75657. * @param value2 defines the second operand
  75658. * @returns the distance
  75659. */
  75660. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  75661. /**
  75662. * Returns the squared distance between the vectors "value1" and "value2"
  75663. * @param value1 defines the first operand
  75664. * @param value2 defines the second operand
  75665. * @returns the squared distance
  75666. */
  75667. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  75668. /**
  75669. * Returns a new Vector3 located at the center between "value1" and "value2"
  75670. * @param value1 defines the first operand
  75671. * @param value2 defines the second operand
  75672. * @returns the new Vector3
  75673. */
  75674. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  75675. /**
  75676. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  75677. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  75678. * to something in order to rotate it from its local system to the given target system
  75679. * Note: axis1, axis2 and axis3 are normalized during this operation
  75680. * @param axis1 defines the first axis
  75681. * @param axis2 defines the second axis
  75682. * @param axis3 defines the third axis
  75683. * @returns a new Vector3
  75684. */
  75685. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  75686. /**
  75687. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  75688. * @param axis1 defines the first axis
  75689. * @param axis2 defines the second axis
  75690. * @param axis3 defines the third axis
  75691. * @param ref defines the Vector3 where to store the result
  75692. */
  75693. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  75694. }
  75695. /**
  75696. * Vector4 class created for EulerAngle class conversion to Quaternion
  75697. */
  75698. export class Vector4 {
  75699. /** x value of the vector */
  75700. x: number;
  75701. /** y value of the vector */
  75702. y: number;
  75703. /** z value of the vector */
  75704. z: number;
  75705. /** w value of the vector */
  75706. w: number;
  75707. /**
  75708. * Creates a Vector4 object from the given floats.
  75709. * @param x x value of the vector
  75710. * @param y y value of the vector
  75711. * @param z z value of the vector
  75712. * @param w w value of the vector
  75713. */
  75714. constructor(
  75715. /** x value of the vector */
  75716. x: number,
  75717. /** y value of the vector */
  75718. y: number,
  75719. /** z value of the vector */
  75720. z: number,
  75721. /** w value of the vector */
  75722. w: number);
  75723. /**
  75724. * Returns the string with the Vector4 coordinates.
  75725. * @returns a string containing all the vector values
  75726. */
  75727. toString(): string;
  75728. /**
  75729. * Returns the string "Vector4".
  75730. * @returns "Vector4"
  75731. */
  75732. getClassName(): string;
  75733. /**
  75734. * Returns the Vector4 hash code.
  75735. * @returns a unique hash code
  75736. */
  75737. getHashCode(): number;
  75738. /**
  75739. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  75740. * @returns the resulting array
  75741. */
  75742. asArray(): number[];
  75743. /**
  75744. * Populates the given array from the given index with the Vector4 coordinates.
  75745. * @param array array to populate
  75746. * @param index index of the array to start at (default: 0)
  75747. * @returns the Vector4.
  75748. */
  75749. toArray(array: FloatArray, index?: number): Vector4;
  75750. /**
  75751. * Adds the given vector to the current Vector4.
  75752. * @param otherVector the vector to add
  75753. * @returns the updated Vector4.
  75754. */
  75755. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75756. /**
  75757. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  75758. * @param otherVector the vector to add
  75759. * @returns the resulting vector
  75760. */
  75761. add(otherVector: DeepImmutable<Vector4>): Vector4;
  75762. /**
  75763. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  75764. * @param otherVector the vector to add
  75765. * @param result the vector to store the result
  75766. * @returns the current Vector4.
  75767. */
  75768. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75769. /**
  75770. * Subtract in place the given vector from the current Vector4.
  75771. * @param otherVector the vector to subtract
  75772. * @returns the updated Vector4.
  75773. */
  75774. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75775. /**
  75776. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  75777. * @param otherVector the vector to add
  75778. * @returns the new vector with the result
  75779. */
  75780. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  75781. /**
  75782. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  75783. * @param otherVector the vector to subtract
  75784. * @param result the vector to store the result
  75785. * @returns the current Vector4.
  75786. */
  75787. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75788. /**
  75789. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75790. */
  75791. /**
  75792. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75793. * @param x value to subtract
  75794. * @param y value to subtract
  75795. * @param z value to subtract
  75796. * @param w value to subtract
  75797. * @returns new vector containing the result
  75798. */
  75799. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  75800. /**
  75801. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75802. * @param x value to subtract
  75803. * @param y value to subtract
  75804. * @param z value to subtract
  75805. * @param w value to subtract
  75806. * @param result the vector to store the result in
  75807. * @returns the current Vector4.
  75808. */
  75809. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  75810. /**
  75811. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  75812. * @returns a new vector with the negated values
  75813. */
  75814. negate(): Vector4;
  75815. /**
  75816. * Multiplies the current Vector4 coordinates by scale (float).
  75817. * @param scale the number to scale with
  75818. * @returns the updated Vector4.
  75819. */
  75820. scaleInPlace(scale: number): Vector4;
  75821. /**
  75822. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  75823. * @param scale the number to scale with
  75824. * @returns a new vector with the result
  75825. */
  75826. scale(scale: number): Vector4;
  75827. /**
  75828. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  75829. * @param scale the number to scale with
  75830. * @param result a vector to store the result in
  75831. * @returns the current Vector4.
  75832. */
  75833. scaleToRef(scale: number, result: Vector4): Vector4;
  75834. /**
  75835. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  75836. * @param scale defines the scale factor
  75837. * @param result defines the Vector4 object where to store the result
  75838. * @returns the unmodified current Vector4
  75839. */
  75840. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  75841. /**
  75842. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  75843. * @param otherVector the vector to compare against
  75844. * @returns true if they are equal
  75845. */
  75846. equals(otherVector: DeepImmutable<Vector4>): boolean;
  75847. /**
  75848. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  75849. * @param otherVector vector to compare against
  75850. * @param epsilon (Default: very small number)
  75851. * @returns true if they are equal
  75852. */
  75853. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  75854. /**
  75855. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  75856. * @param x x value to compare against
  75857. * @param y y value to compare against
  75858. * @param z z value to compare against
  75859. * @param w w value to compare against
  75860. * @returns true if equal
  75861. */
  75862. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  75863. /**
  75864. * Multiplies in place the current Vector4 by the given one.
  75865. * @param otherVector vector to multiple with
  75866. * @returns the updated Vector4.
  75867. */
  75868. multiplyInPlace(otherVector: Vector4): Vector4;
  75869. /**
  75870. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  75871. * @param otherVector vector to multiple with
  75872. * @returns resulting new vector
  75873. */
  75874. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  75875. /**
  75876. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  75877. * @param otherVector vector to multiple with
  75878. * @param result vector to store the result
  75879. * @returns the current Vector4.
  75880. */
  75881. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75882. /**
  75883. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  75884. * @param x x value multiply with
  75885. * @param y y value multiply with
  75886. * @param z z value multiply with
  75887. * @param w w value multiply with
  75888. * @returns resulting new vector
  75889. */
  75890. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  75891. /**
  75892. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  75893. * @param otherVector vector to devide with
  75894. * @returns resulting new vector
  75895. */
  75896. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  75897. /**
  75898. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  75899. * @param otherVector vector to devide with
  75900. * @param result vector to store the result
  75901. * @returns the current Vector4.
  75902. */
  75903. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75904. /**
  75905. * Divides the current Vector3 coordinates by the given ones.
  75906. * @param otherVector vector to devide with
  75907. * @returns the updated Vector3.
  75908. */
  75909. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75910. /**
  75911. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  75912. * @param other defines the second operand
  75913. * @returns the current updated Vector4
  75914. */
  75915. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  75916. /**
  75917. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  75918. * @param other defines the second operand
  75919. * @returns the current updated Vector4
  75920. */
  75921. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  75922. /**
  75923. * Gets a new Vector4 from current Vector4 floored values
  75924. * @returns a new Vector4
  75925. */
  75926. floor(): Vector4;
  75927. /**
  75928. * Gets a new Vector4 from current Vector3 floored values
  75929. * @returns a new Vector4
  75930. */
  75931. fract(): Vector4;
  75932. /**
  75933. * Returns the Vector4 length (float).
  75934. * @returns the length
  75935. */
  75936. length(): number;
  75937. /**
  75938. * Returns the Vector4 squared length (float).
  75939. * @returns the length squared
  75940. */
  75941. lengthSquared(): number;
  75942. /**
  75943. * Normalizes in place the Vector4.
  75944. * @returns the updated Vector4.
  75945. */
  75946. normalize(): Vector4;
  75947. /**
  75948. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  75949. * @returns this converted to a new vector3
  75950. */
  75951. toVector3(): Vector3;
  75952. /**
  75953. * Returns a new Vector4 copied from the current one.
  75954. * @returns the new cloned vector
  75955. */
  75956. clone(): Vector4;
  75957. /**
  75958. * Updates the current Vector4 with the given one coordinates.
  75959. * @param source the source vector to copy from
  75960. * @returns the updated Vector4.
  75961. */
  75962. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  75963. /**
  75964. * Updates the current Vector4 coordinates with the given floats.
  75965. * @param x float to copy from
  75966. * @param y float to copy from
  75967. * @param z float to copy from
  75968. * @param w float to copy from
  75969. * @returns the updated Vector4.
  75970. */
  75971. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  75972. /**
  75973. * Updates the current Vector4 coordinates with the given floats.
  75974. * @param x float to set from
  75975. * @param y float to set from
  75976. * @param z float to set from
  75977. * @param w float to set from
  75978. * @returns the updated Vector4.
  75979. */
  75980. set(x: number, y: number, z: number, w: number): Vector4;
  75981. /**
  75982. * Copies the given float to the current Vector3 coordinates
  75983. * @param v defines the x, y, z and w coordinates of the operand
  75984. * @returns the current updated Vector3
  75985. */
  75986. setAll(v: number): Vector4;
  75987. /**
  75988. * Returns a new Vector4 set from the starting index of the given array.
  75989. * @param array the array to pull values from
  75990. * @param offset the offset into the array to start at
  75991. * @returns the new vector
  75992. */
  75993. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  75994. /**
  75995. * Updates the given vector "result" from the starting index of the given array.
  75996. * @param array the array to pull values from
  75997. * @param offset the offset into the array to start at
  75998. * @param result the vector to store the result in
  75999. */
  76000. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  76001. /**
  76002. * Updates the given vector "result" from the starting index of the given Float32Array.
  76003. * @param array the array to pull values from
  76004. * @param offset the offset into the array to start at
  76005. * @param result the vector to store the result in
  76006. */
  76007. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  76008. /**
  76009. * Updates the given vector "result" coordinates from the given floats.
  76010. * @param x float to set from
  76011. * @param y float to set from
  76012. * @param z float to set from
  76013. * @param w float to set from
  76014. * @param result the vector to the floats in
  76015. */
  76016. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  76017. /**
  76018. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  76019. * @returns the new vector
  76020. */
  76021. static Zero(): Vector4;
  76022. /**
  76023. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  76024. * @returns the new vector
  76025. */
  76026. static One(): Vector4;
  76027. /**
  76028. * Returns a new normalized Vector4 from the given one.
  76029. * @param vector the vector to normalize
  76030. * @returns the vector
  76031. */
  76032. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  76033. /**
  76034. * Updates the given vector "result" from the normalization of the given one.
  76035. * @param vector the vector to normalize
  76036. * @param result the vector to store the result in
  76037. */
  76038. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  76039. /**
  76040. * Returns a vector with the minimum values from the left and right vectors
  76041. * @param left left vector to minimize
  76042. * @param right right vector to minimize
  76043. * @returns a new vector with the minimum of the left and right vector values
  76044. */
  76045. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  76046. /**
  76047. * Returns a vector with the maximum values from the left and right vectors
  76048. * @param left left vector to maximize
  76049. * @param right right vector to maximize
  76050. * @returns a new vector with the maximum of the left and right vector values
  76051. */
  76052. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  76053. /**
  76054. * Returns the distance (float) between the vectors "value1" and "value2".
  76055. * @param value1 value to calulate the distance between
  76056. * @param value2 value to calulate the distance between
  76057. * @return the distance between the two vectors
  76058. */
  76059. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  76060. /**
  76061. * Returns the squared distance (float) between the vectors "value1" and "value2".
  76062. * @param value1 value to calulate the distance between
  76063. * @param value2 value to calulate the distance between
  76064. * @return the distance between the two vectors squared
  76065. */
  76066. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  76067. /**
  76068. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  76069. * @param value1 value to calulate the center between
  76070. * @param value2 value to calulate the center between
  76071. * @return the center between the two vectors
  76072. */
  76073. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  76074. /**
  76075. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  76076. * This methods computes transformed normalized direction vectors only.
  76077. * @param vector the vector to transform
  76078. * @param transformation the transformation matrix to apply
  76079. * @returns the new vector
  76080. */
  76081. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  76082. /**
  76083. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  76084. * This methods computes transformed normalized direction vectors only.
  76085. * @param vector the vector to transform
  76086. * @param transformation the transformation matrix to apply
  76087. * @param result the vector to store the result in
  76088. */
  76089. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  76090. /**
  76091. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  76092. * This methods computes transformed normalized direction vectors only.
  76093. * @param x value to transform
  76094. * @param y value to transform
  76095. * @param z value to transform
  76096. * @param w value to transform
  76097. * @param transformation the transformation matrix to apply
  76098. * @param result the vector to store the results in
  76099. */
  76100. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  76101. /**
  76102. * Creates a new Vector4 from a Vector3
  76103. * @param source defines the source data
  76104. * @param w defines the 4th component (default is 0)
  76105. * @returns a new Vector4
  76106. */
  76107. static FromVector3(source: Vector3, w?: number): Vector4;
  76108. }
  76109. /**
  76110. * Class used to store quaternion data
  76111. * @see https://en.wikipedia.org/wiki/Quaternion
  76112. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  76113. */
  76114. export class Quaternion {
  76115. /** defines the first component (0 by default) */
  76116. x: number;
  76117. /** defines the second component (0 by default) */
  76118. y: number;
  76119. /** defines the third component (0 by default) */
  76120. z: number;
  76121. /** defines the fourth component (1.0 by default) */
  76122. w: number;
  76123. /**
  76124. * Creates a new Quaternion from the given floats
  76125. * @param x defines the first component (0 by default)
  76126. * @param y defines the second component (0 by default)
  76127. * @param z defines the third component (0 by default)
  76128. * @param w defines the fourth component (1.0 by default)
  76129. */
  76130. constructor(
  76131. /** defines the first component (0 by default) */
  76132. x?: number,
  76133. /** defines the second component (0 by default) */
  76134. y?: number,
  76135. /** defines the third component (0 by default) */
  76136. z?: number,
  76137. /** defines the fourth component (1.0 by default) */
  76138. w?: number);
  76139. /**
  76140. * Gets a string representation for the current quaternion
  76141. * @returns a string with the Quaternion coordinates
  76142. */
  76143. toString(): string;
  76144. /**
  76145. * Gets the class name of the quaternion
  76146. * @returns the string "Quaternion"
  76147. */
  76148. getClassName(): string;
  76149. /**
  76150. * Gets a hash code for this quaternion
  76151. * @returns the quaternion hash code
  76152. */
  76153. getHashCode(): number;
  76154. /**
  76155. * Copy the quaternion to an array
  76156. * @returns a new array populated with 4 elements from the quaternion coordinates
  76157. */
  76158. asArray(): number[];
  76159. /**
  76160. * Check if two quaternions are equals
  76161. * @param otherQuaternion defines the second operand
  76162. * @return true if the current quaternion and the given one coordinates are strictly equals
  76163. */
  76164. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  76165. /**
  76166. * Gets a boolean if two quaternions are equals (using an epsilon value)
  76167. * @param otherQuaternion defines the other quaternion
  76168. * @param epsilon defines the minimal distance to consider equality
  76169. * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.
  76170. */
  76171. equalsWithEpsilon(otherQuaternion: DeepImmutable<Quaternion>, epsilon?: number): boolean;
  76172. /**
  76173. * Clone the current quaternion
  76174. * @returns a new quaternion copied from the current one
  76175. */
  76176. clone(): Quaternion;
  76177. /**
  76178. * Copy a quaternion to the current one
  76179. * @param other defines the other quaternion
  76180. * @returns the updated current quaternion
  76181. */
  76182. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  76183. /**
  76184. * Updates the current quaternion with the given float coordinates
  76185. * @param x defines the x coordinate
  76186. * @param y defines the y coordinate
  76187. * @param z defines the z coordinate
  76188. * @param w defines the w coordinate
  76189. * @returns the updated current quaternion
  76190. */
  76191. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  76192. /**
  76193. * Updates the current quaternion from the given float coordinates
  76194. * @param x defines the x coordinate
  76195. * @param y defines the y coordinate
  76196. * @param z defines the z coordinate
  76197. * @param w defines the w coordinate
  76198. * @returns the updated current quaternion
  76199. */
  76200. set(x: number, y: number, z: number, w: number): Quaternion;
  76201. /**
  76202. * Adds two quaternions
  76203. * @param other defines the second operand
  76204. * @returns a new quaternion as the addition result of the given one and the current quaternion
  76205. */
  76206. add(other: DeepImmutable<Quaternion>): Quaternion;
  76207. /**
  76208. * Add a quaternion to the current one
  76209. * @param other defines the quaternion to add
  76210. * @returns the current quaternion
  76211. */
  76212. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  76213. /**
  76214. * Subtract two quaternions
  76215. * @param other defines the second operand
  76216. * @returns a new quaternion as the subtraction result of the given one from the current one
  76217. */
  76218. subtract(other: Quaternion): Quaternion;
  76219. /**
  76220. * Multiplies the current quaternion by a scale factor
  76221. * @param value defines the scale factor
  76222. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  76223. */
  76224. scale(value: number): Quaternion;
  76225. /**
  76226. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  76227. * @param scale defines the scale factor
  76228. * @param result defines the Quaternion object where to store the result
  76229. * @returns the unmodified current quaternion
  76230. */
  76231. scaleToRef(scale: number, result: Quaternion): Quaternion;
  76232. /**
  76233. * Multiplies in place the current quaternion by a scale factor
  76234. * @param value defines the scale factor
  76235. * @returns the current modified quaternion
  76236. */
  76237. scaleInPlace(value: number): Quaternion;
  76238. /**
  76239. * Scale the current quaternion values by a factor and add the result to a given quaternion
  76240. * @param scale defines the scale factor
  76241. * @param result defines the Quaternion object where to store the result
  76242. * @returns the unmodified current quaternion
  76243. */
  76244. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  76245. /**
  76246. * Multiplies two quaternions
  76247. * @param q1 defines the second operand
  76248. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  76249. */
  76250. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  76251. /**
  76252. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  76253. * @param q1 defines the second operand
  76254. * @param result defines the target quaternion
  76255. * @returns the current quaternion
  76256. */
  76257. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  76258. /**
  76259. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  76260. * @param q1 defines the second operand
  76261. * @returns the currentupdated quaternion
  76262. */
  76263. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  76264. /**
  76265. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  76266. * @param ref defines the target quaternion
  76267. * @returns the current quaternion
  76268. */
  76269. conjugateToRef(ref: Quaternion): Quaternion;
  76270. /**
  76271. * Conjugates in place (1-q) the current quaternion
  76272. * @returns the current updated quaternion
  76273. */
  76274. conjugateInPlace(): Quaternion;
  76275. /**
  76276. * Conjugates in place (1-q) the current quaternion
  76277. * @returns a new quaternion
  76278. */
  76279. conjugate(): Quaternion;
  76280. /**
  76281. * Gets length of current quaternion
  76282. * @returns the quaternion length (float)
  76283. */
  76284. length(): number;
  76285. /**
  76286. * Normalize in place the current quaternion
  76287. * @returns the current updated quaternion
  76288. */
  76289. normalize(): Quaternion;
  76290. /**
  76291. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  76292. * @param order is a reserved parameter and is ignore for now
  76293. * @returns a new Vector3 containing the Euler angles
  76294. */
  76295. toEulerAngles(order?: string): Vector3;
  76296. /**
  76297. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  76298. * @param result defines the vector which will be filled with the Euler angles
  76299. * @param order is a reserved parameter and is ignore for now
  76300. * @returns the current unchanged quaternion
  76301. */
  76302. toEulerAnglesToRef(result: Vector3): Quaternion;
  76303. /**
  76304. * Updates the given rotation matrix with the current quaternion values
  76305. * @param result defines the target matrix
  76306. * @returns the current unchanged quaternion
  76307. */
  76308. toRotationMatrix(result: Matrix): Quaternion;
  76309. /**
  76310. * Updates the current quaternion from the given rotation matrix values
  76311. * @param matrix defines the source matrix
  76312. * @returns the current updated quaternion
  76313. */
  76314. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  76315. /**
  76316. * Creates a new quaternion from a rotation matrix
  76317. * @param matrix defines the source matrix
  76318. * @returns a new quaternion created from the given rotation matrix values
  76319. */
  76320. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  76321. /**
  76322. * Updates the given quaternion with the given rotation matrix values
  76323. * @param matrix defines the source matrix
  76324. * @param result defines the target quaternion
  76325. */
  76326. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  76327. /**
  76328. * Returns the dot product (float) between the quaternions "left" and "right"
  76329. * @param left defines the left operand
  76330. * @param right defines the right operand
  76331. * @returns the dot product
  76332. */
  76333. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  76334. /**
  76335. * Checks if the two quaternions are close to each other
  76336. * @param quat0 defines the first quaternion to check
  76337. * @param quat1 defines the second quaternion to check
  76338. * @returns true if the two quaternions are close to each other
  76339. */
  76340. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  76341. /**
  76342. * Creates an empty quaternion
  76343. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  76344. */
  76345. static Zero(): Quaternion;
  76346. /**
  76347. * Inverse a given quaternion
  76348. * @param q defines the source quaternion
  76349. * @returns a new quaternion as the inverted current quaternion
  76350. */
  76351. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  76352. /**
  76353. * Inverse a given quaternion
  76354. * @param q defines the source quaternion
  76355. * @param result the quaternion the result will be stored in
  76356. * @returns the result quaternion
  76357. */
  76358. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  76359. /**
  76360. * Creates an identity quaternion
  76361. * @returns the identity quaternion
  76362. */
  76363. static Identity(): Quaternion;
  76364. /**
  76365. * Gets a boolean indicating if the given quaternion is identity
  76366. * @param quaternion defines the quaternion to check
  76367. * @returns true if the quaternion is identity
  76368. */
  76369. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  76370. /**
  76371. * Creates a quaternion from a rotation around an axis
  76372. * @param axis defines the axis to use
  76373. * @param angle defines the angle to use
  76374. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  76375. */
  76376. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  76377. /**
  76378. * Creates a rotation around an axis and stores it into the given quaternion
  76379. * @param axis defines the axis to use
  76380. * @param angle defines the angle to use
  76381. * @param result defines the target quaternion
  76382. * @returns the target quaternion
  76383. */
  76384. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  76385. /**
  76386. * Creates a new quaternion from data stored into an array
  76387. * @param array defines the data source
  76388. * @param offset defines the offset in the source array where the data starts
  76389. * @returns a new quaternion
  76390. */
  76391. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  76392. /**
  76393. * Create a quaternion from Euler rotation angles
  76394. * @param x Pitch
  76395. * @param y Yaw
  76396. * @param z Roll
  76397. * @returns the new Quaternion
  76398. */
  76399. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  76400. /**
  76401. * Updates a quaternion from Euler rotation angles
  76402. * @param x Pitch
  76403. * @param y Yaw
  76404. * @param z Roll
  76405. * @param result the quaternion to store the result
  76406. * @returns the updated quaternion
  76407. */
  76408. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  76409. /**
  76410. * Create a quaternion from Euler rotation vector
  76411. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  76412. * @returns the new Quaternion
  76413. */
  76414. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  76415. /**
  76416. * Updates a quaternion from Euler rotation vector
  76417. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  76418. * @param result the quaternion to store the result
  76419. * @returns the updated quaternion
  76420. */
  76421. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  76422. /**
  76423. * Creates a new quaternion from the given Euler float angles (y, x, z)
  76424. * @param yaw defines the rotation around Y axis
  76425. * @param pitch defines the rotation around X axis
  76426. * @param roll defines the rotation around Z axis
  76427. * @returns the new quaternion
  76428. */
  76429. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  76430. /**
  76431. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  76432. * @param yaw defines the rotation around Y axis
  76433. * @param pitch defines the rotation around X axis
  76434. * @param roll defines the rotation around Z axis
  76435. * @param result defines the target quaternion
  76436. */
  76437. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  76438. /**
  76439. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  76440. * @param alpha defines the rotation around first axis
  76441. * @param beta defines the rotation around second axis
  76442. * @param gamma defines the rotation around third axis
  76443. * @returns the new quaternion
  76444. */
  76445. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  76446. /**
  76447. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  76448. * @param alpha defines the rotation around first axis
  76449. * @param beta defines the rotation around second axis
  76450. * @param gamma defines the rotation around third axis
  76451. * @param result defines the target quaternion
  76452. */
  76453. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  76454. /**
  76455. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  76456. * @param axis1 defines the first axis
  76457. * @param axis2 defines the second axis
  76458. * @param axis3 defines the third axis
  76459. * @returns the new quaternion
  76460. */
  76461. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  76462. /**
  76463. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  76464. * @param axis1 defines the first axis
  76465. * @param axis2 defines the second axis
  76466. * @param axis3 defines the third axis
  76467. * @param ref defines the target quaternion
  76468. */
  76469. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  76470. /**
  76471. * Interpolates between two quaternions
  76472. * @param left defines first quaternion
  76473. * @param right defines second quaternion
  76474. * @param amount defines the gradient to use
  76475. * @returns the new interpolated quaternion
  76476. */
  76477. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  76478. /**
  76479. * Interpolates between two quaternions and stores it into a target quaternion
  76480. * @param left defines first quaternion
  76481. * @param right defines second quaternion
  76482. * @param amount defines the gradient to use
  76483. * @param result defines the target quaternion
  76484. */
  76485. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  76486. /**
  76487. * Interpolate between two quaternions using Hermite interpolation
  76488. * @param value1 defines first quaternion
  76489. * @param tangent1 defines the incoming tangent
  76490. * @param value2 defines second quaternion
  76491. * @param tangent2 defines the outgoing tangent
  76492. * @param amount defines the target quaternion
  76493. * @returns the new interpolated quaternion
  76494. */
  76495. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  76496. }
  76497. /**
  76498. * Class used to store matrix data (4x4)
  76499. */
  76500. export class Matrix {
  76501. private static _updateFlagSeed;
  76502. private static _identityReadOnly;
  76503. private _isIdentity;
  76504. private _isIdentityDirty;
  76505. private _isIdentity3x2;
  76506. private _isIdentity3x2Dirty;
  76507. /**
  76508. * Gets the update flag of the matrix which is an unique number for the matrix.
  76509. * It will be incremented every time the matrix data change.
  76510. * You can use it to speed the comparison between two versions of the same matrix.
  76511. */
  76512. updateFlag: number;
  76513. private readonly _m;
  76514. /**
  76515. * Gets the internal data of the matrix
  76516. */
  76517. get m(): DeepImmutable<Float32Array>;
  76518. /** @hidden */
  76519. _markAsUpdated(): void;
  76520. /** @hidden */
  76521. private _updateIdentityStatus;
  76522. /**
  76523. * Creates an empty matrix (filled with zeros)
  76524. */
  76525. constructor();
  76526. /**
  76527. * Check if the current matrix is identity
  76528. * @returns true is the matrix is the identity matrix
  76529. */
  76530. isIdentity(): boolean;
  76531. /**
  76532. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  76533. * @returns true is the matrix is the identity matrix
  76534. */
  76535. isIdentityAs3x2(): boolean;
  76536. /**
  76537. * Gets the determinant of the matrix
  76538. * @returns the matrix determinant
  76539. */
  76540. determinant(): number;
  76541. /**
  76542. * Returns the matrix as a Float32Array
  76543. * @returns the matrix underlying array
  76544. */
  76545. toArray(): DeepImmutable<Float32Array>;
  76546. /**
  76547. * Returns the matrix as a Float32Array
  76548. * @returns the matrix underlying array.
  76549. */
  76550. asArray(): DeepImmutable<Float32Array>;
  76551. /**
  76552. * Inverts the current matrix in place
  76553. * @returns the current inverted matrix
  76554. */
  76555. invert(): Matrix;
  76556. /**
  76557. * Sets all the matrix elements to zero
  76558. * @returns the current matrix
  76559. */
  76560. reset(): Matrix;
  76561. /**
  76562. * Adds the current matrix with a second one
  76563. * @param other defines the matrix to add
  76564. * @returns a new matrix as the addition of the current matrix and the given one
  76565. */
  76566. add(other: DeepImmutable<Matrix>): Matrix;
  76567. /**
  76568. * Sets the given matrix "result" to the addition of the current matrix and the given one
  76569. * @param other defines the matrix to add
  76570. * @param result defines the target matrix
  76571. * @returns the current matrix
  76572. */
  76573. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  76574. /**
  76575. * Adds in place the given matrix to the current matrix
  76576. * @param other defines the second operand
  76577. * @returns the current updated matrix
  76578. */
  76579. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  76580. /**
  76581. * Sets the given matrix to the current inverted Matrix
  76582. * @param other defines the target matrix
  76583. * @returns the unmodified current matrix
  76584. */
  76585. invertToRef(other: Matrix): Matrix;
  76586. /**
  76587. * add a value at the specified position in the current Matrix
  76588. * @param index the index of the value within the matrix. between 0 and 15.
  76589. * @param value the value to be added
  76590. * @returns the current updated matrix
  76591. */
  76592. addAtIndex(index: number, value: number): Matrix;
  76593. /**
  76594. * mutiply the specified position in the current Matrix by a value
  76595. * @param index the index of the value within the matrix. between 0 and 15.
  76596. * @param value the value to be added
  76597. * @returns the current updated matrix
  76598. */
  76599. multiplyAtIndex(index: number, value: number): Matrix;
  76600. /**
  76601. * Inserts the translation vector (using 3 floats) in the current matrix
  76602. * @param x defines the 1st component of the translation
  76603. * @param y defines the 2nd component of the translation
  76604. * @param z defines the 3rd component of the translation
  76605. * @returns the current updated matrix
  76606. */
  76607. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  76608. /**
  76609. * Adds the translation vector (using 3 floats) in the current matrix
  76610. * @param x defines the 1st component of the translation
  76611. * @param y defines the 2nd component of the translation
  76612. * @param z defines the 3rd component of the translation
  76613. * @returns the current updated matrix
  76614. */
  76615. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  76616. /**
  76617. * Inserts the translation vector in the current matrix
  76618. * @param vector3 defines the translation to insert
  76619. * @returns the current updated matrix
  76620. */
  76621. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  76622. /**
  76623. * Gets the translation value of the current matrix
  76624. * @returns a new Vector3 as the extracted translation from the matrix
  76625. */
  76626. getTranslation(): Vector3;
  76627. /**
  76628. * Fill a Vector3 with the extracted translation from the matrix
  76629. * @param result defines the Vector3 where to store the translation
  76630. * @returns the current matrix
  76631. */
  76632. getTranslationToRef(result: Vector3): Matrix;
  76633. /**
  76634. * Remove rotation and scaling part from the matrix
  76635. * @returns the updated matrix
  76636. */
  76637. removeRotationAndScaling(): Matrix;
  76638. /**
  76639. * Multiply two matrices
  76640. * @param other defines the second operand
  76641. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  76642. */
  76643. multiply(other: DeepImmutable<Matrix>): Matrix;
  76644. /**
  76645. * Copy the current matrix from the given one
  76646. * @param other defines the source matrix
  76647. * @returns the current updated matrix
  76648. */
  76649. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  76650. /**
  76651. * Populates the given array from the starting index with the current matrix values
  76652. * @param array defines the target array
  76653. * @param offset defines the offset in the target array where to start storing values
  76654. * @returns the current matrix
  76655. */
  76656. copyToArray(array: Float32Array, offset?: number): Matrix;
  76657. /**
  76658. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  76659. * @param other defines the second operand
  76660. * @param result defines the matrix where to store the multiplication
  76661. * @returns the current matrix
  76662. */
  76663. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  76664. /**
  76665. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  76666. * @param other defines the second operand
  76667. * @param result defines the array where to store the multiplication
  76668. * @param offset defines the offset in the target array where to start storing values
  76669. * @returns the current matrix
  76670. */
  76671. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  76672. /**
  76673. * Check equality between this matrix and a second one
  76674. * @param value defines the second matrix to compare
  76675. * @returns true is the current matrix and the given one values are strictly equal
  76676. */
  76677. equals(value: DeepImmutable<Matrix>): boolean;
  76678. /**
  76679. * Clone the current matrix
  76680. * @returns a new matrix from the current matrix
  76681. */
  76682. clone(): Matrix;
  76683. /**
  76684. * Returns the name of the current matrix class
  76685. * @returns the string "Matrix"
  76686. */
  76687. getClassName(): string;
  76688. /**
  76689. * Gets the hash code of the current matrix
  76690. * @returns the hash code
  76691. */
  76692. getHashCode(): number;
  76693. /**
  76694. * Decomposes the current Matrix into a translation, rotation and scaling components
  76695. * @param scale defines the scale vector3 given as a reference to update
  76696. * @param rotation defines the rotation quaternion given as a reference to update
  76697. * @param translation defines the translation vector3 given as a reference to update
  76698. * @returns true if operation was successful
  76699. */
  76700. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  76701. /**
  76702. * Gets specific row of the matrix
  76703. * @param index defines the number of the row to get
  76704. * @returns the index-th row of the current matrix as a new Vector4
  76705. */
  76706. getRow(index: number): Nullable<Vector4>;
  76707. /**
  76708. * Sets the index-th row of the current matrix to the vector4 values
  76709. * @param index defines the number of the row to set
  76710. * @param row defines the target vector4
  76711. * @returns the updated current matrix
  76712. */
  76713. setRow(index: number, row: Vector4): Matrix;
  76714. /**
  76715. * Compute the transpose of the matrix
  76716. * @returns the new transposed matrix
  76717. */
  76718. transpose(): Matrix;
  76719. /**
  76720. * Compute the transpose of the matrix and store it in a given matrix
  76721. * @param result defines the target matrix
  76722. * @returns the current matrix
  76723. */
  76724. transposeToRef(result: Matrix): Matrix;
  76725. /**
  76726. * Sets the index-th row of the current matrix with the given 4 x float values
  76727. * @param index defines the row index
  76728. * @param x defines the x component to set
  76729. * @param y defines the y component to set
  76730. * @param z defines the z component to set
  76731. * @param w defines the w component to set
  76732. * @returns the updated current matrix
  76733. */
  76734. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  76735. /**
  76736. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  76737. * @param scale defines the scale factor
  76738. * @returns a new matrix
  76739. */
  76740. scale(scale: number): Matrix;
  76741. /**
  76742. * Scale the current matrix values by a factor to a given result matrix
  76743. * @param scale defines the scale factor
  76744. * @param result defines the matrix to store the result
  76745. * @returns the current matrix
  76746. */
  76747. scaleToRef(scale: number, result: Matrix): Matrix;
  76748. /**
  76749. * Scale the current matrix values by a factor and add the result to a given matrix
  76750. * @param scale defines the scale factor
  76751. * @param result defines the Matrix to store the result
  76752. * @returns the current matrix
  76753. */
  76754. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  76755. /**
  76756. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  76757. * @param ref matrix to store the result
  76758. */
  76759. toNormalMatrix(ref: Matrix): void;
  76760. /**
  76761. * Gets only rotation part of the current matrix
  76762. * @returns a new matrix sets to the extracted rotation matrix from the current one
  76763. */
  76764. getRotationMatrix(): Matrix;
  76765. /**
  76766. * Extracts the rotation matrix from the current one and sets it as the given "result"
  76767. * @param result defines the target matrix to store data to
  76768. * @returns the current matrix
  76769. */
  76770. getRotationMatrixToRef(result: Matrix): Matrix;
  76771. /**
  76772. * Toggles model matrix from being right handed to left handed in place and vice versa
  76773. */
  76774. toggleModelMatrixHandInPlace(): void;
  76775. /**
  76776. * Toggles projection matrix from being right handed to left handed in place and vice versa
  76777. */
  76778. toggleProjectionMatrixHandInPlace(): void;
  76779. /**
  76780. * Creates a matrix from an array
  76781. * @param array defines the source array
  76782. * @param offset defines an offset in the source array
  76783. * @returns a new Matrix set from the starting index of the given array
  76784. */
  76785. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  76786. /**
  76787. * Copy the content of an array into a given matrix
  76788. * @param array defines the source array
  76789. * @param offset defines an offset in the source array
  76790. * @param result defines the target matrix
  76791. */
  76792. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  76793. /**
  76794. * Stores an array into a matrix after having multiplied each component by a given factor
  76795. * @param array defines the source array
  76796. * @param offset defines the offset in the source array
  76797. * @param scale defines the scaling factor
  76798. * @param result defines the target matrix
  76799. */
  76800. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  76801. /**
  76802. * Gets an identity matrix that must not be updated
  76803. */
  76804. static get IdentityReadOnly(): DeepImmutable<Matrix>;
  76805. /**
  76806. * Stores a list of values (16) inside a given matrix
  76807. * @param initialM11 defines 1st value of 1st row
  76808. * @param initialM12 defines 2nd value of 1st row
  76809. * @param initialM13 defines 3rd value of 1st row
  76810. * @param initialM14 defines 4th value of 1st row
  76811. * @param initialM21 defines 1st value of 2nd row
  76812. * @param initialM22 defines 2nd value of 2nd row
  76813. * @param initialM23 defines 3rd value of 2nd row
  76814. * @param initialM24 defines 4th value of 2nd row
  76815. * @param initialM31 defines 1st value of 3rd row
  76816. * @param initialM32 defines 2nd value of 3rd row
  76817. * @param initialM33 defines 3rd value of 3rd row
  76818. * @param initialM34 defines 4th value of 3rd row
  76819. * @param initialM41 defines 1st value of 4th row
  76820. * @param initialM42 defines 2nd value of 4th row
  76821. * @param initialM43 defines 3rd value of 4th row
  76822. * @param initialM44 defines 4th value of 4th row
  76823. * @param result defines the target matrix
  76824. */
  76825. 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;
  76826. /**
  76827. * Creates new matrix from a list of values (16)
  76828. * @param initialM11 defines 1st value of 1st row
  76829. * @param initialM12 defines 2nd value of 1st row
  76830. * @param initialM13 defines 3rd value of 1st row
  76831. * @param initialM14 defines 4th value of 1st row
  76832. * @param initialM21 defines 1st value of 2nd row
  76833. * @param initialM22 defines 2nd value of 2nd row
  76834. * @param initialM23 defines 3rd value of 2nd row
  76835. * @param initialM24 defines 4th value of 2nd row
  76836. * @param initialM31 defines 1st value of 3rd row
  76837. * @param initialM32 defines 2nd value of 3rd row
  76838. * @param initialM33 defines 3rd value of 3rd row
  76839. * @param initialM34 defines 4th value of 3rd row
  76840. * @param initialM41 defines 1st value of 4th row
  76841. * @param initialM42 defines 2nd value of 4th row
  76842. * @param initialM43 defines 3rd value of 4th row
  76843. * @param initialM44 defines 4th value of 4th row
  76844. * @returns the new matrix
  76845. */
  76846. 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;
  76847. /**
  76848. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  76849. * @param scale defines the scale vector3
  76850. * @param rotation defines the rotation quaternion
  76851. * @param translation defines the translation vector3
  76852. * @returns a new matrix
  76853. */
  76854. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  76855. /**
  76856. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  76857. * @param scale defines the scale vector3
  76858. * @param rotation defines the rotation quaternion
  76859. * @param translation defines the translation vector3
  76860. * @param result defines the target matrix
  76861. */
  76862. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  76863. /**
  76864. * Creates a new identity matrix
  76865. * @returns a new identity matrix
  76866. */
  76867. static Identity(): Matrix;
  76868. /**
  76869. * Creates a new identity matrix and stores the result in a given matrix
  76870. * @param result defines the target matrix
  76871. */
  76872. static IdentityToRef(result: Matrix): void;
  76873. /**
  76874. * Creates a new zero matrix
  76875. * @returns a new zero matrix
  76876. */
  76877. static Zero(): Matrix;
  76878. /**
  76879. * Creates a new rotation matrix for "angle" radians around the X axis
  76880. * @param angle defines the angle (in radians) to use
  76881. * @return the new matrix
  76882. */
  76883. static RotationX(angle: number): Matrix;
  76884. /**
  76885. * Creates a new matrix as the invert of a given matrix
  76886. * @param source defines the source matrix
  76887. * @returns the new matrix
  76888. */
  76889. static Invert(source: DeepImmutable<Matrix>): Matrix;
  76890. /**
  76891. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  76892. * @param angle defines the angle (in radians) to use
  76893. * @param result defines the target matrix
  76894. */
  76895. static RotationXToRef(angle: number, result: Matrix): void;
  76896. /**
  76897. * Creates a new rotation matrix for "angle" radians around the Y axis
  76898. * @param angle defines the angle (in radians) to use
  76899. * @return the new matrix
  76900. */
  76901. static RotationY(angle: number): Matrix;
  76902. /**
  76903. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  76904. * @param angle defines the angle (in radians) to use
  76905. * @param result defines the target matrix
  76906. */
  76907. static RotationYToRef(angle: number, result: Matrix): void;
  76908. /**
  76909. * Creates a new rotation matrix for "angle" radians around the Z axis
  76910. * @param angle defines the angle (in radians) to use
  76911. * @return the new matrix
  76912. */
  76913. static RotationZ(angle: number): Matrix;
  76914. /**
  76915. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  76916. * @param angle defines the angle (in radians) to use
  76917. * @param result defines the target matrix
  76918. */
  76919. static RotationZToRef(angle: number, result: Matrix): void;
  76920. /**
  76921. * Creates a new rotation matrix for "angle" radians around the given axis
  76922. * @param axis defines the axis to use
  76923. * @param angle defines the angle (in radians) to use
  76924. * @return the new matrix
  76925. */
  76926. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  76927. /**
  76928. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  76929. * @param axis defines the axis to use
  76930. * @param angle defines the angle (in radians) to use
  76931. * @param result defines the target matrix
  76932. */
  76933. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  76934. /**
  76935. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  76936. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  76937. * @param from defines the vector to align
  76938. * @param to defines the vector to align to
  76939. * @param result defines the target matrix
  76940. */
  76941. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  76942. /**
  76943. * Creates a rotation matrix
  76944. * @param yaw defines the yaw angle in radians (Y axis)
  76945. * @param pitch defines the pitch angle in radians (X axis)
  76946. * @param roll defines the roll angle in radians (X axis)
  76947. * @returns the new rotation matrix
  76948. */
  76949. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  76950. /**
  76951. * Creates a rotation matrix and stores it in a given matrix
  76952. * @param yaw defines the yaw angle in radians (Y axis)
  76953. * @param pitch defines the pitch angle in radians (X axis)
  76954. * @param roll defines the roll angle in radians (X axis)
  76955. * @param result defines the target matrix
  76956. */
  76957. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  76958. /**
  76959. * Creates a scaling matrix
  76960. * @param x defines the scale factor on X axis
  76961. * @param y defines the scale factor on Y axis
  76962. * @param z defines the scale factor on Z axis
  76963. * @returns the new matrix
  76964. */
  76965. static Scaling(x: number, y: number, z: number): Matrix;
  76966. /**
  76967. * Creates a scaling matrix and stores it in a given matrix
  76968. * @param x defines the scale factor on X axis
  76969. * @param y defines the scale factor on Y axis
  76970. * @param z defines the scale factor on Z axis
  76971. * @param result defines the target matrix
  76972. */
  76973. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  76974. /**
  76975. * Creates a translation matrix
  76976. * @param x defines the translation on X axis
  76977. * @param y defines the translation on Y axis
  76978. * @param z defines the translationon Z axis
  76979. * @returns the new matrix
  76980. */
  76981. static Translation(x: number, y: number, z: number): Matrix;
  76982. /**
  76983. * Creates a translation matrix and stores it in a given matrix
  76984. * @param x defines the translation on X axis
  76985. * @param y defines the translation on Y axis
  76986. * @param z defines the translationon Z axis
  76987. * @param result defines the target matrix
  76988. */
  76989. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  76990. /**
  76991. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  76992. * @param startValue defines the start value
  76993. * @param endValue defines the end value
  76994. * @param gradient defines the gradient factor
  76995. * @returns the new matrix
  76996. */
  76997. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  76998. /**
  76999. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  77000. * @param startValue defines the start value
  77001. * @param endValue defines the end value
  77002. * @param gradient defines the gradient factor
  77003. * @param result defines the Matrix object where to store data
  77004. */
  77005. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  77006. /**
  77007. * Builds a new matrix whose values are computed by:
  77008. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  77009. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  77010. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  77011. * @param startValue defines the first matrix
  77012. * @param endValue defines the second matrix
  77013. * @param gradient defines the gradient between the two matrices
  77014. * @returns the new matrix
  77015. */
  77016. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  77017. /**
  77018. * Update a matrix to values which are computed by:
  77019. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  77020. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  77021. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  77022. * @param startValue defines the first matrix
  77023. * @param endValue defines the second matrix
  77024. * @param gradient defines the gradient between the two matrices
  77025. * @param result defines the target matrix
  77026. */
  77027. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  77028. /**
  77029. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  77030. * This function works in left handed mode
  77031. * @param eye defines the final position of the entity
  77032. * @param target defines where the entity should look at
  77033. * @param up defines the up vector for the entity
  77034. * @returns the new matrix
  77035. */
  77036. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  77037. /**
  77038. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  77039. * This function works in left handed mode
  77040. * @param eye defines the final position of the entity
  77041. * @param target defines where the entity should look at
  77042. * @param up defines the up vector for the entity
  77043. * @param result defines the target matrix
  77044. */
  77045. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  77046. /**
  77047. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  77048. * This function works in right handed mode
  77049. * @param eye defines the final position of the entity
  77050. * @param target defines where the entity should look at
  77051. * @param up defines the up vector for the entity
  77052. * @returns the new matrix
  77053. */
  77054. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  77055. /**
  77056. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  77057. * This function works in right handed mode
  77058. * @param eye defines the final position of the entity
  77059. * @param target defines where the entity should look at
  77060. * @param up defines the up vector for the entity
  77061. * @param result defines the target matrix
  77062. */
  77063. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  77064. /**
  77065. * Create a left-handed orthographic projection matrix
  77066. * @param width defines the viewport width
  77067. * @param height defines the viewport height
  77068. * @param znear defines the near clip plane
  77069. * @param zfar defines the far clip plane
  77070. * @returns a new matrix as a left-handed orthographic projection matrix
  77071. */
  77072. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  77073. /**
  77074. * Store a left-handed orthographic projection to a given matrix
  77075. * @param width defines the viewport width
  77076. * @param height defines the viewport height
  77077. * @param znear defines the near clip plane
  77078. * @param zfar defines the far clip plane
  77079. * @param result defines the target matrix
  77080. */
  77081. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  77082. /**
  77083. * Create a left-handed orthographic projection matrix
  77084. * @param left defines the viewport left coordinate
  77085. * @param right defines the viewport right coordinate
  77086. * @param bottom defines the viewport bottom coordinate
  77087. * @param top defines the viewport top coordinate
  77088. * @param znear defines the near clip plane
  77089. * @param zfar defines the far clip plane
  77090. * @returns a new matrix as a left-handed orthographic projection matrix
  77091. */
  77092. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  77093. /**
  77094. * Stores a left-handed orthographic projection into a given matrix
  77095. * @param left defines the viewport left coordinate
  77096. * @param right defines the viewport right coordinate
  77097. * @param bottom defines the viewport bottom coordinate
  77098. * @param top defines the viewport top coordinate
  77099. * @param znear defines the near clip plane
  77100. * @param zfar defines the far clip plane
  77101. * @param result defines the target matrix
  77102. */
  77103. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  77104. /**
  77105. * Creates a right-handed orthographic projection matrix
  77106. * @param left defines the viewport left coordinate
  77107. * @param right defines the viewport right coordinate
  77108. * @param bottom defines the viewport bottom coordinate
  77109. * @param top defines the viewport top coordinate
  77110. * @param znear defines the near clip plane
  77111. * @param zfar defines the far clip plane
  77112. * @returns a new matrix as a right-handed orthographic projection matrix
  77113. */
  77114. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  77115. /**
  77116. * Stores a right-handed orthographic projection into a given matrix
  77117. * @param left defines the viewport left coordinate
  77118. * @param right defines the viewport right coordinate
  77119. * @param bottom defines the viewport bottom coordinate
  77120. * @param top defines the viewport top coordinate
  77121. * @param znear defines the near clip plane
  77122. * @param zfar defines the far clip plane
  77123. * @param result defines the target matrix
  77124. */
  77125. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  77126. /**
  77127. * Creates a left-handed perspective projection matrix
  77128. * @param width defines the viewport width
  77129. * @param height defines the viewport height
  77130. * @param znear defines the near clip plane
  77131. * @param zfar defines the far clip plane
  77132. * @returns a new matrix as a left-handed perspective projection matrix
  77133. */
  77134. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  77135. /**
  77136. * Creates a left-handed perspective projection matrix
  77137. * @param fov defines the horizontal field of view
  77138. * @param aspect defines the aspect ratio
  77139. * @param znear defines the near clip plane
  77140. * @param zfar defines the far clip plane
  77141. * @returns a new matrix as a left-handed perspective projection matrix
  77142. */
  77143. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  77144. /**
  77145. * Stores a left-handed perspective projection into a given matrix
  77146. * @param fov defines the horizontal field of view
  77147. * @param aspect defines the aspect ratio
  77148. * @param znear defines the near clip plane
  77149. * @param zfar defines the far clip plane
  77150. * @param result defines the target matrix
  77151. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77152. */
  77153. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77154. /**
  77155. * Stores a left-handed perspective projection into a given matrix with depth reversed
  77156. * @param fov defines the horizontal field of view
  77157. * @param aspect defines the aspect ratio
  77158. * @param znear defines the near clip plane
  77159. * @param zfar not used as infinity is used as far clip
  77160. * @param result defines the target matrix
  77161. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77162. */
  77163. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77164. /**
  77165. * Creates a right-handed perspective projection matrix
  77166. * @param fov defines the horizontal field of view
  77167. * @param aspect defines the aspect ratio
  77168. * @param znear defines the near clip plane
  77169. * @param zfar defines the far clip plane
  77170. * @returns a new matrix as a right-handed perspective projection matrix
  77171. */
  77172. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  77173. /**
  77174. * Stores a right-handed perspective projection into a given matrix
  77175. * @param fov defines the horizontal field of view
  77176. * @param aspect defines the aspect ratio
  77177. * @param znear defines the near clip plane
  77178. * @param zfar defines the far clip plane
  77179. * @param result defines the target matrix
  77180. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77181. */
  77182. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77183. /**
  77184. * Stores a right-handed perspective projection into a given matrix
  77185. * @param fov defines the horizontal field of view
  77186. * @param aspect defines the aspect ratio
  77187. * @param znear defines the near clip plane
  77188. * @param zfar not used as infinity is used as far clip
  77189. * @param result defines the target matrix
  77190. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77191. */
  77192. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77193. /**
  77194. * Stores a perspective projection for WebVR info a given matrix
  77195. * @param fov defines the field of view
  77196. * @param znear defines the near clip plane
  77197. * @param zfar defines the far clip plane
  77198. * @param result defines the target matrix
  77199. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  77200. */
  77201. static PerspectiveFovWebVRToRef(fov: {
  77202. upDegrees: number;
  77203. downDegrees: number;
  77204. leftDegrees: number;
  77205. rightDegrees: number;
  77206. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  77207. /**
  77208. * Computes a complete transformation matrix
  77209. * @param viewport defines the viewport to use
  77210. * @param world defines the world matrix
  77211. * @param view defines the view matrix
  77212. * @param projection defines the projection matrix
  77213. * @param zmin defines the near clip plane
  77214. * @param zmax defines the far clip plane
  77215. * @returns the transformation matrix
  77216. */
  77217. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  77218. /**
  77219. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  77220. * @param matrix defines the matrix to use
  77221. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  77222. */
  77223. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  77224. /**
  77225. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  77226. * @param matrix defines the matrix to use
  77227. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  77228. */
  77229. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  77230. /**
  77231. * Compute the transpose of a given matrix
  77232. * @param matrix defines the matrix to transpose
  77233. * @returns the new matrix
  77234. */
  77235. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  77236. /**
  77237. * Compute the transpose of a matrix and store it in a target matrix
  77238. * @param matrix defines the matrix to transpose
  77239. * @param result defines the target matrix
  77240. */
  77241. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  77242. /**
  77243. * Computes a reflection matrix from a plane
  77244. * @param plane defines the reflection plane
  77245. * @returns a new matrix
  77246. */
  77247. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  77248. /**
  77249. * Computes a reflection matrix from a plane
  77250. * @param plane defines the reflection plane
  77251. * @param result defines the target matrix
  77252. */
  77253. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  77254. /**
  77255. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  77256. * @param xaxis defines the value of the 1st axis
  77257. * @param yaxis defines the value of the 2nd axis
  77258. * @param zaxis defines the value of the 3rd axis
  77259. * @param result defines the target matrix
  77260. */
  77261. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  77262. /**
  77263. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  77264. * @param quat defines the quaternion to use
  77265. * @param result defines the target matrix
  77266. */
  77267. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  77268. }
  77269. /**
  77270. * @hidden
  77271. */
  77272. export class TmpVectors {
  77273. static Vector2: Vector2[];
  77274. static Vector3: Vector3[];
  77275. static Vector4: Vector4[];
  77276. static Quaternion: Quaternion[];
  77277. static Matrix: Matrix[];
  77278. }
  77279. }
  77280. declare module BABYLON {
  77281. /**
  77282. * Defines potential orientation for back face culling
  77283. */
  77284. export enum Orientation {
  77285. /**
  77286. * Clockwise
  77287. */
  77288. CW = 0,
  77289. /** Counter clockwise */
  77290. CCW = 1
  77291. }
  77292. /** Class used to represent a Bezier curve */
  77293. export class BezierCurve {
  77294. /**
  77295. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  77296. * @param t defines the time
  77297. * @param x1 defines the left coordinate on X axis
  77298. * @param y1 defines the left coordinate on Y axis
  77299. * @param x2 defines the right coordinate on X axis
  77300. * @param y2 defines the right coordinate on Y axis
  77301. * @returns the interpolated value
  77302. */
  77303. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  77304. }
  77305. /**
  77306. * Defines angle representation
  77307. */
  77308. export class Angle {
  77309. private _radians;
  77310. /**
  77311. * Creates an Angle object of "radians" radians (float).
  77312. * @param radians the angle in radians
  77313. */
  77314. constructor(radians: number);
  77315. /**
  77316. * Get value in degrees
  77317. * @returns the Angle value in degrees (float)
  77318. */
  77319. degrees(): number;
  77320. /**
  77321. * Get value in radians
  77322. * @returns the Angle value in radians (float)
  77323. */
  77324. radians(): number;
  77325. /**
  77326. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  77327. * @param a defines first vector
  77328. * @param b defines second vector
  77329. * @returns a new Angle
  77330. */
  77331. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  77332. /**
  77333. * Gets a new Angle object from the given float in radians
  77334. * @param radians defines the angle value in radians
  77335. * @returns a new Angle
  77336. */
  77337. static FromRadians(radians: number): Angle;
  77338. /**
  77339. * Gets a new Angle object from the given float in degrees
  77340. * @param degrees defines the angle value in degrees
  77341. * @returns a new Angle
  77342. */
  77343. static FromDegrees(degrees: number): Angle;
  77344. }
  77345. /**
  77346. * This represents an arc in a 2d space.
  77347. */
  77348. export class Arc2 {
  77349. /** Defines the start point of the arc */
  77350. startPoint: Vector2;
  77351. /** Defines the mid point of the arc */
  77352. midPoint: Vector2;
  77353. /** Defines the end point of the arc */
  77354. endPoint: Vector2;
  77355. /**
  77356. * Defines the center point of the arc.
  77357. */
  77358. centerPoint: Vector2;
  77359. /**
  77360. * Defines the radius of the arc.
  77361. */
  77362. radius: number;
  77363. /**
  77364. * Defines the angle of the arc (from mid point to end point).
  77365. */
  77366. angle: Angle;
  77367. /**
  77368. * Defines the start angle of the arc (from start point to middle point).
  77369. */
  77370. startAngle: Angle;
  77371. /**
  77372. * Defines the orientation of the arc (clock wise/counter clock wise).
  77373. */
  77374. orientation: Orientation;
  77375. /**
  77376. * Creates an Arc object from the three given points : start, middle and end.
  77377. * @param startPoint Defines the start point of the arc
  77378. * @param midPoint Defines the midlle point of the arc
  77379. * @param endPoint Defines the end point of the arc
  77380. */
  77381. constructor(
  77382. /** Defines the start point of the arc */
  77383. startPoint: Vector2,
  77384. /** Defines the mid point of the arc */
  77385. midPoint: Vector2,
  77386. /** Defines the end point of the arc */
  77387. endPoint: Vector2);
  77388. }
  77389. /**
  77390. * Represents a 2D path made up of multiple 2D points
  77391. */
  77392. export class Path2 {
  77393. private _points;
  77394. private _length;
  77395. /**
  77396. * If the path start and end point are the same
  77397. */
  77398. closed: boolean;
  77399. /**
  77400. * Creates a Path2 object from the starting 2D coordinates x and y.
  77401. * @param x the starting points x value
  77402. * @param y the starting points y value
  77403. */
  77404. constructor(x: number, y: number);
  77405. /**
  77406. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  77407. * @param x the added points x value
  77408. * @param y the added points y value
  77409. * @returns the updated Path2.
  77410. */
  77411. addLineTo(x: number, y: number): Path2;
  77412. /**
  77413. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  77414. * @param midX middle point x value
  77415. * @param midY middle point y value
  77416. * @param endX end point x value
  77417. * @param endY end point y value
  77418. * @param numberOfSegments (default: 36)
  77419. * @returns the updated Path2.
  77420. */
  77421. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  77422. /**
  77423. * Closes the Path2.
  77424. * @returns the Path2.
  77425. */
  77426. close(): Path2;
  77427. /**
  77428. * Gets the sum of the distance between each sequential point in the path
  77429. * @returns the Path2 total length (float).
  77430. */
  77431. length(): number;
  77432. /**
  77433. * Gets the points which construct the path
  77434. * @returns the Path2 internal array of points.
  77435. */
  77436. getPoints(): Vector2[];
  77437. /**
  77438. * Retreives the point at the distance aways from the starting point
  77439. * @param normalizedLengthPosition the length along the path to retreive the point from
  77440. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  77441. */
  77442. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  77443. /**
  77444. * Creates a new path starting from an x and y position
  77445. * @param x starting x value
  77446. * @param y starting y value
  77447. * @returns a new Path2 starting at the coordinates (x, y).
  77448. */
  77449. static StartingAt(x: number, y: number): Path2;
  77450. }
  77451. /**
  77452. * Represents a 3D path made up of multiple 3D points
  77453. */
  77454. export class Path3D {
  77455. /**
  77456. * an array of Vector3, the curve axis of the Path3D
  77457. */
  77458. path: Vector3[];
  77459. private _curve;
  77460. private _distances;
  77461. private _tangents;
  77462. private _normals;
  77463. private _binormals;
  77464. private _raw;
  77465. private _alignTangentsWithPath;
  77466. private readonly _pointAtData;
  77467. /**
  77468. * new Path3D(path, normal, raw)
  77469. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  77470. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  77471. * @param path an array of Vector3, the curve axis of the Path3D
  77472. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  77473. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  77474. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  77475. */
  77476. constructor(
  77477. /**
  77478. * an array of Vector3, the curve axis of the Path3D
  77479. */
  77480. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  77481. /**
  77482. * Returns the Path3D array of successive Vector3 designing its curve.
  77483. * @returns the Path3D array of successive Vector3 designing its curve.
  77484. */
  77485. getCurve(): Vector3[];
  77486. /**
  77487. * Returns the Path3D array of successive Vector3 designing its curve.
  77488. * @returns the Path3D array of successive Vector3 designing its curve.
  77489. */
  77490. getPoints(): Vector3[];
  77491. /**
  77492. * @returns the computed length (float) of the path.
  77493. */
  77494. length(): number;
  77495. /**
  77496. * Returns an array populated with tangent vectors on each Path3D curve point.
  77497. * @returns an array populated with tangent vectors on each Path3D curve point.
  77498. */
  77499. getTangents(): Vector3[];
  77500. /**
  77501. * Returns an array populated with normal vectors on each Path3D curve point.
  77502. * @returns an array populated with normal vectors on each Path3D curve point.
  77503. */
  77504. getNormals(): Vector3[];
  77505. /**
  77506. * Returns an array populated with binormal vectors on each Path3D curve point.
  77507. * @returns an array populated with binormal vectors on each Path3D curve point.
  77508. */
  77509. getBinormals(): Vector3[];
  77510. /**
  77511. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  77512. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  77513. */
  77514. getDistances(): number[];
  77515. /**
  77516. * Returns an interpolated point along this path
  77517. * @param position the position of the point along this path, from 0.0 to 1.0
  77518. * @returns a new Vector3 as the point
  77519. */
  77520. getPointAt(position: number): Vector3;
  77521. /**
  77522. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  77523. * @param position the position of the point along this path, from 0.0 to 1.0
  77524. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  77525. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  77526. */
  77527. getTangentAt(position: number, interpolated?: boolean): Vector3;
  77528. /**
  77529. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  77530. * @param position the position of the point along this path, from 0.0 to 1.0
  77531. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  77532. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  77533. */
  77534. getNormalAt(position: number, interpolated?: boolean): Vector3;
  77535. /**
  77536. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  77537. * @param position the position of the point along this path, from 0.0 to 1.0
  77538. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  77539. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  77540. */
  77541. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  77542. /**
  77543. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  77544. * @param position the position of the point along this path, from 0.0 to 1.0
  77545. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  77546. */
  77547. getDistanceAt(position: number): number;
  77548. /**
  77549. * Returns the array index of the previous point of an interpolated point along this path
  77550. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  77551. * @returns the array index
  77552. */
  77553. getPreviousPointIndexAt(position: number): number;
  77554. /**
  77555. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  77556. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  77557. * @returns the sub position
  77558. */
  77559. getSubPositionAt(position: number): number;
  77560. /**
  77561. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  77562. * @param target the vector of which to get the closest position to
  77563. * @returns the position of the closest virtual point on this path to the target vector
  77564. */
  77565. getClosestPositionTo(target: Vector3): number;
  77566. /**
  77567. * Returns a sub path (slice) of this path
  77568. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  77569. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  77570. * @returns a sub path (slice) of this path
  77571. */
  77572. slice(start?: number, end?: number): Path3D;
  77573. /**
  77574. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  77575. * @param path path which all values are copied into the curves points
  77576. * @param firstNormal which should be projected onto the curve
  77577. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  77578. * @returns the same object updated.
  77579. */
  77580. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  77581. private _compute;
  77582. private _getFirstNonNullVector;
  77583. private _getLastNonNullVector;
  77584. private _normalVector;
  77585. /**
  77586. * Updates the point at data for an interpolated point along this curve
  77587. * @param position the position of the point along this curve, from 0.0 to 1.0
  77588. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  77589. * @returns the (updated) point at data
  77590. */
  77591. private _updatePointAtData;
  77592. /**
  77593. * Updates the point at data from the specified parameters
  77594. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  77595. * @param point the interpolated point
  77596. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  77597. */
  77598. private _setPointAtData;
  77599. /**
  77600. * Updates the point at interpolation matrix for the tangents, normals and binormals
  77601. */
  77602. private _updateInterpolationMatrix;
  77603. }
  77604. /**
  77605. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  77606. * A Curve3 is designed from a series of successive Vector3.
  77607. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  77608. */
  77609. export class Curve3 {
  77610. private _points;
  77611. private _length;
  77612. /**
  77613. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  77614. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  77615. * @param v1 (Vector3) the control point
  77616. * @param v2 (Vector3) the end point of the Quadratic Bezier
  77617. * @param nbPoints (integer) the wanted number of points in the curve
  77618. * @returns the created Curve3
  77619. */
  77620. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77621. /**
  77622. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  77623. * @param v0 (Vector3) the origin point of the Cubic Bezier
  77624. * @param v1 (Vector3) the first control point
  77625. * @param v2 (Vector3) the second control point
  77626. * @param v3 (Vector3) the end point of the Cubic Bezier
  77627. * @param nbPoints (integer) the wanted number of points in the curve
  77628. * @returns the created Curve3
  77629. */
  77630. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77631. /**
  77632. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  77633. * @param p1 (Vector3) the origin point of the Hermite Spline
  77634. * @param t1 (Vector3) the tangent vector at the origin point
  77635. * @param p2 (Vector3) the end point of the Hermite Spline
  77636. * @param t2 (Vector3) the tangent vector at the end point
  77637. * @param nbPoints (integer) the wanted number of points in the curve
  77638. * @returns the created Curve3
  77639. */
  77640. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77641. /**
  77642. * Returns a Curve3 object along a CatmullRom Spline curve :
  77643. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  77644. * @param nbPoints (integer) the wanted number of points between each curve control points
  77645. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  77646. * @returns the created Curve3
  77647. */
  77648. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  77649. /**
  77650. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  77651. * A Curve3 is designed from a series of successive Vector3.
  77652. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  77653. * @param points points which make up the curve
  77654. */
  77655. constructor(points: Vector3[]);
  77656. /**
  77657. * @returns the Curve3 stored array of successive Vector3
  77658. */
  77659. getPoints(): Vector3[];
  77660. /**
  77661. * @returns the computed length (float) of the curve.
  77662. */
  77663. length(): number;
  77664. /**
  77665. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  77666. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  77667. * curveA and curveB keep unchanged.
  77668. * @param curve the curve to continue from this curve
  77669. * @returns the newly constructed curve
  77670. */
  77671. continue(curve: DeepImmutable<Curve3>): Curve3;
  77672. private _computeLength;
  77673. }
  77674. }
  77675. declare module BABYLON {
  77676. /**
  77677. * This represents the main contract an easing function should follow.
  77678. * Easing functions are used throughout the animation system.
  77679. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77680. */
  77681. export interface IEasingFunction {
  77682. /**
  77683. * Given an input gradient between 0 and 1, this returns the corrseponding value
  77684. * of the easing function.
  77685. * The link below provides some of the most common examples of easing functions.
  77686. * @see https://easings.net/
  77687. * @param gradient Defines the value between 0 and 1 we want the easing value for
  77688. * @returns the corresponding value on the curve defined by the easing function
  77689. */
  77690. ease(gradient: number): number;
  77691. }
  77692. /**
  77693. * Base class used for every default easing function.
  77694. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77695. */
  77696. export class EasingFunction implements IEasingFunction {
  77697. /**
  77698. * Interpolation follows the mathematical formula associated with the easing function.
  77699. */
  77700. static readonly EASINGMODE_EASEIN: number;
  77701. /**
  77702. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  77703. */
  77704. static readonly EASINGMODE_EASEOUT: number;
  77705. /**
  77706. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  77707. */
  77708. static readonly EASINGMODE_EASEINOUT: number;
  77709. private _easingMode;
  77710. /**
  77711. * Sets the easing mode of the current function.
  77712. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  77713. */
  77714. setEasingMode(easingMode: number): void;
  77715. /**
  77716. * Gets the current easing mode.
  77717. * @returns the easing mode
  77718. */
  77719. getEasingMode(): number;
  77720. /**
  77721. * @hidden
  77722. */
  77723. easeInCore(gradient: number): number;
  77724. /**
  77725. * Given an input gradient between 0 and 1, this returns the corresponding value
  77726. * of the easing function.
  77727. * @param gradient Defines the value between 0 and 1 we want the easing value for
  77728. * @returns the corresponding value on the curve defined by the easing function
  77729. */
  77730. ease(gradient: number): number;
  77731. }
  77732. /**
  77733. * Easing function with a circle shape (see link below).
  77734. * @see https://easings.net/#easeInCirc
  77735. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77736. */
  77737. export class CircleEase extends EasingFunction implements IEasingFunction {
  77738. /** @hidden */
  77739. easeInCore(gradient: number): number;
  77740. }
  77741. /**
  77742. * Easing function with a ease back shape (see link below).
  77743. * @see https://easings.net/#easeInBack
  77744. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77745. */
  77746. export class BackEase extends EasingFunction implements IEasingFunction {
  77747. /** Defines the amplitude of the function */
  77748. amplitude: number;
  77749. /**
  77750. * Instantiates a back ease easing
  77751. * @see https://easings.net/#easeInBack
  77752. * @param amplitude Defines the amplitude of the function
  77753. */
  77754. constructor(
  77755. /** Defines the amplitude of the function */
  77756. amplitude?: number);
  77757. /** @hidden */
  77758. easeInCore(gradient: number): number;
  77759. }
  77760. /**
  77761. * Easing function with a bouncing shape (see link below).
  77762. * @see https://easings.net/#easeInBounce
  77763. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77764. */
  77765. export class BounceEase extends EasingFunction implements IEasingFunction {
  77766. /** Defines the number of bounces */
  77767. bounces: number;
  77768. /** Defines the amplitude of the bounce */
  77769. bounciness: number;
  77770. /**
  77771. * Instantiates a bounce easing
  77772. * @see https://easings.net/#easeInBounce
  77773. * @param bounces Defines the number of bounces
  77774. * @param bounciness Defines the amplitude of the bounce
  77775. */
  77776. constructor(
  77777. /** Defines the number of bounces */
  77778. bounces?: number,
  77779. /** Defines the amplitude of the bounce */
  77780. bounciness?: number);
  77781. /** @hidden */
  77782. easeInCore(gradient: number): number;
  77783. }
  77784. /**
  77785. * Easing function with a power of 3 shape (see link below).
  77786. * @see https://easings.net/#easeInCubic
  77787. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77788. */
  77789. export class CubicEase extends EasingFunction implements IEasingFunction {
  77790. /** @hidden */
  77791. easeInCore(gradient: number): number;
  77792. }
  77793. /**
  77794. * Easing function with an elastic shape (see link below).
  77795. * @see https://easings.net/#easeInElastic
  77796. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77797. */
  77798. export class ElasticEase extends EasingFunction implements IEasingFunction {
  77799. /** Defines the number of oscillations*/
  77800. oscillations: number;
  77801. /** Defines the amplitude of the oscillations*/
  77802. springiness: number;
  77803. /**
  77804. * Instantiates an elastic easing function
  77805. * @see https://easings.net/#easeInElastic
  77806. * @param oscillations Defines the number of oscillations
  77807. * @param springiness Defines the amplitude of the oscillations
  77808. */
  77809. constructor(
  77810. /** Defines the number of oscillations*/
  77811. oscillations?: number,
  77812. /** Defines the amplitude of the oscillations*/
  77813. springiness?: number);
  77814. /** @hidden */
  77815. easeInCore(gradient: number): number;
  77816. }
  77817. /**
  77818. * Easing function with an exponential shape (see link below).
  77819. * @see https://easings.net/#easeInExpo
  77820. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77821. */
  77822. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  77823. /** Defines the exponent of the function */
  77824. exponent: number;
  77825. /**
  77826. * Instantiates an exponential easing function
  77827. * @see https://easings.net/#easeInExpo
  77828. * @param exponent Defines the exponent of the function
  77829. */
  77830. constructor(
  77831. /** Defines the exponent of the function */
  77832. exponent?: number);
  77833. /** @hidden */
  77834. easeInCore(gradient: number): number;
  77835. }
  77836. /**
  77837. * Easing function with a power shape (see link below).
  77838. * @see https://easings.net/#easeInQuad
  77839. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77840. */
  77841. export class PowerEase extends EasingFunction implements IEasingFunction {
  77842. /** Defines the power of the function */
  77843. power: number;
  77844. /**
  77845. * Instantiates an power base easing function
  77846. * @see https://easings.net/#easeInQuad
  77847. * @param power Defines the power of the function
  77848. */
  77849. constructor(
  77850. /** Defines the power of the function */
  77851. power?: number);
  77852. /** @hidden */
  77853. easeInCore(gradient: number): number;
  77854. }
  77855. /**
  77856. * Easing function with a power of 2 shape (see link below).
  77857. * @see https://easings.net/#easeInQuad
  77858. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77859. */
  77860. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  77861. /** @hidden */
  77862. easeInCore(gradient: number): number;
  77863. }
  77864. /**
  77865. * Easing function with a power of 4 shape (see link below).
  77866. * @see https://easings.net/#easeInQuart
  77867. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77868. */
  77869. export class QuarticEase extends EasingFunction implements IEasingFunction {
  77870. /** @hidden */
  77871. easeInCore(gradient: number): number;
  77872. }
  77873. /**
  77874. * Easing function with a power of 5 shape (see link below).
  77875. * @see https://easings.net/#easeInQuint
  77876. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77877. */
  77878. export class QuinticEase extends EasingFunction implements IEasingFunction {
  77879. /** @hidden */
  77880. easeInCore(gradient: number): number;
  77881. }
  77882. /**
  77883. * Easing function with a sin shape (see link below).
  77884. * @see https://easings.net/#easeInSine
  77885. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77886. */
  77887. export class SineEase extends EasingFunction implements IEasingFunction {
  77888. /** @hidden */
  77889. easeInCore(gradient: number): number;
  77890. }
  77891. /**
  77892. * Easing function with a bezier shape (see link below).
  77893. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  77894. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77895. */
  77896. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  77897. /** Defines the x component of the start tangent in the bezier curve */
  77898. x1: number;
  77899. /** Defines the y component of the start tangent in the bezier curve */
  77900. y1: number;
  77901. /** Defines the x component of the end tangent in the bezier curve */
  77902. x2: number;
  77903. /** Defines the y component of the end tangent in the bezier curve */
  77904. y2: number;
  77905. /**
  77906. * Instantiates a bezier function
  77907. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  77908. * @param x1 Defines the x component of the start tangent in the bezier curve
  77909. * @param y1 Defines the y component of the start tangent in the bezier curve
  77910. * @param x2 Defines the x component of the end tangent in the bezier curve
  77911. * @param y2 Defines the y component of the end tangent in the bezier curve
  77912. */
  77913. constructor(
  77914. /** Defines the x component of the start tangent in the bezier curve */
  77915. x1?: number,
  77916. /** Defines the y component of the start tangent in the bezier curve */
  77917. y1?: number,
  77918. /** Defines the x component of the end tangent in the bezier curve */
  77919. x2?: number,
  77920. /** Defines the y component of the end tangent in the bezier curve */
  77921. y2?: number);
  77922. /** @hidden */
  77923. easeInCore(gradient: number): number;
  77924. }
  77925. }
  77926. declare module BABYLON {
  77927. /**
  77928. * Class used to hold a RBG color
  77929. */
  77930. export class Color3 {
  77931. /**
  77932. * Defines the red component (between 0 and 1, default is 0)
  77933. */
  77934. r: number;
  77935. /**
  77936. * Defines the green component (between 0 and 1, default is 0)
  77937. */
  77938. g: number;
  77939. /**
  77940. * Defines the blue component (between 0 and 1, default is 0)
  77941. */
  77942. b: number;
  77943. /**
  77944. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  77945. * @param r defines the red component (between 0 and 1, default is 0)
  77946. * @param g defines the green component (between 0 and 1, default is 0)
  77947. * @param b defines the blue component (between 0 and 1, default is 0)
  77948. */
  77949. constructor(
  77950. /**
  77951. * Defines the red component (between 0 and 1, default is 0)
  77952. */
  77953. r?: number,
  77954. /**
  77955. * Defines the green component (between 0 and 1, default is 0)
  77956. */
  77957. g?: number,
  77958. /**
  77959. * Defines the blue component (between 0 and 1, default is 0)
  77960. */
  77961. b?: number);
  77962. /**
  77963. * Creates a string with the Color3 current values
  77964. * @returns the string representation of the Color3 object
  77965. */
  77966. toString(): string;
  77967. /**
  77968. * Returns the string "Color3"
  77969. * @returns "Color3"
  77970. */
  77971. getClassName(): string;
  77972. /**
  77973. * Compute the Color3 hash code
  77974. * @returns an unique number that can be used to hash Color3 objects
  77975. */
  77976. getHashCode(): number;
  77977. /**
  77978. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  77979. * @param array defines the array where to store the r,g,b components
  77980. * @param index defines an optional index in the target array to define where to start storing values
  77981. * @returns the current Color3 object
  77982. */
  77983. toArray(array: FloatArray, index?: number): Color3;
  77984. /**
  77985. * Returns a new Color4 object from the current Color3 and the given alpha
  77986. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  77987. * @returns a new Color4 object
  77988. */
  77989. toColor4(alpha?: number): Color4;
  77990. /**
  77991. * Returns a new array populated with 3 numeric elements : red, green and blue values
  77992. * @returns the new array
  77993. */
  77994. asArray(): number[];
  77995. /**
  77996. * Returns the luminance value
  77997. * @returns a float value
  77998. */
  77999. toLuminance(): number;
  78000. /**
  78001. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  78002. * @param otherColor defines the second operand
  78003. * @returns the new Color3 object
  78004. */
  78005. multiply(otherColor: DeepImmutable<Color3>): Color3;
  78006. /**
  78007. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  78008. * @param otherColor defines the second operand
  78009. * @param result defines the Color3 object where to store the result
  78010. * @returns the current Color3
  78011. */
  78012. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  78013. /**
  78014. * Determines equality between Color3 objects
  78015. * @param otherColor defines the second operand
  78016. * @returns true if the rgb values are equal to the given ones
  78017. */
  78018. equals(otherColor: DeepImmutable<Color3>): boolean;
  78019. /**
  78020. * Determines equality between the current Color3 object and a set of r,b,g values
  78021. * @param r defines the red component to check
  78022. * @param g defines the green component to check
  78023. * @param b defines the blue component to check
  78024. * @returns true if the rgb values are equal to the given ones
  78025. */
  78026. equalsFloats(r: number, g: number, b: number): boolean;
  78027. /**
  78028. * Multiplies in place each rgb value by scale
  78029. * @param scale defines the scaling factor
  78030. * @returns the updated Color3
  78031. */
  78032. scale(scale: number): Color3;
  78033. /**
  78034. * Multiplies the rgb values by scale and stores the result into "result"
  78035. * @param scale defines the scaling factor
  78036. * @param result defines the Color3 object where to store the result
  78037. * @returns the unmodified current Color3
  78038. */
  78039. scaleToRef(scale: number, result: Color3): Color3;
  78040. /**
  78041. * Scale the current Color3 values by a factor and add the result to a given Color3
  78042. * @param scale defines the scale factor
  78043. * @param result defines color to store the result into
  78044. * @returns the unmodified current Color3
  78045. */
  78046. scaleAndAddToRef(scale: number, result: Color3): Color3;
  78047. /**
  78048. * Clamps the rgb values by the min and max values and stores the result into "result"
  78049. * @param min defines minimum clamping value (default is 0)
  78050. * @param max defines maximum clamping value (default is 1)
  78051. * @param result defines color to store the result into
  78052. * @returns the original Color3
  78053. */
  78054. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  78055. /**
  78056. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  78057. * @param otherColor defines the second operand
  78058. * @returns the new Color3
  78059. */
  78060. add(otherColor: DeepImmutable<Color3>): Color3;
  78061. /**
  78062. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  78063. * @param otherColor defines the second operand
  78064. * @param result defines Color3 object to store the result into
  78065. * @returns the unmodified current Color3
  78066. */
  78067. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  78068. /**
  78069. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  78070. * @param otherColor defines the second operand
  78071. * @returns the new Color3
  78072. */
  78073. subtract(otherColor: DeepImmutable<Color3>): Color3;
  78074. /**
  78075. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  78076. * @param otherColor defines the second operand
  78077. * @param result defines Color3 object to store the result into
  78078. * @returns the unmodified current Color3
  78079. */
  78080. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  78081. /**
  78082. * Copy the current object
  78083. * @returns a new Color3 copied the current one
  78084. */
  78085. clone(): Color3;
  78086. /**
  78087. * Copies the rgb values from the source in the current Color3
  78088. * @param source defines the source Color3 object
  78089. * @returns the updated Color3 object
  78090. */
  78091. copyFrom(source: DeepImmutable<Color3>): Color3;
  78092. /**
  78093. * Updates the Color3 rgb values from the given floats
  78094. * @param r defines the red component to read from
  78095. * @param g defines the green component to read from
  78096. * @param b defines the blue component to read from
  78097. * @returns the current Color3 object
  78098. */
  78099. copyFromFloats(r: number, g: number, b: number): Color3;
  78100. /**
  78101. * Updates the Color3 rgb values from the given floats
  78102. * @param r defines the red component to read from
  78103. * @param g defines the green component to read from
  78104. * @param b defines the blue component to read from
  78105. * @returns the current Color3 object
  78106. */
  78107. set(r: number, g: number, b: number): Color3;
  78108. /**
  78109. * Compute the Color3 hexadecimal code as a string
  78110. * @returns a string containing the hexadecimal representation of the Color3 object
  78111. */
  78112. toHexString(): string;
  78113. /**
  78114. * Computes a new Color3 converted from the current one to linear space
  78115. * @returns a new Color3 object
  78116. */
  78117. toLinearSpace(): Color3;
  78118. /**
  78119. * Converts current color in rgb space to HSV values
  78120. * @returns a new color3 representing the HSV values
  78121. */
  78122. toHSV(): Color3;
  78123. /**
  78124. * Converts current color in rgb space to HSV values
  78125. * @param result defines the Color3 where to store the HSV values
  78126. */
  78127. toHSVToRef(result: Color3): void;
  78128. /**
  78129. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  78130. * @param convertedColor defines the Color3 object where to store the linear space version
  78131. * @returns the unmodified Color3
  78132. */
  78133. toLinearSpaceToRef(convertedColor: Color3): Color3;
  78134. /**
  78135. * Computes a new Color3 converted from the current one to gamma space
  78136. * @returns a new Color3 object
  78137. */
  78138. toGammaSpace(): Color3;
  78139. /**
  78140. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  78141. * @param convertedColor defines the Color3 object where to store the gamma space version
  78142. * @returns the unmodified Color3
  78143. */
  78144. toGammaSpaceToRef(convertedColor: Color3): Color3;
  78145. private static _BlackReadOnly;
  78146. /**
  78147. * Convert Hue, saturation and value to a Color3 (RGB)
  78148. * @param hue defines the hue
  78149. * @param saturation defines the saturation
  78150. * @param value defines the value
  78151. * @param result defines the Color3 where to store the RGB values
  78152. */
  78153. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  78154. /**
  78155. * Creates a new Color3 from the string containing valid hexadecimal values
  78156. * @param hex defines a string containing valid hexadecimal values
  78157. * @returns a new Color3 object
  78158. */
  78159. static FromHexString(hex: string): Color3;
  78160. /**
  78161. * Creates a new Color3 from the starting index of the given array
  78162. * @param array defines the source array
  78163. * @param offset defines an offset in the source array
  78164. * @returns a new Color3 object
  78165. */
  78166. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  78167. /**
  78168. * Creates a new Color3 from integer values (< 256)
  78169. * @param r defines the red component to read from (value between 0 and 255)
  78170. * @param g defines the green component to read from (value between 0 and 255)
  78171. * @param b defines the blue component to read from (value between 0 and 255)
  78172. * @returns a new Color3 object
  78173. */
  78174. static FromInts(r: number, g: number, b: number): Color3;
  78175. /**
  78176. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  78177. * @param start defines the start Color3 value
  78178. * @param end defines the end Color3 value
  78179. * @param amount defines the gradient value between start and end
  78180. * @returns a new Color3 object
  78181. */
  78182. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  78183. /**
  78184. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  78185. * @param left defines the start value
  78186. * @param right defines the end value
  78187. * @param amount defines the gradient factor
  78188. * @param result defines the Color3 object where to store the result
  78189. */
  78190. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  78191. /**
  78192. * Returns a Color3 value containing a red color
  78193. * @returns a new Color3 object
  78194. */
  78195. static Red(): Color3;
  78196. /**
  78197. * Returns a Color3 value containing a green color
  78198. * @returns a new Color3 object
  78199. */
  78200. static Green(): Color3;
  78201. /**
  78202. * Returns a Color3 value containing a blue color
  78203. * @returns a new Color3 object
  78204. */
  78205. static Blue(): Color3;
  78206. /**
  78207. * Returns a Color3 value containing a black color
  78208. * @returns a new Color3 object
  78209. */
  78210. static Black(): Color3;
  78211. /**
  78212. * Gets a Color3 value containing a black color that must not be updated
  78213. */
  78214. static get BlackReadOnly(): DeepImmutable<Color3>;
  78215. /**
  78216. * Returns a Color3 value containing a white color
  78217. * @returns a new Color3 object
  78218. */
  78219. static White(): Color3;
  78220. /**
  78221. * Returns a Color3 value containing a purple color
  78222. * @returns a new Color3 object
  78223. */
  78224. static Purple(): Color3;
  78225. /**
  78226. * Returns a Color3 value containing a magenta color
  78227. * @returns a new Color3 object
  78228. */
  78229. static Magenta(): Color3;
  78230. /**
  78231. * Returns a Color3 value containing a yellow color
  78232. * @returns a new Color3 object
  78233. */
  78234. static Yellow(): Color3;
  78235. /**
  78236. * Returns a Color3 value containing a gray color
  78237. * @returns a new Color3 object
  78238. */
  78239. static Gray(): Color3;
  78240. /**
  78241. * Returns a Color3 value containing a teal color
  78242. * @returns a new Color3 object
  78243. */
  78244. static Teal(): Color3;
  78245. /**
  78246. * Returns a Color3 value containing a random color
  78247. * @returns a new Color3 object
  78248. */
  78249. static Random(): Color3;
  78250. }
  78251. /**
  78252. * Class used to hold a RBGA color
  78253. */
  78254. export class Color4 {
  78255. /**
  78256. * Defines the red component (between 0 and 1, default is 0)
  78257. */
  78258. r: number;
  78259. /**
  78260. * Defines the green component (between 0 and 1, default is 0)
  78261. */
  78262. g: number;
  78263. /**
  78264. * Defines the blue component (between 0 and 1, default is 0)
  78265. */
  78266. b: number;
  78267. /**
  78268. * Defines the alpha component (between 0 and 1, default is 1)
  78269. */
  78270. a: number;
  78271. /**
  78272. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  78273. * @param r defines the red component (between 0 and 1, default is 0)
  78274. * @param g defines the green component (between 0 and 1, default is 0)
  78275. * @param b defines the blue component (between 0 and 1, default is 0)
  78276. * @param a defines the alpha component (between 0 and 1, default is 1)
  78277. */
  78278. constructor(
  78279. /**
  78280. * Defines the red component (between 0 and 1, default is 0)
  78281. */
  78282. r?: number,
  78283. /**
  78284. * Defines the green component (between 0 and 1, default is 0)
  78285. */
  78286. g?: number,
  78287. /**
  78288. * Defines the blue component (between 0 and 1, default is 0)
  78289. */
  78290. b?: number,
  78291. /**
  78292. * Defines the alpha component (between 0 and 1, default is 1)
  78293. */
  78294. a?: number);
  78295. /**
  78296. * Adds in place the given Color4 values to the current Color4 object
  78297. * @param right defines the second operand
  78298. * @returns the current updated Color4 object
  78299. */
  78300. addInPlace(right: DeepImmutable<Color4>): Color4;
  78301. /**
  78302. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  78303. * @returns the new array
  78304. */
  78305. asArray(): number[];
  78306. /**
  78307. * Stores from the starting index in the given array the Color4 successive values
  78308. * @param array defines the array where to store the r,g,b components
  78309. * @param index defines an optional index in the target array to define where to start storing values
  78310. * @returns the current Color4 object
  78311. */
  78312. toArray(array: number[], index?: number): Color4;
  78313. /**
  78314. * Determines equality between Color4 objects
  78315. * @param otherColor defines the second operand
  78316. * @returns true if the rgba values are equal to the given ones
  78317. */
  78318. equals(otherColor: DeepImmutable<Color4>): boolean;
  78319. /**
  78320. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  78321. * @param right defines the second operand
  78322. * @returns a new Color4 object
  78323. */
  78324. add(right: DeepImmutable<Color4>): Color4;
  78325. /**
  78326. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  78327. * @param right defines the second operand
  78328. * @returns a new Color4 object
  78329. */
  78330. subtract(right: DeepImmutable<Color4>): Color4;
  78331. /**
  78332. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  78333. * @param right defines the second operand
  78334. * @param result defines the Color4 object where to store the result
  78335. * @returns the current Color4 object
  78336. */
  78337. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  78338. /**
  78339. * Creates a new Color4 with the current Color4 values multiplied by scale
  78340. * @param scale defines the scaling factor to apply
  78341. * @returns a new Color4 object
  78342. */
  78343. scale(scale: number): Color4;
  78344. /**
  78345. * Multiplies the current Color4 values by scale and stores the result in "result"
  78346. * @param scale defines the scaling factor to apply
  78347. * @param result defines the Color4 object where to store the result
  78348. * @returns the current unmodified Color4
  78349. */
  78350. scaleToRef(scale: number, result: Color4): Color4;
  78351. /**
  78352. * Scale the current Color4 values by a factor and add the result to a given Color4
  78353. * @param scale defines the scale factor
  78354. * @param result defines the Color4 object where to store the result
  78355. * @returns the unmodified current Color4
  78356. */
  78357. scaleAndAddToRef(scale: number, result: Color4): Color4;
  78358. /**
  78359. * Clamps the rgb values by the min and max values and stores the result into "result"
  78360. * @param min defines minimum clamping value (default is 0)
  78361. * @param max defines maximum clamping value (default is 1)
  78362. * @param result defines color to store the result into.
  78363. * @returns the cuurent Color4
  78364. */
  78365. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  78366. /**
  78367. * Multipy an Color4 value by another and return a new Color4 object
  78368. * @param color defines the Color4 value to multiply by
  78369. * @returns a new Color4 object
  78370. */
  78371. multiply(color: Color4): Color4;
  78372. /**
  78373. * Multipy a Color4 value by another and push the result in a reference value
  78374. * @param color defines the Color4 value to multiply by
  78375. * @param result defines the Color4 to fill the result in
  78376. * @returns the result Color4
  78377. */
  78378. multiplyToRef(color: Color4, result: Color4): Color4;
  78379. /**
  78380. * Creates a string with the Color4 current values
  78381. * @returns the string representation of the Color4 object
  78382. */
  78383. toString(): string;
  78384. /**
  78385. * Returns the string "Color4"
  78386. * @returns "Color4"
  78387. */
  78388. getClassName(): string;
  78389. /**
  78390. * Compute the Color4 hash code
  78391. * @returns an unique number that can be used to hash Color4 objects
  78392. */
  78393. getHashCode(): number;
  78394. /**
  78395. * Creates a new Color4 copied from the current one
  78396. * @returns a new Color4 object
  78397. */
  78398. clone(): Color4;
  78399. /**
  78400. * Copies the given Color4 values into the current one
  78401. * @param source defines the source Color4 object
  78402. * @returns the current updated Color4 object
  78403. */
  78404. copyFrom(source: Color4): Color4;
  78405. /**
  78406. * Copies the given float values into the current one
  78407. * @param r defines the red component to read from
  78408. * @param g defines the green component to read from
  78409. * @param b defines the blue component to read from
  78410. * @param a defines the alpha component to read from
  78411. * @returns the current updated Color4 object
  78412. */
  78413. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  78414. /**
  78415. * Copies the given float values into the current one
  78416. * @param r defines the red component to read from
  78417. * @param g defines the green component to read from
  78418. * @param b defines the blue component to read from
  78419. * @param a defines the alpha component to read from
  78420. * @returns the current updated Color4 object
  78421. */
  78422. set(r: number, g: number, b: number, a: number): Color4;
  78423. /**
  78424. * Compute the Color4 hexadecimal code as a string
  78425. * @returns a string containing the hexadecimal representation of the Color4 object
  78426. */
  78427. toHexString(): string;
  78428. /**
  78429. * Computes a new Color4 converted from the current one to linear space
  78430. * @returns a new Color4 object
  78431. */
  78432. toLinearSpace(): Color4;
  78433. /**
  78434. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  78435. * @param convertedColor defines the Color4 object where to store the linear space version
  78436. * @returns the unmodified Color4
  78437. */
  78438. toLinearSpaceToRef(convertedColor: Color4): Color4;
  78439. /**
  78440. * Computes a new Color4 converted from the current one to gamma space
  78441. * @returns a new Color4 object
  78442. */
  78443. toGammaSpace(): Color4;
  78444. /**
  78445. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  78446. * @param convertedColor defines the Color4 object where to store the gamma space version
  78447. * @returns the unmodified Color4
  78448. */
  78449. toGammaSpaceToRef(convertedColor: Color4): Color4;
  78450. /**
  78451. * Creates a new Color4 from the string containing valid hexadecimal values
  78452. * @param hex defines a string containing valid hexadecimal values
  78453. * @returns a new Color4 object
  78454. */
  78455. static FromHexString(hex: string): Color4;
  78456. /**
  78457. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  78458. * @param left defines the start value
  78459. * @param right defines the end value
  78460. * @param amount defines the gradient factor
  78461. * @returns a new Color4 object
  78462. */
  78463. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  78464. /**
  78465. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  78466. * @param left defines the start value
  78467. * @param right defines the end value
  78468. * @param amount defines the gradient factor
  78469. * @param result defines the Color4 object where to store data
  78470. */
  78471. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  78472. /**
  78473. * Creates a new Color4 from a Color3 and an alpha value
  78474. * @param color3 defines the source Color3 to read from
  78475. * @param alpha defines the alpha component (1.0 by default)
  78476. * @returns a new Color4 object
  78477. */
  78478. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  78479. /**
  78480. * Creates a new Color4 from the starting index element of the given array
  78481. * @param array defines the source array to read from
  78482. * @param offset defines the offset in the source array
  78483. * @returns a new Color4 object
  78484. */
  78485. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  78486. /**
  78487. * Creates a new Color3 from integer values (< 256)
  78488. * @param r defines the red component to read from (value between 0 and 255)
  78489. * @param g defines the green component to read from (value between 0 and 255)
  78490. * @param b defines the blue component to read from (value between 0 and 255)
  78491. * @param a defines the alpha component to read from (value between 0 and 255)
  78492. * @returns a new Color3 object
  78493. */
  78494. static FromInts(r: number, g: number, b: number, a: number): Color4;
  78495. /**
  78496. * Check the content of a given array and convert it to an array containing RGBA data
  78497. * If the original array was already containing count * 4 values then it is returned directly
  78498. * @param colors defines the array to check
  78499. * @param count defines the number of RGBA data to expect
  78500. * @returns an array containing count * 4 values (RGBA)
  78501. */
  78502. static CheckColors4(colors: number[], count: number): number[];
  78503. }
  78504. /**
  78505. * @hidden
  78506. */
  78507. export class TmpColors {
  78508. static Color3: Color3[];
  78509. static Color4: Color4[];
  78510. }
  78511. }
  78512. declare module BABYLON {
  78513. /**
  78514. * Defines an interface which represents an animation key frame
  78515. */
  78516. export interface IAnimationKey {
  78517. /**
  78518. * Frame of the key frame
  78519. */
  78520. frame: number;
  78521. /**
  78522. * Value at the specifies key frame
  78523. */
  78524. value: any;
  78525. /**
  78526. * The input tangent for the cubic hermite spline
  78527. */
  78528. inTangent?: any;
  78529. /**
  78530. * The output tangent for the cubic hermite spline
  78531. */
  78532. outTangent?: any;
  78533. /**
  78534. * The animation interpolation type
  78535. */
  78536. interpolation?: AnimationKeyInterpolation;
  78537. }
  78538. /**
  78539. * Enum for the animation key frame interpolation type
  78540. */
  78541. export enum AnimationKeyInterpolation {
  78542. /**
  78543. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  78544. */
  78545. STEP = 1
  78546. }
  78547. }
  78548. declare module BABYLON {
  78549. /**
  78550. * Represents the range of an animation
  78551. */
  78552. export class AnimationRange {
  78553. /**The name of the animation range**/
  78554. name: string;
  78555. /**The starting frame of the animation */
  78556. from: number;
  78557. /**The ending frame of the animation*/
  78558. to: number;
  78559. /**
  78560. * Initializes the range of an animation
  78561. * @param name The name of the animation range
  78562. * @param from The starting frame of the animation
  78563. * @param to The ending frame of the animation
  78564. */
  78565. constructor(
  78566. /**The name of the animation range**/
  78567. name: string,
  78568. /**The starting frame of the animation */
  78569. from: number,
  78570. /**The ending frame of the animation*/
  78571. to: number);
  78572. /**
  78573. * Makes a copy of the animation range
  78574. * @returns A copy of the animation range
  78575. */
  78576. clone(): AnimationRange;
  78577. }
  78578. }
  78579. declare module BABYLON {
  78580. /**
  78581. * Composed of a frame, and an action function
  78582. */
  78583. export class AnimationEvent {
  78584. /** The frame for which the event is triggered **/
  78585. frame: number;
  78586. /** The event to perform when triggered **/
  78587. action: (currentFrame: number) => void;
  78588. /** Specifies if the event should be triggered only once**/
  78589. onlyOnce?: boolean | undefined;
  78590. /**
  78591. * Specifies if the animation event is done
  78592. */
  78593. isDone: boolean;
  78594. /**
  78595. * Initializes the animation event
  78596. * @param frame The frame for which the event is triggered
  78597. * @param action The event to perform when triggered
  78598. * @param onlyOnce Specifies if the event should be triggered only once
  78599. */
  78600. constructor(
  78601. /** The frame for which the event is triggered **/
  78602. frame: number,
  78603. /** The event to perform when triggered **/
  78604. action: (currentFrame: number) => void,
  78605. /** Specifies if the event should be triggered only once**/
  78606. onlyOnce?: boolean | undefined);
  78607. /** @hidden */
  78608. _clone(): AnimationEvent;
  78609. }
  78610. }
  78611. declare module BABYLON {
  78612. /**
  78613. * Interface used to define a behavior
  78614. */
  78615. export interface Behavior<T> {
  78616. /** gets or sets behavior's name */
  78617. name: string;
  78618. /**
  78619. * Function called when the behavior needs to be initialized (after attaching it to a target)
  78620. */
  78621. init(): void;
  78622. /**
  78623. * Called when the behavior is attached to a target
  78624. * @param target defines the target where the behavior is attached to
  78625. */
  78626. attach(target: T): void;
  78627. /**
  78628. * Called when the behavior is detached from its target
  78629. */
  78630. detach(): void;
  78631. }
  78632. /**
  78633. * Interface implemented by classes supporting behaviors
  78634. */
  78635. export interface IBehaviorAware<T> {
  78636. /**
  78637. * Attach a behavior
  78638. * @param behavior defines the behavior to attach
  78639. * @returns the current host
  78640. */
  78641. addBehavior(behavior: Behavior<T>): T;
  78642. /**
  78643. * Remove a behavior from the current object
  78644. * @param behavior defines the behavior to detach
  78645. * @returns the current host
  78646. */
  78647. removeBehavior(behavior: Behavior<T>): T;
  78648. /**
  78649. * Gets a behavior using its name to search
  78650. * @param name defines the name to search
  78651. * @returns the behavior or null if not found
  78652. */
  78653. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  78654. }
  78655. }
  78656. declare module BABYLON {
  78657. /**
  78658. * Defines an array and its length.
  78659. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  78660. */
  78661. export interface ISmartArrayLike<T> {
  78662. /**
  78663. * The data of the array.
  78664. */
  78665. data: Array<T>;
  78666. /**
  78667. * The active length of the array.
  78668. */
  78669. length: number;
  78670. }
  78671. /**
  78672. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  78673. */
  78674. export class SmartArray<T> implements ISmartArrayLike<T> {
  78675. /**
  78676. * The full set of data from the array.
  78677. */
  78678. data: Array<T>;
  78679. /**
  78680. * The active length of the array.
  78681. */
  78682. length: number;
  78683. protected _id: number;
  78684. /**
  78685. * Instantiates a Smart Array.
  78686. * @param capacity defines the default capacity of the array.
  78687. */
  78688. constructor(capacity: number);
  78689. /**
  78690. * Pushes a value at the end of the active data.
  78691. * @param value defines the object to push in the array.
  78692. */
  78693. push(value: T): void;
  78694. /**
  78695. * Iterates over the active data and apply the lambda to them.
  78696. * @param func defines the action to apply on each value.
  78697. */
  78698. forEach(func: (content: T) => void): void;
  78699. /**
  78700. * Sorts the full sets of data.
  78701. * @param compareFn defines the comparison function to apply.
  78702. */
  78703. sort(compareFn: (a: T, b: T) => number): void;
  78704. /**
  78705. * Resets the active data to an empty array.
  78706. */
  78707. reset(): void;
  78708. /**
  78709. * Releases all the data from the array as well as the array.
  78710. */
  78711. dispose(): void;
  78712. /**
  78713. * Concats the active data with a given array.
  78714. * @param array defines the data to concatenate with.
  78715. */
  78716. concat(array: any): void;
  78717. /**
  78718. * Returns the position of a value in the active data.
  78719. * @param value defines the value to find the index for
  78720. * @returns the index if found in the active data otherwise -1
  78721. */
  78722. indexOf(value: T): number;
  78723. /**
  78724. * Returns whether an element is part of the active data.
  78725. * @param value defines the value to look for
  78726. * @returns true if found in the active data otherwise false
  78727. */
  78728. contains(value: T): boolean;
  78729. private static _GlobalId;
  78730. }
  78731. /**
  78732. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  78733. * The data in this array can only be present once
  78734. */
  78735. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  78736. private _duplicateId;
  78737. /**
  78738. * Pushes a value at the end of the active data.
  78739. * THIS DOES NOT PREVENT DUPPLICATE DATA
  78740. * @param value defines the object to push in the array.
  78741. */
  78742. push(value: T): void;
  78743. /**
  78744. * Pushes a value at the end of the active data.
  78745. * If the data is already present, it won t be added again
  78746. * @param value defines the object to push in the array.
  78747. * @returns true if added false if it was already present
  78748. */
  78749. pushNoDuplicate(value: T): boolean;
  78750. /**
  78751. * Resets the active data to an empty array.
  78752. */
  78753. reset(): void;
  78754. /**
  78755. * Concats the active data with a given array.
  78756. * This ensures no dupplicate will be present in the result.
  78757. * @param array defines the data to concatenate with.
  78758. */
  78759. concatWithNoDuplicate(array: any): void;
  78760. }
  78761. }
  78762. declare module BABYLON {
  78763. /**
  78764. * @ignore
  78765. * This is a list of all the different input types that are available in the application.
  78766. * Fo instance: ArcRotateCameraGamepadInput...
  78767. */
  78768. export var CameraInputTypes: {};
  78769. /**
  78770. * This is the contract to implement in order to create a new input class.
  78771. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  78772. */
  78773. export interface ICameraInput<TCamera extends Camera> {
  78774. /**
  78775. * Defines the camera the input is attached to.
  78776. */
  78777. camera: Nullable<TCamera>;
  78778. /**
  78779. * Gets the class name of the current intput.
  78780. * @returns the class name
  78781. */
  78782. getClassName(): string;
  78783. /**
  78784. * Get the friendly name associated with the input class.
  78785. * @returns the input friendly name
  78786. */
  78787. getSimpleName(): string;
  78788. /**
  78789. * Attach the input controls to a specific dom element to get the input from.
  78790. * @param element Defines the element the controls should be listened from
  78791. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78792. */
  78793. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78794. /**
  78795. * Detach the current controls from the specified dom element.
  78796. * @param element Defines the element to stop listening the inputs from
  78797. */
  78798. detachControl(element: Nullable<HTMLElement>): void;
  78799. /**
  78800. * Update the current camera state depending on the inputs that have been used this frame.
  78801. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  78802. */
  78803. checkInputs?: () => void;
  78804. }
  78805. /**
  78806. * Represents a map of input types to input instance or input index to input instance.
  78807. */
  78808. export interface CameraInputsMap<TCamera extends Camera> {
  78809. /**
  78810. * Accessor to the input by input type.
  78811. */
  78812. [name: string]: ICameraInput<TCamera>;
  78813. /**
  78814. * Accessor to the input by input index.
  78815. */
  78816. [idx: number]: ICameraInput<TCamera>;
  78817. }
  78818. /**
  78819. * This represents the input manager used within a camera.
  78820. * It helps dealing with all the different kind of input attached to a camera.
  78821. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  78822. */
  78823. export class CameraInputsManager<TCamera extends Camera> {
  78824. /**
  78825. * Defines the list of inputs attahed to the camera.
  78826. */
  78827. attached: CameraInputsMap<TCamera>;
  78828. /**
  78829. * Defines the dom element the camera is collecting inputs from.
  78830. * This is null if the controls have not been attached.
  78831. */
  78832. attachedElement: Nullable<HTMLElement>;
  78833. /**
  78834. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78835. */
  78836. noPreventDefault: boolean;
  78837. /**
  78838. * Defined the camera the input manager belongs to.
  78839. */
  78840. camera: TCamera;
  78841. /**
  78842. * Update the current camera state depending on the inputs that have been used this frame.
  78843. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  78844. */
  78845. checkInputs: () => void;
  78846. /**
  78847. * Instantiate a new Camera Input Manager.
  78848. * @param camera Defines the camera the input manager blongs to
  78849. */
  78850. constructor(camera: TCamera);
  78851. /**
  78852. * Add an input method to a camera
  78853. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  78854. * @param input camera input method
  78855. */
  78856. add(input: ICameraInput<TCamera>): void;
  78857. /**
  78858. * Remove a specific input method from a camera
  78859. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  78860. * @param inputToRemove camera input method
  78861. */
  78862. remove(inputToRemove: ICameraInput<TCamera>): void;
  78863. /**
  78864. * Remove a specific input type from a camera
  78865. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  78866. * @param inputType the type of the input to remove
  78867. */
  78868. removeByType(inputType: string): void;
  78869. private _addCheckInputs;
  78870. /**
  78871. * Attach the input controls to the currently attached dom element to listen the events from.
  78872. * @param input Defines the input to attach
  78873. */
  78874. attachInput(input: ICameraInput<TCamera>): void;
  78875. /**
  78876. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  78877. * @param element Defines the dom element to collect the events from
  78878. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78879. */
  78880. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  78881. /**
  78882. * Detach the current manager inputs controls from a specific dom element.
  78883. * @param element Defines the dom element to collect the events from
  78884. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  78885. */
  78886. detachElement(element: HTMLElement, disconnect?: boolean): void;
  78887. /**
  78888. * Rebuild the dynamic inputCheck function from the current list of
  78889. * defined inputs in the manager.
  78890. */
  78891. rebuildInputCheck(): void;
  78892. /**
  78893. * Remove all attached input methods from a camera
  78894. */
  78895. clear(): void;
  78896. /**
  78897. * Serialize the current input manager attached to a camera.
  78898. * This ensures than once parsed,
  78899. * the input associated to the camera will be identical to the current ones
  78900. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  78901. */
  78902. serialize(serializedCamera: any): void;
  78903. /**
  78904. * Parses an input manager serialized JSON to restore the previous list of inputs
  78905. * and states associated to a camera.
  78906. * @param parsedCamera Defines the JSON to parse
  78907. */
  78908. parse(parsedCamera: any): void;
  78909. }
  78910. }
  78911. declare module BABYLON {
  78912. /**
  78913. * Class used to store data that will be store in GPU memory
  78914. */
  78915. export class Buffer {
  78916. private _engine;
  78917. private _buffer;
  78918. /** @hidden */
  78919. _data: Nullable<DataArray>;
  78920. private _updatable;
  78921. private _instanced;
  78922. private _divisor;
  78923. /**
  78924. * Gets the byte stride.
  78925. */
  78926. readonly byteStride: number;
  78927. /**
  78928. * Constructor
  78929. * @param engine the engine
  78930. * @param data the data to use for this buffer
  78931. * @param updatable whether the data is updatable
  78932. * @param stride the stride (optional)
  78933. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  78934. * @param instanced whether the buffer is instanced (optional)
  78935. * @param useBytes set to true if the stride in in bytes (optional)
  78936. * @param divisor sets an optional divisor for instances (1 by default)
  78937. */
  78938. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  78939. /**
  78940. * Create a new VertexBuffer based on the current buffer
  78941. * @param kind defines the vertex buffer kind (position, normal, etc.)
  78942. * @param offset defines offset in the buffer (0 by default)
  78943. * @param size defines the size in floats of attributes (position is 3 for instance)
  78944. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  78945. * @param instanced defines if the vertex buffer contains indexed data
  78946. * @param useBytes defines if the offset and stride are in bytes *
  78947. * @param divisor sets an optional divisor for instances (1 by default)
  78948. * @returns the new vertex buffer
  78949. */
  78950. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  78951. /**
  78952. * Gets a boolean indicating if the Buffer is updatable?
  78953. * @returns true if the buffer is updatable
  78954. */
  78955. isUpdatable(): boolean;
  78956. /**
  78957. * Gets current buffer's data
  78958. * @returns a DataArray or null
  78959. */
  78960. getData(): Nullable<DataArray>;
  78961. /**
  78962. * Gets underlying native buffer
  78963. * @returns underlying native buffer
  78964. */
  78965. getBuffer(): Nullable<DataBuffer>;
  78966. /**
  78967. * Gets the stride in float32 units (i.e. byte stride / 4).
  78968. * May not be an integer if the byte stride is not divisible by 4.
  78969. * @returns the stride in float32 units
  78970. * @deprecated Please use byteStride instead.
  78971. */
  78972. getStrideSize(): number;
  78973. /**
  78974. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  78975. * @param data defines the data to store
  78976. */
  78977. create(data?: Nullable<DataArray>): void;
  78978. /** @hidden */
  78979. _rebuild(): void;
  78980. /**
  78981. * Update current buffer data
  78982. * @param data defines the data to store
  78983. */
  78984. update(data: DataArray): void;
  78985. /**
  78986. * Updates the data directly.
  78987. * @param data the new data
  78988. * @param offset the new offset
  78989. * @param vertexCount the vertex count (optional)
  78990. * @param useBytes set to true if the offset is in bytes
  78991. */
  78992. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  78993. /**
  78994. * Release all resources
  78995. */
  78996. dispose(): void;
  78997. }
  78998. /**
  78999. * Specialized buffer used to store vertex data
  79000. */
  79001. export class VertexBuffer {
  79002. /** @hidden */
  79003. _buffer: Buffer;
  79004. private _kind;
  79005. private _size;
  79006. private _ownsBuffer;
  79007. private _instanced;
  79008. private _instanceDivisor;
  79009. /**
  79010. * The byte type.
  79011. */
  79012. static readonly BYTE: number;
  79013. /**
  79014. * The unsigned byte type.
  79015. */
  79016. static readonly UNSIGNED_BYTE: number;
  79017. /**
  79018. * The short type.
  79019. */
  79020. static readonly SHORT: number;
  79021. /**
  79022. * The unsigned short type.
  79023. */
  79024. static readonly UNSIGNED_SHORT: number;
  79025. /**
  79026. * The integer type.
  79027. */
  79028. static readonly INT: number;
  79029. /**
  79030. * The unsigned integer type.
  79031. */
  79032. static readonly UNSIGNED_INT: number;
  79033. /**
  79034. * The float type.
  79035. */
  79036. static readonly FLOAT: number;
  79037. /**
  79038. * Gets or sets the instance divisor when in instanced mode
  79039. */
  79040. get instanceDivisor(): number;
  79041. set instanceDivisor(value: number);
  79042. /**
  79043. * Gets the byte stride.
  79044. */
  79045. readonly byteStride: number;
  79046. /**
  79047. * Gets the byte offset.
  79048. */
  79049. readonly byteOffset: number;
  79050. /**
  79051. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  79052. */
  79053. readonly normalized: boolean;
  79054. /**
  79055. * Gets the data type of each component in the array.
  79056. */
  79057. readonly type: number;
  79058. /**
  79059. * Constructor
  79060. * @param engine the engine
  79061. * @param data the data to use for this vertex buffer
  79062. * @param kind the vertex buffer kind
  79063. * @param updatable whether the data is updatable
  79064. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  79065. * @param stride the stride (optional)
  79066. * @param instanced whether the buffer is instanced (optional)
  79067. * @param offset the offset of the data (optional)
  79068. * @param size the number of components (optional)
  79069. * @param type the type of the component (optional)
  79070. * @param normalized whether the data contains normalized data (optional)
  79071. * @param useBytes set to true if stride and offset are in bytes (optional)
  79072. * @param divisor defines the instance divisor to use (1 by default)
  79073. */
  79074. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  79075. /** @hidden */
  79076. _rebuild(): void;
  79077. /**
  79078. * Returns the kind of the VertexBuffer (string)
  79079. * @returns a string
  79080. */
  79081. getKind(): string;
  79082. /**
  79083. * Gets a boolean indicating if the VertexBuffer is updatable?
  79084. * @returns true if the buffer is updatable
  79085. */
  79086. isUpdatable(): boolean;
  79087. /**
  79088. * Gets current buffer's data
  79089. * @returns a DataArray or null
  79090. */
  79091. getData(): Nullable<DataArray>;
  79092. /**
  79093. * Gets underlying native buffer
  79094. * @returns underlying native buffer
  79095. */
  79096. getBuffer(): Nullable<DataBuffer>;
  79097. /**
  79098. * Gets the stride in float32 units (i.e. byte stride / 4).
  79099. * May not be an integer if the byte stride is not divisible by 4.
  79100. * @returns the stride in float32 units
  79101. * @deprecated Please use byteStride instead.
  79102. */
  79103. getStrideSize(): number;
  79104. /**
  79105. * Returns the offset as a multiple of the type byte length.
  79106. * @returns the offset in bytes
  79107. * @deprecated Please use byteOffset instead.
  79108. */
  79109. getOffset(): number;
  79110. /**
  79111. * Returns the number of components per vertex attribute (integer)
  79112. * @returns the size in float
  79113. */
  79114. getSize(): number;
  79115. /**
  79116. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  79117. * @returns true if this buffer is instanced
  79118. */
  79119. getIsInstanced(): boolean;
  79120. /**
  79121. * Returns the instancing divisor, zero for non-instanced (integer).
  79122. * @returns a number
  79123. */
  79124. getInstanceDivisor(): number;
  79125. /**
  79126. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  79127. * @param data defines the data to store
  79128. */
  79129. create(data?: DataArray): void;
  79130. /**
  79131. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  79132. * This function will create a new buffer if the current one is not updatable
  79133. * @param data defines the data to store
  79134. */
  79135. update(data: DataArray): void;
  79136. /**
  79137. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  79138. * Returns the directly updated WebGLBuffer.
  79139. * @param data the new data
  79140. * @param offset the new offset
  79141. * @param useBytes set to true if the offset is in bytes
  79142. */
  79143. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  79144. /**
  79145. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  79146. */
  79147. dispose(): void;
  79148. /**
  79149. * Enumerates each value of this vertex buffer as numbers.
  79150. * @param count the number of values to enumerate
  79151. * @param callback the callback function called for each value
  79152. */
  79153. forEach(count: number, callback: (value: number, index: number) => void): void;
  79154. /**
  79155. * Positions
  79156. */
  79157. static readonly PositionKind: string;
  79158. /**
  79159. * Normals
  79160. */
  79161. static readonly NormalKind: string;
  79162. /**
  79163. * Tangents
  79164. */
  79165. static readonly TangentKind: string;
  79166. /**
  79167. * Texture coordinates
  79168. */
  79169. static readonly UVKind: string;
  79170. /**
  79171. * Texture coordinates 2
  79172. */
  79173. static readonly UV2Kind: string;
  79174. /**
  79175. * Texture coordinates 3
  79176. */
  79177. static readonly UV3Kind: string;
  79178. /**
  79179. * Texture coordinates 4
  79180. */
  79181. static readonly UV4Kind: string;
  79182. /**
  79183. * Texture coordinates 5
  79184. */
  79185. static readonly UV5Kind: string;
  79186. /**
  79187. * Texture coordinates 6
  79188. */
  79189. static readonly UV6Kind: string;
  79190. /**
  79191. * Colors
  79192. */
  79193. static readonly ColorKind: string;
  79194. /**
  79195. * Matrix indices (for bones)
  79196. */
  79197. static readonly MatricesIndicesKind: string;
  79198. /**
  79199. * Matrix weights (for bones)
  79200. */
  79201. static readonly MatricesWeightsKind: string;
  79202. /**
  79203. * Additional matrix indices (for bones)
  79204. */
  79205. static readonly MatricesIndicesExtraKind: string;
  79206. /**
  79207. * Additional matrix weights (for bones)
  79208. */
  79209. static readonly MatricesWeightsExtraKind: string;
  79210. /**
  79211. * Deduces the stride given a kind.
  79212. * @param kind The kind string to deduce
  79213. * @returns The deduced stride
  79214. */
  79215. static DeduceStride(kind: string): number;
  79216. /**
  79217. * Gets the byte length of the given type.
  79218. * @param type the type
  79219. * @returns the number of bytes
  79220. */
  79221. static GetTypeByteLength(type: number): number;
  79222. /**
  79223. * Enumerates each value of the given parameters as numbers.
  79224. * @param data the data to enumerate
  79225. * @param byteOffset the byte offset of the data
  79226. * @param byteStride the byte stride of the data
  79227. * @param componentCount the number of components per element
  79228. * @param componentType the type of the component
  79229. * @param count the number of values to enumerate
  79230. * @param normalized whether the data is normalized
  79231. * @param callback the callback function called for each value
  79232. */
  79233. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  79234. private static _GetFloatValue;
  79235. }
  79236. }
  79237. declare module BABYLON {
  79238. /**
  79239. * @hidden
  79240. */
  79241. export class IntersectionInfo {
  79242. bu: Nullable<number>;
  79243. bv: Nullable<number>;
  79244. distance: number;
  79245. faceId: number;
  79246. subMeshId: number;
  79247. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  79248. }
  79249. }
  79250. declare module BABYLON {
  79251. /**
  79252. * Represens a plane by the equation ax + by + cz + d = 0
  79253. */
  79254. export class Plane {
  79255. private static _TmpMatrix;
  79256. /**
  79257. * Normal of the plane (a,b,c)
  79258. */
  79259. normal: Vector3;
  79260. /**
  79261. * d component of the plane
  79262. */
  79263. d: number;
  79264. /**
  79265. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  79266. * @param a a component of the plane
  79267. * @param b b component of the plane
  79268. * @param c c component of the plane
  79269. * @param d d component of the plane
  79270. */
  79271. constructor(a: number, b: number, c: number, d: number);
  79272. /**
  79273. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  79274. */
  79275. asArray(): number[];
  79276. /**
  79277. * @returns a new plane copied from the current Plane.
  79278. */
  79279. clone(): Plane;
  79280. /**
  79281. * @returns the string "Plane".
  79282. */
  79283. getClassName(): string;
  79284. /**
  79285. * @returns the Plane hash code.
  79286. */
  79287. getHashCode(): number;
  79288. /**
  79289. * Normalize the current Plane in place.
  79290. * @returns the updated Plane.
  79291. */
  79292. normalize(): Plane;
  79293. /**
  79294. * Applies a transformation the plane and returns the result
  79295. * @param transformation the transformation matrix to be applied to the plane
  79296. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  79297. */
  79298. transform(transformation: DeepImmutable<Matrix>): Plane;
  79299. /**
  79300. * Calcualtte the dot product between the point and the plane normal
  79301. * @param point point to calculate the dot product with
  79302. * @returns the dot product (float) of the point coordinates and the plane normal.
  79303. */
  79304. dotCoordinate(point: DeepImmutable<Vector3>): number;
  79305. /**
  79306. * Updates the current Plane from the plane defined by the three given points.
  79307. * @param point1 one of the points used to contruct the plane
  79308. * @param point2 one of the points used to contruct the plane
  79309. * @param point3 one of the points used to contruct the plane
  79310. * @returns the updated Plane.
  79311. */
  79312. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  79313. /**
  79314. * Checks if the plane is facing a given direction
  79315. * @param direction the direction to check if the plane is facing
  79316. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  79317. * @returns True is the vector "direction" is the same side than the plane normal.
  79318. */
  79319. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  79320. /**
  79321. * Calculates the distance to a point
  79322. * @param point point to calculate distance to
  79323. * @returns the signed distance (float) from the given point to the Plane.
  79324. */
  79325. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  79326. /**
  79327. * Creates a plane from an array
  79328. * @param array the array to create a plane from
  79329. * @returns a new Plane from the given array.
  79330. */
  79331. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  79332. /**
  79333. * Creates a plane from three points
  79334. * @param point1 point used to create the plane
  79335. * @param point2 point used to create the plane
  79336. * @param point3 point used to create the plane
  79337. * @returns a new Plane defined by the three given points.
  79338. */
  79339. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  79340. /**
  79341. * Creates a plane from an origin point and a normal
  79342. * @param origin origin of the plane to be constructed
  79343. * @param normal normal of the plane to be constructed
  79344. * @returns a new Plane the normal vector to this plane at the given origin point.
  79345. * Note : the vector "normal" is updated because normalized.
  79346. */
  79347. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  79348. /**
  79349. * Calculates the distance from a plane and a point
  79350. * @param origin origin of the plane to be constructed
  79351. * @param normal normal of the plane to be constructed
  79352. * @param point point to calculate distance to
  79353. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  79354. */
  79355. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  79356. }
  79357. }
  79358. declare module BABYLON {
  79359. /**
  79360. * Class used to store bounding sphere information
  79361. */
  79362. export class BoundingSphere {
  79363. /**
  79364. * Gets the center of the bounding sphere in local space
  79365. */
  79366. readonly center: Vector3;
  79367. /**
  79368. * Radius of the bounding sphere in local space
  79369. */
  79370. radius: number;
  79371. /**
  79372. * Gets the center of the bounding sphere in world space
  79373. */
  79374. readonly centerWorld: Vector3;
  79375. /**
  79376. * Radius of the bounding sphere in world space
  79377. */
  79378. radiusWorld: number;
  79379. /**
  79380. * Gets the minimum vector in local space
  79381. */
  79382. readonly minimum: Vector3;
  79383. /**
  79384. * Gets the maximum vector in local space
  79385. */
  79386. readonly maximum: Vector3;
  79387. private _worldMatrix;
  79388. private static readonly TmpVector3;
  79389. /**
  79390. * Creates a new bounding sphere
  79391. * @param min defines the minimum vector (in local space)
  79392. * @param max defines the maximum vector (in local space)
  79393. * @param worldMatrix defines the new world matrix
  79394. */
  79395. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79396. /**
  79397. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  79398. * @param min defines the new minimum vector (in local space)
  79399. * @param max defines the new maximum vector (in local space)
  79400. * @param worldMatrix defines the new world matrix
  79401. */
  79402. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79403. /**
  79404. * Scale the current bounding sphere by applying a scale factor
  79405. * @param factor defines the scale factor to apply
  79406. * @returns the current bounding box
  79407. */
  79408. scale(factor: number): BoundingSphere;
  79409. /**
  79410. * Gets the world matrix of the bounding box
  79411. * @returns a matrix
  79412. */
  79413. getWorldMatrix(): DeepImmutable<Matrix>;
  79414. /** @hidden */
  79415. _update(worldMatrix: DeepImmutable<Matrix>): void;
  79416. /**
  79417. * Tests if the bounding sphere is intersecting the frustum planes
  79418. * @param frustumPlanes defines the frustum planes to test
  79419. * @returns true if there is an intersection
  79420. */
  79421. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79422. /**
  79423. * Tests if the bounding sphere center is in between the frustum planes.
  79424. * Used for optimistic fast inclusion.
  79425. * @param frustumPlanes defines the frustum planes to test
  79426. * @returns true if the sphere center is in between the frustum planes
  79427. */
  79428. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79429. /**
  79430. * Tests if a point is inside the bounding sphere
  79431. * @param point defines the point to test
  79432. * @returns true if the point is inside the bounding sphere
  79433. */
  79434. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79435. /**
  79436. * Checks if two sphere intersct
  79437. * @param sphere0 sphere 0
  79438. * @param sphere1 sphere 1
  79439. * @returns true if the speres intersect
  79440. */
  79441. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  79442. }
  79443. }
  79444. declare module BABYLON {
  79445. /**
  79446. * Class used to store bounding box information
  79447. */
  79448. export class BoundingBox implements ICullable {
  79449. /**
  79450. * Gets the 8 vectors representing the bounding box in local space
  79451. */
  79452. readonly vectors: Vector3[];
  79453. /**
  79454. * Gets the center of the bounding box in local space
  79455. */
  79456. readonly center: Vector3;
  79457. /**
  79458. * Gets the center of the bounding box in world space
  79459. */
  79460. readonly centerWorld: Vector3;
  79461. /**
  79462. * Gets the extend size in local space
  79463. */
  79464. readonly extendSize: Vector3;
  79465. /**
  79466. * Gets the extend size in world space
  79467. */
  79468. readonly extendSizeWorld: Vector3;
  79469. /**
  79470. * Gets the OBB (object bounding box) directions
  79471. */
  79472. readonly directions: Vector3[];
  79473. /**
  79474. * Gets the 8 vectors representing the bounding box in world space
  79475. */
  79476. readonly vectorsWorld: Vector3[];
  79477. /**
  79478. * Gets the minimum vector in world space
  79479. */
  79480. readonly minimumWorld: Vector3;
  79481. /**
  79482. * Gets the maximum vector in world space
  79483. */
  79484. readonly maximumWorld: Vector3;
  79485. /**
  79486. * Gets the minimum vector in local space
  79487. */
  79488. readonly minimum: Vector3;
  79489. /**
  79490. * Gets the maximum vector in local space
  79491. */
  79492. readonly maximum: Vector3;
  79493. private _worldMatrix;
  79494. private static readonly TmpVector3;
  79495. /**
  79496. * @hidden
  79497. */
  79498. _tag: number;
  79499. /**
  79500. * Creates a new bounding box
  79501. * @param min defines the minimum vector (in local space)
  79502. * @param max defines the maximum vector (in local space)
  79503. * @param worldMatrix defines the new world matrix
  79504. */
  79505. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79506. /**
  79507. * Recreates the entire bounding box from scratch as if we call the constructor in place
  79508. * @param min defines the new minimum vector (in local space)
  79509. * @param max defines the new maximum vector (in local space)
  79510. * @param worldMatrix defines the new world matrix
  79511. */
  79512. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79513. /**
  79514. * Scale the current bounding box by applying a scale factor
  79515. * @param factor defines the scale factor to apply
  79516. * @returns the current bounding box
  79517. */
  79518. scale(factor: number): BoundingBox;
  79519. /**
  79520. * Gets the world matrix of the bounding box
  79521. * @returns a matrix
  79522. */
  79523. getWorldMatrix(): DeepImmutable<Matrix>;
  79524. /** @hidden */
  79525. _update(world: DeepImmutable<Matrix>): void;
  79526. /**
  79527. * Tests if the bounding box is intersecting the frustum planes
  79528. * @param frustumPlanes defines the frustum planes to test
  79529. * @returns true if there is an intersection
  79530. */
  79531. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79532. /**
  79533. * Tests if the bounding box is entirely inside the frustum planes
  79534. * @param frustumPlanes defines the frustum planes to test
  79535. * @returns true if there is an inclusion
  79536. */
  79537. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79538. /**
  79539. * Tests if a point is inside the bounding box
  79540. * @param point defines the point to test
  79541. * @returns true if the point is inside the bounding box
  79542. */
  79543. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79544. /**
  79545. * Tests if the bounding box intersects with a bounding sphere
  79546. * @param sphere defines the sphere to test
  79547. * @returns true if there is an intersection
  79548. */
  79549. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  79550. /**
  79551. * Tests if the bounding box intersects with a box defined by a min and max vectors
  79552. * @param min defines the min vector to use
  79553. * @param max defines the max vector to use
  79554. * @returns true if there is an intersection
  79555. */
  79556. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  79557. /**
  79558. * Tests if two bounding boxes are intersections
  79559. * @param box0 defines the first box to test
  79560. * @param box1 defines the second box to test
  79561. * @returns true if there is an intersection
  79562. */
  79563. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  79564. /**
  79565. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  79566. * @param minPoint defines the minimum vector of the bounding box
  79567. * @param maxPoint defines the maximum vector of the bounding box
  79568. * @param sphereCenter defines the sphere center
  79569. * @param sphereRadius defines the sphere radius
  79570. * @returns true if there is an intersection
  79571. */
  79572. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  79573. /**
  79574. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  79575. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  79576. * @param frustumPlanes defines the frustum planes to test
  79577. * @return true if there is an inclusion
  79578. */
  79579. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79580. /**
  79581. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  79582. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  79583. * @param frustumPlanes defines the frustum planes to test
  79584. * @return true if there is an intersection
  79585. */
  79586. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79587. }
  79588. }
  79589. declare module BABYLON {
  79590. /** @hidden */
  79591. export class Collider {
  79592. /** Define if a collision was found */
  79593. collisionFound: boolean;
  79594. /**
  79595. * Define last intersection point in local space
  79596. */
  79597. intersectionPoint: Vector3;
  79598. /**
  79599. * Define last collided mesh
  79600. */
  79601. collidedMesh: Nullable<AbstractMesh>;
  79602. private _collisionPoint;
  79603. private _planeIntersectionPoint;
  79604. private _tempVector;
  79605. private _tempVector2;
  79606. private _tempVector3;
  79607. private _tempVector4;
  79608. private _edge;
  79609. private _baseToVertex;
  79610. private _destinationPoint;
  79611. private _slidePlaneNormal;
  79612. private _displacementVector;
  79613. /** @hidden */
  79614. _radius: Vector3;
  79615. /** @hidden */
  79616. _retry: number;
  79617. private _velocity;
  79618. private _basePoint;
  79619. private _epsilon;
  79620. /** @hidden */
  79621. _velocityWorldLength: number;
  79622. /** @hidden */
  79623. _basePointWorld: Vector3;
  79624. private _velocityWorld;
  79625. private _normalizedVelocity;
  79626. /** @hidden */
  79627. _initialVelocity: Vector3;
  79628. /** @hidden */
  79629. _initialPosition: Vector3;
  79630. private _nearestDistance;
  79631. private _collisionMask;
  79632. get collisionMask(): number;
  79633. set collisionMask(mask: number);
  79634. /**
  79635. * Gets the plane normal used to compute the sliding response (in local space)
  79636. */
  79637. get slidePlaneNormal(): Vector3;
  79638. /** @hidden */
  79639. _initialize(source: Vector3, dir: Vector3, e: number): void;
  79640. /** @hidden */
  79641. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  79642. /** @hidden */
  79643. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  79644. /** @hidden */
  79645. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  79646. /** @hidden */
  79647. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  79648. /** @hidden */
  79649. _getResponse(pos: Vector3, vel: Vector3): void;
  79650. }
  79651. }
  79652. declare module BABYLON {
  79653. /**
  79654. * Interface for cullable objects
  79655. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  79656. */
  79657. export interface ICullable {
  79658. /**
  79659. * Checks if the object or part of the object is in the frustum
  79660. * @param frustumPlanes Camera near/planes
  79661. * @returns true if the object is in frustum otherwise false
  79662. */
  79663. isInFrustum(frustumPlanes: Plane[]): boolean;
  79664. /**
  79665. * Checks if a cullable object (mesh...) is in the camera frustum
  79666. * Unlike isInFrustum this cheks the full bounding box
  79667. * @param frustumPlanes Camera near/planes
  79668. * @returns true if the object is in frustum otherwise false
  79669. */
  79670. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  79671. }
  79672. /**
  79673. * Info for a bounding data of a mesh
  79674. */
  79675. export class BoundingInfo implements ICullable {
  79676. /**
  79677. * Bounding box for the mesh
  79678. */
  79679. readonly boundingBox: BoundingBox;
  79680. /**
  79681. * Bounding sphere for the mesh
  79682. */
  79683. readonly boundingSphere: BoundingSphere;
  79684. private _isLocked;
  79685. private static readonly TmpVector3;
  79686. /**
  79687. * Constructs bounding info
  79688. * @param minimum min vector of the bounding box/sphere
  79689. * @param maximum max vector of the bounding box/sphere
  79690. * @param worldMatrix defines the new world matrix
  79691. */
  79692. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79693. /**
  79694. * Recreates the entire bounding info from scratch as if we call the constructor in place
  79695. * @param min defines the new minimum vector (in local space)
  79696. * @param max defines the new maximum vector (in local space)
  79697. * @param worldMatrix defines the new world matrix
  79698. */
  79699. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79700. /**
  79701. * min vector of the bounding box/sphere
  79702. */
  79703. get minimum(): Vector3;
  79704. /**
  79705. * max vector of the bounding box/sphere
  79706. */
  79707. get maximum(): Vector3;
  79708. /**
  79709. * If the info is locked and won't be updated to avoid perf overhead
  79710. */
  79711. get isLocked(): boolean;
  79712. set isLocked(value: boolean);
  79713. /**
  79714. * Updates the bounding sphere and box
  79715. * @param world world matrix to be used to update
  79716. */
  79717. update(world: DeepImmutable<Matrix>): void;
  79718. /**
  79719. * Recreate the bounding info to be centered around a specific point given a specific extend.
  79720. * @param center New center of the bounding info
  79721. * @param extend New extend of the bounding info
  79722. * @returns the current bounding info
  79723. */
  79724. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  79725. /**
  79726. * Scale the current bounding info by applying a scale factor
  79727. * @param factor defines the scale factor to apply
  79728. * @returns the current bounding info
  79729. */
  79730. scale(factor: number): BoundingInfo;
  79731. /**
  79732. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  79733. * @param frustumPlanes defines the frustum to test
  79734. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  79735. * @returns true if the bounding info is in the frustum planes
  79736. */
  79737. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  79738. /**
  79739. * Gets the world distance between the min and max points of the bounding box
  79740. */
  79741. get diagonalLength(): number;
  79742. /**
  79743. * Checks if a cullable object (mesh...) is in the camera frustum
  79744. * Unlike isInFrustum this cheks the full bounding box
  79745. * @param frustumPlanes Camera near/planes
  79746. * @returns true if the object is in frustum otherwise false
  79747. */
  79748. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79749. /** @hidden */
  79750. _checkCollision(collider: Collider): boolean;
  79751. /**
  79752. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  79753. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  79754. * @param point the point to check intersection with
  79755. * @returns if the point intersects
  79756. */
  79757. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79758. /**
  79759. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  79760. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  79761. * @param boundingInfo the bounding info to check intersection with
  79762. * @param precise if the intersection should be done using OBB
  79763. * @returns if the bounding info intersects
  79764. */
  79765. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  79766. }
  79767. }
  79768. declare module BABYLON {
  79769. /**
  79770. * Extracts minimum and maximum values from a list of indexed positions
  79771. * @param positions defines the positions to use
  79772. * @param indices defines the indices to the positions
  79773. * @param indexStart defines the start index
  79774. * @param indexCount defines the end index
  79775. * @param bias defines bias value to add to the result
  79776. * @return minimum and maximum values
  79777. */
  79778. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  79779. minimum: Vector3;
  79780. maximum: Vector3;
  79781. };
  79782. /**
  79783. * Extracts minimum and maximum values from a list of positions
  79784. * @param positions defines the positions to use
  79785. * @param start defines the start index in the positions array
  79786. * @param count defines the number of positions to handle
  79787. * @param bias defines bias value to add to the result
  79788. * @param stride defines the stride size to use (distance between two positions in the positions array)
  79789. * @return minimum and maximum values
  79790. */
  79791. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  79792. minimum: Vector3;
  79793. maximum: Vector3;
  79794. };
  79795. }
  79796. declare module BABYLON {
  79797. /** @hidden */
  79798. export class WebGLDataBuffer extends DataBuffer {
  79799. private _buffer;
  79800. constructor(resource: WebGLBuffer);
  79801. get underlyingResource(): any;
  79802. }
  79803. }
  79804. declare module BABYLON {
  79805. /** @hidden */
  79806. export class WebGLPipelineContext implements IPipelineContext {
  79807. engine: ThinEngine;
  79808. program: Nullable<WebGLProgram>;
  79809. context?: WebGLRenderingContext;
  79810. vertexShader?: WebGLShader;
  79811. fragmentShader?: WebGLShader;
  79812. isParallelCompiled: boolean;
  79813. onCompiled?: () => void;
  79814. transformFeedback?: WebGLTransformFeedback | null;
  79815. vertexCompilationError: Nullable<string>;
  79816. fragmentCompilationError: Nullable<string>;
  79817. programLinkError: Nullable<string>;
  79818. programValidationError: Nullable<string>;
  79819. get isAsync(): boolean;
  79820. get isReady(): boolean;
  79821. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  79822. }
  79823. }
  79824. declare module BABYLON {
  79825. interface ThinEngine {
  79826. /**
  79827. * Create an uniform buffer
  79828. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79829. * @param elements defines the content of the uniform buffer
  79830. * @returns the webGL uniform buffer
  79831. */
  79832. createUniformBuffer(elements: FloatArray): DataBuffer;
  79833. /**
  79834. * Create a dynamic uniform buffer
  79835. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79836. * @param elements defines the content of the uniform buffer
  79837. * @returns the webGL uniform buffer
  79838. */
  79839. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  79840. /**
  79841. * Update an existing uniform buffer
  79842. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79843. * @param uniformBuffer defines the target uniform buffer
  79844. * @param elements defines the content to update
  79845. * @param offset defines the offset in the uniform buffer where update should start
  79846. * @param count defines the size of the data to update
  79847. */
  79848. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  79849. /**
  79850. * Bind an uniform buffer to the current webGL context
  79851. * @param buffer defines the buffer to bind
  79852. */
  79853. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  79854. /**
  79855. * Bind a buffer to the current webGL context at a given location
  79856. * @param buffer defines the buffer to bind
  79857. * @param location defines the index where to bind the buffer
  79858. */
  79859. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  79860. /**
  79861. * Bind a specific block at a given index in a specific shader program
  79862. * @param pipelineContext defines the pipeline context to use
  79863. * @param blockName defines the block name
  79864. * @param index defines the index where to bind the block
  79865. */
  79866. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  79867. }
  79868. }
  79869. declare module BABYLON {
  79870. /**
  79871. * Uniform buffer objects.
  79872. *
  79873. * Handles blocks of uniform on the GPU.
  79874. *
  79875. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  79876. *
  79877. * For more information, please refer to :
  79878. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  79879. */
  79880. export class UniformBuffer {
  79881. private _engine;
  79882. private _buffer;
  79883. private _data;
  79884. private _bufferData;
  79885. private _dynamic?;
  79886. private _uniformLocations;
  79887. private _uniformSizes;
  79888. private _uniformLocationPointer;
  79889. private _needSync;
  79890. private _noUBO;
  79891. private _currentEffect;
  79892. /** @hidden */
  79893. _alreadyBound: boolean;
  79894. private static _MAX_UNIFORM_SIZE;
  79895. private static _tempBuffer;
  79896. /**
  79897. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  79898. * This is dynamic to allow compat with webgl 1 and 2.
  79899. * You will need to pass the name of the uniform as well as the value.
  79900. */
  79901. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  79902. /**
  79903. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  79904. * This is dynamic to allow compat with webgl 1 and 2.
  79905. * You will need to pass the name of the uniform as well as the value.
  79906. */
  79907. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  79908. /**
  79909. * Lambda to Update a single float in a uniform buffer.
  79910. * This is dynamic to allow compat with webgl 1 and 2.
  79911. * You will need to pass the name of the uniform as well as the value.
  79912. */
  79913. updateFloat: (name: string, x: number) => void;
  79914. /**
  79915. * Lambda to Update a vec2 of float in a uniform buffer.
  79916. * This is dynamic to allow compat with webgl 1 and 2.
  79917. * You will need to pass the name of the uniform as well as the value.
  79918. */
  79919. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  79920. /**
  79921. * Lambda to Update a vec3 of float in a uniform buffer.
  79922. * This is dynamic to allow compat with webgl 1 and 2.
  79923. * You will need to pass the name of the uniform as well as the value.
  79924. */
  79925. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  79926. /**
  79927. * Lambda to Update a vec4 of float in a uniform buffer.
  79928. * This is dynamic to allow compat with webgl 1 and 2.
  79929. * You will need to pass the name of the uniform as well as the value.
  79930. */
  79931. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  79932. /**
  79933. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  79934. * This is dynamic to allow compat with webgl 1 and 2.
  79935. * You will need to pass the name of the uniform as well as the value.
  79936. */
  79937. updateMatrix: (name: string, mat: Matrix) => void;
  79938. /**
  79939. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  79940. * This is dynamic to allow compat with webgl 1 and 2.
  79941. * You will need to pass the name of the uniform as well as the value.
  79942. */
  79943. updateVector3: (name: string, vector: Vector3) => void;
  79944. /**
  79945. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  79946. * This is dynamic to allow compat with webgl 1 and 2.
  79947. * You will need to pass the name of the uniform as well as the value.
  79948. */
  79949. updateVector4: (name: string, vector: Vector4) => void;
  79950. /**
  79951. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  79952. * This is dynamic to allow compat with webgl 1 and 2.
  79953. * You will need to pass the name of the uniform as well as the value.
  79954. */
  79955. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  79956. /**
  79957. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  79958. * This is dynamic to allow compat with webgl 1 and 2.
  79959. * You will need to pass the name of the uniform as well as the value.
  79960. */
  79961. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  79962. /**
  79963. * Instantiates a new Uniform buffer objects.
  79964. *
  79965. * Handles blocks of uniform on the GPU.
  79966. *
  79967. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  79968. *
  79969. * For more information, please refer to :
  79970. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  79971. * @param engine Define the engine the buffer is associated with
  79972. * @param data Define the data contained in the buffer
  79973. * @param dynamic Define if the buffer is updatable
  79974. */
  79975. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  79976. /**
  79977. * Indicates if the buffer is using the WebGL2 UBO implementation,
  79978. * or just falling back on setUniformXXX calls.
  79979. */
  79980. get useUbo(): boolean;
  79981. /**
  79982. * Indicates if the WebGL underlying uniform buffer is in sync
  79983. * with the javascript cache data.
  79984. */
  79985. get isSync(): boolean;
  79986. /**
  79987. * Indicates if the WebGL underlying uniform buffer is dynamic.
  79988. * Also, a dynamic UniformBuffer will disable cache verification and always
  79989. * update the underlying WebGL uniform buffer to the GPU.
  79990. * @returns if Dynamic, otherwise false
  79991. */
  79992. isDynamic(): boolean;
  79993. /**
  79994. * The data cache on JS side.
  79995. * @returns the underlying data as a float array
  79996. */
  79997. getData(): Float32Array;
  79998. /**
  79999. * The underlying WebGL Uniform buffer.
  80000. * @returns the webgl buffer
  80001. */
  80002. getBuffer(): Nullable<DataBuffer>;
  80003. /**
  80004. * std140 layout specifies how to align data within an UBO structure.
  80005. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  80006. * for specs.
  80007. */
  80008. private _fillAlignment;
  80009. /**
  80010. * Adds an uniform in the buffer.
  80011. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  80012. * for the layout to be correct !
  80013. * @param name Name of the uniform, as used in the uniform block in the shader.
  80014. * @param size Data size, or data directly.
  80015. */
  80016. addUniform(name: string, size: number | number[]): void;
  80017. /**
  80018. * Adds a Matrix 4x4 to the uniform buffer.
  80019. * @param name Name of the uniform, as used in the uniform block in the shader.
  80020. * @param mat A 4x4 matrix.
  80021. */
  80022. addMatrix(name: string, mat: Matrix): void;
  80023. /**
  80024. * Adds a vec2 to the uniform buffer.
  80025. * @param name Name of the uniform, as used in the uniform block in the shader.
  80026. * @param x Define the x component value of the vec2
  80027. * @param y Define the y component value of the vec2
  80028. */
  80029. addFloat2(name: string, x: number, y: number): void;
  80030. /**
  80031. * Adds a vec3 to the uniform buffer.
  80032. * @param name Name of the uniform, as used in the uniform block in the shader.
  80033. * @param x Define the x component value of the vec3
  80034. * @param y Define the y component value of the vec3
  80035. * @param z Define the z component value of the vec3
  80036. */
  80037. addFloat3(name: string, x: number, y: number, z: number): void;
  80038. /**
  80039. * Adds a vec3 to the uniform buffer.
  80040. * @param name Name of the uniform, as used in the uniform block in the shader.
  80041. * @param color Define the vec3 from a Color
  80042. */
  80043. addColor3(name: string, color: Color3): void;
  80044. /**
  80045. * Adds a vec4 to the uniform buffer.
  80046. * @param name Name of the uniform, as used in the uniform block in the shader.
  80047. * @param color Define the rgb components from a Color
  80048. * @param alpha Define the a component of the vec4
  80049. */
  80050. addColor4(name: string, color: Color3, alpha: number): void;
  80051. /**
  80052. * Adds a vec3 to the uniform buffer.
  80053. * @param name Name of the uniform, as used in the uniform block in the shader.
  80054. * @param vector Define the vec3 components from a Vector
  80055. */
  80056. addVector3(name: string, vector: Vector3): void;
  80057. /**
  80058. * Adds a Matrix 3x3 to the uniform buffer.
  80059. * @param name Name of the uniform, as used in the uniform block in the shader.
  80060. */
  80061. addMatrix3x3(name: string): void;
  80062. /**
  80063. * Adds a Matrix 2x2 to the uniform buffer.
  80064. * @param name Name of the uniform, as used in the uniform block in the shader.
  80065. */
  80066. addMatrix2x2(name: string): void;
  80067. /**
  80068. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  80069. */
  80070. create(): void;
  80071. /** @hidden */
  80072. _rebuild(): void;
  80073. /**
  80074. * Updates the WebGL Uniform Buffer on the GPU.
  80075. * If the `dynamic` flag is set to true, no cache comparison is done.
  80076. * Otherwise, the buffer will be updated only if the cache differs.
  80077. */
  80078. update(): void;
  80079. /**
  80080. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  80081. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  80082. * @param data Define the flattened data
  80083. * @param size Define the size of the data.
  80084. */
  80085. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  80086. private _valueCache;
  80087. private _cacheMatrix;
  80088. private _updateMatrix3x3ForUniform;
  80089. private _updateMatrix3x3ForEffect;
  80090. private _updateMatrix2x2ForEffect;
  80091. private _updateMatrix2x2ForUniform;
  80092. private _updateFloatForEffect;
  80093. private _updateFloatForUniform;
  80094. private _updateFloat2ForEffect;
  80095. private _updateFloat2ForUniform;
  80096. private _updateFloat3ForEffect;
  80097. private _updateFloat3ForUniform;
  80098. private _updateFloat4ForEffect;
  80099. private _updateFloat4ForUniform;
  80100. private _updateMatrixForEffect;
  80101. private _updateMatrixForUniform;
  80102. private _updateVector3ForEffect;
  80103. private _updateVector3ForUniform;
  80104. private _updateVector4ForEffect;
  80105. private _updateVector4ForUniform;
  80106. private _updateColor3ForEffect;
  80107. private _updateColor3ForUniform;
  80108. private _updateColor4ForEffect;
  80109. private _updateColor4ForUniform;
  80110. /**
  80111. * Sets a sampler uniform on the effect.
  80112. * @param name Define the name of the sampler.
  80113. * @param texture Define the texture to set in the sampler
  80114. */
  80115. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  80116. /**
  80117. * Directly updates the value of the uniform in the cache AND on the GPU.
  80118. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  80119. * @param data Define the flattened data
  80120. */
  80121. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  80122. /**
  80123. * Binds this uniform buffer to an effect.
  80124. * @param effect Define the effect to bind the buffer to
  80125. * @param name Name of the uniform block in the shader.
  80126. */
  80127. bindToEffect(effect: Effect, name: string): void;
  80128. /**
  80129. * Disposes the uniform buffer.
  80130. */
  80131. dispose(): void;
  80132. }
  80133. }
  80134. declare module BABYLON {
  80135. /**
  80136. * Enum that determines the text-wrapping mode to use.
  80137. */
  80138. export enum InspectableType {
  80139. /**
  80140. * Checkbox for booleans
  80141. */
  80142. Checkbox = 0,
  80143. /**
  80144. * Sliders for numbers
  80145. */
  80146. Slider = 1,
  80147. /**
  80148. * Vector3
  80149. */
  80150. Vector3 = 2,
  80151. /**
  80152. * Quaternions
  80153. */
  80154. Quaternion = 3,
  80155. /**
  80156. * Color3
  80157. */
  80158. Color3 = 4,
  80159. /**
  80160. * String
  80161. */
  80162. String = 5
  80163. }
  80164. /**
  80165. * Interface used to define custom inspectable properties.
  80166. * This interface is used by the inspector to display custom property grids
  80167. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80168. */
  80169. export interface IInspectable {
  80170. /**
  80171. * Gets the label to display
  80172. */
  80173. label: string;
  80174. /**
  80175. * Gets the name of the property to edit
  80176. */
  80177. propertyName: string;
  80178. /**
  80179. * Gets the type of the editor to use
  80180. */
  80181. type: InspectableType;
  80182. /**
  80183. * Gets the minimum value of the property when using in "slider" mode
  80184. */
  80185. min?: number;
  80186. /**
  80187. * Gets the maximum value of the property when using in "slider" mode
  80188. */
  80189. max?: number;
  80190. /**
  80191. * Gets the setp to use when using in "slider" mode
  80192. */
  80193. step?: number;
  80194. }
  80195. }
  80196. declare module BABYLON {
  80197. /**
  80198. * Class used to provide helper for timing
  80199. */
  80200. export class TimingTools {
  80201. /**
  80202. * Polyfill for setImmediate
  80203. * @param action defines the action to execute after the current execution block
  80204. */
  80205. static SetImmediate(action: () => void): void;
  80206. }
  80207. }
  80208. declare module BABYLON {
  80209. /**
  80210. * Class used to enable instatition of objects by class name
  80211. */
  80212. export class InstantiationTools {
  80213. /**
  80214. * Use this object to register external classes like custom textures or material
  80215. * to allow the laoders to instantiate them
  80216. */
  80217. static RegisteredExternalClasses: {
  80218. [key: string]: Object;
  80219. };
  80220. /**
  80221. * Tries to instantiate a new object from a given class name
  80222. * @param className defines the class name to instantiate
  80223. * @returns the new object or null if the system was not able to do the instantiation
  80224. */
  80225. static Instantiate(className: string): any;
  80226. }
  80227. }
  80228. declare module BABYLON {
  80229. /**
  80230. * Define options used to create a depth texture
  80231. */
  80232. export class DepthTextureCreationOptions {
  80233. /** Specifies whether or not a stencil should be allocated in the texture */
  80234. generateStencil?: boolean;
  80235. /** Specifies whether or not bilinear filtering is enable on the texture */
  80236. bilinearFiltering?: boolean;
  80237. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  80238. comparisonFunction?: number;
  80239. /** Specifies if the created texture is a cube texture */
  80240. isCube?: boolean;
  80241. }
  80242. }
  80243. declare module BABYLON {
  80244. interface ThinEngine {
  80245. /**
  80246. * Creates a depth stencil cube texture.
  80247. * This is only available in WebGL 2.
  80248. * @param size The size of face edge in the cube texture.
  80249. * @param options The options defining the cube texture.
  80250. * @returns The cube texture
  80251. */
  80252. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  80253. /**
  80254. * Creates a cube texture
  80255. * @param rootUrl defines the url where the files to load is located
  80256. * @param scene defines the current scene
  80257. * @param files defines the list of files to load (1 per face)
  80258. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80259. * @param onLoad defines an optional callback raised when the texture is loaded
  80260. * @param onError defines an optional callback raised if there is an issue to load the texture
  80261. * @param format defines the format of the data
  80262. * @param forcedExtension defines the extension to use to pick the right loader
  80263. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  80264. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80265. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80266. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  80267. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  80268. * @returns the cube texture as an InternalTexture
  80269. */
  80270. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  80271. /**
  80272. * Creates a cube texture
  80273. * @param rootUrl defines the url where the files to load is located
  80274. * @param scene defines the current scene
  80275. * @param files defines the list of files to load (1 per face)
  80276. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80277. * @param onLoad defines an optional callback raised when the texture is loaded
  80278. * @param onError defines an optional callback raised if there is an issue to load the texture
  80279. * @param format defines the format of the data
  80280. * @param forcedExtension defines the extension to use to pick the right loader
  80281. * @returns the cube texture as an InternalTexture
  80282. */
  80283. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  80284. /**
  80285. * Creates a cube texture
  80286. * @param rootUrl defines the url where the files to load is located
  80287. * @param scene defines the current scene
  80288. * @param files defines the list of files to load (1 per face)
  80289. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80290. * @param onLoad defines an optional callback raised when the texture is loaded
  80291. * @param onError defines an optional callback raised if there is an issue to load the texture
  80292. * @param format defines the format of the data
  80293. * @param forcedExtension defines the extension to use to pick the right loader
  80294. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  80295. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80296. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80297. * @returns the cube texture as an InternalTexture
  80298. */
  80299. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  80300. /** @hidden */
  80301. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  80302. /** @hidden */
  80303. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  80304. /** @hidden */
  80305. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  80306. /** @hidden */
  80307. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  80308. /**
  80309. * @hidden
  80310. */
  80311. _setCubeMapTextureParams(loadMipmap: boolean): void;
  80312. }
  80313. }
  80314. declare module BABYLON {
  80315. /**
  80316. * Class for creating a cube texture
  80317. */
  80318. export class CubeTexture extends BaseTexture {
  80319. private _delayedOnLoad;
  80320. /**
  80321. * The url of the texture
  80322. */
  80323. url: string;
  80324. /**
  80325. * Gets or sets the center of the bounding box associated with the cube texture.
  80326. * It must define where the camera used to render the texture was set
  80327. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  80328. */
  80329. boundingBoxPosition: Vector3;
  80330. private _boundingBoxSize;
  80331. /**
  80332. * Gets or sets the size of the bounding box associated with the cube texture
  80333. * When defined, the cubemap will switch to local mode
  80334. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  80335. * @example https://www.babylonjs-playground.com/#RNASML
  80336. */
  80337. set boundingBoxSize(value: Vector3);
  80338. /**
  80339. * Returns the bounding box size
  80340. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  80341. */
  80342. get boundingBoxSize(): Vector3;
  80343. protected _rotationY: number;
  80344. /**
  80345. * Sets texture matrix rotation angle around Y axis in radians.
  80346. */
  80347. set rotationY(value: number);
  80348. /**
  80349. * Gets texture matrix rotation angle around Y axis radians.
  80350. */
  80351. get rotationY(): number;
  80352. /**
  80353. * Are mip maps generated for this texture or not.
  80354. */
  80355. get noMipmap(): boolean;
  80356. private _noMipmap;
  80357. private _files;
  80358. protected _forcedExtension: Nullable<string>;
  80359. private _extensions;
  80360. private _textureMatrix;
  80361. private _format;
  80362. private _createPolynomials;
  80363. /** @hidden */
  80364. _prefiltered: boolean;
  80365. /**
  80366. * Creates a cube texture from an array of image urls
  80367. * @param files defines an array of image urls
  80368. * @param scene defines the hosting scene
  80369. * @param noMipmap specifies if mip maps are not used
  80370. * @returns a cube texture
  80371. */
  80372. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  80373. /**
  80374. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  80375. * @param url defines the url of the prefiltered texture
  80376. * @param scene defines the scene the texture is attached to
  80377. * @param forcedExtension defines the extension of the file if different from the url
  80378. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  80379. * @return the prefiltered texture
  80380. */
  80381. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  80382. /**
  80383. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  80384. * as prefiltered data.
  80385. * @param rootUrl defines the url of the texture or the root name of the six images
  80386. * @param scene defines the scene the texture is attached to
  80387. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  80388. * @param noMipmap defines if mipmaps should be created or not
  80389. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  80390. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  80391. * @param onError defines a callback triggered in case of error during load
  80392. * @param format defines the internal format to use for the texture once loaded
  80393. * @param prefiltered defines whether or not the texture is created from prefiltered data
  80394. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  80395. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  80396. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80397. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80398. * @return the cube texture
  80399. */
  80400. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  80401. /**
  80402. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  80403. */
  80404. get isPrefiltered(): boolean;
  80405. /**
  80406. * Get the current class name of the texture useful for serialization or dynamic coding.
  80407. * @returns "CubeTexture"
  80408. */
  80409. getClassName(): string;
  80410. /**
  80411. * Update the url (and optional buffer) of this texture if url was null during construction.
  80412. * @param url the url of the texture
  80413. * @param forcedExtension defines the extension to use
  80414. * @param onLoad callback called when the texture is loaded (defaults to null)
  80415. * @param prefiltered Defines whether the updated texture is prefiltered or not
  80416. */
  80417. updateURL(url: string, forcedExtension?: string, onLoad?: () => void, prefiltered?: boolean): void;
  80418. /**
  80419. * Delays loading of the cube texture
  80420. * @param forcedExtension defines the extension to use
  80421. */
  80422. delayLoad(forcedExtension?: string): void;
  80423. /**
  80424. * Returns the reflection texture matrix
  80425. * @returns the reflection texture matrix
  80426. */
  80427. getReflectionTextureMatrix(): Matrix;
  80428. /**
  80429. * Sets the reflection texture matrix
  80430. * @param value Reflection texture matrix
  80431. */
  80432. setReflectionTextureMatrix(value: Matrix): void;
  80433. /**
  80434. * Parses text to create a cube texture
  80435. * @param parsedTexture define the serialized text to read from
  80436. * @param scene defines the hosting scene
  80437. * @param rootUrl defines the root url of the cube texture
  80438. * @returns a cube texture
  80439. */
  80440. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  80441. /**
  80442. * Makes a clone, or deep copy, of the cube texture
  80443. * @returns a new cube texture
  80444. */
  80445. clone(): CubeTexture;
  80446. }
  80447. }
  80448. declare module BABYLON {
  80449. /**
  80450. * Manages the defines for the Material
  80451. */
  80452. export class MaterialDefines {
  80453. /** @hidden */
  80454. protected _keys: string[];
  80455. private _isDirty;
  80456. /** @hidden */
  80457. _renderId: number;
  80458. /** @hidden */
  80459. _areLightsDirty: boolean;
  80460. /** @hidden */
  80461. _areLightsDisposed: boolean;
  80462. /** @hidden */
  80463. _areAttributesDirty: boolean;
  80464. /** @hidden */
  80465. _areTexturesDirty: boolean;
  80466. /** @hidden */
  80467. _areFresnelDirty: boolean;
  80468. /** @hidden */
  80469. _areMiscDirty: boolean;
  80470. /** @hidden */
  80471. _areImageProcessingDirty: boolean;
  80472. /** @hidden */
  80473. _normals: boolean;
  80474. /** @hidden */
  80475. _uvs: boolean;
  80476. /** @hidden */
  80477. _needNormals: boolean;
  80478. /** @hidden */
  80479. _needUVs: boolean;
  80480. [id: string]: any;
  80481. /**
  80482. * Specifies if the material needs to be re-calculated
  80483. */
  80484. get isDirty(): boolean;
  80485. /**
  80486. * Marks the material to indicate that it has been re-calculated
  80487. */
  80488. markAsProcessed(): void;
  80489. /**
  80490. * Marks the material to indicate that it needs to be re-calculated
  80491. */
  80492. markAsUnprocessed(): void;
  80493. /**
  80494. * Marks the material to indicate all of its defines need to be re-calculated
  80495. */
  80496. markAllAsDirty(): void;
  80497. /**
  80498. * Marks the material to indicate that image processing needs to be re-calculated
  80499. */
  80500. markAsImageProcessingDirty(): void;
  80501. /**
  80502. * Marks the material to indicate the lights need to be re-calculated
  80503. * @param disposed Defines whether the light is dirty due to dispose or not
  80504. */
  80505. markAsLightDirty(disposed?: boolean): void;
  80506. /**
  80507. * Marks the attribute state as changed
  80508. */
  80509. markAsAttributesDirty(): void;
  80510. /**
  80511. * Marks the texture state as changed
  80512. */
  80513. markAsTexturesDirty(): void;
  80514. /**
  80515. * Marks the fresnel state as changed
  80516. */
  80517. markAsFresnelDirty(): void;
  80518. /**
  80519. * Marks the misc state as changed
  80520. */
  80521. markAsMiscDirty(): void;
  80522. /**
  80523. * Rebuilds the material defines
  80524. */
  80525. rebuild(): void;
  80526. /**
  80527. * Specifies if two material defines are equal
  80528. * @param other - A material define instance to compare to
  80529. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  80530. */
  80531. isEqual(other: MaterialDefines): boolean;
  80532. /**
  80533. * Clones this instance's defines to another instance
  80534. * @param other - material defines to clone values to
  80535. */
  80536. cloneTo(other: MaterialDefines): void;
  80537. /**
  80538. * Resets the material define values
  80539. */
  80540. reset(): void;
  80541. /**
  80542. * Converts the material define values to a string
  80543. * @returns - String of material define information
  80544. */
  80545. toString(): string;
  80546. }
  80547. }
  80548. declare module BABYLON {
  80549. /**
  80550. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  80551. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  80552. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  80553. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  80554. */
  80555. export class ColorCurves {
  80556. private _dirty;
  80557. private _tempColor;
  80558. private _globalCurve;
  80559. private _highlightsCurve;
  80560. private _midtonesCurve;
  80561. private _shadowsCurve;
  80562. private _positiveCurve;
  80563. private _negativeCurve;
  80564. private _globalHue;
  80565. private _globalDensity;
  80566. private _globalSaturation;
  80567. private _globalExposure;
  80568. /**
  80569. * Gets the global Hue value.
  80570. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80571. */
  80572. get globalHue(): number;
  80573. /**
  80574. * Sets the global Hue value.
  80575. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80576. */
  80577. set globalHue(value: number);
  80578. /**
  80579. * Gets the global Density value.
  80580. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80581. * Values less than zero provide a filter of opposite hue.
  80582. */
  80583. get globalDensity(): number;
  80584. /**
  80585. * Sets the global Density value.
  80586. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80587. * Values less than zero provide a filter of opposite hue.
  80588. */
  80589. set globalDensity(value: number);
  80590. /**
  80591. * Gets the global Saturation value.
  80592. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80593. */
  80594. get globalSaturation(): number;
  80595. /**
  80596. * Sets the global Saturation value.
  80597. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80598. */
  80599. set globalSaturation(value: number);
  80600. /**
  80601. * Gets the global Exposure value.
  80602. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80603. */
  80604. get globalExposure(): number;
  80605. /**
  80606. * Sets the global Exposure value.
  80607. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80608. */
  80609. set globalExposure(value: number);
  80610. private _highlightsHue;
  80611. private _highlightsDensity;
  80612. private _highlightsSaturation;
  80613. private _highlightsExposure;
  80614. /**
  80615. * Gets the highlights Hue value.
  80616. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80617. */
  80618. get highlightsHue(): number;
  80619. /**
  80620. * Sets the highlights Hue value.
  80621. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80622. */
  80623. set highlightsHue(value: number);
  80624. /**
  80625. * Gets the highlights Density value.
  80626. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80627. * Values less than zero provide a filter of opposite hue.
  80628. */
  80629. get highlightsDensity(): number;
  80630. /**
  80631. * Sets the highlights Density value.
  80632. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80633. * Values less than zero provide a filter of opposite hue.
  80634. */
  80635. set highlightsDensity(value: number);
  80636. /**
  80637. * Gets the highlights Saturation value.
  80638. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80639. */
  80640. get highlightsSaturation(): number;
  80641. /**
  80642. * Sets the highlights Saturation value.
  80643. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80644. */
  80645. set highlightsSaturation(value: number);
  80646. /**
  80647. * Gets the highlights Exposure value.
  80648. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80649. */
  80650. get highlightsExposure(): number;
  80651. /**
  80652. * Sets the highlights Exposure value.
  80653. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80654. */
  80655. set highlightsExposure(value: number);
  80656. private _midtonesHue;
  80657. private _midtonesDensity;
  80658. private _midtonesSaturation;
  80659. private _midtonesExposure;
  80660. /**
  80661. * Gets the midtones Hue value.
  80662. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80663. */
  80664. get midtonesHue(): number;
  80665. /**
  80666. * Sets the midtones Hue value.
  80667. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80668. */
  80669. set midtonesHue(value: number);
  80670. /**
  80671. * Gets the midtones Density value.
  80672. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80673. * Values less than zero provide a filter of opposite hue.
  80674. */
  80675. get midtonesDensity(): number;
  80676. /**
  80677. * Sets the midtones Density value.
  80678. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80679. * Values less than zero provide a filter of opposite hue.
  80680. */
  80681. set midtonesDensity(value: number);
  80682. /**
  80683. * Gets the midtones Saturation value.
  80684. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80685. */
  80686. get midtonesSaturation(): number;
  80687. /**
  80688. * Sets the midtones Saturation value.
  80689. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80690. */
  80691. set midtonesSaturation(value: number);
  80692. /**
  80693. * Gets the midtones Exposure value.
  80694. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80695. */
  80696. get midtonesExposure(): number;
  80697. /**
  80698. * Sets the midtones Exposure value.
  80699. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80700. */
  80701. set midtonesExposure(value: number);
  80702. private _shadowsHue;
  80703. private _shadowsDensity;
  80704. private _shadowsSaturation;
  80705. private _shadowsExposure;
  80706. /**
  80707. * Gets the shadows Hue value.
  80708. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80709. */
  80710. get shadowsHue(): number;
  80711. /**
  80712. * Sets the shadows Hue value.
  80713. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  80714. */
  80715. set shadowsHue(value: number);
  80716. /**
  80717. * Gets the shadows Density value.
  80718. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80719. * Values less than zero provide a filter of opposite hue.
  80720. */
  80721. get shadowsDensity(): number;
  80722. /**
  80723. * Sets the shadows Density value.
  80724. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  80725. * Values less than zero provide a filter of opposite hue.
  80726. */
  80727. set shadowsDensity(value: number);
  80728. /**
  80729. * Gets the shadows Saturation value.
  80730. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80731. */
  80732. get shadowsSaturation(): number;
  80733. /**
  80734. * Sets the shadows Saturation value.
  80735. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  80736. */
  80737. set shadowsSaturation(value: number);
  80738. /**
  80739. * Gets the shadows Exposure value.
  80740. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80741. */
  80742. get shadowsExposure(): number;
  80743. /**
  80744. * Sets the shadows Exposure value.
  80745. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  80746. */
  80747. set shadowsExposure(value: number);
  80748. /**
  80749. * Returns the class name
  80750. * @returns The class name
  80751. */
  80752. getClassName(): string;
  80753. /**
  80754. * Binds the color curves to the shader.
  80755. * @param colorCurves The color curve to bind
  80756. * @param effect The effect to bind to
  80757. * @param positiveUniform The positive uniform shader parameter
  80758. * @param neutralUniform The neutral uniform shader parameter
  80759. * @param negativeUniform The negative uniform shader parameter
  80760. */
  80761. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  80762. /**
  80763. * Prepare the list of uniforms associated with the ColorCurves effects.
  80764. * @param uniformsList The list of uniforms used in the effect
  80765. */
  80766. static PrepareUniforms(uniformsList: string[]): void;
  80767. /**
  80768. * Returns color grading data based on a hue, density, saturation and exposure value.
  80769. * @param filterHue The hue of the color filter.
  80770. * @param filterDensity The density of the color filter.
  80771. * @param saturation The saturation.
  80772. * @param exposure The exposure.
  80773. * @param result The result data container.
  80774. */
  80775. private getColorGradingDataToRef;
  80776. /**
  80777. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  80778. * @param value The input slider value in range [-100,100].
  80779. * @returns Adjusted value.
  80780. */
  80781. private static applyColorGradingSliderNonlinear;
  80782. /**
  80783. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  80784. * @param hue The hue (H) input.
  80785. * @param saturation The saturation (S) input.
  80786. * @param brightness The brightness (B) input.
  80787. * @result An RGBA color represented as Vector4.
  80788. */
  80789. private static fromHSBToRef;
  80790. /**
  80791. * Returns a value clamped between min and max
  80792. * @param value The value to clamp
  80793. * @param min The minimum of value
  80794. * @param max The maximum of value
  80795. * @returns The clamped value.
  80796. */
  80797. private static clamp;
  80798. /**
  80799. * Clones the current color curve instance.
  80800. * @return The cloned curves
  80801. */
  80802. clone(): ColorCurves;
  80803. /**
  80804. * Serializes the current color curve instance to a json representation.
  80805. * @return a JSON representation
  80806. */
  80807. serialize(): any;
  80808. /**
  80809. * Parses the color curve from a json representation.
  80810. * @param source the JSON source to parse
  80811. * @return The parsed curves
  80812. */
  80813. static Parse(source: any): ColorCurves;
  80814. }
  80815. }
  80816. declare module BABYLON {
  80817. /**
  80818. * Interface to follow in your material defines to integrate easily the
  80819. * Image proccessing functions.
  80820. * @hidden
  80821. */
  80822. export interface IImageProcessingConfigurationDefines {
  80823. IMAGEPROCESSING: boolean;
  80824. VIGNETTE: boolean;
  80825. VIGNETTEBLENDMODEMULTIPLY: boolean;
  80826. VIGNETTEBLENDMODEOPAQUE: boolean;
  80827. TONEMAPPING: boolean;
  80828. TONEMAPPING_ACES: boolean;
  80829. CONTRAST: boolean;
  80830. EXPOSURE: boolean;
  80831. COLORCURVES: boolean;
  80832. COLORGRADING: boolean;
  80833. COLORGRADING3D: boolean;
  80834. SAMPLER3DGREENDEPTH: boolean;
  80835. SAMPLER3DBGRMAP: boolean;
  80836. IMAGEPROCESSINGPOSTPROCESS: boolean;
  80837. }
  80838. /**
  80839. * @hidden
  80840. */
  80841. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  80842. IMAGEPROCESSING: boolean;
  80843. VIGNETTE: boolean;
  80844. VIGNETTEBLENDMODEMULTIPLY: boolean;
  80845. VIGNETTEBLENDMODEOPAQUE: boolean;
  80846. TONEMAPPING: boolean;
  80847. TONEMAPPING_ACES: boolean;
  80848. CONTRAST: boolean;
  80849. COLORCURVES: boolean;
  80850. COLORGRADING: boolean;
  80851. COLORGRADING3D: boolean;
  80852. SAMPLER3DGREENDEPTH: boolean;
  80853. SAMPLER3DBGRMAP: boolean;
  80854. IMAGEPROCESSINGPOSTPROCESS: boolean;
  80855. EXPOSURE: boolean;
  80856. constructor();
  80857. }
  80858. /**
  80859. * This groups together the common properties used for image processing either in direct forward pass
  80860. * or through post processing effect depending on the use of the image processing pipeline in your scene
  80861. * or not.
  80862. */
  80863. export class ImageProcessingConfiguration {
  80864. /**
  80865. * Default tone mapping applied in BabylonJS.
  80866. */
  80867. static readonly TONEMAPPING_STANDARD: number;
  80868. /**
  80869. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  80870. * to other engines rendering to increase portability.
  80871. */
  80872. static readonly TONEMAPPING_ACES: number;
  80873. /**
  80874. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  80875. */
  80876. colorCurves: Nullable<ColorCurves>;
  80877. private _colorCurvesEnabled;
  80878. /**
  80879. * Gets wether the color curves effect is enabled.
  80880. */
  80881. get colorCurvesEnabled(): boolean;
  80882. /**
  80883. * Sets wether the color curves effect is enabled.
  80884. */
  80885. set colorCurvesEnabled(value: boolean);
  80886. private _colorGradingTexture;
  80887. /**
  80888. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  80889. */
  80890. get colorGradingTexture(): Nullable<BaseTexture>;
  80891. /**
  80892. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  80893. */
  80894. set colorGradingTexture(value: Nullable<BaseTexture>);
  80895. private _colorGradingEnabled;
  80896. /**
  80897. * Gets wether the color grading effect is enabled.
  80898. */
  80899. get colorGradingEnabled(): boolean;
  80900. /**
  80901. * Sets wether the color grading effect is enabled.
  80902. */
  80903. set colorGradingEnabled(value: boolean);
  80904. private _colorGradingWithGreenDepth;
  80905. /**
  80906. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  80907. */
  80908. get colorGradingWithGreenDepth(): boolean;
  80909. /**
  80910. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  80911. */
  80912. set colorGradingWithGreenDepth(value: boolean);
  80913. private _colorGradingBGR;
  80914. /**
  80915. * Gets wether the color grading texture contains BGR values.
  80916. */
  80917. get colorGradingBGR(): boolean;
  80918. /**
  80919. * Sets wether the color grading texture contains BGR values.
  80920. */
  80921. set colorGradingBGR(value: boolean);
  80922. /** @hidden */
  80923. _exposure: number;
  80924. /**
  80925. * Gets the Exposure used in the effect.
  80926. */
  80927. get exposure(): number;
  80928. /**
  80929. * Sets the Exposure used in the effect.
  80930. */
  80931. set exposure(value: number);
  80932. private _toneMappingEnabled;
  80933. /**
  80934. * Gets wether the tone mapping effect is enabled.
  80935. */
  80936. get toneMappingEnabled(): boolean;
  80937. /**
  80938. * Sets wether the tone mapping effect is enabled.
  80939. */
  80940. set toneMappingEnabled(value: boolean);
  80941. private _toneMappingType;
  80942. /**
  80943. * Gets the type of tone mapping effect.
  80944. */
  80945. get toneMappingType(): number;
  80946. /**
  80947. * Sets the type of tone mapping effect used in BabylonJS.
  80948. */
  80949. set toneMappingType(value: number);
  80950. protected _contrast: number;
  80951. /**
  80952. * Gets the contrast used in the effect.
  80953. */
  80954. get contrast(): number;
  80955. /**
  80956. * Sets the contrast used in the effect.
  80957. */
  80958. set contrast(value: number);
  80959. /**
  80960. * Vignette stretch size.
  80961. */
  80962. vignetteStretch: number;
  80963. /**
  80964. * Vignette centre X Offset.
  80965. */
  80966. vignetteCentreX: number;
  80967. /**
  80968. * Vignette centre Y Offset.
  80969. */
  80970. vignetteCentreY: number;
  80971. /**
  80972. * Vignette weight or intensity of the vignette effect.
  80973. */
  80974. vignetteWeight: number;
  80975. /**
  80976. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  80977. * if vignetteEnabled is set to true.
  80978. */
  80979. vignetteColor: Color4;
  80980. /**
  80981. * Camera field of view used by the Vignette effect.
  80982. */
  80983. vignetteCameraFov: number;
  80984. private _vignetteBlendMode;
  80985. /**
  80986. * Gets the vignette blend mode allowing different kind of effect.
  80987. */
  80988. get vignetteBlendMode(): number;
  80989. /**
  80990. * Sets the vignette blend mode allowing different kind of effect.
  80991. */
  80992. set vignetteBlendMode(value: number);
  80993. private _vignetteEnabled;
  80994. /**
  80995. * Gets wether the vignette effect is enabled.
  80996. */
  80997. get vignetteEnabled(): boolean;
  80998. /**
  80999. * Sets wether the vignette effect is enabled.
  81000. */
  81001. set vignetteEnabled(value: boolean);
  81002. private _applyByPostProcess;
  81003. /**
  81004. * Gets wether the image processing is applied through a post process or not.
  81005. */
  81006. get applyByPostProcess(): boolean;
  81007. /**
  81008. * Sets wether the image processing is applied through a post process or not.
  81009. */
  81010. set applyByPostProcess(value: boolean);
  81011. private _isEnabled;
  81012. /**
  81013. * Gets wether the image processing is enabled or not.
  81014. */
  81015. get isEnabled(): boolean;
  81016. /**
  81017. * Sets wether the image processing is enabled or not.
  81018. */
  81019. set isEnabled(value: boolean);
  81020. /**
  81021. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  81022. */
  81023. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  81024. /**
  81025. * Method called each time the image processing information changes requires to recompile the effect.
  81026. */
  81027. protected _updateParameters(): void;
  81028. /**
  81029. * Gets the current class name.
  81030. * @return "ImageProcessingConfiguration"
  81031. */
  81032. getClassName(): string;
  81033. /**
  81034. * Prepare the list of uniforms associated with the Image Processing effects.
  81035. * @param uniforms The list of uniforms used in the effect
  81036. * @param defines the list of defines currently in use
  81037. */
  81038. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  81039. /**
  81040. * Prepare the list of samplers associated with the Image Processing effects.
  81041. * @param samplersList The list of uniforms used in the effect
  81042. * @param defines the list of defines currently in use
  81043. */
  81044. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  81045. /**
  81046. * Prepare the list of defines associated to the shader.
  81047. * @param defines the list of defines to complete
  81048. * @param forPostProcess Define if we are currently in post process mode or not
  81049. */
  81050. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  81051. /**
  81052. * Returns true if all the image processing information are ready.
  81053. * @returns True if ready, otherwise, false
  81054. */
  81055. isReady(): boolean;
  81056. /**
  81057. * Binds the image processing to the shader.
  81058. * @param effect The effect to bind to
  81059. * @param overrideAspectRatio Override the aspect ratio of the effect
  81060. */
  81061. bind(effect: Effect, overrideAspectRatio?: number): void;
  81062. /**
  81063. * Clones the current image processing instance.
  81064. * @return The cloned image processing
  81065. */
  81066. clone(): ImageProcessingConfiguration;
  81067. /**
  81068. * Serializes the current image processing instance to a json representation.
  81069. * @return a JSON representation
  81070. */
  81071. serialize(): any;
  81072. /**
  81073. * Parses the image processing from a json representation.
  81074. * @param source the JSON source to parse
  81075. * @return The parsed image processing
  81076. */
  81077. static Parse(source: any): ImageProcessingConfiguration;
  81078. private static _VIGNETTEMODE_MULTIPLY;
  81079. private static _VIGNETTEMODE_OPAQUE;
  81080. /**
  81081. * Used to apply the vignette as a mix with the pixel color.
  81082. */
  81083. static get VIGNETTEMODE_MULTIPLY(): number;
  81084. /**
  81085. * Used to apply the vignette as a replacement of the pixel color.
  81086. */
  81087. static get VIGNETTEMODE_OPAQUE(): number;
  81088. }
  81089. }
  81090. declare module BABYLON {
  81091. /** @hidden */
  81092. export var postprocessVertexShader: {
  81093. name: string;
  81094. shader: string;
  81095. };
  81096. }
  81097. declare module BABYLON {
  81098. interface ThinEngine {
  81099. /**
  81100. * Creates a new render target texture
  81101. * @param size defines the size of the texture
  81102. * @param options defines the options used to create the texture
  81103. * @returns a new render target texture stored in an InternalTexture
  81104. */
  81105. createRenderTargetTexture(size: number | {
  81106. width: number;
  81107. height: number;
  81108. layers?: number;
  81109. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  81110. /**
  81111. * Creates a depth stencil texture.
  81112. * This is only available in WebGL 2 or with the depth texture extension available.
  81113. * @param size The size of face edge in the texture.
  81114. * @param options The options defining the texture.
  81115. * @returns The texture
  81116. */
  81117. createDepthStencilTexture(size: number | {
  81118. width: number;
  81119. height: number;
  81120. layers?: number;
  81121. }, options: DepthTextureCreationOptions): InternalTexture;
  81122. /** @hidden */
  81123. _createDepthStencilTexture(size: number | {
  81124. width: number;
  81125. height: number;
  81126. layers?: number;
  81127. }, options: DepthTextureCreationOptions): InternalTexture;
  81128. }
  81129. }
  81130. declare module BABYLON {
  81131. /** Defines supported spaces */
  81132. export enum Space {
  81133. /** Local (object) space */
  81134. LOCAL = 0,
  81135. /** World space */
  81136. WORLD = 1,
  81137. /** Bone space */
  81138. BONE = 2
  81139. }
  81140. /** Defines the 3 main axes */
  81141. export class Axis {
  81142. /** X axis */
  81143. static X: Vector3;
  81144. /** Y axis */
  81145. static Y: Vector3;
  81146. /** Z axis */
  81147. static Z: Vector3;
  81148. }
  81149. }
  81150. declare module BABYLON {
  81151. /**
  81152. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  81153. * This is the base of the follow, arc rotate cameras and Free camera
  81154. * @see http://doc.babylonjs.com/features/cameras
  81155. */
  81156. export class TargetCamera extends Camera {
  81157. private static _RigCamTransformMatrix;
  81158. private static _TargetTransformMatrix;
  81159. private static _TargetFocalPoint;
  81160. /**
  81161. * Define the current direction the camera is moving to
  81162. */
  81163. cameraDirection: Vector3;
  81164. /**
  81165. * Define the current rotation the camera is rotating to
  81166. */
  81167. cameraRotation: Vector2;
  81168. /**
  81169. * When set, the up vector of the camera will be updated by the rotation of the camera
  81170. */
  81171. updateUpVectorFromRotation: boolean;
  81172. private _tmpQuaternion;
  81173. /**
  81174. * Define the current rotation of the camera
  81175. */
  81176. rotation: Vector3;
  81177. /**
  81178. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  81179. */
  81180. rotationQuaternion: Quaternion;
  81181. /**
  81182. * Define the current speed of the camera
  81183. */
  81184. speed: number;
  81185. /**
  81186. * Add constraint to the camera to prevent it to move freely in all directions and
  81187. * around all axis.
  81188. */
  81189. noRotationConstraint: boolean;
  81190. /**
  81191. * Define the current target of the camera as an object or a position.
  81192. */
  81193. lockedTarget: any;
  81194. /** @hidden */
  81195. _currentTarget: Vector3;
  81196. /** @hidden */
  81197. _initialFocalDistance: number;
  81198. /** @hidden */
  81199. _viewMatrix: Matrix;
  81200. /** @hidden */
  81201. _camMatrix: Matrix;
  81202. /** @hidden */
  81203. _cameraTransformMatrix: Matrix;
  81204. /** @hidden */
  81205. _cameraRotationMatrix: Matrix;
  81206. /** @hidden */
  81207. _referencePoint: Vector3;
  81208. /** @hidden */
  81209. _transformedReferencePoint: Vector3;
  81210. protected _globalCurrentTarget: Vector3;
  81211. protected _globalCurrentUpVector: Vector3;
  81212. /** @hidden */
  81213. _reset: () => void;
  81214. private _defaultUp;
  81215. /**
  81216. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  81217. * This is the base of the follow, arc rotate cameras and Free camera
  81218. * @see http://doc.babylonjs.com/features/cameras
  81219. * @param name Defines the name of the camera in the scene
  81220. * @param position Defines the start position of the camera in the scene
  81221. * @param scene Defines the scene the camera belongs to
  81222. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  81223. */
  81224. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  81225. /**
  81226. * Gets the position in front of the camera at a given distance.
  81227. * @param distance The distance from the camera we want the position to be
  81228. * @returns the position
  81229. */
  81230. getFrontPosition(distance: number): Vector3;
  81231. /** @hidden */
  81232. _getLockedTargetPosition(): Nullable<Vector3>;
  81233. private _storedPosition;
  81234. private _storedRotation;
  81235. private _storedRotationQuaternion;
  81236. /**
  81237. * Store current camera state of the camera (fov, position, rotation, etc..)
  81238. * @returns the camera
  81239. */
  81240. storeState(): Camera;
  81241. /**
  81242. * Restored camera state. You must call storeState() first
  81243. * @returns whether it was successful or not
  81244. * @hidden
  81245. */
  81246. _restoreStateValues(): boolean;
  81247. /** @hidden */
  81248. _initCache(): void;
  81249. /** @hidden */
  81250. _updateCache(ignoreParentClass?: boolean): void;
  81251. /** @hidden */
  81252. _isSynchronizedViewMatrix(): boolean;
  81253. /** @hidden */
  81254. _computeLocalCameraSpeed(): number;
  81255. /**
  81256. * Defines the target the camera should look at.
  81257. * @param target Defines the new target as a Vector or a mesh
  81258. */
  81259. setTarget(target: Vector3): void;
  81260. /**
  81261. * Return the current target position of the camera. This value is expressed in local space.
  81262. * @returns the target position
  81263. */
  81264. getTarget(): Vector3;
  81265. /** @hidden */
  81266. _decideIfNeedsToMove(): boolean;
  81267. /** @hidden */
  81268. _updatePosition(): void;
  81269. /** @hidden */
  81270. _checkInputs(): void;
  81271. protected _updateCameraRotationMatrix(): void;
  81272. /**
  81273. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  81274. * @returns the current camera
  81275. */
  81276. private _rotateUpVectorWithCameraRotationMatrix;
  81277. private _cachedRotationZ;
  81278. private _cachedQuaternionRotationZ;
  81279. /** @hidden */
  81280. _getViewMatrix(): Matrix;
  81281. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  81282. /**
  81283. * @hidden
  81284. */
  81285. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  81286. /**
  81287. * @hidden
  81288. */
  81289. _updateRigCameras(): void;
  81290. private _getRigCamPositionAndTarget;
  81291. /**
  81292. * Gets the current object class name.
  81293. * @return the class name
  81294. */
  81295. getClassName(): string;
  81296. }
  81297. }
  81298. declare module BABYLON {
  81299. /**
  81300. * Gather the list of keyboard event types as constants.
  81301. */
  81302. export class KeyboardEventTypes {
  81303. /**
  81304. * The keydown event is fired when a key becomes active (pressed).
  81305. */
  81306. static readonly KEYDOWN: number;
  81307. /**
  81308. * The keyup event is fired when a key has been released.
  81309. */
  81310. static readonly KEYUP: number;
  81311. }
  81312. /**
  81313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  81314. */
  81315. export class KeyboardInfo {
  81316. /**
  81317. * Defines the type of event (KeyboardEventTypes)
  81318. */
  81319. type: number;
  81320. /**
  81321. * Defines the related dom event
  81322. */
  81323. event: KeyboardEvent;
  81324. /**
  81325. * Instantiates a new keyboard info.
  81326. * This class is used to store keyboard related info for the onKeyboardObservable event.
  81327. * @param type Defines the type of event (KeyboardEventTypes)
  81328. * @param event Defines the related dom event
  81329. */
  81330. constructor(
  81331. /**
  81332. * Defines the type of event (KeyboardEventTypes)
  81333. */
  81334. type: number,
  81335. /**
  81336. * Defines the related dom event
  81337. */
  81338. event: KeyboardEvent);
  81339. }
  81340. /**
  81341. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  81342. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  81343. */
  81344. export class KeyboardInfoPre extends KeyboardInfo {
  81345. /**
  81346. * Defines the type of event (KeyboardEventTypes)
  81347. */
  81348. type: number;
  81349. /**
  81350. * Defines the related dom event
  81351. */
  81352. event: KeyboardEvent;
  81353. /**
  81354. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  81355. */
  81356. skipOnPointerObservable: boolean;
  81357. /**
  81358. * Instantiates a new keyboard pre info.
  81359. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  81360. * @param type Defines the type of event (KeyboardEventTypes)
  81361. * @param event Defines the related dom event
  81362. */
  81363. constructor(
  81364. /**
  81365. * Defines the type of event (KeyboardEventTypes)
  81366. */
  81367. type: number,
  81368. /**
  81369. * Defines the related dom event
  81370. */
  81371. event: KeyboardEvent);
  81372. }
  81373. }
  81374. declare module BABYLON {
  81375. /**
  81376. * Manage the keyboard inputs to control the movement of a free camera.
  81377. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81378. */
  81379. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  81380. /**
  81381. * Defines the camera the input is attached to.
  81382. */
  81383. camera: FreeCamera;
  81384. /**
  81385. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  81386. */
  81387. keysUp: number[];
  81388. /**
  81389. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  81390. */
  81391. keysDown: number[];
  81392. /**
  81393. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  81394. */
  81395. keysLeft: number[];
  81396. /**
  81397. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  81398. */
  81399. keysRight: number[];
  81400. private _keys;
  81401. private _onCanvasBlurObserver;
  81402. private _onKeyboardObserver;
  81403. private _engine;
  81404. private _scene;
  81405. /**
  81406. * Attach the input controls to a specific dom element to get the input from.
  81407. * @param element Defines the element the controls should be listened from
  81408. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81409. */
  81410. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  81411. /**
  81412. * Detach the current controls from the specified dom element.
  81413. * @param element Defines the element to stop listening the inputs from
  81414. */
  81415. detachControl(element: Nullable<HTMLElement>): void;
  81416. /**
  81417. * Update the current camera state depending on the inputs that have been used this frame.
  81418. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81419. */
  81420. checkInputs(): void;
  81421. /**
  81422. * Gets the class name of the current intput.
  81423. * @returns the class name
  81424. */
  81425. getClassName(): string;
  81426. /** @hidden */
  81427. _onLostFocus(): void;
  81428. /**
  81429. * Get the friendly name associated with the input class.
  81430. * @returns the input friendly name
  81431. */
  81432. getSimpleName(): string;
  81433. }
  81434. }
  81435. declare module BABYLON {
  81436. /**
  81437. * Interface describing all the common properties and methods a shadow light needs to implement.
  81438. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  81439. * as well as binding the different shadow properties to the effects.
  81440. */
  81441. export interface IShadowLight extends Light {
  81442. /**
  81443. * The light id in the scene (used in scene.findLighById for instance)
  81444. */
  81445. id: string;
  81446. /**
  81447. * The position the shdow will be casted from.
  81448. */
  81449. position: Vector3;
  81450. /**
  81451. * In 2d mode (needCube being false), the direction used to cast the shadow.
  81452. */
  81453. direction: Vector3;
  81454. /**
  81455. * The transformed position. Position of the light in world space taking parenting in account.
  81456. */
  81457. transformedPosition: Vector3;
  81458. /**
  81459. * The transformed direction. Direction of the light in world space taking parenting in account.
  81460. */
  81461. transformedDirection: Vector3;
  81462. /**
  81463. * The friendly name of the light in the scene.
  81464. */
  81465. name: string;
  81466. /**
  81467. * Defines the shadow projection clipping minimum z value.
  81468. */
  81469. shadowMinZ: number;
  81470. /**
  81471. * Defines the shadow projection clipping maximum z value.
  81472. */
  81473. shadowMaxZ: number;
  81474. /**
  81475. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  81476. * @returns true if the information has been computed, false if it does not need to (no parenting)
  81477. */
  81478. computeTransformedInformation(): boolean;
  81479. /**
  81480. * Gets the scene the light belongs to.
  81481. * @returns The scene
  81482. */
  81483. getScene(): Scene;
  81484. /**
  81485. * Callback defining a custom Projection Matrix Builder.
  81486. * This can be used to override the default projection matrix computation.
  81487. */
  81488. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  81489. /**
  81490. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  81491. * @param matrix The materix to updated with the projection information
  81492. * @param viewMatrix The transform matrix of the light
  81493. * @param renderList The list of mesh to render in the map
  81494. * @returns The current light
  81495. */
  81496. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  81497. /**
  81498. * Gets the current depth scale used in ESM.
  81499. * @returns The scale
  81500. */
  81501. getDepthScale(): number;
  81502. /**
  81503. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  81504. * @returns true if a cube texture needs to be use
  81505. */
  81506. needCube(): boolean;
  81507. /**
  81508. * Detects if the projection matrix requires to be recomputed this frame.
  81509. * @returns true if it requires to be recomputed otherwise, false.
  81510. */
  81511. needProjectionMatrixCompute(): boolean;
  81512. /**
  81513. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  81514. */
  81515. forceProjectionMatrixCompute(): void;
  81516. /**
  81517. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  81518. * @param faceIndex The index of the face we are computed the direction to generate shadow
  81519. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  81520. */
  81521. getShadowDirection(faceIndex?: number): Vector3;
  81522. /**
  81523. * Gets the minZ used for shadow according to both the scene and the light.
  81524. * @param activeCamera The camera we are returning the min for
  81525. * @returns the depth min z
  81526. */
  81527. getDepthMinZ(activeCamera: Camera): number;
  81528. /**
  81529. * Gets the maxZ used for shadow according to both the scene and the light.
  81530. * @param activeCamera The camera we are returning the max for
  81531. * @returns the depth max z
  81532. */
  81533. getDepthMaxZ(activeCamera: Camera): number;
  81534. }
  81535. /**
  81536. * Base implementation IShadowLight
  81537. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  81538. */
  81539. export abstract class ShadowLight extends Light implements IShadowLight {
  81540. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  81541. protected _position: Vector3;
  81542. protected _setPosition(value: Vector3): void;
  81543. /**
  81544. * Sets the position the shadow will be casted from. Also use as the light position for both
  81545. * point and spot lights.
  81546. */
  81547. get position(): Vector3;
  81548. /**
  81549. * Sets the position the shadow will be casted from. Also use as the light position for both
  81550. * point and spot lights.
  81551. */
  81552. set position(value: Vector3);
  81553. protected _direction: Vector3;
  81554. protected _setDirection(value: Vector3): void;
  81555. /**
  81556. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  81557. * Also use as the light direction on spot and directional lights.
  81558. */
  81559. get direction(): Vector3;
  81560. /**
  81561. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  81562. * Also use as the light direction on spot and directional lights.
  81563. */
  81564. set direction(value: Vector3);
  81565. protected _shadowMinZ: number;
  81566. /**
  81567. * Gets the shadow projection clipping minimum z value.
  81568. */
  81569. get shadowMinZ(): number;
  81570. /**
  81571. * Sets the shadow projection clipping minimum z value.
  81572. */
  81573. set shadowMinZ(value: number);
  81574. protected _shadowMaxZ: number;
  81575. /**
  81576. * Sets the shadow projection clipping maximum z value.
  81577. */
  81578. get shadowMaxZ(): number;
  81579. /**
  81580. * Gets the shadow projection clipping maximum z value.
  81581. */
  81582. set shadowMaxZ(value: number);
  81583. /**
  81584. * Callback defining a custom Projection Matrix Builder.
  81585. * This can be used to override the default projection matrix computation.
  81586. */
  81587. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  81588. /**
  81589. * The transformed position. Position of the light in world space taking parenting in account.
  81590. */
  81591. transformedPosition: Vector3;
  81592. /**
  81593. * The transformed direction. Direction of the light in world space taking parenting in account.
  81594. */
  81595. transformedDirection: Vector3;
  81596. private _needProjectionMatrixCompute;
  81597. /**
  81598. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  81599. * @returns true if the information has been computed, false if it does not need to (no parenting)
  81600. */
  81601. computeTransformedInformation(): boolean;
  81602. /**
  81603. * Return the depth scale used for the shadow map.
  81604. * @returns the depth scale.
  81605. */
  81606. getDepthScale(): number;
  81607. /**
  81608. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  81609. * @param faceIndex The index of the face we are computed the direction to generate shadow
  81610. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  81611. */
  81612. getShadowDirection(faceIndex?: number): Vector3;
  81613. /**
  81614. * Returns the ShadowLight absolute position in the World.
  81615. * @returns the position vector in world space
  81616. */
  81617. getAbsolutePosition(): Vector3;
  81618. /**
  81619. * Sets the ShadowLight direction toward the passed target.
  81620. * @param target The point to target in local space
  81621. * @returns the updated ShadowLight direction
  81622. */
  81623. setDirectionToTarget(target: Vector3): Vector3;
  81624. /**
  81625. * Returns the light rotation in euler definition.
  81626. * @returns the x y z rotation in local space.
  81627. */
  81628. getRotation(): Vector3;
  81629. /**
  81630. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  81631. * @returns true if a cube texture needs to be use
  81632. */
  81633. needCube(): boolean;
  81634. /**
  81635. * Detects if the projection matrix requires to be recomputed this frame.
  81636. * @returns true if it requires to be recomputed otherwise, false.
  81637. */
  81638. needProjectionMatrixCompute(): boolean;
  81639. /**
  81640. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  81641. */
  81642. forceProjectionMatrixCompute(): void;
  81643. /** @hidden */
  81644. _initCache(): void;
  81645. /** @hidden */
  81646. _isSynchronized(): boolean;
  81647. /**
  81648. * Computes the world matrix of the node
  81649. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81650. * @returns the world matrix
  81651. */
  81652. computeWorldMatrix(force?: boolean): Matrix;
  81653. /**
  81654. * Gets the minZ used for shadow according to both the scene and the light.
  81655. * @param activeCamera The camera we are returning the min for
  81656. * @returns the depth min z
  81657. */
  81658. getDepthMinZ(activeCamera: Camera): number;
  81659. /**
  81660. * Gets the maxZ used for shadow according to both the scene and the light.
  81661. * @param activeCamera The camera we are returning the max for
  81662. * @returns the depth max z
  81663. */
  81664. getDepthMaxZ(activeCamera: Camera): number;
  81665. /**
  81666. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  81667. * @param matrix The materix to updated with the projection information
  81668. * @param viewMatrix The transform matrix of the light
  81669. * @param renderList The list of mesh to render in the map
  81670. * @returns The current light
  81671. */
  81672. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  81673. }
  81674. }
  81675. declare module BABYLON {
  81676. /**
  81677. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  81678. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  81679. */
  81680. export class EffectFallbacks implements IEffectFallbacks {
  81681. private _defines;
  81682. private _currentRank;
  81683. private _maxRank;
  81684. private _mesh;
  81685. /**
  81686. * Removes the fallback from the bound mesh.
  81687. */
  81688. unBindMesh(): void;
  81689. /**
  81690. * Adds a fallback on the specified property.
  81691. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  81692. * @param define The name of the define in the shader
  81693. */
  81694. addFallback(rank: number, define: string): void;
  81695. /**
  81696. * Sets the mesh to use CPU skinning when needing to fallback.
  81697. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  81698. * @param mesh The mesh to use the fallbacks.
  81699. */
  81700. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  81701. /**
  81702. * Checks to see if more fallbacks are still availible.
  81703. */
  81704. get hasMoreFallbacks(): boolean;
  81705. /**
  81706. * Removes the defines that should be removed when falling back.
  81707. * @param currentDefines defines the current define statements for the shader.
  81708. * @param effect defines the current effect we try to compile
  81709. * @returns The resulting defines with defines of the current rank removed.
  81710. */
  81711. reduce(currentDefines: string, effect: Effect): string;
  81712. }
  81713. }
  81714. declare module BABYLON {
  81715. /**
  81716. * "Static Class" containing the most commonly used helper while dealing with material for
  81717. * rendering purpose.
  81718. *
  81719. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  81720. *
  81721. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  81722. */
  81723. export class MaterialHelper {
  81724. /**
  81725. * Bind the current view position to an effect.
  81726. * @param effect The effect to be bound
  81727. * @param scene The scene the eyes position is used from
  81728. */
  81729. static BindEyePosition(effect: Effect, scene: Scene): void;
  81730. /**
  81731. * Helps preparing the defines values about the UVs in used in the effect.
  81732. * UVs are shared as much as we can accross channels in the shaders.
  81733. * @param texture The texture we are preparing the UVs for
  81734. * @param defines The defines to update
  81735. * @param key The channel key "diffuse", "specular"... used in the shader
  81736. */
  81737. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  81738. /**
  81739. * Binds a texture matrix value to its corrsponding uniform
  81740. * @param texture The texture to bind the matrix for
  81741. * @param uniformBuffer The uniform buffer receivin the data
  81742. * @param key The channel key "diffuse", "specular"... used in the shader
  81743. */
  81744. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  81745. /**
  81746. * Gets the current status of the fog (should it be enabled?)
  81747. * @param mesh defines the mesh to evaluate for fog support
  81748. * @param scene defines the hosting scene
  81749. * @returns true if fog must be enabled
  81750. */
  81751. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  81752. /**
  81753. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  81754. * @param mesh defines the current mesh
  81755. * @param scene defines the current scene
  81756. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  81757. * @param pointsCloud defines if point cloud rendering has to be turned on
  81758. * @param fogEnabled defines if fog has to be turned on
  81759. * @param alphaTest defines if alpha testing has to be turned on
  81760. * @param defines defines the current list of defines
  81761. */
  81762. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  81763. /**
  81764. * Helper used to prepare the list of defines associated with frame values for shader compilation
  81765. * @param scene defines the current scene
  81766. * @param engine defines the current engine
  81767. * @param defines specifies the list of active defines
  81768. * @param useInstances defines if instances have to be turned on
  81769. * @param useClipPlane defines if clip plane have to be turned on
  81770. */
  81771. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  81772. /**
  81773. * Prepares the defines for bones
  81774. * @param mesh The mesh containing the geometry data we will draw
  81775. * @param defines The defines to update
  81776. */
  81777. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  81778. /**
  81779. * Prepares the defines for morph targets
  81780. * @param mesh The mesh containing the geometry data we will draw
  81781. * @param defines The defines to update
  81782. */
  81783. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  81784. /**
  81785. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  81786. * @param mesh The mesh containing the geometry data we will draw
  81787. * @param defines The defines to update
  81788. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  81789. * @param useBones Precise whether bones should be used or not (override mesh info)
  81790. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  81791. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  81792. * @returns false if defines are considered not dirty and have not been checked
  81793. */
  81794. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  81795. /**
  81796. * Prepares the defines related to multiview
  81797. * @param scene The scene we are intending to draw
  81798. * @param defines The defines to update
  81799. */
  81800. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  81801. /**
  81802. * Prepares the defines related to the light information passed in parameter
  81803. * @param scene The scene we are intending to draw
  81804. * @param mesh The mesh the effect is compiling for
  81805. * @param light The light the effect is compiling for
  81806. * @param lightIndex The index of the light
  81807. * @param defines The defines to update
  81808. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  81809. * @param state Defines the current state regarding what is needed (normals, etc...)
  81810. */
  81811. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  81812. needNormals: boolean;
  81813. needRebuild: boolean;
  81814. shadowEnabled: boolean;
  81815. specularEnabled: boolean;
  81816. lightmapMode: boolean;
  81817. }): void;
  81818. /**
  81819. * Prepares the defines related to the light information passed in parameter
  81820. * @param scene The scene we are intending to draw
  81821. * @param mesh The mesh the effect is compiling for
  81822. * @param defines The defines to update
  81823. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  81824. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  81825. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  81826. * @returns true if normals will be required for the rest of the effect
  81827. */
  81828. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  81829. /**
  81830. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  81831. * @param lightIndex defines the light index
  81832. * @param uniformsList The uniform list
  81833. * @param samplersList The sampler list
  81834. * @param projectedLightTexture defines if projected texture must be used
  81835. * @param uniformBuffersList defines an optional list of uniform buffers
  81836. */
  81837. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  81838. /**
  81839. * Prepares the uniforms and samplers list to be used in the effect
  81840. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  81841. * @param samplersList The sampler list
  81842. * @param defines The defines helping in the list generation
  81843. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  81844. */
  81845. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  81846. /**
  81847. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  81848. * @param defines The defines to update while falling back
  81849. * @param fallbacks The authorized effect fallbacks
  81850. * @param maxSimultaneousLights The maximum number of lights allowed
  81851. * @param rank the current rank of the Effect
  81852. * @returns The newly affected rank
  81853. */
  81854. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  81855. private static _TmpMorphInfluencers;
  81856. /**
  81857. * Prepares the list of attributes required for morph targets according to the effect defines.
  81858. * @param attribs The current list of supported attribs
  81859. * @param mesh The mesh to prepare the morph targets attributes for
  81860. * @param influencers The number of influencers
  81861. */
  81862. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  81863. /**
  81864. * Prepares the list of attributes required for morph targets according to the effect defines.
  81865. * @param attribs The current list of supported attribs
  81866. * @param mesh The mesh to prepare the morph targets attributes for
  81867. * @param defines The current Defines of the effect
  81868. */
  81869. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  81870. /**
  81871. * Prepares the list of attributes required for bones according to the effect defines.
  81872. * @param attribs The current list of supported attribs
  81873. * @param mesh The mesh to prepare the bones attributes for
  81874. * @param defines The current Defines of the effect
  81875. * @param fallbacks The current efffect fallback strategy
  81876. */
  81877. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  81878. /**
  81879. * Check and prepare the list of attributes required for instances according to the effect defines.
  81880. * @param attribs The current list of supported attribs
  81881. * @param defines The current MaterialDefines of the effect
  81882. */
  81883. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  81884. /**
  81885. * Add the list of attributes required for instances to the attribs array.
  81886. * @param attribs The current list of supported attribs
  81887. */
  81888. static PushAttributesForInstances(attribs: string[]): void;
  81889. /**
  81890. * Binds the light information to the effect.
  81891. * @param light The light containing the generator
  81892. * @param effect The effect we are binding the data to
  81893. * @param lightIndex The light index in the effect used to render
  81894. */
  81895. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  81896. /**
  81897. * Binds the lights information from the scene to the effect for the given mesh.
  81898. * @param light Light to bind
  81899. * @param lightIndex Light index
  81900. * @param scene The scene where the light belongs to
  81901. * @param effect The effect we are binding the data to
  81902. * @param useSpecular Defines if specular is supported
  81903. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  81904. */
  81905. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  81906. /**
  81907. * Binds the lights information from the scene to the effect for the given mesh.
  81908. * @param scene The scene the lights belongs to
  81909. * @param mesh The mesh we are binding the information to render
  81910. * @param effect The effect we are binding the data to
  81911. * @param defines The generated defines for the effect
  81912. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  81913. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  81914. */
  81915. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, rebuildInParallel?: boolean): void;
  81916. private static _tempFogColor;
  81917. /**
  81918. * Binds the fog information from the scene to the effect for the given mesh.
  81919. * @param scene The scene the lights belongs to
  81920. * @param mesh The mesh we are binding the information to render
  81921. * @param effect The effect we are binding the data to
  81922. * @param linearSpace Defines if the fog effect is applied in linear space
  81923. */
  81924. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  81925. /**
  81926. * Binds the bones information from the mesh to the effect.
  81927. * @param mesh The mesh we are binding the information to render
  81928. * @param effect The effect we are binding the data to
  81929. */
  81930. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  81931. /**
  81932. * Binds the morph targets information from the mesh to the effect.
  81933. * @param abstractMesh The mesh we are binding the information to render
  81934. * @param effect The effect we are binding the data to
  81935. */
  81936. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  81937. /**
  81938. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  81939. * @param defines The generated defines used in the effect
  81940. * @param effect The effect we are binding the data to
  81941. * @param scene The scene we are willing to render with logarithmic scale for
  81942. */
  81943. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  81944. /**
  81945. * Binds the clip plane information from the scene to the effect.
  81946. * @param scene The scene the clip plane information are extracted from
  81947. * @param effect The effect we are binding the data to
  81948. */
  81949. static BindClipPlane(effect: Effect, scene: Scene): void;
  81950. }
  81951. }
  81952. declare module BABYLON {
  81953. /** @hidden */
  81954. export var packingFunctions: {
  81955. name: string;
  81956. shader: string;
  81957. };
  81958. }
  81959. declare module BABYLON {
  81960. /** @hidden */
  81961. export var shadowMapPixelShader: {
  81962. name: string;
  81963. shader: string;
  81964. };
  81965. }
  81966. declare module BABYLON {
  81967. /** @hidden */
  81968. export var bonesDeclaration: {
  81969. name: string;
  81970. shader: string;
  81971. };
  81972. }
  81973. declare module BABYLON {
  81974. /** @hidden */
  81975. export var morphTargetsVertexGlobalDeclaration: {
  81976. name: string;
  81977. shader: string;
  81978. };
  81979. }
  81980. declare module BABYLON {
  81981. /** @hidden */
  81982. export var morphTargetsVertexDeclaration: {
  81983. name: string;
  81984. shader: string;
  81985. };
  81986. }
  81987. declare module BABYLON {
  81988. /** @hidden */
  81989. export var instancesDeclaration: {
  81990. name: string;
  81991. shader: string;
  81992. };
  81993. }
  81994. declare module BABYLON {
  81995. /** @hidden */
  81996. export var helperFunctions: {
  81997. name: string;
  81998. shader: string;
  81999. };
  82000. }
  82001. declare module BABYLON {
  82002. /** @hidden */
  82003. export var morphTargetsVertex: {
  82004. name: string;
  82005. shader: string;
  82006. };
  82007. }
  82008. declare module BABYLON {
  82009. /** @hidden */
  82010. export var instancesVertex: {
  82011. name: string;
  82012. shader: string;
  82013. };
  82014. }
  82015. declare module BABYLON {
  82016. /** @hidden */
  82017. export var bonesVertex: {
  82018. name: string;
  82019. shader: string;
  82020. };
  82021. }
  82022. declare module BABYLON {
  82023. /** @hidden */
  82024. export var shadowMapVertexShader: {
  82025. name: string;
  82026. shader: string;
  82027. };
  82028. }
  82029. declare module BABYLON {
  82030. /** @hidden */
  82031. export var depthBoxBlurPixelShader: {
  82032. name: string;
  82033. shader: string;
  82034. };
  82035. }
  82036. declare module BABYLON {
  82037. /**
  82038. * Defines the options associated with the creation of a custom shader for a shadow generator.
  82039. */
  82040. export interface ICustomShaderOptions {
  82041. /**
  82042. * Gets or sets the custom shader name to use
  82043. */
  82044. shaderName: string;
  82045. /**
  82046. * The list of attribute names used in the shader
  82047. */
  82048. attributes?: string[];
  82049. /**
  82050. * The list of unifrom names used in the shader
  82051. */
  82052. uniforms?: string[];
  82053. /**
  82054. * The list of sampler names used in the shader
  82055. */
  82056. samplers?: string[];
  82057. /**
  82058. * The list of defines used in the shader
  82059. */
  82060. defines?: string[];
  82061. }
  82062. /**
  82063. * Interface to implement to create a shadow generator compatible with BJS.
  82064. */
  82065. export interface IShadowGenerator {
  82066. /**
  82067. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  82068. * @returns The render target texture if present otherwise, null
  82069. */
  82070. getShadowMap(): Nullable<RenderTargetTexture>;
  82071. /**
  82072. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  82073. * @param subMesh The submesh we want to render in the shadow map
  82074. * @param useInstances Defines wether will draw in the map using instances
  82075. * @returns true if ready otherwise, false
  82076. */
  82077. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  82078. /**
  82079. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  82080. * @param defines Defines of the material we want to update
  82081. * @param lightIndex Index of the light in the enabled light list of the material
  82082. */
  82083. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  82084. /**
  82085. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  82086. * defined in the generator but impacting the effect).
  82087. * It implies the unifroms available on the materials are the standard BJS ones.
  82088. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  82089. * @param effect The effect we are binfing the information for
  82090. */
  82091. bindShadowLight(lightIndex: string, effect: Effect): void;
  82092. /**
  82093. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  82094. * (eq to shadow prjection matrix * light transform matrix)
  82095. * @returns The transform matrix used to create the shadow map
  82096. */
  82097. getTransformMatrix(): Matrix;
  82098. /**
  82099. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  82100. * Cube and 2D textures for instance.
  82101. */
  82102. recreateShadowMap(): void;
  82103. /**
  82104. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82105. * @param onCompiled Callback triggered at the and of the effects compilation
  82106. * @param options Sets of optional options forcing the compilation with different modes
  82107. */
  82108. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  82109. useInstances: boolean;
  82110. }>): void;
  82111. /**
  82112. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82113. * @param options Sets of optional options forcing the compilation with different modes
  82114. * @returns A promise that resolves when the compilation completes
  82115. */
  82116. forceCompilationAsync(options?: Partial<{
  82117. useInstances: boolean;
  82118. }>): Promise<void>;
  82119. /**
  82120. * Serializes the shadow generator setup to a json object.
  82121. * @returns The serialized JSON object
  82122. */
  82123. serialize(): any;
  82124. /**
  82125. * Disposes the Shadow map and related Textures and effects.
  82126. */
  82127. dispose(): void;
  82128. }
  82129. /**
  82130. * Default implementation IShadowGenerator.
  82131. * This is the main object responsible of generating shadows in the framework.
  82132. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  82133. */
  82134. export class ShadowGenerator implements IShadowGenerator {
  82135. /**
  82136. * Shadow generator mode None: no filtering applied.
  82137. */
  82138. static readonly FILTER_NONE: number;
  82139. /**
  82140. * Shadow generator mode ESM: Exponential Shadow Mapping.
  82141. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82142. */
  82143. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  82144. /**
  82145. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  82146. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  82147. */
  82148. static readonly FILTER_POISSONSAMPLING: number;
  82149. /**
  82150. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  82151. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82152. */
  82153. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  82154. /**
  82155. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  82156. * edge artifacts on steep falloff.
  82157. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82158. */
  82159. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  82160. /**
  82161. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  82162. * edge artifacts on steep falloff.
  82163. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82164. */
  82165. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  82166. /**
  82167. * Shadow generator mode PCF: Percentage Closer Filtering
  82168. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  82169. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  82170. */
  82171. static readonly FILTER_PCF: number;
  82172. /**
  82173. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  82174. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  82175. * Contact Hardening
  82176. */
  82177. static readonly FILTER_PCSS: number;
  82178. /**
  82179. * Reserved for PCF and PCSS
  82180. * Highest Quality.
  82181. *
  82182. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  82183. *
  82184. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  82185. */
  82186. static readonly QUALITY_HIGH: number;
  82187. /**
  82188. * Reserved for PCF and PCSS
  82189. * Good tradeoff for quality/perf cross devices
  82190. *
  82191. * Execute PCF on a 3*3 kernel.
  82192. *
  82193. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  82194. */
  82195. static readonly QUALITY_MEDIUM: number;
  82196. /**
  82197. * Reserved for PCF and PCSS
  82198. * The lowest quality but the fastest.
  82199. *
  82200. * Execute PCF on a 1*1 kernel.
  82201. *
  82202. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  82203. */
  82204. static readonly QUALITY_LOW: number;
  82205. /** Gets or sets the custom shader name to use */
  82206. customShaderOptions: ICustomShaderOptions;
  82207. /**
  82208. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  82209. */
  82210. onBeforeShadowMapRenderObservable: Observable<Effect>;
  82211. /**
  82212. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  82213. */
  82214. onAfterShadowMapRenderObservable: Observable<Effect>;
  82215. /**
  82216. * Observable triggered before a mesh is rendered in the shadow map.
  82217. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  82218. */
  82219. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  82220. /**
  82221. * Observable triggered after a mesh is rendered in the shadow map.
  82222. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  82223. */
  82224. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  82225. private _bias;
  82226. /**
  82227. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  82228. */
  82229. get bias(): number;
  82230. /**
  82231. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  82232. */
  82233. set bias(bias: number);
  82234. private _normalBias;
  82235. /**
  82236. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  82237. */
  82238. get normalBias(): number;
  82239. /**
  82240. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  82241. */
  82242. set normalBias(normalBias: number);
  82243. private _blurBoxOffset;
  82244. /**
  82245. * Gets the blur box offset: offset applied during the blur pass.
  82246. * Only useful if useKernelBlur = false
  82247. */
  82248. get blurBoxOffset(): number;
  82249. /**
  82250. * Sets the blur box offset: offset applied during the blur pass.
  82251. * Only useful if useKernelBlur = false
  82252. */
  82253. set blurBoxOffset(value: number);
  82254. private _blurScale;
  82255. /**
  82256. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  82257. * 2 means half of the size.
  82258. */
  82259. get blurScale(): number;
  82260. /**
  82261. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  82262. * 2 means half of the size.
  82263. */
  82264. set blurScale(value: number);
  82265. private _blurKernel;
  82266. /**
  82267. * Gets the blur kernel: kernel size of the blur pass.
  82268. * Only useful if useKernelBlur = true
  82269. */
  82270. get blurKernel(): number;
  82271. /**
  82272. * Sets the blur kernel: kernel size of the blur pass.
  82273. * Only useful if useKernelBlur = true
  82274. */
  82275. set blurKernel(value: number);
  82276. private _useKernelBlur;
  82277. /**
  82278. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  82279. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  82280. */
  82281. get useKernelBlur(): boolean;
  82282. /**
  82283. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  82284. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  82285. */
  82286. set useKernelBlur(value: boolean);
  82287. private _depthScale;
  82288. /**
  82289. * Gets the depth scale used in ESM mode.
  82290. */
  82291. get depthScale(): number;
  82292. /**
  82293. * Sets the depth scale used in ESM mode.
  82294. * This can override the scale stored on the light.
  82295. */
  82296. set depthScale(value: number);
  82297. private _filter;
  82298. /**
  82299. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  82300. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  82301. */
  82302. get filter(): number;
  82303. /**
  82304. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  82305. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  82306. */
  82307. set filter(value: number);
  82308. /**
  82309. * Gets if the current filter is set to Poisson Sampling.
  82310. */
  82311. get usePoissonSampling(): boolean;
  82312. /**
  82313. * Sets the current filter to Poisson Sampling.
  82314. */
  82315. set usePoissonSampling(value: boolean);
  82316. /**
  82317. * Gets if the current filter is set to ESM.
  82318. */
  82319. get useExponentialShadowMap(): boolean;
  82320. /**
  82321. * Sets the current filter is to ESM.
  82322. */
  82323. set useExponentialShadowMap(value: boolean);
  82324. /**
  82325. * Gets if the current filter is set to filtered ESM.
  82326. */
  82327. get useBlurExponentialShadowMap(): boolean;
  82328. /**
  82329. * Gets if the current filter is set to filtered ESM.
  82330. */
  82331. set useBlurExponentialShadowMap(value: boolean);
  82332. /**
  82333. * Gets if the current filter is set to "close ESM" (using the inverse of the
  82334. * exponential to prevent steep falloff artifacts).
  82335. */
  82336. get useCloseExponentialShadowMap(): boolean;
  82337. /**
  82338. * Sets the current filter to "close ESM" (using the inverse of the
  82339. * exponential to prevent steep falloff artifacts).
  82340. */
  82341. set useCloseExponentialShadowMap(value: boolean);
  82342. /**
  82343. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  82344. * exponential to prevent steep falloff artifacts).
  82345. */
  82346. get useBlurCloseExponentialShadowMap(): boolean;
  82347. /**
  82348. * Sets the current filter to filtered "close ESM" (using the inverse of the
  82349. * exponential to prevent steep falloff artifacts).
  82350. */
  82351. set useBlurCloseExponentialShadowMap(value: boolean);
  82352. /**
  82353. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  82354. */
  82355. get usePercentageCloserFiltering(): boolean;
  82356. /**
  82357. * Sets the current filter to "PCF" (percentage closer filtering).
  82358. */
  82359. set usePercentageCloserFiltering(value: boolean);
  82360. private _filteringQuality;
  82361. /**
  82362. * Gets the PCF or PCSS Quality.
  82363. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  82364. */
  82365. get filteringQuality(): number;
  82366. /**
  82367. * Sets the PCF or PCSS Quality.
  82368. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  82369. */
  82370. set filteringQuality(filteringQuality: number);
  82371. /**
  82372. * Gets if the current filter is set to "PCSS" (contact hardening).
  82373. */
  82374. get useContactHardeningShadow(): boolean;
  82375. /**
  82376. * Sets the current filter to "PCSS" (contact hardening).
  82377. */
  82378. set useContactHardeningShadow(value: boolean);
  82379. private _contactHardeningLightSizeUVRatio;
  82380. /**
  82381. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  82382. * Using a ratio helps keeping shape stability independently of the map size.
  82383. *
  82384. * It does not account for the light projection as it was having too much
  82385. * instability during the light setup or during light position changes.
  82386. *
  82387. * Only valid if useContactHardeningShadow is true.
  82388. */
  82389. get contactHardeningLightSizeUVRatio(): number;
  82390. /**
  82391. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  82392. * Using a ratio helps keeping shape stability independently of the map size.
  82393. *
  82394. * It does not account for the light projection as it was having too much
  82395. * instability during the light setup or during light position changes.
  82396. *
  82397. * Only valid if useContactHardeningShadow is true.
  82398. */
  82399. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  82400. private _darkness;
  82401. /** Gets or sets the actual darkness of a shadow */
  82402. get darkness(): number;
  82403. set darkness(value: number);
  82404. /**
  82405. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  82406. * 0 means strongest and 1 would means no shadow.
  82407. * @returns the darkness.
  82408. */
  82409. getDarkness(): number;
  82410. /**
  82411. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  82412. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  82413. * @returns the shadow generator allowing fluent coding.
  82414. */
  82415. setDarkness(darkness: number): ShadowGenerator;
  82416. private _transparencyShadow;
  82417. /** Gets or sets the ability to have transparent shadow */
  82418. get transparencyShadow(): boolean;
  82419. set transparencyShadow(value: boolean);
  82420. /**
  82421. * Sets the ability to have transparent shadow (boolean).
  82422. * @param transparent True if transparent else False
  82423. * @returns the shadow generator allowing fluent coding
  82424. */
  82425. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  82426. private _shadowMap;
  82427. private _shadowMap2;
  82428. /**
  82429. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  82430. * @returns The render target texture if present otherwise, null
  82431. */
  82432. getShadowMap(): Nullable<RenderTargetTexture>;
  82433. /**
  82434. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  82435. * @returns The render target texture if the shadow map is present otherwise, null
  82436. */
  82437. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  82438. /**
  82439. * Gets the class name of that object
  82440. * @returns "ShadowGenerator"
  82441. */
  82442. getClassName(): string;
  82443. /**
  82444. * Helper function to add a mesh and its descendants to the list of shadow casters.
  82445. * @param mesh Mesh to add
  82446. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  82447. * @returns the Shadow Generator itself
  82448. */
  82449. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  82450. /**
  82451. * Helper function to remove a mesh and its descendants from the list of shadow casters
  82452. * @param mesh Mesh to remove
  82453. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  82454. * @returns the Shadow Generator itself
  82455. */
  82456. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  82457. /**
  82458. * Controls the extent to which the shadows fade out at the edge of the frustum
  82459. * Used only by directionals and spots
  82460. */
  82461. frustumEdgeFalloff: number;
  82462. private _light;
  82463. /**
  82464. * Returns the associated light object.
  82465. * @returns the light generating the shadow
  82466. */
  82467. getLight(): IShadowLight;
  82468. /**
  82469. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  82470. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  82471. * It might on the other hand introduce peter panning.
  82472. */
  82473. forceBackFacesOnly: boolean;
  82474. private _scene;
  82475. private _lightDirection;
  82476. private _effect;
  82477. private _viewMatrix;
  82478. private _projectionMatrix;
  82479. private _transformMatrix;
  82480. private _cachedPosition;
  82481. private _cachedDirection;
  82482. private _cachedDefines;
  82483. private _currentRenderID;
  82484. private _boxBlurPostprocess;
  82485. private _kernelBlurXPostprocess;
  82486. private _kernelBlurYPostprocess;
  82487. private _blurPostProcesses;
  82488. private _mapSize;
  82489. private _currentFaceIndex;
  82490. private _currentFaceIndexCache;
  82491. private _textureType;
  82492. private _defaultTextureMatrix;
  82493. private _storedUniqueId;
  82494. /** @hidden */
  82495. static _SceneComponentInitialization: (scene: Scene) => void;
  82496. /**
  82497. * Creates a ShadowGenerator object.
  82498. * A ShadowGenerator is the required tool to use the shadows.
  82499. * Each light casting shadows needs to use its own ShadowGenerator.
  82500. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  82501. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  82502. * @param light The light object generating the shadows.
  82503. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  82504. */
  82505. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  82506. private _initializeGenerator;
  82507. private _initializeShadowMap;
  82508. private _initializeBlurRTTAndPostProcesses;
  82509. private _renderForShadowMap;
  82510. private _renderSubMeshForShadowMap;
  82511. private _applyFilterValues;
  82512. /**
  82513. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82514. * @param onCompiled Callback triggered at the and of the effects compilation
  82515. * @param options Sets of optional options forcing the compilation with different modes
  82516. */
  82517. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  82518. useInstances: boolean;
  82519. }>): void;
  82520. /**
  82521. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82522. * @param options Sets of optional options forcing the compilation with different modes
  82523. * @returns A promise that resolves when the compilation completes
  82524. */
  82525. forceCompilationAsync(options?: Partial<{
  82526. useInstances: boolean;
  82527. }>): Promise<void>;
  82528. /**
  82529. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  82530. * @param subMesh The submesh we want to render in the shadow map
  82531. * @param useInstances Defines wether will draw in the map using instances
  82532. * @returns true if ready otherwise, false
  82533. */
  82534. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  82535. /**
  82536. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  82537. * @param defines Defines of the material we want to update
  82538. * @param lightIndex Index of the light in the enabled light list of the material
  82539. */
  82540. prepareDefines(defines: any, lightIndex: number): void;
  82541. /**
  82542. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  82543. * defined in the generator but impacting the effect).
  82544. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  82545. * @param effect The effect we are binfing the information for
  82546. */
  82547. bindShadowLight(lightIndex: string, effect: Effect): void;
  82548. /**
  82549. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  82550. * (eq to shadow prjection matrix * light transform matrix)
  82551. * @returns The transform matrix used to create the shadow map
  82552. */
  82553. getTransformMatrix(): Matrix;
  82554. /**
  82555. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  82556. * Cube and 2D textures for instance.
  82557. */
  82558. recreateShadowMap(): void;
  82559. private _disposeBlurPostProcesses;
  82560. private _disposeRTTandPostProcesses;
  82561. /**
  82562. * Disposes the ShadowGenerator.
  82563. * Returns nothing.
  82564. */
  82565. dispose(): void;
  82566. /**
  82567. * Serializes the shadow generator setup to a json object.
  82568. * @returns The serialized JSON object
  82569. */
  82570. serialize(): any;
  82571. /**
  82572. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  82573. * @param parsedShadowGenerator The JSON object to parse
  82574. * @param scene The scene to create the shadow map for
  82575. * @returns The parsed shadow generator
  82576. */
  82577. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  82578. }
  82579. }
  82580. declare module BABYLON {
  82581. /**
  82582. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  82583. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  82584. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  82585. */
  82586. export abstract class Light extends Node {
  82587. /**
  82588. * Falloff Default: light is falling off following the material specification:
  82589. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  82590. */
  82591. static readonly FALLOFF_DEFAULT: number;
  82592. /**
  82593. * Falloff Physical: light is falling off following the inverse squared distance law.
  82594. */
  82595. static readonly FALLOFF_PHYSICAL: number;
  82596. /**
  82597. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  82598. * to enhance interoperability with other engines.
  82599. */
  82600. static readonly FALLOFF_GLTF: number;
  82601. /**
  82602. * Falloff Standard: light is falling off like in the standard material
  82603. * to enhance interoperability with other materials.
  82604. */
  82605. static readonly FALLOFF_STANDARD: number;
  82606. /**
  82607. * If every light affecting the material is in this lightmapMode,
  82608. * material.lightmapTexture adds or multiplies
  82609. * (depends on material.useLightmapAsShadowmap)
  82610. * after every other light calculations.
  82611. */
  82612. static readonly LIGHTMAP_DEFAULT: number;
  82613. /**
  82614. * material.lightmapTexture as only diffuse lighting from this light
  82615. * adds only specular lighting from this light
  82616. * adds dynamic shadows
  82617. */
  82618. static readonly LIGHTMAP_SPECULAR: number;
  82619. /**
  82620. * material.lightmapTexture as only lighting
  82621. * no light calculation from this light
  82622. * only adds dynamic shadows from this light
  82623. */
  82624. static readonly LIGHTMAP_SHADOWSONLY: number;
  82625. /**
  82626. * Each light type uses the default quantity according to its type:
  82627. * point/spot lights use luminous intensity
  82628. * directional lights use illuminance
  82629. */
  82630. static readonly INTENSITYMODE_AUTOMATIC: number;
  82631. /**
  82632. * lumen (lm)
  82633. */
  82634. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  82635. /**
  82636. * candela (lm/sr)
  82637. */
  82638. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  82639. /**
  82640. * lux (lm/m^2)
  82641. */
  82642. static readonly INTENSITYMODE_ILLUMINANCE: number;
  82643. /**
  82644. * nit (cd/m^2)
  82645. */
  82646. static readonly INTENSITYMODE_LUMINANCE: number;
  82647. /**
  82648. * Light type const id of the point light.
  82649. */
  82650. static readonly LIGHTTYPEID_POINTLIGHT: number;
  82651. /**
  82652. * Light type const id of the directional light.
  82653. */
  82654. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  82655. /**
  82656. * Light type const id of the spot light.
  82657. */
  82658. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  82659. /**
  82660. * Light type const id of the hemispheric light.
  82661. */
  82662. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  82663. /**
  82664. * Diffuse gives the basic color to an object.
  82665. */
  82666. diffuse: Color3;
  82667. /**
  82668. * Specular produces a highlight color on an object.
  82669. * Note: This is note affecting PBR materials.
  82670. */
  82671. specular: Color3;
  82672. /**
  82673. * Defines the falloff type for this light. This lets overrriding how punctual light are
  82674. * falling off base on range or angle.
  82675. * This can be set to any values in Light.FALLOFF_x.
  82676. *
  82677. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  82678. * other types of materials.
  82679. */
  82680. falloffType: number;
  82681. /**
  82682. * Strength of the light.
  82683. * Note: By default it is define in the framework own unit.
  82684. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  82685. */
  82686. intensity: number;
  82687. private _range;
  82688. protected _inverseSquaredRange: number;
  82689. /**
  82690. * Defines how far from the source the light is impacting in scene units.
  82691. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  82692. */
  82693. get range(): number;
  82694. /**
  82695. * Defines how far from the source the light is impacting in scene units.
  82696. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  82697. */
  82698. set range(value: number);
  82699. /**
  82700. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  82701. * of light.
  82702. */
  82703. private _photometricScale;
  82704. private _intensityMode;
  82705. /**
  82706. * Gets the photometric scale used to interpret the intensity.
  82707. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  82708. */
  82709. get intensityMode(): number;
  82710. /**
  82711. * Sets the photometric scale used to interpret the intensity.
  82712. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  82713. */
  82714. set intensityMode(value: number);
  82715. private _radius;
  82716. /**
  82717. * Gets the light radius used by PBR Materials to simulate soft area lights.
  82718. */
  82719. get radius(): number;
  82720. /**
  82721. * sets the light radius used by PBR Materials to simulate soft area lights.
  82722. */
  82723. set radius(value: number);
  82724. private _renderPriority;
  82725. /**
  82726. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  82727. * exceeding the number allowed of the materials.
  82728. */
  82729. renderPriority: number;
  82730. private _shadowEnabled;
  82731. /**
  82732. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  82733. * the current shadow generator.
  82734. */
  82735. get shadowEnabled(): boolean;
  82736. /**
  82737. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  82738. * the current shadow generator.
  82739. */
  82740. set shadowEnabled(value: boolean);
  82741. private _includedOnlyMeshes;
  82742. /**
  82743. * Gets the only meshes impacted by this light.
  82744. */
  82745. get includedOnlyMeshes(): AbstractMesh[];
  82746. /**
  82747. * Sets the only meshes impacted by this light.
  82748. */
  82749. set includedOnlyMeshes(value: AbstractMesh[]);
  82750. private _excludedMeshes;
  82751. /**
  82752. * Gets the meshes not impacted by this light.
  82753. */
  82754. get excludedMeshes(): AbstractMesh[];
  82755. /**
  82756. * Sets the meshes not impacted by this light.
  82757. */
  82758. set excludedMeshes(value: AbstractMesh[]);
  82759. private _excludeWithLayerMask;
  82760. /**
  82761. * Gets the layer id use to find what meshes are not impacted by the light.
  82762. * Inactive if 0
  82763. */
  82764. get excludeWithLayerMask(): number;
  82765. /**
  82766. * Sets the layer id use to find what meshes are not impacted by the light.
  82767. * Inactive if 0
  82768. */
  82769. set excludeWithLayerMask(value: number);
  82770. private _includeOnlyWithLayerMask;
  82771. /**
  82772. * Gets the layer id use to find what meshes are impacted by the light.
  82773. * Inactive if 0
  82774. */
  82775. get includeOnlyWithLayerMask(): number;
  82776. /**
  82777. * Sets the layer id use to find what meshes are impacted by the light.
  82778. * Inactive if 0
  82779. */
  82780. set includeOnlyWithLayerMask(value: number);
  82781. private _lightmapMode;
  82782. /**
  82783. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  82784. */
  82785. get lightmapMode(): number;
  82786. /**
  82787. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  82788. */
  82789. set lightmapMode(value: number);
  82790. /**
  82791. * Shadow generator associted to the light.
  82792. * @hidden Internal use only.
  82793. */
  82794. _shadowGenerator: Nullable<IShadowGenerator>;
  82795. /**
  82796. * @hidden Internal use only.
  82797. */
  82798. _excludedMeshesIds: string[];
  82799. /**
  82800. * @hidden Internal use only.
  82801. */
  82802. _includedOnlyMeshesIds: string[];
  82803. /**
  82804. * The current light unifom buffer.
  82805. * @hidden Internal use only.
  82806. */
  82807. _uniformBuffer: UniformBuffer;
  82808. /** @hidden */
  82809. _renderId: number;
  82810. /**
  82811. * Creates a Light object in the scene.
  82812. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82813. * @param name The firendly name of the light
  82814. * @param scene The scene the light belongs too
  82815. */
  82816. constructor(name: string, scene: Scene);
  82817. protected abstract _buildUniformLayout(): void;
  82818. /**
  82819. * Sets the passed Effect "effect" with the Light information.
  82820. * @param effect The effect to update
  82821. * @param lightIndex The index of the light in the effect to update
  82822. * @returns The light
  82823. */
  82824. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  82825. /**
  82826. * Sets the passed Effect "effect" with the Light textures.
  82827. * @param effect The effect to update
  82828. * @param lightIndex The index of the light in the effect to update
  82829. * @returns The light
  82830. */
  82831. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  82832. /**
  82833. * Binds the lights information from the scene to the effect for the given mesh.
  82834. * @param lightIndex Light index
  82835. * @param scene The scene where the light belongs to
  82836. * @param effect The effect we are binding the data to
  82837. * @param useSpecular Defines if specular is supported
  82838. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  82839. */
  82840. _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  82841. /**
  82842. * Sets the passed Effect "effect" with the Light information.
  82843. * @param effect The effect to update
  82844. * @param lightDataUniformName The uniform used to store light data (position or direction)
  82845. * @returns The light
  82846. */
  82847. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  82848. /**
  82849. * Returns the string "Light".
  82850. * @returns the class name
  82851. */
  82852. getClassName(): string;
  82853. /** @hidden */
  82854. readonly _isLight: boolean;
  82855. /**
  82856. * Converts the light information to a readable string for debug purpose.
  82857. * @param fullDetails Supports for multiple levels of logging within scene loading
  82858. * @returns the human readable light info
  82859. */
  82860. toString(fullDetails?: boolean): string;
  82861. /** @hidden */
  82862. protected _syncParentEnabledState(): void;
  82863. /**
  82864. * Set the enabled state of this node.
  82865. * @param value - the new enabled state
  82866. */
  82867. setEnabled(value: boolean): void;
  82868. /**
  82869. * Returns the Light associated shadow generator if any.
  82870. * @return the associated shadow generator.
  82871. */
  82872. getShadowGenerator(): Nullable<IShadowGenerator>;
  82873. /**
  82874. * Returns a Vector3, the absolute light position in the World.
  82875. * @returns the world space position of the light
  82876. */
  82877. getAbsolutePosition(): Vector3;
  82878. /**
  82879. * Specifies if the light will affect the passed mesh.
  82880. * @param mesh The mesh to test against the light
  82881. * @return true the mesh is affected otherwise, false.
  82882. */
  82883. canAffectMesh(mesh: AbstractMesh): boolean;
  82884. /**
  82885. * Sort function to order lights for rendering.
  82886. * @param a First Light object to compare to second.
  82887. * @param b Second Light object to compare first.
  82888. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  82889. */
  82890. static CompareLightsPriority(a: Light, b: Light): number;
  82891. /**
  82892. * Releases resources associated with this node.
  82893. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82894. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82895. */
  82896. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82897. /**
  82898. * Returns the light type ID (integer).
  82899. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82900. */
  82901. getTypeID(): number;
  82902. /**
  82903. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  82904. * @returns the scaled intensity in intensity mode unit
  82905. */
  82906. getScaledIntensity(): number;
  82907. /**
  82908. * Returns a new Light object, named "name", from the current one.
  82909. * @param name The name of the cloned light
  82910. * @returns the new created light
  82911. */
  82912. clone(name: string): Nullable<Light>;
  82913. /**
  82914. * Serializes the current light into a Serialization object.
  82915. * @returns the serialized object.
  82916. */
  82917. serialize(): any;
  82918. /**
  82919. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  82920. * This new light is named "name" and added to the passed scene.
  82921. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  82922. * @param name The friendly name of the light
  82923. * @param scene The scene the new light will belong to
  82924. * @returns the constructor function
  82925. */
  82926. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  82927. /**
  82928. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  82929. * @param parsedLight The JSON representation of the light
  82930. * @param scene The scene to create the parsed light in
  82931. * @returns the created light after parsing
  82932. */
  82933. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  82934. private _hookArrayForExcluded;
  82935. private _hookArrayForIncludedOnly;
  82936. private _resyncMeshes;
  82937. /**
  82938. * Forces the meshes to update their light related information in their rendering used effects
  82939. * @hidden Internal Use Only
  82940. */
  82941. _markMeshesAsLightDirty(): void;
  82942. /**
  82943. * Recomputes the cached photometric scale if needed.
  82944. */
  82945. private _computePhotometricScale;
  82946. /**
  82947. * Returns the Photometric Scale according to the light type and intensity mode.
  82948. */
  82949. private _getPhotometricScale;
  82950. /**
  82951. * Reorder the light in the scene according to their defined priority.
  82952. * @hidden Internal Use Only
  82953. */
  82954. _reorderLightsInScene(): void;
  82955. /**
  82956. * Prepares the list of defines specific to the light type.
  82957. * @param defines the list of defines
  82958. * @param lightIndex defines the index of the light for the effect
  82959. */
  82960. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82961. }
  82962. }
  82963. declare module BABYLON {
  82964. /**
  82965. * Interface used to define Action
  82966. */
  82967. export interface IAction {
  82968. /**
  82969. * Trigger for the action
  82970. */
  82971. trigger: number;
  82972. /** Options of the trigger */
  82973. triggerOptions: any;
  82974. /**
  82975. * Gets the trigger parameters
  82976. * @returns the trigger parameters
  82977. */
  82978. getTriggerParameter(): any;
  82979. /**
  82980. * Internal only - executes current action event
  82981. * @hidden
  82982. */
  82983. _executeCurrent(evt?: ActionEvent): void;
  82984. /**
  82985. * Serialize placeholder for child classes
  82986. * @param parent of child
  82987. * @returns the serialized object
  82988. */
  82989. serialize(parent: any): any;
  82990. /**
  82991. * Internal only
  82992. * @hidden
  82993. */
  82994. _prepare(): void;
  82995. /**
  82996. * Internal only - manager for action
  82997. * @hidden
  82998. */
  82999. _actionManager: AbstractActionManager;
  83000. /**
  83001. * Adds action to chain of actions, may be a DoNothingAction
  83002. * @param action defines the next action to execute
  83003. * @returns The action passed in
  83004. * @see https://www.babylonjs-playground.com/#1T30HR#0
  83005. */
  83006. then(action: IAction): IAction;
  83007. }
  83008. /**
  83009. * The action to be carried out following a trigger
  83010. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  83011. */
  83012. export class Action implements IAction {
  83013. /** the trigger, with or without parameters, for the action */
  83014. triggerOptions: any;
  83015. /**
  83016. * Trigger for the action
  83017. */
  83018. trigger: number;
  83019. /**
  83020. * Internal only - manager for action
  83021. * @hidden
  83022. */
  83023. _actionManager: ActionManager;
  83024. private _nextActiveAction;
  83025. private _child;
  83026. private _condition?;
  83027. private _triggerParameter;
  83028. /**
  83029. * An event triggered prior to action being executed.
  83030. */
  83031. onBeforeExecuteObservable: Observable<Action>;
  83032. /**
  83033. * Creates a new Action
  83034. * @param triggerOptions the trigger, with or without parameters, for the action
  83035. * @param condition an optional determinant of action
  83036. */
  83037. constructor(
  83038. /** the trigger, with or without parameters, for the action */
  83039. triggerOptions: any, condition?: Condition);
  83040. /**
  83041. * Internal only
  83042. * @hidden
  83043. */
  83044. _prepare(): void;
  83045. /**
  83046. * Gets the trigger parameters
  83047. * @returns the trigger parameters
  83048. */
  83049. getTriggerParameter(): any;
  83050. /**
  83051. * Internal only - executes current action event
  83052. * @hidden
  83053. */
  83054. _executeCurrent(evt?: ActionEvent): void;
  83055. /**
  83056. * Execute placeholder for child classes
  83057. * @param evt optional action event
  83058. */
  83059. execute(evt?: ActionEvent): void;
  83060. /**
  83061. * Skips to next active action
  83062. */
  83063. skipToNextActiveAction(): void;
  83064. /**
  83065. * Adds action to chain of actions, may be a DoNothingAction
  83066. * @param action defines the next action to execute
  83067. * @returns The action passed in
  83068. * @see https://www.babylonjs-playground.com/#1T30HR#0
  83069. */
  83070. then(action: Action): Action;
  83071. /**
  83072. * Internal only
  83073. * @hidden
  83074. */
  83075. _getProperty(propertyPath: string): string;
  83076. /**
  83077. * Internal only
  83078. * @hidden
  83079. */
  83080. _getEffectiveTarget(target: any, propertyPath: string): any;
  83081. /**
  83082. * Serialize placeholder for child classes
  83083. * @param parent of child
  83084. * @returns the serialized object
  83085. */
  83086. serialize(parent: any): any;
  83087. /**
  83088. * Internal only called by serialize
  83089. * @hidden
  83090. */
  83091. protected _serialize(serializedAction: any, parent?: any): any;
  83092. /**
  83093. * Internal only
  83094. * @hidden
  83095. */
  83096. static _SerializeValueAsString: (value: any) => string;
  83097. /**
  83098. * Internal only
  83099. * @hidden
  83100. */
  83101. static _GetTargetProperty: (target: Node | Scene) => {
  83102. name: string;
  83103. targetType: string;
  83104. value: string;
  83105. };
  83106. }
  83107. }
  83108. declare module BABYLON {
  83109. /**
  83110. * A Condition applied to an Action
  83111. */
  83112. export class Condition {
  83113. /**
  83114. * Internal only - manager for action
  83115. * @hidden
  83116. */
  83117. _actionManager: ActionManager;
  83118. /**
  83119. * Internal only
  83120. * @hidden
  83121. */
  83122. _evaluationId: number;
  83123. /**
  83124. * Internal only
  83125. * @hidden
  83126. */
  83127. _currentResult: boolean;
  83128. /**
  83129. * Creates a new Condition
  83130. * @param actionManager the manager of the action the condition is applied to
  83131. */
  83132. constructor(actionManager: ActionManager);
  83133. /**
  83134. * Check if the current condition is valid
  83135. * @returns a boolean
  83136. */
  83137. isValid(): boolean;
  83138. /**
  83139. * Internal only
  83140. * @hidden
  83141. */
  83142. _getProperty(propertyPath: string): string;
  83143. /**
  83144. * Internal only
  83145. * @hidden
  83146. */
  83147. _getEffectiveTarget(target: any, propertyPath: string): any;
  83148. /**
  83149. * Serialize placeholder for child classes
  83150. * @returns the serialized object
  83151. */
  83152. serialize(): any;
  83153. /**
  83154. * Internal only
  83155. * @hidden
  83156. */
  83157. protected _serialize(serializedCondition: any): any;
  83158. }
  83159. /**
  83160. * Defines specific conditional operators as extensions of Condition
  83161. */
  83162. export class ValueCondition extends Condition {
  83163. /** path to specify the property of the target the conditional operator uses */
  83164. propertyPath: string;
  83165. /** the value compared by the conditional operator against the current value of the property */
  83166. value: any;
  83167. /** the conditional operator, default ValueCondition.IsEqual */
  83168. operator: number;
  83169. /**
  83170. * Internal only
  83171. * @hidden
  83172. */
  83173. private static _IsEqual;
  83174. /**
  83175. * Internal only
  83176. * @hidden
  83177. */
  83178. private static _IsDifferent;
  83179. /**
  83180. * Internal only
  83181. * @hidden
  83182. */
  83183. private static _IsGreater;
  83184. /**
  83185. * Internal only
  83186. * @hidden
  83187. */
  83188. private static _IsLesser;
  83189. /**
  83190. * returns the number for IsEqual
  83191. */
  83192. static get IsEqual(): number;
  83193. /**
  83194. * Returns the number for IsDifferent
  83195. */
  83196. static get IsDifferent(): number;
  83197. /**
  83198. * Returns the number for IsGreater
  83199. */
  83200. static get IsGreater(): number;
  83201. /**
  83202. * Returns the number for IsLesser
  83203. */
  83204. static get IsLesser(): number;
  83205. /**
  83206. * Internal only The action manager for the condition
  83207. * @hidden
  83208. */
  83209. _actionManager: ActionManager;
  83210. /**
  83211. * Internal only
  83212. * @hidden
  83213. */
  83214. private _target;
  83215. /**
  83216. * Internal only
  83217. * @hidden
  83218. */
  83219. private _effectiveTarget;
  83220. /**
  83221. * Internal only
  83222. * @hidden
  83223. */
  83224. private _property;
  83225. /**
  83226. * Creates a new ValueCondition
  83227. * @param actionManager manager for the action the condition applies to
  83228. * @param target for the action
  83229. * @param propertyPath path to specify the property of the target the conditional operator uses
  83230. * @param value the value compared by the conditional operator against the current value of the property
  83231. * @param operator the conditional operator, default ValueCondition.IsEqual
  83232. */
  83233. constructor(actionManager: ActionManager, target: any,
  83234. /** path to specify the property of the target the conditional operator uses */
  83235. propertyPath: string,
  83236. /** the value compared by the conditional operator against the current value of the property */
  83237. value: any,
  83238. /** the conditional operator, default ValueCondition.IsEqual */
  83239. operator?: number);
  83240. /**
  83241. * Compares the given value with the property value for the specified conditional operator
  83242. * @returns the result of the comparison
  83243. */
  83244. isValid(): boolean;
  83245. /**
  83246. * Serialize the ValueCondition into a JSON compatible object
  83247. * @returns serialization object
  83248. */
  83249. serialize(): any;
  83250. /**
  83251. * Gets the name of the conditional operator for the ValueCondition
  83252. * @param operator the conditional operator
  83253. * @returns the name
  83254. */
  83255. static GetOperatorName(operator: number): string;
  83256. }
  83257. /**
  83258. * Defines a predicate condition as an extension of Condition
  83259. */
  83260. export class PredicateCondition extends Condition {
  83261. /** defines the predicate function used to validate the condition */
  83262. predicate: () => boolean;
  83263. /**
  83264. * Internal only - manager for action
  83265. * @hidden
  83266. */
  83267. _actionManager: ActionManager;
  83268. /**
  83269. * Creates a new PredicateCondition
  83270. * @param actionManager manager for the action the condition applies to
  83271. * @param predicate defines the predicate function used to validate the condition
  83272. */
  83273. constructor(actionManager: ActionManager,
  83274. /** defines the predicate function used to validate the condition */
  83275. predicate: () => boolean);
  83276. /**
  83277. * @returns the validity of the predicate condition
  83278. */
  83279. isValid(): boolean;
  83280. }
  83281. /**
  83282. * Defines a state condition as an extension of Condition
  83283. */
  83284. export class StateCondition extends Condition {
  83285. /** Value to compare with target state */
  83286. value: string;
  83287. /**
  83288. * Internal only - manager for action
  83289. * @hidden
  83290. */
  83291. _actionManager: ActionManager;
  83292. /**
  83293. * Internal only
  83294. * @hidden
  83295. */
  83296. private _target;
  83297. /**
  83298. * Creates a new StateCondition
  83299. * @param actionManager manager for the action the condition applies to
  83300. * @param target of the condition
  83301. * @param value to compare with target state
  83302. */
  83303. constructor(actionManager: ActionManager, target: any,
  83304. /** Value to compare with target state */
  83305. value: string);
  83306. /**
  83307. * Gets a boolean indicating if the current condition is met
  83308. * @returns the validity of the state
  83309. */
  83310. isValid(): boolean;
  83311. /**
  83312. * Serialize the StateCondition into a JSON compatible object
  83313. * @returns serialization object
  83314. */
  83315. serialize(): any;
  83316. }
  83317. }
  83318. declare module BABYLON {
  83319. /**
  83320. * This defines an action responsible to toggle a boolean once triggered.
  83321. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83322. */
  83323. export class SwitchBooleanAction extends Action {
  83324. /**
  83325. * The path to the boolean property in the target object
  83326. */
  83327. propertyPath: string;
  83328. private _target;
  83329. private _effectiveTarget;
  83330. private _property;
  83331. /**
  83332. * Instantiate the action
  83333. * @param triggerOptions defines the trigger options
  83334. * @param target defines the object containing the boolean
  83335. * @param propertyPath defines the path to the boolean property in the target object
  83336. * @param condition defines the trigger related conditions
  83337. */
  83338. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  83339. /** @hidden */
  83340. _prepare(): void;
  83341. /**
  83342. * Execute the action toggle the boolean value.
  83343. */
  83344. execute(): void;
  83345. /**
  83346. * Serializes the actions and its related information.
  83347. * @param parent defines the object to serialize in
  83348. * @returns the serialized object
  83349. */
  83350. serialize(parent: any): any;
  83351. }
  83352. /**
  83353. * This defines an action responsible to set a the state field of the target
  83354. * to a desired value once triggered.
  83355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83356. */
  83357. export class SetStateAction extends Action {
  83358. /**
  83359. * The value to store in the state field.
  83360. */
  83361. value: string;
  83362. private _target;
  83363. /**
  83364. * Instantiate the action
  83365. * @param triggerOptions defines the trigger options
  83366. * @param target defines the object containing the state property
  83367. * @param value defines the value to store in the state field
  83368. * @param condition defines the trigger related conditions
  83369. */
  83370. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  83371. /**
  83372. * Execute the action and store the value on the target state property.
  83373. */
  83374. execute(): void;
  83375. /**
  83376. * Serializes the actions and its related information.
  83377. * @param parent defines the object to serialize in
  83378. * @returns the serialized object
  83379. */
  83380. serialize(parent: any): any;
  83381. }
  83382. /**
  83383. * This defines an action responsible to set a property of the target
  83384. * to a desired value once triggered.
  83385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83386. */
  83387. export class SetValueAction extends Action {
  83388. /**
  83389. * The path of the property to set in the target.
  83390. */
  83391. propertyPath: string;
  83392. /**
  83393. * The value to set in the property
  83394. */
  83395. value: any;
  83396. private _target;
  83397. private _effectiveTarget;
  83398. private _property;
  83399. /**
  83400. * Instantiate the action
  83401. * @param triggerOptions defines the trigger options
  83402. * @param target defines the object containing the property
  83403. * @param propertyPath defines the path of the property to set in the target
  83404. * @param value defines the value to set in the property
  83405. * @param condition defines the trigger related conditions
  83406. */
  83407. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  83408. /** @hidden */
  83409. _prepare(): void;
  83410. /**
  83411. * Execute the action and set the targetted property to the desired value.
  83412. */
  83413. execute(): void;
  83414. /**
  83415. * Serializes the actions and its related information.
  83416. * @param parent defines the object to serialize in
  83417. * @returns the serialized object
  83418. */
  83419. serialize(parent: any): any;
  83420. }
  83421. /**
  83422. * This defines an action responsible to increment the target value
  83423. * to a desired value once triggered.
  83424. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83425. */
  83426. export class IncrementValueAction extends Action {
  83427. /**
  83428. * The path of the property to increment in the target.
  83429. */
  83430. propertyPath: string;
  83431. /**
  83432. * The value we should increment the property by.
  83433. */
  83434. value: any;
  83435. private _target;
  83436. private _effectiveTarget;
  83437. private _property;
  83438. /**
  83439. * Instantiate the action
  83440. * @param triggerOptions defines the trigger options
  83441. * @param target defines the object containing the property
  83442. * @param propertyPath defines the path of the property to increment in the target
  83443. * @param value defines the value value we should increment the property by
  83444. * @param condition defines the trigger related conditions
  83445. */
  83446. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  83447. /** @hidden */
  83448. _prepare(): void;
  83449. /**
  83450. * Execute the action and increment the target of the value amount.
  83451. */
  83452. execute(): void;
  83453. /**
  83454. * Serializes the actions and its related information.
  83455. * @param parent defines the object to serialize in
  83456. * @returns the serialized object
  83457. */
  83458. serialize(parent: any): any;
  83459. }
  83460. /**
  83461. * This defines an action responsible to start an animation once triggered.
  83462. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83463. */
  83464. export class PlayAnimationAction extends Action {
  83465. /**
  83466. * Where the animation should start (animation frame)
  83467. */
  83468. from: number;
  83469. /**
  83470. * Where the animation should stop (animation frame)
  83471. */
  83472. to: number;
  83473. /**
  83474. * Define if the animation should loop or stop after the first play.
  83475. */
  83476. loop?: boolean;
  83477. private _target;
  83478. /**
  83479. * Instantiate the action
  83480. * @param triggerOptions defines the trigger options
  83481. * @param target defines the target animation or animation name
  83482. * @param from defines from where the animation should start (animation frame)
  83483. * @param end defines where the animation should stop (animation frame)
  83484. * @param loop defines if the animation should loop or stop after the first play
  83485. * @param condition defines the trigger related conditions
  83486. */
  83487. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  83488. /** @hidden */
  83489. _prepare(): void;
  83490. /**
  83491. * Execute the action and play the animation.
  83492. */
  83493. execute(): void;
  83494. /**
  83495. * Serializes the actions and its related information.
  83496. * @param parent defines the object to serialize in
  83497. * @returns the serialized object
  83498. */
  83499. serialize(parent: any): any;
  83500. }
  83501. /**
  83502. * This defines an action responsible to stop an animation once triggered.
  83503. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83504. */
  83505. export class StopAnimationAction extends Action {
  83506. private _target;
  83507. /**
  83508. * Instantiate the action
  83509. * @param triggerOptions defines the trigger options
  83510. * @param target defines the target animation or animation name
  83511. * @param condition defines the trigger related conditions
  83512. */
  83513. constructor(triggerOptions: any, target: any, condition?: Condition);
  83514. /** @hidden */
  83515. _prepare(): void;
  83516. /**
  83517. * Execute the action and stop the animation.
  83518. */
  83519. execute(): void;
  83520. /**
  83521. * Serializes the actions and its related information.
  83522. * @param parent defines the object to serialize in
  83523. * @returns the serialized object
  83524. */
  83525. serialize(parent: any): any;
  83526. }
  83527. /**
  83528. * This defines an action responsible that does nothing once triggered.
  83529. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83530. */
  83531. export class DoNothingAction extends Action {
  83532. /**
  83533. * Instantiate the action
  83534. * @param triggerOptions defines the trigger options
  83535. * @param condition defines the trigger related conditions
  83536. */
  83537. constructor(triggerOptions?: any, condition?: Condition);
  83538. /**
  83539. * Execute the action and do nothing.
  83540. */
  83541. execute(): void;
  83542. /**
  83543. * Serializes the actions and its related information.
  83544. * @param parent defines the object to serialize in
  83545. * @returns the serialized object
  83546. */
  83547. serialize(parent: any): any;
  83548. }
  83549. /**
  83550. * This defines an action responsible to trigger several actions once triggered.
  83551. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83552. */
  83553. export class CombineAction extends Action {
  83554. /**
  83555. * The list of aggregated animations to run.
  83556. */
  83557. children: Action[];
  83558. /**
  83559. * Instantiate the action
  83560. * @param triggerOptions defines the trigger options
  83561. * @param children defines the list of aggregated animations to run
  83562. * @param condition defines the trigger related conditions
  83563. */
  83564. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  83565. /** @hidden */
  83566. _prepare(): void;
  83567. /**
  83568. * Execute the action and executes all the aggregated actions.
  83569. */
  83570. execute(evt: ActionEvent): void;
  83571. /**
  83572. * Serializes the actions and its related information.
  83573. * @param parent defines the object to serialize in
  83574. * @returns the serialized object
  83575. */
  83576. serialize(parent: any): any;
  83577. }
  83578. /**
  83579. * This defines an action responsible to run code (external event) once triggered.
  83580. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83581. */
  83582. export class ExecuteCodeAction extends Action {
  83583. /**
  83584. * The callback function to run.
  83585. */
  83586. func: (evt: ActionEvent) => void;
  83587. /**
  83588. * Instantiate the action
  83589. * @param triggerOptions defines the trigger options
  83590. * @param func defines the callback function to run
  83591. * @param condition defines the trigger related conditions
  83592. */
  83593. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  83594. /**
  83595. * Execute the action and run the attached code.
  83596. */
  83597. execute(evt: ActionEvent): void;
  83598. }
  83599. /**
  83600. * This defines an action responsible to set the parent property of the target once triggered.
  83601. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83602. */
  83603. export class SetParentAction extends Action {
  83604. private _parent;
  83605. private _target;
  83606. /**
  83607. * Instantiate the action
  83608. * @param triggerOptions defines the trigger options
  83609. * @param target defines the target containing the parent property
  83610. * @param parent defines from where the animation should start (animation frame)
  83611. * @param condition defines the trigger related conditions
  83612. */
  83613. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  83614. /** @hidden */
  83615. _prepare(): void;
  83616. /**
  83617. * Execute the action and set the parent property.
  83618. */
  83619. execute(): void;
  83620. /**
  83621. * Serializes the actions and its related information.
  83622. * @param parent defines the object to serialize in
  83623. * @returns the serialized object
  83624. */
  83625. serialize(parent: any): any;
  83626. }
  83627. }
  83628. declare module BABYLON {
  83629. /**
  83630. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  83631. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  83632. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83633. */
  83634. export class ActionManager extends AbstractActionManager {
  83635. /**
  83636. * Nothing
  83637. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83638. */
  83639. static readonly NothingTrigger: number;
  83640. /**
  83641. * On pick
  83642. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83643. */
  83644. static readonly OnPickTrigger: number;
  83645. /**
  83646. * On left pick
  83647. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83648. */
  83649. static readonly OnLeftPickTrigger: number;
  83650. /**
  83651. * On right pick
  83652. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83653. */
  83654. static readonly OnRightPickTrigger: number;
  83655. /**
  83656. * On center pick
  83657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83658. */
  83659. static readonly OnCenterPickTrigger: number;
  83660. /**
  83661. * On pick down
  83662. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83663. */
  83664. static readonly OnPickDownTrigger: number;
  83665. /**
  83666. * On double pick
  83667. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83668. */
  83669. static readonly OnDoublePickTrigger: number;
  83670. /**
  83671. * On pick up
  83672. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83673. */
  83674. static readonly OnPickUpTrigger: number;
  83675. /**
  83676. * On pick out.
  83677. * This trigger will only be raised if you also declared a OnPickDown
  83678. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83679. */
  83680. static readonly OnPickOutTrigger: number;
  83681. /**
  83682. * On long press
  83683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83684. */
  83685. static readonly OnLongPressTrigger: number;
  83686. /**
  83687. * On pointer over
  83688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83689. */
  83690. static readonly OnPointerOverTrigger: number;
  83691. /**
  83692. * On pointer out
  83693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83694. */
  83695. static readonly OnPointerOutTrigger: number;
  83696. /**
  83697. * On every frame
  83698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83699. */
  83700. static readonly OnEveryFrameTrigger: number;
  83701. /**
  83702. * On intersection enter
  83703. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83704. */
  83705. static readonly OnIntersectionEnterTrigger: number;
  83706. /**
  83707. * On intersection exit
  83708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83709. */
  83710. static readonly OnIntersectionExitTrigger: number;
  83711. /**
  83712. * On key down
  83713. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83714. */
  83715. static readonly OnKeyDownTrigger: number;
  83716. /**
  83717. * On key up
  83718. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83719. */
  83720. static readonly OnKeyUpTrigger: number;
  83721. private _scene;
  83722. /**
  83723. * Creates a new action manager
  83724. * @param scene defines the hosting scene
  83725. */
  83726. constructor(scene: Scene);
  83727. /**
  83728. * Releases all associated resources
  83729. */
  83730. dispose(): void;
  83731. /**
  83732. * Gets hosting scene
  83733. * @returns the hosting scene
  83734. */
  83735. getScene(): Scene;
  83736. /**
  83737. * Does this action manager handles actions of any of the given triggers
  83738. * @param triggers defines the triggers to be tested
  83739. * @return a boolean indicating whether one (or more) of the triggers is handled
  83740. */
  83741. hasSpecificTriggers(triggers: number[]): boolean;
  83742. /**
  83743. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  83744. * speed.
  83745. * @param triggerA defines the trigger to be tested
  83746. * @param triggerB defines the trigger to be tested
  83747. * @return a boolean indicating whether one (or more) of the triggers is handled
  83748. */
  83749. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  83750. /**
  83751. * Does this action manager handles actions of a given trigger
  83752. * @param trigger defines the trigger to be tested
  83753. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  83754. * @return whether the trigger is handled
  83755. */
  83756. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  83757. /**
  83758. * Does this action manager has pointer triggers
  83759. */
  83760. get hasPointerTriggers(): boolean;
  83761. /**
  83762. * Does this action manager has pick triggers
  83763. */
  83764. get hasPickTriggers(): boolean;
  83765. /**
  83766. * Registers an action to this action manager
  83767. * @param action defines the action to be registered
  83768. * @return the action amended (prepared) after registration
  83769. */
  83770. registerAction(action: IAction): Nullable<IAction>;
  83771. /**
  83772. * Unregisters an action to this action manager
  83773. * @param action defines the action to be unregistered
  83774. * @return a boolean indicating whether the action has been unregistered
  83775. */
  83776. unregisterAction(action: IAction): Boolean;
  83777. /**
  83778. * Process a specific trigger
  83779. * @param trigger defines the trigger to process
  83780. * @param evt defines the event details to be processed
  83781. */
  83782. processTrigger(trigger: number, evt?: IActionEvent): void;
  83783. /** @hidden */
  83784. _getEffectiveTarget(target: any, propertyPath: string): any;
  83785. /** @hidden */
  83786. _getProperty(propertyPath: string): string;
  83787. /**
  83788. * Serialize this manager to a JSON object
  83789. * @param name defines the property name to store this manager
  83790. * @returns a JSON representation of this manager
  83791. */
  83792. serialize(name: string): any;
  83793. /**
  83794. * Creates a new ActionManager from a JSON data
  83795. * @param parsedActions defines the JSON data to read from
  83796. * @param object defines the hosting mesh
  83797. * @param scene defines the hosting scene
  83798. */
  83799. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  83800. /**
  83801. * Get a trigger name by index
  83802. * @param trigger defines the trigger index
  83803. * @returns a trigger name
  83804. */
  83805. static GetTriggerName(trigger: number): string;
  83806. }
  83807. }
  83808. declare module BABYLON {
  83809. /**
  83810. * Class representing a ray with position and direction
  83811. */
  83812. export class Ray {
  83813. /** origin point */
  83814. origin: Vector3;
  83815. /** direction */
  83816. direction: Vector3;
  83817. /** length of the ray */
  83818. length: number;
  83819. private static readonly TmpVector3;
  83820. private _tmpRay;
  83821. /**
  83822. * Creates a new ray
  83823. * @param origin origin point
  83824. * @param direction direction
  83825. * @param length length of the ray
  83826. */
  83827. constructor(
  83828. /** origin point */
  83829. origin: Vector3,
  83830. /** direction */
  83831. direction: Vector3,
  83832. /** length of the ray */
  83833. length?: number);
  83834. /**
  83835. * Checks if the ray intersects a box
  83836. * @param minimum bound of the box
  83837. * @param maximum bound of the box
  83838. * @param intersectionTreshold extra extend to be added to the box in all direction
  83839. * @returns if the box was hit
  83840. */
  83841. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  83842. /**
  83843. * Checks if the ray intersects a box
  83844. * @param box the bounding box to check
  83845. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  83846. * @returns if the box was hit
  83847. */
  83848. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  83849. /**
  83850. * If the ray hits a sphere
  83851. * @param sphere the bounding sphere to check
  83852. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  83853. * @returns true if it hits the sphere
  83854. */
  83855. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  83856. /**
  83857. * If the ray hits a triange
  83858. * @param vertex0 triangle vertex
  83859. * @param vertex1 triangle vertex
  83860. * @param vertex2 triangle vertex
  83861. * @returns intersection information if hit
  83862. */
  83863. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  83864. /**
  83865. * Checks if ray intersects a plane
  83866. * @param plane the plane to check
  83867. * @returns the distance away it was hit
  83868. */
  83869. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  83870. /**
  83871. * Calculate the intercept of a ray on a given axis
  83872. * @param axis to check 'x' | 'y' | 'z'
  83873. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  83874. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  83875. */
  83876. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  83877. /**
  83878. * Checks if ray intersects a mesh
  83879. * @param mesh the mesh to check
  83880. * @param fastCheck if only the bounding box should checked
  83881. * @returns picking info of the intersecton
  83882. */
  83883. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  83884. /**
  83885. * Checks if ray intersects a mesh
  83886. * @param meshes the meshes to check
  83887. * @param fastCheck if only the bounding box should checked
  83888. * @param results array to store result in
  83889. * @returns Array of picking infos
  83890. */
  83891. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  83892. private _comparePickingInfo;
  83893. private static smallnum;
  83894. private static rayl;
  83895. /**
  83896. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  83897. * @param sega the first point of the segment to test the intersection against
  83898. * @param segb the second point of the segment to test the intersection against
  83899. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  83900. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  83901. */
  83902. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  83903. /**
  83904. * Update the ray from viewport position
  83905. * @param x position
  83906. * @param y y position
  83907. * @param viewportWidth viewport width
  83908. * @param viewportHeight viewport height
  83909. * @param world world matrix
  83910. * @param view view matrix
  83911. * @param projection projection matrix
  83912. * @returns this ray updated
  83913. */
  83914. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  83915. /**
  83916. * Creates a ray with origin and direction of 0,0,0
  83917. * @returns the new ray
  83918. */
  83919. static Zero(): Ray;
  83920. /**
  83921. * Creates a new ray from screen space and viewport
  83922. * @param x position
  83923. * @param y y position
  83924. * @param viewportWidth viewport width
  83925. * @param viewportHeight viewport height
  83926. * @param world world matrix
  83927. * @param view view matrix
  83928. * @param projection projection matrix
  83929. * @returns new ray
  83930. */
  83931. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  83932. /**
  83933. * 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
  83934. * transformed to the given world matrix.
  83935. * @param origin The origin point
  83936. * @param end The end point
  83937. * @param world a matrix to transform the ray to. Default is the identity matrix.
  83938. * @returns the new ray
  83939. */
  83940. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  83941. /**
  83942. * Transforms a ray by a matrix
  83943. * @param ray ray to transform
  83944. * @param matrix matrix to apply
  83945. * @returns the resulting new ray
  83946. */
  83947. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  83948. /**
  83949. * Transforms a ray by a matrix
  83950. * @param ray ray to transform
  83951. * @param matrix matrix to apply
  83952. * @param result ray to store result in
  83953. */
  83954. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  83955. /**
  83956. * Unproject a ray from screen space to object space
  83957. * @param sourceX defines the screen space x coordinate to use
  83958. * @param sourceY defines the screen space y coordinate to use
  83959. * @param viewportWidth defines the current width of the viewport
  83960. * @param viewportHeight defines the current height of the viewport
  83961. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  83962. * @param view defines the view matrix to use
  83963. * @param projection defines the projection matrix to use
  83964. */
  83965. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  83966. }
  83967. /**
  83968. * Type used to define predicate used to select faces when a mesh intersection is detected
  83969. */
  83970. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  83971. interface Scene {
  83972. /** @hidden */
  83973. _tempPickingRay: Nullable<Ray>;
  83974. /** @hidden */
  83975. _cachedRayForTransform: Ray;
  83976. /** @hidden */
  83977. _pickWithRayInverseMatrix: Matrix;
  83978. /** @hidden */
  83979. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  83980. /** @hidden */
  83981. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  83982. }
  83983. }
  83984. declare module BABYLON {
  83985. /**
  83986. * Groups all the scene component constants in one place to ease maintenance.
  83987. * @hidden
  83988. */
  83989. export class SceneComponentConstants {
  83990. static readonly NAME_EFFECTLAYER: string;
  83991. static readonly NAME_LAYER: string;
  83992. static readonly NAME_LENSFLARESYSTEM: string;
  83993. static readonly NAME_BOUNDINGBOXRENDERER: string;
  83994. static readonly NAME_PARTICLESYSTEM: string;
  83995. static readonly NAME_GAMEPAD: string;
  83996. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  83997. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  83998. static readonly NAME_DEPTHRENDERER: string;
  83999. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  84000. static readonly NAME_SPRITE: string;
  84001. static readonly NAME_OUTLINERENDERER: string;
  84002. static readonly NAME_PROCEDURALTEXTURE: string;
  84003. static readonly NAME_SHADOWGENERATOR: string;
  84004. static readonly NAME_OCTREE: string;
  84005. static readonly NAME_PHYSICSENGINE: string;
  84006. static readonly NAME_AUDIO: string;
  84007. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  84008. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  84009. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  84010. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  84011. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  84012. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  84013. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  84014. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  84015. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  84016. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  84017. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  84018. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  84019. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  84020. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  84021. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  84022. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  84023. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  84024. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  84025. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  84026. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  84027. static readonly STEP_AFTERRENDER_AUDIO: number;
  84028. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  84029. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  84030. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  84031. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  84032. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  84033. static readonly STEP_POINTERMOVE_SPRITE: number;
  84034. static readonly STEP_POINTERDOWN_SPRITE: number;
  84035. static readonly STEP_POINTERUP_SPRITE: number;
  84036. }
  84037. /**
  84038. * This represents a scene component.
  84039. *
  84040. * This is used to decouple the dependency the scene is having on the different workloads like
  84041. * layers, post processes...
  84042. */
  84043. export interface ISceneComponent {
  84044. /**
  84045. * The name of the component. Each component must have a unique name.
  84046. */
  84047. name: string;
  84048. /**
  84049. * The scene the component belongs to.
  84050. */
  84051. scene: Scene;
  84052. /**
  84053. * Register the component to one instance of a scene.
  84054. */
  84055. register(): void;
  84056. /**
  84057. * Rebuilds the elements related to this component in case of
  84058. * context lost for instance.
  84059. */
  84060. rebuild(): void;
  84061. /**
  84062. * Disposes the component and the associated ressources.
  84063. */
  84064. dispose(): void;
  84065. }
  84066. /**
  84067. * This represents a SERIALIZABLE scene component.
  84068. *
  84069. * This extends Scene Component to add Serialization methods on top.
  84070. */
  84071. export interface ISceneSerializableComponent extends ISceneComponent {
  84072. /**
  84073. * Adds all the elements from the container to the scene
  84074. * @param container the container holding the elements
  84075. */
  84076. addFromContainer(container: AbstractScene): void;
  84077. /**
  84078. * Removes all the elements in the container from the scene
  84079. * @param container contains the elements to remove
  84080. * @param dispose if the removed element should be disposed (default: false)
  84081. */
  84082. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  84083. /**
  84084. * Serializes the component data to the specified json object
  84085. * @param serializationObject The object to serialize to
  84086. */
  84087. serialize(serializationObject: any): void;
  84088. }
  84089. /**
  84090. * Strong typing of a Mesh related stage step action
  84091. */
  84092. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  84093. /**
  84094. * Strong typing of a Evaluate Sub Mesh related stage step action
  84095. */
  84096. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  84097. /**
  84098. * Strong typing of a Active Mesh related stage step action
  84099. */
  84100. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  84101. /**
  84102. * Strong typing of a Camera related stage step action
  84103. */
  84104. export type CameraStageAction = (camera: Camera) => void;
  84105. /**
  84106. * Strong typing of a Camera Frame buffer related stage step action
  84107. */
  84108. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  84109. /**
  84110. * Strong typing of a Render Target related stage step action
  84111. */
  84112. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  84113. /**
  84114. * Strong typing of a RenderingGroup related stage step action
  84115. */
  84116. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  84117. /**
  84118. * Strong typing of a Mesh Render related stage step action
  84119. */
  84120. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  84121. /**
  84122. * Strong typing of a simple stage step action
  84123. */
  84124. export type SimpleStageAction = () => void;
  84125. /**
  84126. * Strong typing of a render target action.
  84127. */
  84128. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  84129. /**
  84130. * Strong typing of a pointer move action.
  84131. */
  84132. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  84133. /**
  84134. * Strong typing of a pointer up/down action.
  84135. */
  84136. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  84137. /**
  84138. * Representation of a stage in the scene (Basically a list of ordered steps)
  84139. * @hidden
  84140. */
  84141. export class Stage<T extends Function> extends Array<{
  84142. index: number;
  84143. component: ISceneComponent;
  84144. action: T;
  84145. }> {
  84146. /**
  84147. * Hide ctor from the rest of the world.
  84148. * @param items The items to add.
  84149. */
  84150. private constructor();
  84151. /**
  84152. * Creates a new Stage.
  84153. * @returns A new instance of a Stage
  84154. */
  84155. static Create<T extends Function>(): Stage<T>;
  84156. /**
  84157. * Registers a step in an ordered way in the targeted stage.
  84158. * @param index Defines the position to register the step in
  84159. * @param component Defines the component attached to the step
  84160. * @param action Defines the action to launch during the step
  84161. */
  84162. registerStep(index: number, component: ISceneComponent, action: T): void;
  84163. /**
  84164. * Clears all the steps from the stage.
  84165. */
  84166. clear(): void;
  84167. }
  84168. }
  84169. declare module BABYLON {
  84170. interface Scene {
  84171. /** @hidden */
  84172. _pointerOverSprite: Nullable<Sprite>;
  84173. /** @hidden */
  84174. _pickedDownSprite: Nullable<Sprite>;
  84175. /** @hidden */
  84176. _tempSpritePickingRay: Nullable<Ray>;
  84177. /**
  84178. * All of the sprite managers added to this scene
  84179. * @see http://doc.babylonjs.com/babylon101/sprites
  84180. */
  84181. spriteManagers: Array<ISpriteManager>;
  84182. /**
  84183. * An event triggered when sprites rendering is about to start
  84184. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  84185. */
  84186. onBeforeSpritesRenderingObservable: Observable<Scene>;
  84187. /**
  84188. * An event triggered when sprites rendering is done
  84189. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  84190. */
  84191. onAfterSpritesRenderingObservable: Observable<Scene>;
  84192. /** @hidden */
  84193. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84194. /** Launch a ray to try to pick a sprite in the scene
  84195. * @param x position on screen
  84196. * @param y position on screen
  84197. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  84198. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  84199. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  84200. * @returns a PickingInfo
  84201. */
  84202. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84203. /** Use the given ray to pick a sprite in the scene
  84204. * @param ray The ray (in world space) to use to pick meshes
  84205. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  84206. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  84207. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  84208. * @returns a PickingInfo
  84209. */
  84210. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84211. /** @hidden */
  84212. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84213. /** Launch a ray to try to pick sprites in the scene
  84214. * @param x position on screen
  84215. * @param y position on screen
  84216. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  84217. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  84218. * @returns a PickingInfo array
  84219. */
  84220. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84221. /** Use the given ray to pick sprites in the scene
  84222. * @param ray The ray (in world space) to use to pick meshes
  84223. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  84224. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  84225. * @returns a PickingInfo array
  84226. */
  84227. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84228. /**
  84229. * Force the sprite under the pointer
  84230. * @param sprite defines the sprite to use
  84231. */
  84232. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  84233. /**
  84234. * Gets the sprite under the pointer
  84235. * @returns a Sprite or null if no sprite is under the pointer
  84236. */
  84237. getPointerOverSprite(): Nullable<Sprite>;
  84238. }
  84239. /**
  84240. * Defines the sprite scene component responsible to manage sprites
  84241. * in a given scene.
  84242. */
  84243. export class SpriteSceneComponent implements ISceneComponent {
  84244. /**
  84245. * The component name helpfull to identify the component in the list of scene components.
  84246. */
  84247. readonly name: string;
  84248. /**
  84249. * The scene the component belongs to.
  84250. */
  84251. scene: Scene;
  84252. /** @hidden */
  84253. private _spritePredicate;
  84254. /**
  84255. * Creates a new instance of the component for the given scene
  84256. * @param scene Defines the scene to register the component in
  84257. */
  84258. constructor(scene: Scene);
  84259. /**
  84260. * Registers the component in a given scene
  84261. */
  84262. register(): void;
  84263. /**
  84264. * Rebuilds the elements related to this component in case of
  84265. * context lost for instance.
  84266. */
  84267. rebuild(): void;
  84268. /**
  84269. * Disposes the component and the associated ressources.
  84270. */
  84271. dispose(): void;
  84272. private _pickSpriteButKeepRay;
  84273. private _pointerMove;
  84274. private _pointerDown;
  84275. private _pointerUp;
  84276. }
  84277. }
  84278. declare module BABYLON {
  84279. /** @hidden */
  84280. export var fogFragmentDeclaration: {
  84281. name: string;
  84282. shader: string;
  84283. };
  84284. }
  84285. declare module BABYLON {
  84286. /** @hidden */
  84287. export var fogFragment: {
  84288. name: string;
  84289. shader: string;
  84290. };
  84291. }
  84292. declare module BABYLON {
  84293. /** @hidden */
  84294. export var spritesPixelShader: {
  84295. name: string;
  84296. shader: string;
  84297. };
  84298. }
  84299. declare module BABYLON {
  84300. /** @hidden */
  84301. export var fogVertexDeclaration: {
  84302. name: string;
  84303. shader: string;
  84304. };
  84305. }
  84306. declare module BABYLON {
  84307. /** @hidden */
  84308. export var spritesVertexShader: {
  84309. name: string;
  84310. shader: string;
  84311. };
  84312. }
  84313. declare module BABYLON {
  84314. /**
  84315. * Defines the minimum interface to fullfil in order to be a sprite manager.
  84316. */
  84317. export interface ISpriteManager extends IDisposable {
  84318. /**
  84319. * Restricts the camera to viewing objects with the same layerMask.
  84320. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  84321. */
  84322. layerMask: number;
  84323. /**
  84324. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  84325. */
  84326. isPickable: boolean;
  84327. /**
  84328. * Specifies the rendering group id for this mesh (0 by default)
  84329. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  84330. */
  84331. renderingGroupId: number;
  84332. /**
  84333. * Defines the list of sprites managed by the manager.
  84334. */
  84335. sprites: Array<Sprite>;
  84336. /**
  84337. * Tests the intersection of a sprite with a specific ray.
  84338. * @param ray The ray we are sending to test the collision
  84339. * @param camera The camera space we are sending rays in
  84340. * @param predicate A predicate allowing excluding sprites from the list of object to test
  84341. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  84342. * @returns picking info or null.
  84343. */
  84344. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  84345. /**
  84346. * Intersects the sprites with a ray
  84347. * @param ray defines the ray to intersect with
  84348. * @param camera defines the current active camera
  84349. * @param predicate defines a predicate used to select candidate sprites
  84350. * @returns null if no hit or a PickingInfo array
  84351. */
  84352. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  84353. /**
  84354. * Renders the list of sprites on screen.
  84355. */
  84356. render(): void;
  84357. }
  84358. /**
  84359. * Class used to manage multiple sprites on the same spritesheet
  84360. * @see http://doc.babylonjs.com/babylon101/sprites
  84361. */
  84362. export class SpriteManager implements ISpriteManager {
  84363. /** defines the manager's name */
  84364. name: string;
  84365. /** Gets the list of sprites */
  84366. sprites: Sprite[];
  84367. /** Gets or sets the rendering group id (0 by default) */
  84368. renderingGroupId: number;
  84369. /** Gets or sets camera layer mask */
  84370. layerMask: number;
  84371. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  84372. fogEnabled: boolean;
  84373. /** Gets or sets a boolean indicating if the sprites are pickable */
  84374. isPickable: boolean;
  84375. /** Defines the default width of a cell in the spritesheet */
  84376. cellWidth: number;
  84377. /** Defines the default height of a cell in the spritesheet */
  84378. cellHeight: number;
  84379. /** Associative array from JSON sprite data file */
  84380. private _cellData;
  84381. /** Array of sprite names from JSON sprite data file */
  84382. private _spriteMap;
  84383. /** True when packed cell data from JSON file is ready*/
  84384. private _packedAndReady;
  84385. /**
  84386. * An event triggered when the manager is disposed.
  84387. */
  84388. onDisposeObservable: Observable<SpriteManager>;
  84389. private _onDisposeObserver;
  84390. /**
  84391. * Callback called when the manager is disposed
  84392. */
  84393. set onDispose(callback: () => void);
  84394. private _capacity;
  84395. private _fromPacked;
  84396. private _spriteTexture;
  84397. private _epsilon;
  84398. private _scene;
  84399. private _vertexData;
  84400. private _buffer;
  84401. private _vertexBuffers;
  84402. private _indexBuffer;
  84403. private _effectBase;
  84404. private _effectFog;
  84405. /**
  84406. * Gets or sets the spritesheet texture
  84407. */
  84408. get texture(): Texture;
  84409. set texture(value: Texture);
  84410. /**
  84411. * Creates a new sprite manager
  84412. * @param name defines the manager's name
  84413. * @param imgUrl defines the sprite sheet url
  84414. * @param capacity defines the maximum allowed number of sprites
  84415. * @param cellSize defines the size of a sprite cell
  84416. * @param scene defines the hosting scene
  84417. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  84418. * @param samplingMode defines the smapling mode to use with spritesheet
  84419. * @param fromPacked set to false; do not alter
  84420. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  84421. */
  84422. constructor(
  84423. /** defines the manager's name */
  84424. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: any | null);
  84425. private _makePacked;
  84426. private _appendSpriteVertex;
  84427. /**
  84428. * Intersects the sprites with a ray
  84429. * @param ray defines the ray to intersect with
  84430. * @param camera defines the current active camera
  84431. * @param predicate defines a predicate used to select candidate sprites
  84432. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  84433. * @returns null if no hit or a PickingInfo
  84434. */
  84435. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  84436. /**
  84437. * Intersects the sprites with a ray
  84438. * @param ray defines the ray to intersect with
  84439. * @param camera defines the current active camera
  84440. * @param predicate defines a predicate used to select candidate sprites
  84441. * @returns null if no hit or a PickingInfo array
  84442. */
  84443. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  84444. /**
  84445. * Render all child sprites
  84446. */
  84447. render(): void;
  84448. /**
  84449. * Release associated resources
  84450. */
  84451. dispose(): void;
  84452. }
  84453. }
  84454. declare module BABYLON {
  84455. /**
  84456. * Class used to represent a sprite
  84457. * @see http://doc.babylonjs.com/babylon101/sprites
  84458. */
  84459. export class Sprite {
  84460. /** defines the name */
  84461. name: string;
  84462. /** Gets or sets the current world position */
  84463. position: Vector3;
  84464. /** Gets or sets the main color */
  84465. color: Color4;
  84466. /** Gets or sets the width */
  84467. width: number;
  84468. /** Gets or sets the height */
  84469. height: number;
  84470. /** Gets or sets rotation angle */
  84471. angle: number;
  84472. /** Gets or sets the cell index in the sprite sheet */
  84473. cellIndex: number;
  84474. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  84475. cellRef: string;
  84476. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  84477. invertU: number;
  84478. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  84479. invertV: number;
  84480. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  84481. disposeWhenFinishedAnimating: boolean;
  84482. /** Gets the list of attached animations */
  84483. animations: Animation[];
  84484. /** Gets or sets a boolean indicating if the sprite can be picked */
  84485. isPickable: boolean;
  84486. /**
  84487. * Gets or sets the associated action manager
  84488. */
  84489. actionManager: Nullable<ActionManager>;
  84490. private _animationStarted;
  84491. private _loopAnimation;
  84492. private _fromIndex;
  84493. private _toIndex;
  84494. private _delay;
  84495. private _direction;
  84496. private _manager;
  84497. private _time;
  84498. private _onAnimationEnd;
  84499. /**
  84500. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  84501. */
  84502. isVisible: boolean;
  84503. /**
  84504. * Gets or sets the sprite size
  84505. */
  84506. get size(): number;
  84507. set size(value: number);
  84508. /**
  84509. * Creates a new Sprite
  84510. * @param name defines the name
  84511. * @param manager defines the manager
  84512. */
  84513. constructor(
  84514. /** defines the name */
  84515. name: string, manager: ISpriteManager);
  84516. /**
  84517. * Starts an animation
  84518. * @param from defines the initial key
  84519. * @param to defines the end key
  84520. * @param loop defines if the animation must loop
  84521. * @param delay defines the start delay (in ms)
  84522. * @param onAnimationEnd defines a callback to call when animation ends
  84523. */
  84524. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  84525. /** Stops current animation (if any) */
  84526. stopAnimation(): void;
  84527. /** @hidden */
  84528. _animate(deltaTime: number): void;
  84529. /** Release associated resources */
  84530. dispose(): void;
  84531. }
  84532. }
  84533. declare module BABYLON {
  84534. /**
  84535. * Information about the result of picking within a scene
  84536. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  84537. */
  84538. export class PickingInfo {
  84539. /** @hidden */
  84540. _pickingUnavailable: boolean;
  84541. /**
  84542. * If the pick collided with an object
  84543. */
  84544. hit: boolean;
  84545. /**
  84546. * Distance away where the pick collided
  84547. */
  84548. distance: number;
  84549. /**
  84550. * The location of pick collision
  84551. */
  84552. pickedPoint: Nullable<Vector3>;
  84553. /**
  84554. * The mesh corresponding the the pick collision
  84555. */
  84556. pickedMesh: Nullable<AbstractMesh>;
  84557. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  84558. bu: number;
  84559. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  84560. bv: number;
  84561. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  84562. faceId: number;
  84563. /** Id of the the submesh that was picked */
  84564. subMeshId: number;
  84565. /** If a sprite was picked, this will be the sprite the pick collided with */
  84566. pickedSprite: Nullable<Sprite>;
  84567. /**
  84568. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  84569. */
  84570. originMesh: Nullable<AbstractMesh>;
  84571. /**
  84572. * The ray that was used to perform the picking.
  84573. */
  84574. ray: Nullable<Ray>;
  84575. /**
  84576. * Gets the normal correspodning to the face the pick collided with
  84577. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  84578. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  84579. * @returns The normal correspodning to the face the pick collided with
  84580. */
  84581. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  84582. /**
  84583. * Gets the texture coordinates of where the pick occured
  84584. * @returns the vector containing the coordnates of the texture
  84585. */
  84586. getTextureCoordinates(): Nullable<Vector2>;
  84587. }
  84588. }
  84589. declare module BABYLON {
  84590. /**
  84591. * Gather the list of pointer event types as constants.
  84592. */
  84593. export class PointerEventTypes {
  84594. /**
  84595. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  84596. */
  84597. static readonly POINTERDOWN: number;
  84598. /**
  84599. * The pointerup event is fired when a pointer is no longer active.
  84600. */
  84601. static readonly POINTERUP: number;
  84602. /**
  84603. * The pointermove event is fired when a pointer changes coordinates.
  84604. */
  84605. static readonly POINTERMOVE: number;
  84606. /**
  84607. * The pointerwheel event is fired when a mouse wheel has been rotated.
  84608. */
  84609. static readonly POINTERWHEEL: number;
  84610. /**
  84611. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  84612. */
  84613. static readonly POINTERPICK: number;
  84614. /**
  84615. * The pointertap event is fired when a the object has been touched and released without drag.
  84616. */
  84617. static readonly POINTERTAP: number;
  84618. /**
  84619. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  84620. */
  84621. static readonly POINTERDOUBLETAP: number;
  84622. }
  84623. /**
  84624. * Base class of pointer info types.
  84625. */
  84626. export class PointerInfoBase {
  84627. /**
  84628. * Defines the type of event (PointerEventTypes)
  84629. */
  84630. type: number;
  84631. /**
  84632. * Defines the related dom event
  84633. */
  84634. event: PointerEvent | MouseWheelEvent;
  84635. /**
  84636. * Instantiates the base class of pointers info.
  84637. * @param type Defines the type of event (PointerEventTypes)
  84638. * @param event Defines the related dom event
  84639. */
  84640. constructor(
  84641. /**
  84642. * Defines the type of event (PointerEventTypes)
  84643. */
  84644. type: number,
  84645. /**
  84646. * Defines the related dom event
  84647. */
  84648. event: PointerEvent | MouseWheelEvent);
  84649. }
  84650. /**
  84651. * This class is used to store pointer related info for the onPrePointerObservable event.
  84652. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  84653. */
  84654. export class PointerInfoPre extends PointerInfoBase {
  84655. /**
  84656. * Ray from a pointer if availible (eg. 6dof controller)
  84657. */
  84658. ray: Nullable<Ray>;
  84659. /**
  84660. * Defines the local position of the pointer on the canvas.
  84661. */
  84662. localPosition: Vector2;
  84663. /**
  84664. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  84665. */
  84666. skipOnPointerObservable: boolean;
  84667. /**
  84668. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  84669. * @param type Defines the type of event (PointerEventTypes)
  84670. * @param event Defines the related dom event
  84671. * @param localX Defines the local x coordinates of the pointer when the event occured
  84672. * @param localY Defines the local y coordinates of the pointer when the event occured
  84673. */
  84674. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  84675. }
  84676. /**
  84677. * This type contains all the data related to a pointer event in Babylon.js.
  84678. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  84679. */
  84680. export class PointerInfo extends PointerInfoBase {
  84681. /**
  84682. * Defines the picking info associated to the info (if any)\
  84683. */
  84684. pickInfo: Nullable<PickingInfo>;
  84685. /**
  84686. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  84687. * @param type Defines the type of event (PointerEventTypes)
  84688. * @param event Defines the related dom event
  84689. * @param pickInfo Defines the picking info associated to the info (if any)\
  84690. */
  84691. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  84692. /**
  84693. * Defines the picking info associated to the info (if any)\
  84694. */
  84695. pickInfo: Nullable<PickingInfo>);
  84696. }
  84697. /**
  84698. * Data relating to a touch event on the screen.
  84699. */
  84700. export interface PointerTouch {
  84701. /**
  84702. * X coordinate of touch.
  84703. */
  84704. x: number;
  84705. /**
  84706. * Y coordinate of touch.
  84707. */
  84708. y: number;
  84709. /**
  84710. * Id of touch. Unique for each finger.
  84711. */
  84712. pointerId: number;
  84713. /**
  84714. * Event type passed from DOM.
  84715. */
  84716. type: any;
  84717. }
  84718. }
  84719. declare module BABYLON {
  84720. /**
  84721. * Manage the mouse inputs to control the movement of a free camera.
  84722. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84723. */
  84724. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  84725. /**
  84726. * Define if touch is enabled in the mouse input
  84727. */
  84728. touchEnabled: boolean;
  84729. /**
  84730. * Defines the camera the input is attached to.
  84731. */
  84732. camera: FreeCamera;
  84733. /**
  84734. * Defines the buttons associated with the input to handle camera move.
  84735. */
  84736. buttons: number[];
  84737. /**
  84738. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  84739. */
  84740. angularSensibility: number;
  84741. private _pointerInput;
  84742. private _onMouseMove;
  84743. private _observer;
  84744. private previousPosition;
  84745. /**
  84746. * Observable for when a pointer move event occurs containing the move offset
  84747. */
  84748. onPointerMovedObservable: Observable<{
  84749. offsetX: number;
  84750. offsetY: number;
  84751. }>;
  84752. /**
  84753. * @hidden
  84754. * If the camera should be rotated automatically based on pointer movement
  84755. */
  84756. _allowCameraRotation: boolean;
  84757. /**
  84758. * Manage the mouse inputs to control the movement of a free camera.
  84759. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84760. * @param touchEnabled Defines if touch is enabled or not
  84761. */
  84762. constructor(
  84763. /**
  84764. * Define if touch is enabled in the mouse input
  84765. */
  84766. touchEnabled?: boolean);
  84767. /**
  84768. * Attach the input controls to a specific dom element to get the input from.
  84769. * @param element Defines the element the controls should be listened from
  84770. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84771. */
  84772. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84773. /**
  84774. * Called on JS contextmenu event.
  84775. * Override this method to provide functionality.
  84776. */
  84777. protected onContextMenu(evt: PointerEvent): void;
  84778. /**
  84779. * Detach the current controls from the specified dom element.
  84780. * @param element Defines the element to stop listening the inputs from
  84781. */
  84782. detachControl(element: Nullable<HTMLElement>): void;
  84783. /**
  84784. * Gets the class name of the current intput.
  84785. * @returns the class name
  84786. */
  84787. getClassName(): string;
  84788. /**
  84789. * Get the friendly name associated with the input class.
  84790. * @returns the input friendly name
  84791. */
  84792. getSimpleName(): string;
  84793. }
  84794. }
  84795. declare module BABYLON {
  84796. /**
  84797. * Manage the touch inputs to control the movement of a free camera.
  84798. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84799. */
  84800. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  84801. /**
  84802. * Defines the camera the input is attached to.
  84803. */
  84804. camera: FreeCamera;
  84805. /**
  84806. * Defines the touch sensibility for rotation.
  84807. * The higher the faster.
  84808. */
  84809. touchAngularSensibility: number;
  84810. /**
  84811. * Defines the touch sensibility for move.
  84812. * The higher the faster.
  84813. */
  84814. touchMoveSensibility: number;
  84815. private _offsetX;
  84816. private _offsetY;
  84817. private _pointerPressed;
  84818. private _pointerInput;
  84819. private _observer;
  84820. private _onLostFocus;
  84821. /**
  84822. * Attach the input controls to a specific dom element to get the input from.
  84823. * @param element Defines the element the controls should be listened from
  84824. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84825. */
  84826. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84827. /**
  84828. * Detach the current controls from the specified dom element.
  84829. * @param element Defines the element to stop listening the inputs from
  84830. */
  84831. detachControl(element: Nullable<HTMLElement>): void;
  84832. /**
  84833. * Update the current camera state depending on the inputs that have been used this frame.
  84834. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  84835. */
  84836. checkInputs(): void;
  84837. /**
  84838. * Gets the class name of the current intput.
  84839. * @returns the class name
  84840. */
  84841. getClassName(): string;
  84842. /**
  84843. * Get the friendly name associated with the input class.
  84844. * @returns the input friendly name
  84845. */
  84846. getSimpleName(): string;
  84847. }
  84848. }
  84849. declare module BABYLON {
  84850. /**
  84851. * Default Inputs manager for the FreeCamera.
  84852. * It groups all the default supported inputs for ease of use.
  84853. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84854. */
  84855. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  84856. /**
  84857. * @hidden
  84858. */
  84859. _mouseInput: Nullable<FreeCameraMouseInput>;
  84860. /**
  84861. * Instantiates a new FreeCameraInputsManager.
  84862. * @param camera Defines the camera the inputs belong to
  84863. */
  84864. constructor(camera: FreeCamera);
  84865. /**
  84866. * Add keyboard input support to the input manager.
  84867. * @returns the current input manager
  84868. */
  84869. addKeyboard(): FreeCameraInputsManager;
  84870. /**
  84871. * Add mouse input support to the input manager.
  84872. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  84873. * @returns the current input manager
  84874. */
  84875. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  84876. /**
  84877. * Removes the mouse input support from the manager
  84878. * @returns the current input manager
  84879. */
  84880. removeMouse(): FreeCameraInputsManager;
  84881. /**
  84882. * Add touch input support to the input manager.
  84883. * @returns the current input manager
  84884. */
  84885. addTouch(): FreeCameraInputsManager;
  84886. /**
  84887. * Remove all attached input methods from a camera
  84888. */
  84889. clear(): void;
  84890. }
  84891. }
  84892. declare module BABYLON {
  84893. /**
  84894. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  84895. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  84896. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84897. */
  84898. export class FreeCamera extends TargetCamera {
  84899. /**
  84900. * Define the collision ellipsoid of the camera.
  84901. * This is helpful to simulate a camera body like the player body around the camera
  84902. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  84903. */
  84904. ellipsoid: Vector3;
  84905. /**
  84906. * Define an offset for the position of the ellipsoid around the camera.
  84907. * This can be helpful to determine the center of the body near the gravity center of the body
  84908. * instead of its head.
  84909. */
  84910. ellipsoidOffset: Vector3;
  84911. /**
  84912. * Enable or disable collisions of the camera with the rest of the scene objects.
  84913. */
  84914. checkCollisions: boolean;
  84915. /**
  84916. * Enable or disable gravity on the camera.
  84917. */
  84918. applyGravity: boolean;
  84919. /**
  84920. * Define the input manager associated to the camera.
  84921. */
  84922. inputs: FreeCameraInputsManager;
  84923. /**
  84924. * Gets the input sensibility for a mouse input. (default is 2000.0)
  84925. * Higher values reduce sensitivity.
  84926. */
  84927. get angularSensibility(): number;
  84928. /**
  84929. * Sets the input sensibility for a mouse input. (default is 2000.0)
  84930. * Higher values reduce sensitivity.
  84931. */
  84932. set angularSensibility(value: number);
  84933. /**
  84934. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  84935. */
  84936. get keysUp(): number[];
  84937. set keysUp(value: number[]);
  84938. /**
  84939. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  84940. */
  84941. get keysDown(): number[];
  84942. set keysDown(value: number[]);
  84943. /**
  84944. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  84945. */
  84946. get keysLeft(): number[];
  84947. set keysLeft(value: number[]);
  84948. /**
  84949. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  84950. */
  84951. get keysRight(): number[];
  84952. set keysRight(value: number[]);
  84953. /**
  84954. * Event raised when the camera collide with a mesh in the scene.
  84955. */
  84956. onCollide: (collidedMesh: AbstractMesh) => void;
  84957. private _collider;
  84958. private _needMoveForGravity;
  84959. private _oldPosition;
  84960. private _diffPosition;
  84961. private _newPosition;
  84962. /** @hidden */
  84963. _localDirection: Vector3;
  84964. /** @hidden */
  84965. _transformedDirection: Vector3;
  84966. /**
  84967. * Instantiates a Free Camera.
  84968. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  84969. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  84970. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84971. * @param name Define the name of the camera in the scene
  84972. * @param position Define the start position of the camera in the scene
  84973. * @param scene Define the scene the camera belongs to
  84974. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  84975. */
  84976. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  84977. /**
  84978. * Attached controls to the current camera.
  84979. * @param element Defines the element the controls should be listened from
  84980. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84981. */
  84982. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84983. /**
  84984. * Detach the current controls from the camera.
  84985. * The camera will stop reacting to inputs.
  84986. * @param element Defines the element to stop listening the inputs from
  84987. */
  84988. detachControl(element: HTMLElement): void;
  84989. private _collisionMask;
  84990. /**
  84991. * Define a collision mask to limit the list of object the camera can collide with
  84992. */
  84993. get collisionMask(): number;
  84994. set collisionMask(mask: number);
  84995. /** @hidden */
  84996. _collideWithWorld(displacement: Vector3): void;
  84997. private _onCollisionPositionChange;
  84998. /** @hidden */
  84999. _checkInputs(): void;
  85000. /** @hidden */
  85001. _decideIfNeedsToMove(): boolean;
  85002. /** @hidden */
  85003. _updatePosition(): void;
  85004. /**
  85005. * Destroy the camera and release the current resources hold by it.
  85006. */
  85007. dispose(): void;
  85008. /**
  85009. * Gets the current object class name.
  85010. * @return the class name
  85011. */
  85012. getClassName(): string;
  85013. }
  85014. }
  85015. declare module BABYLON {
  85016. /**
  85017. * Represents a gamepad control stick position
  85018. */
  85019. export class StickValues {
  85020. /**
  85021. * The x component of the control stick
  85022. */
  85023. x: number;
  85024. /**
  85025. * The y component of the control stick
  85026. */
  85027. y: number;
  85028. /**
  85029. * Initializes the gamepad x and y control stick values
  85030. * @param x The x component of the gamepad control stick value
  85031. * @param y The y component of the gamepad control stick value
  85032. */
  85033. constructor(
  85034. /**
  85035. * The x component of the control stick
  85036. */
  85037. x: number,
  85038. /**
  85039. * The y component of the control stick
  85040. */
  85041. y: number);
  85042. }
  85043. /**
  85044. * An interface which manages callbacks for gamepad button changes
  85045. */
  85046. export interface GamepadButtonChanges {
  85047. /**
  85048. * Called when a gamepad has been changed
  85049. */
  85050. changed: boolean;
  85051. /**
  85052. * Called when a gamepad press event has been triggered
  85053. */
  85054. pressChanged: boolean;
  85055. /**
  85056. * Called when a touch event has been triggered
  85057. */
  85058. touchChanged: boolean;
  85059. /**
  85060. * Called when a value has changed
  85061. */
  85062. valueChanged: boolean;
  85063. }
  85064. /**
  85065. * Represents a gamepad
  85066. */
  85067. export class Gamepad {
  85068. /**
  85069. * The id of the gamepad
  85070. */
  85071. id: string;
  85072. /**
  85073. * The index of the gamepad
  85074. */
  85075. index: number;
  85076. /**
  85077. * The browser gamepad
  85078. */
  85079. browserGamepad: any;
  85080. /**
  85081. * Specifies what type of gamepad this represents
  85082. */
  85083. type: number;
  85084. private _leftStick;
  85085. private _rightStick;
  85086. /** @hidden */
  85087. _isConnected: boolean;
  85088. private _leftStickAxisX;
  85089. private _leftStickAxisY;
  85090. private _rightStickAxisX;
  85091. private _rightStickAxisY;
  85092. /**
  85093. * Triggered when the left control stick has been changed
  85094. */
  85095. private _onleftstickchanged;
  85096. /**
  85097. * Triggered when the right control stick has been changed
  85098. */
  85099. private _onrightstickchanged;
  85100. /**
  85101. * Represents a gamepad controller
  85102. */
  85103. static GAMEPAD: number;
  85104. /**
  85105. * Represents a generic controller
  85106. */
  85107. static GENERIC: number;
  85108. /**
  85109. * Represents an XBox controller
  85110. */
  85111. static XBOX: number;
  85112. /**
  85113. * Represents a pose-enabled controller
  85114. */
  85115. static POSE_ENABLED: number;
  85116. /**
  85117. * Represents an Dual Shock controller
  85118. */
  85119. static DUALSHOCK: number;
  85120. /**
  85121. * Specifies whether the left control stick should be Y-inverted
  85122. */
  85123. protected _invertLeftStickY: boolean;
  85124. /**
  85125. * Specifies if the gamepad has been connected
  85126. */
  85127. get isConnected(): boolean;
  85128. /**
  85129. * Initializes the gamepad
  85130. * @param id The id of the gamepad
  85131. * @param index The index of the gamepad
  85132. * @param browserGamepad The browser gamepad
  85133. * @param leftStickX The x component of the left joystick
  85134. * @param leftStickY The y component of the left joystick
  85135. * @param rightStickX The x component of the right joystick
  85136. * @param rightStickY The y component of the right joystick
  85137. */
  85138. constructor(
  85139. /**
  85140. * The id of the gamepad
  85141. */
  85142. id: string,
  85143. /**
  85144. * The index of the gamepad
  85145. */
  85146. index: number,
  85147. /**
  85148. * The browser gamepad
  85149. */
  85150. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  85151. /**
  85152. * Callback triggered when the left joystick has changed
  85153. * @param callback
  85154. */
  85155. onleftstickchanged(callback: (values: StickValues) => void): void;
  85156. /**
  85157. * Callback triggered when the right joystick has changed
  85158. * @param callback
  85159. */
  85160. onrightstickchanged(callback: (values: StickValues) => void): void;
  85161. /**
  85162. * Gets the left joystick
  85163. */
  85164. get leftStick(): StickValues;
  85165. /**
  85166. * Sets the left joystick values
  85167. */
  85168. set leftStick(newValues: StickValues);
  85169. /**
  85170. * Gets the right joystick
  85171. */
  85172. get rightStick(): StickValues;
  85173. /**
  85174. * Sets the right joystick value
  85175. */
  85176. set rightStick(newValues: StickValues);
  85177. /**
  85178. * Updates the gamepad joystick positions
  85179. */
  85180. update(): void;
  85181. /**
  85182. * Disposes the gamepad
  85183. */
  85184. dispose(): void;
  85185. }
  85186. /**
  85187. * Represents a generic gamepad
  85188. */
  85189. export class GenericPad extends Gamepad {
  85190. private _buttons;
  85191. private _onbuttondown;
  85192. private _onbuttonup;
  85193. /**
  85194. * Observable triggered when a button has been pressed
  85195. */
  85196. onButtonDownObservable: Observable<number>;
  85197. /**
  85198. * Observable triggered when a button has been released
  85199. */
  85200. onButtonUpObservable: Observable<number>;
  85201. /**
  85202. * Callback triggered when a button has been pressed
  85203. * @param callback Called when a button has been pressed
  85204. */
  85205. onbuttondown(callback: (buttonPressed: number) => void): void;
  85206. /**
  85207. * Callback triggered when a button has been released
  85208. * @param callback Called when a button has been released
  85209. */
  85210. onbuttonup(callback: (buttonReleased: number) => void): void;
  85211. /**
  85212. * Initializes the generic gamepad
  85213. * @param id The id of the generic gamepad
  85214. * @param index The index of the generic gamepad
  85215. * @param browserGamepad The browser gamepad
  85216. */
  85217. constructor(id: string, index: number, browserGamepad: any);
  85218. private _setButtonValue;
  85219. /**
  85220. * Updates the generic gamepad
  85221. */
  85222. update(): void;
  85223. /**
  85224. * Disposes the generic gamepad
  85225. */
  85226. dispose(): void;
  85227. }
  85228. }
  85229. declare module BABYLON {
  85230. interface Engine {
  85231. /**
  85232. * Creates a raw texture
  85233. * @param data defines the data to store in the texture
  85234. * @param width defines the width of the texture
  85235. * @param height defines the height of the texture
  85236. * @param format defines the format of the data
  85237. * @param generateMipMaps defines if the engine should generate the mip levels
  85238. * @param invertY defines if data must be stored with Y axis inverted
  85239. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  85240. * @param compression defines the compression used (null by default)
  85241. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85242. * @returns the raw texture inside an InternalTexture
  85243. */
  85244. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  85245. /**
  85246. * Update a raw texture
  85247. * @param texture defines the texture to update
  85248. * @param data defines the data to store in the texture
  85249. * @param format defines the format of the data
  85250. * @param invertY defines if data must be stored with Y axis inverted
  85251. */
  85252. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85253. /**
  85254. * Update a raw texture
  85255. * @param texture defines the texture to update
  85256. * @param data defines the data to store in the texture
  85257. * @param format defines the format of the data
  85258. * @param invertY defines if data must be stored with Y axis inverted
  85259. * @param compression defines the compression used (null by default)
  85260. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85261. */
  85262. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  85263. /**
  85264. * Creates a new raw cube texture
  85265. * @param data defines the array of data to use to create each face
  85266. * @param size defines the size of the textures
  85267. * @param format defines the format of the data
  85268. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85269. * @param generateMipMaps defines if the engine should generate the mip levels
  85270. * @param invertY defines if data must be stored with Y axis inverted
  85271. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85272. * @param compression defines the compression used (null by default)
  85273. * @returns the cube texture as an InternalTexture
  85274. */
  85275. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  85276. /**
  85277. * Update a raw cube texture
  85278. * @param texture defines the texture to udpdate
  85279. * @param data defines the data to store
  85280. * @param format defines the data format
  85281. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85282. * @param invertY defines if data must be stored with Y axis inverted
  85283. */
  85284. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  85285. /**
  85286. * Update a raw cube texture
  85287. * @param texture defines the texture to udpdate
  85288. * @param data defines the data to store
  85289. * @param format defines the data format
  85290. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85291. * @param invertY defines if data must be stored with Y axis inverted
  85292. * @param compression defines the compression used (null by default)
  85293. */
  85294. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  85295. /**
  85296. * Update a raw cube texture
  85297. * @param texture defines the texture to udpdate
  85298. * @param data defines the data to store
  85299. * @param format defines the data format
  85300. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85301. * @param invertY defines if data must be stored with Y axis inverted
  85302. * @param compression defines the compression used (null by default)
  85303. * @param level defines which level of the texture to update
  85304. */
  85305. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  85306. /**
  85307. * Creates a new raw cube texture from a specified url
  85308. * @param url defines the url where the data is located
  85309. * @param scene defines the current scene
  85310. * @param size defines the size of the textures
  85311. * @param format defines the format of the data
  85312. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85313. * @param noMipmap defines if the engine should avoid generating the mip levels
  85314. * @param callback defines a callback used to extract texture data from loaded data
  85315. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  85316. * @param onLoad defines a callback called when texture is loaded
  85317. * @param onError defines a callback called if there is an error
  85318. * @returns the cube texture as an InternalTexture
  85319. */
  85320. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  85321. /**
  85322. * Creates a new raw cube texture from a specified url
  85323. * @param url defines the url where the data is located
  85324. * @param scene defines the current scene
  85325. * @param size defines the size of the textures
  85326. * @param format defines the format of the data
  85327. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85328. * @param noMipmap defines if the engine should avoid generating the mip levels
  85329. * @param callback defines a callback used to extract texture data from loaded data
  85330. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  85331. * @param onLoad defines a callback called when texture is loaded
  85332. * @param onError defines a callback called if there is an error
  85333. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85334. * @param invertY defines if data must be stored with Y axis inverted
  85335. * @returns the cube texture as an InternalTexture
  85336. */
  85337. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  85338. /**
  85339. * Creates a new raw 3D texture
  85340. * @param data defines the data used to create the texture
  85341. * @param width defines the width of the texture
  85342. * @param height defines the height of the texture
  85343. * @param depth defines the depth of the texture
  85344. * @param format defines the format of the texture
  85345. * @param generateMipMaps defines if the engine must generate mip levels
  85346. * @param invertY defines if data must be stored with Y axis inverted
  85347. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85348. * @param compression defines the compressed used (can be null)
  85349. * @param textureType defines the compressed used (can be null)
  85350. * @returns a new raw 3D texture (stored in an InternalTexture)
  85351. */
  85352. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  85353. /**
  85354. * Update a raw 3D texture
  85355. * @param texture defines the texture to update
  85356. * @param data defines the data to store
  85357. * @param format defines the data format
  85358. * @param invertY defines if data must be stored with Y axis inverted
  85359. */
  85360. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85361. /**
  85362. * Update a raw 3D texture
  85363. * @param texture defines the texture to update
  85364. * @param data defines the data to store
  85365. * @param format defines the data format
  85366. * @param invertY defines if data must be stored with Y axis inverted
  85367. * @param compression defines the used compression (can be null)
  85368. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  85369. */
  85370. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  85371. /**
  85372. * Creates a new raw 2D array texture
  85373. * @param data defines the data used to create the texture
  85374. * @param width defines the width of the texture
  85375. * @param height defines the height of the texture
  85376. * @param depth defines the number of layers of the texture
  85377. * @param format defines the format of the texture
  85378. * @param generateMipMaps defines if the engine must generate mip levels
  85379. * @param invertY defines if data must be stored with Y axis inverted
  85380. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85381. * @param compression defines the compressed used (can be null)
  85382. * @param textureType defines the compressed used (can be null)
  85383. * @returns a new raw 2D array texture (stored in an InternalTexture)
  85384. */
  85385. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  85386. /**
  85387. * Update a raw 2D array texture
  85388. * @param texture defines the texture to update
  85389. * @param data defines the data to store
  85390. * @param format defines the data format
  85391. * @param invertY defines if data must be stored with Y axis inverted
  85392. */
  85393. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85394. /**
  85395. * Update a raw 2D array texture
  85396. * @param texture defines the texture to update
  85397. * @param data defines the data to store
  85398. * @param format defines the data format
  85399. * @param invertY defines if data must be stored with Y axis inverted
  85400. * @param compression defines the used compression (can be null)
  85401. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  85402. */
  85403. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  85404. }
  85405. }
  85406. declare module BABYLON {
  85407. /**
  85408. * Raw texture can help creating a texture directly from an array of data.
  85409. * This can be super useful if you either get the data from an uncompressed source or
  85410. * if you wish to create your texture pixel by pixel.
  85411. */
  85412. export class RawTexture extends Texture {
  85413. /**
  85414. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85415. */
  85416. format: number;
  85417. private _engine;
  85418. /**
  85419. * Instantiates a new RawTexture.
  85420. * Raw texture can help creating a texture directly from an array of data.
  85421. * This can be super useful if you either get the data from an uncompressed source or
  85422. * if you wish to create your texture pixel by pixel.
  85423. * @param data define the array of data to use to create the texture
  85424. * @param width define the width of the texture
  85425. * @param height define the height of the texture
  85426. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85427. * @param scene define the scene the texture belongs to
  85428. * @param generateMipMaps define whether mip maps should be generated or not
  85429. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85430. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85431. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85432. */
  85433. constructor(data: ArrayBufferView, width: number, height: number,
  85434. /**
  85435. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85436. */
  85437. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  85438. /**
  85439. * Updates the texture underlying data.
  85440. * @param data Define the new data of the texture
  85441. */
  85442. update(data: ArrayBufferView): void;
  85443. /**
  85444. * Creates a luminance texture from some data.
  85445. * @param data Define the texture data
  85446. * @param width Define the width of the texture
  85447. * @param height Define the height of the texture
  85448. * @param scene Define the scene the texture belongs to
  85449. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85450. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85451. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85452. * @returns the luminance texture
  85453. */
  85454. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85455. /**
  85456. * Creates a luminance alpha texture from some data.
  85457. * @param data Define the texture data
  85458. * @param width Define the width of the texture
  85459. * @param height Define the height of the texture
  85460. * @param scene Define the scene the texture belongs to
  85461. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85462. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85463. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85464. * @returns the luminance alpha texture
  85465. */
  85466. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85467. /**
  85468. * Creates an alpha texture from some data.
  85469. * @param data Define the texture data
  85470. * @param width Define the width of the texture
  85471. * @param height Define the height of the texture
  85472. * @param scene Define the scene the texture belongs to
  85473. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85474. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85475. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85476. * @returns the alpha texture
  85477. */
  85478. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85479. /**
  85480. * Creates a RGB texture from some data.
  85481. * @param data Define the texture data
  85482. * @param width Define the width of the texture
  85483. * @param height Define the height of the texture
  85484. * @param scene Define the scene the texture belongs to
  85485. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85486. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85487. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85488. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85489. * @returns the RGB alpha texture
  85490. */
  85491. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85492. /**
  85493. * Creates a RGBA texture from some data.
  85494. * @param data Define the texture data
  85495. * @param width Define the width of the texture
  85496. * @param height Define the height of the texture
  85497. * @param scene Define the scene the texture belongs to
  85498. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85499. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85500. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85501. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85502. * @returns the RGBA texture
  85503. */
  85504. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85505. /**
  85506. * Creates a R texture from some data.
  85507. * @param data Define the texture data
  85508. * @param width Define the width of the texture
  85509. * @param height Define the height of the texture
  85510. * @param scene Define the scene the texture belongs to
  85511. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85512. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85513. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85514. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85515. * @returns the R texture
  85516. */
  85517. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85518. }
  85519. }
  85520. declare module BABYLON {
  85521. /**
  85522. * Interface for the size containing width and height
  85523. */
  85524. export interface ISize {
  85525. /**
  85526. * Width
  85527. */
  85528. width: number;
  85529. /**
  85530. * Heighht
  85531. */
  85532. height: number;
  85533. }
  85534. /**
  85535. * Size containing widht and height
  85536. */
  85537. export class Size implements ISize {
  85538. /**
  85539. * Width
  85540. */
  85541. width: number;
  85542. /**
  85543. * Height
  85544. */
  85545. height: number;
  85546. /**
  85547. * Creates a Size object from the given width and height (floats).
  85548. * @param width width of the new size
  85549. * @param height height of the new size
  85550. */
  85551. constructor(width: number, height: number);
  85552. /**
  85553. * Returns a string with the Size width and height
  85554. * @returns a string with the Size width and height
  85555. */
  85556. toString(): string;
  85557. /**
  85558. * "Size"
  85559. * @returns the string "Size"
  85560. */
  85561. getClassName(): string;
  85562. /**
  85563. * Returns the Size hash code.
  85564. * @returns a hash code for a unique width and height
  85565. */
  85566. getHashCode(): number;
  85567. /**
  85568. * Updates the current size from the given one.
  85569. * @param src the given size
  85570. */
  85571. copyFrom(src: Size): void;
  85572. /**
  85573. * Updates in place the current Size from the given floats.
  85574. * @param width width of the new size
  85575. * @param height height of the new size
  85576. * @returns the updated Size.
  85577. */
  85578. copyFromFloats(width: number, height: number): Size;
  85579. /**
  85580. * Updates in place the current Size from the given floats.
  85581. * @param width width to set
  85582. * @param height height to set
  85583. * @returns the updated Size.
  85584. */
  85585. set(width: number, height: number): Size;
  85586. /**
  85587. * Multiplies the width and height by numbers
  85588. * @param w factor to multiple the width by
  85589. * @param h factor to multiple the height by
  85590. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  85591. */
  85592. multiplyByFloats(w: number, h: number): Size;
  85593. /**
  85594. * Clones the size
  85595. * @returns a new Size copied from the given one.
  85596. */
  85597. clone(): Size;
  85598. /**
  85599. * True if the current Size and the given one width and height are strictly equal.
  85600. * @param other the other size to compare against
  85601. * @returns True if the current Size and the given one width and height are strictly equal.
  85602. */
  85603. equals(other: Size): boolean;
  85604. /**
  85605. * The surface of the Size : width * height (float).
  85606. */
  85607. get surface(): number;
  85608. /**
  85609. * Create a new size of zero
  85610. * @returns a new Size set to (0.0, 0.0)
  85611. */
  85612. static Zero(): Size;
  85613. /**
  85614. * Sums the width and height of two sizes
  85615. * @param otherSize size to add to this size
  85616. * @returns a new Size set as the addition result of the current Size and the given one.
  85617. */
  85618. add(otherSize: Size): Size;
  85619. /**
  85620. * Subtracts the width and height of two
  85621. * @param otherSize size to subtract to this size
  85622. * @returns a new Size set as the subtraction result of the given one from the current Size.
  85623. */
  85624. subtract(otherSize: Size): Size;
  85625. /**
  85626. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  85627. * @param start starting size to lerp between
  85628. * @param end end size to lerp between
  85629. * @param amount amount to lerp between the start and end values
  85630. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  85631. */
  85632. static Lerp(start: Size, end: Size, amount: number): Size;
  85633. }
  85634. }
  85635. declare module BABYLON {
  85636. /**
  85637. * Defines a runtime animation
  85638. */
  85639. export class RuntimeAnimation {
  85640. private _events;
  85641. /**
  85642. * The current frame of the runtime animation
  85643. */
  85644. private _currentFrame;
  85645. /**
  85646. * The animation used by the runtime animation
  85647. */
  85648. private _animation;
  85649. /**
  85650. * The target of the runtime animation
  85651. */
  85652. private _target;
  85653. /**
  85654. * The initiating animatable
  85655. */
  85656. private _host;
  85657. /**
  85658. * The original value of the runtime animation
  85659. */
  85660. private _originalValue;
  85661. /**
  85662. * The original blend value of the runtime animation
  85663. */
  85664. private _originalBlendValue;
  85665. /**
  85666. * The offsets cache of the runtime animation
  85667. */
  85668. private _offsetsCache;
  85669. /**
  85670. * The high limits cache of the runtime animation
  85671. */
  85672. private _highLimitsCache;
  85673. /**
  85674. * Specifies if the runtime animation has been stopped
  85675. */
  85676. private _stopped;
  85677. /**
  85678. * The blending factor of the runtime animation
  85679. */
  85680. private _blendingFactor;
  85681. /**
  85682. * The BabylonJS scene
  85683. */
  85684. private _scene;
  85685. /**
  85686. * The current value of the runtime animation
  85687. */
  85688. private _currentValue;
  85689. /** @hidden */
  85690. _animationState: _IAnimationState;
  85691. /**
  85692. * The active target of the runtime animation
  85693. */
  85694. private _activeTargets;
  85695. private _currentActiveTarget;
  85696. private _directTarget;
  85697. /**
  85698. * The target path of the runtime animation
  85699. */
  85700. private _targetPath;
  85701. /**
  85702. * The weight of the runtime animation
  85703. */
  85704. private _weight;
  85705. /**
  85706. * The ratio offset of the runtime animation
  85707. */
  85708. private _ratioOffset;
  85709. /**
  85710. * The previous delay of the runtime animation
  85711. */
  85712. private _previousDelay;
  85713. /**
  85714. * The previous ratio of the runtime animation
  85715. */
  85716. private _previousRatio;
  85717. private _enableBlending;
  85718. private _keys;
  85719. private _minFrame;
  85720. private _maxFrame;
  85721. private _minValue;
  85722. private _maxValue;
  85723. private _targetIsArray;
  85724. /**
  85725. * Gets the current frame of the runtime animation
  85726. */
  85727. get currentFrame(): number;
  85728. /**
  85729. * Gets the weight of the runtime animation
  85730. */
  85731. get weight(): number;
  85732. /**
  85733. * Gets the current value of the runtime animation
  85734. */
  85735. get currentValue(): any;
  85736. /**
  85737. * Gets the target path of the runtime animation
  85738. */
  85739. get targetPath(): string;
  85740. /**
  85741. * Gets the actual target of the runtime animation
  85742. */
  85743. get target(): any;
  85744. /** @hidden */
  85745. _onLoop: () => void;
  85746. /**
  85747. * Create a new RuntimeAnimation object
  85748. * @param target defines the target of the animation
  85749. * @param animation defines the source animation object
  85750. * @param scene defines the hosting scene
  85751. * @param host defines the initiating Animatable
  85752. */
  85753. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  85754. private _preparePath;
  85755. /**
  85756. * Gets the animation from the runtime animation
  85757. */
  85758. get animation(): Animation;
  85759. /**
  85760. * Resets the runtime animation to the beginning
  85761. * @param restoreOriginal defines whether to restore the target property to the original value
  85762. */
  85763. reset(restoreOriginal?: boolean): void;
  85764. /**
  85765. * Specifies if the runtime animation is stopped
  85766. * @returns Boolean specifying if the runtime animation is stopped
  85767. */
  85768. isStopped(): boolean;
  85769. /**
  85770. * Disposes of the runtime animation
  85771. */
  85772. dispose(): void;
  85773. /**
  85774. * Apply the interpolated value to the target
  85775. * @param currentValue defines the value computed by the animation
  85776. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  85777. */
  85778. setValue(currentValue: any, weight: number): void;
  85779. private _getOriginalValues;
  85780. private _setValue;
  85781. /**
  85782. * Gets the loop pmode of the runtime animation
  85783. * @returns Loop Mode
  85784. */
  85785. private _getCorrectLoopMode;
  85786. /**
  85787. * Move the current animation to a given frame
  85788. * @param frame defines the frame to move to
  85789. */
  85790. goToFrame(frame: number): void;
  85791. /**
  85792. * @hidden Internal use only
  85793. */
  85794. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  85795. /**
  85796. * Execute the current animation
  85797. * @param delay defines the delay to add to the current frame
  85798. * @param from defines the lower bound of the animation range
  85799. * @param to defines the upper bound of the animation range
  85800. * @param loop defines if the current animation must loop
  85801. * @param speedRatio defines the current speed ratio
  85802. * @param weight defines the weight of the animation (default is -1 so no weight)
  85803. * @param onLoop optional callback called when animation loops
  85804. * @returns a boolean indicating if the animation is running
  85805. */
  85806. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  85807. }
  85808. }
  85809. declare module BABYLON {
  85810. /**
  85811. * Class used to store an actual running animation
  85812. */
  85813. export class Animatable {
  85814. /** defines the target object */
  85815. target: any;
  85816. /** defines the starting frame number (default is 0) */
  85817. fromFrame: number;
  85818. /** defines the ending frame number (default is 100) */
  85819. toFrame: number;
  85820. /** defines if the animation must loop (default is false) */
  85821. loopAnimation: boolean;
  85822. /** defines a callback to call when animation ends if it is not looping */
  85823. onAnimationEnd?: (() => void) | null | undefined;
  85824. /** defines a callback to call when animation loops */
  85825. onAnimationLoop?: (() => void) | null | undefined;
  85826. private _localDelayOffset;
  85827. private _pausedDelay;
  85828. private _runtimeAnimations;
  85829. private _paused;
  85830. private _scene;
  85831. private _speedRatio;
  85832. private _weight;
  85833. private _syncRoot;
  85834. /**
  85835. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  85836. * This will only apply for non looping animation (default is true)
  85837. */
  85838. disposeOnEnd: boolean;
  85839. /**
  85840. * Gets a boolean indicating if the animation has started
  85841. */
  85842. animationStarted: boolean;
  85843. /**
  85844. * Observer raised when the animation ends
  85845. */
  85846. onAnimationEndObservable: Observable<Animatable>;
  85847. /**
  85848. * Observer raised when the animation loops
  85849. */
  85850. onAnimationLoopObservable: Observable<Animatable>;
  85851. /**
  85852. * Gets the root Animatable used to synchronize and normalize animations
  85853. */
  85854. get syncRoot(): Nullable<Animatable>;
  85855. /**
  85856. * Gets the current frame of the first RuntimeAnimation
  85857. * Used to synchronize Animatables
  85858. */
  85859. get masterFrame(): number;
  85860. /**
  85861. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  85862. */
  85863. get weight(): number;
  85864. set weight(value: number);
  85865. /**
  85866. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  85867. */
  85868. get speedRatio(): number;
  85869. set speedRatio(value: number);
  85870. /**
  85871. * Creates a new Animatable
  85872. * @param scene defines the hosting scene
  85873. * @param target defines the target object
  85874. * @param fromFrame defines the starting frame number (default is 0)
  85875. * @param toFrame defines the ending frame number (default is 100)
  85876. * @param loopAnimation defines if the animation must loop (default is false)
  85877. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  85878. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  85879. * @param animations defines a group of animation to add to the new Animatable
  85880. * @param onAnimationLoop defines a callback to call when animation loops
  85881. */
  85882. constructor(scene: Scene,
  85883. /** defines the target object */
  85884. target: any,
  85885. /** defines the starting frame number (default is 0) */
  85886. fromFrame?: number,
  85887. /** defines the ending frame number (default is 100) */
  85888. toFrame?: number,
  85889. /** defines if the animation must loop (default is false) */
  85890. loopAnimation?: boolean, speedRatio?: number,
  85891. /** defines a callback to call when animation ends if it is not looping */
  85892. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  85893. /** defines a callback to call when animation loops */
  85894. onAnimationLoop?: (() => void) | null | undefined);
  85895. /**
  85896. * Synchronize and normalize current Animatable with a source Animatable
  85897. * This is useful when using animation weights and when animations are not of the same length
  85898. * @param root defines the root Animatable to synchronize with
  85899. * @returns the current Animatable
  85900. */
  85901. syncWith(root: Animatable): Animatable;
  85902. /**
  85903. * Gets the list of runtime animations
  85904. * @returns an array of RuntimeAnimation
  85905. */
  85906. getAnimations(): RuntimeAnimation[];
  85907. /**
  85908. * Adds more animations to the current animatable
  85909. * @param target defines the target of the animations
  85910. * @param animations defines the new animations to add
  85911. */
  85912. appendAnimations(target: any, animations: Animation[]): void;
  85913. /**
  85914. * Gets the source animation for a specific property
  85915. * @param property defines the propertyu to look for
  85916. * @returns null or the source animation for the given property
  85917. */
  85918. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  85919. /**
  85920. * Gets the runtime animation for a specific property
  85921. * @param property defines the propertyu to look for
  85922. * @returns null or the runtime animation for the given property
  85923. */
  85924. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  85925. /**
  85926. * Resets the animatable to its original state
  85927. */
  85928. reset(): void;
  85929. /**
  85930. * Allows the animatable to blend with current running animations
  85931. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  85932. * @param blendingSpeed defines the blending speed to use
  85933. */
  85934. enableBlending(blendingSpeed: number): void;
  85935. /**
  85936. * Disable animation blending
  85937. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  85938. */
  85939. disableBlending(): void;
  85940. /**
  85941. * Jump directly to a given frame
  85942. * @param frame defines the frame to jump to
  85943. */
  85944. goToFrame(frame: number): void;
  85945. /**
  85946. * Pause the animation
  85947. */
  85948. pause(): void;
  85949. /**
  85950. * Restart the animation
  85951. */
  85952. restart(): void;
  85953. private _raiseOnAnimationEnd;
  85954. /**
  85955. * Stop and delete the current animation
  85956. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  85957. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  85958. */
  85959. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  85960. /**
  85961. * Wait asynchronously for the animation to end
  85962. * @returns a promise which will be fullfilled when the animation ends
  85963. */
  85964. waitAsync(): Promise<Animatable>;
  85965. /** @hidden */
  85966. _animate(delay: number): boolean;
  85967. }
  85968. interface Scene {
  85969. /** @hidden */
  85970. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  85971. /** @hidden */
  85972. _processLateAnimationBindingsForMatrices(holder: {
  85973. totalWeight: number;
  85974. animations: RuntimeAnimation[];
  85975. originalValue: Matrix;
  85976. }): any;
  85977. /** @hidden */
  85978. _processLateAnimationBindingsForQuaternions(holder: {
  85979. totalWeight: number;
  85980. animations: RuntimeAnimation[];
  85981. originalValue: Quaternion;
  85982. }, refQuaternion: Quaternion): Quaternion;
  85983. /** @hidden */
  85984. _processLateAnimationBindings(): void;
  85985. /**
  85986. * Will start the animation sequence of a given target
  85987. * @param target defines the target
  85988. * @param from defines from which frame should animation start
  85989. * @param to defines until which frame should animation run.
  85990. * @param weight defines the weight to apply to the animation (1.0 by default)
  85991. * @param loop defines if the animation loops
  85992. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  85993. * @param onAnimationEnd defines the function to be executed when the animation ends
  85994. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  85995. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  85996. * @param onAnimationLoop defines the callback to call when an animation loops
  85997. * @returns the animatable object created for this animation
  85998. */
  85999. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  86000. /**
  86001. * Will start the animation sequence of a given target
  86002. * @param target defines the target
  86003. * @param from defines from which frame should animation start
  86004. * @param to defines until which frame should animation run.
  86005. * @param loop defines if the animation loops
  86006. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  86007. * @param onAnimationEnd defines the function to be executed when the animation ends
  86008. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  86009. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  86010. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  86011. * @param onAnimationLoop defines the callback to call when an animation loops
  86012. * @returns the animatable object created for this animation
  86013. */
  86014. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  86015. /**
  86016. * Will start the animation sequence of a given target and its hierarchy
  86017. * @param target defines the target
  86018. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  86019. * @param from defines from which frame should animation start
  86020. * @param to defines until which frame should animation run.
  86021. * @param loop defines if the animation loops
  86022. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  86023. * @param onAnimationEnd defines the function to be executed when the animation ends
  86024. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  86025. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  86026. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  86027. * @param onAnimationLoop defines the callback to call when an animation loops
  86028. * @returns the list of created animatables
  86029. */
  86030. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  86031. /**
  86032. * Begin a new animation on a given node
  86033. * @param target defines the target where the animation will take place
  86034. * @param animations defines the list of animations to start
  86035. * @param from defines the initial value
  86036. * @param to defines the final value
  86037. * @param loop defines if you want animation to loop (off by default)
  86038. * @param speedRatio defines the speed ratio to apply to all animations
  86039. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  86040. * @param onAnimationLoop defines the callback to call when an animation loops
  86041. * @returns the list of created animatables
  86042. */
  86043. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  86044. /**
  86045. * Begin a new animation on a given node and its hierarchy
  86046. * @param target defines the root node where the animation will take place
  86047. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  86048. * @param animations defines the list of animations to start
  86049. * @param from defines the initial value
  86050. * @param to defines the final value
  86051. * @param loop defines if you want animation to loop (off by default)
  86052. * @param speedRatio defines the speed ratio to apply to all animations
  86053. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  86054. * @param onAnimationLoop defines the callback to call when an animation loops
  86055. * @returns the list of animatables created for all nodes
  86056. */
  86057. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  86058. /**
  86059. * Gets the animatable associated with a specific target
  86060. * @param target defines the target of the animatable
  86061. * @returns the required animatable if found
  86062. */
  86063. getAnimatableByTarget(target: any): Nullable<Animatable>;
  86064. /**
  86065. * Gets all animatables associated with a given target
  86066. * @param target defines the target to look animatables for
  86067. * @returns an array of Animatables
  86068. */
  86069. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  86070. /**
  86071. * Stops and removes all animations that have been applied to the scene
  86072. */
  86073. stopAllAnimations(): void;
  86074. /**
  86075. * Gets the current delta time used by animation engine
  86076. */
  86077. deltaTime: number;
  86078. }
  86079. interface Bone {
  86080. /**
  86081. * Copy an animation range from another bone
  86082. * @param source defines the source bone
  86083. * @param rangeName defines the range name to copy
  86084. * @param frameOffset defines the frame offset
  86085. * @param rescaleAsRequired defines if rescaling must be applied if required
  86086. * @param skelDimensionsRatio defines the scaling ratio
  86087. * @returns true if operation was successful
  86088. */
  86089. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  86090. }
  86091. }
  86092. declare module BABYLON {
  86093. /**
  86094. * Class used to override all child animations of a given target
  86095. */
  86096. export class AnimationPropertiesOverride {
  86097. /**
  86098. * Gets or sets a value indicating if animation blending must be used
  86099. */
  86100. enableBlending: boolean;
  86101. /**
  86102. * Gets or sets the blending speed to use when enableBlending is true
  86103. */
  86104. blendingSpeed: number;
  86105. /**
  86106. * Gets or sets the default loop mode to use
  86107. */
  86108. loopMode: number;
  86109. }
  86110. }
  86111. declare module BABYLON {
  86112. /**
  86113. * Class used to handle skinning animations
  86114. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  86115. */
  86116. export class Skeleton implements IAnimatable {
  86117. /** defines the skeleton name */
  86118. name: string;
  86119. /** defines the skeleton Id */
  86120. id: string;
  86121. /**
  86122. * Defines the list of child bones
  86123. */
  86124. bones: Bone[];
  86125. /**
  86126. * Defines an estimate of the dimension of the skeleton at rest
  86127. */
  86128. dimensionsAtRest: Vector3;
  86129. /**
  86130. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  86131. */
  86132. needInitialSkinMatrix: boolean;
  86133. /**
  86134. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  86135. */
  86136. overrideMesh: Nullable<AbstractMesh>;
  86137. /**
  86138. * Gets the list of animations attached to this skeleton
  86139. */
  86140. animations: Array<Animation>;
  86141. private _scene;
  86142. private _isDirty;
  86143. private _transformMatrices;
  86144. private _transformMatrixTexture;
  86145. private _meshesWithPoseMatrix;
  86146. private _animatables;
  86147. private _identity;
  86148. private _synchronizedWithMesh;
  86149. private _ranges;
  86150. private _lastAbsoluteTransformsUpdateId;
  86151. private _canUseTextureForBones;
  86152. private _uniqueId;
  86153. /** @hidden */
  86154. _numBonesWithLinkedTransformNode: number;
  86155. /** @hidden */
  86156. _hasWaitingData: Nullable<boolean>;
  86157. /**
  86158. * Specifies if the skeleton should be serialized
  86159. */
  86160. doNotSerialize: boolean;
  86161. private _useTextureToStoreBoneMatrices;
  86162. /**
  86163. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  86164. * Please note that this option is not available if the hardware does not support it
  86165. */
  86166. get useTextureToStoreBoneMatrices(): boolean;
  86167. set useTextureToStoreBoneMatrices(value: boolean);
  86168. private _animationPropertiesOverride;
  86169. /**
  86170. * Gets or sets the animation properties override
  86171. */
  86172. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  86173. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  86174. /**
  86175. * List of inspectable custom properties (used by the Inspector)
  86176. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  86177. */
  86178. inspectableCustomProperties: IInspectable[];
  86179. /**
  86180. * An observable triggered before computing the skeleton's matrices
  86181. */
  86182. onBeforeComputeObservable: Observable<Skeleton>;
  86183. /**
  86184. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  86185. */
  86186. get isUsingTextureForMatrices(): boolean;
  86187. /**
  86188. * Gets the unique ID of this skeleton
  86189. */
  86190. get uniqueId(): number;
  86191. /**
  86192. * Creates a new skeleton
  86193. * @param name defines the skeleton name
  86194. * @param id defines the skeleton Id
  86195. * @param scene defines the hosting scene
  86196. */
  86197. constructor(
  86198. /** defines the skeleton name */
  86199. name: string,
  86200. /** defines the skeleton Id */
  86201. id: string, scene: Scene);
  86202. /**
  86203. * Gets the current object class name.
  86204. * @return the class name
  86205. */
  86206. getClassName(): string;
  86207. /**
  86208. * Returns an array containing the root bones
  86209. * @returns an array containing the root bones
  86210. */
  86211. getChildren(): Array<Bone>;
  86212. /**
  86213. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  86214. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  86215. * @returns a Float32Array containing matrices data
  86216. */
  86217. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  86218. /**
  86219. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  86220. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  86221. * @returns a raw texture containing the data
  86222. */
  86223. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  86224. /**
  86225. * Gets the current hosting scene
  86226. * @returns a scene object
  86227. */
  86228. getScene(): Scene;
  86229. /**
  86230. * Gets a string representing the current skeleton data
  86231. * @param fullDetails defines a boolean indicating if we want a verbose version
  86232. * @returns a string representing the current skeleton data
  86233. */
  86234. toString(fullDetails?: boolean): string;
  86235. /**
  86236. * Get bone's index searching by name
  86237. * @param name defines bone's name to search for
  86238. * @return the indice of the bone. Returns -1 if not found
  86239. */
  86240. getBoneIndexByName(name: string): number;
  86241. /**
  86242. * Creater a new animation range
  86243. * @param name defines the name of the range
  86244. * @param from defines the start key
  86245. * @param to defines the end key
  86246. */
  86247. createAnimationRange(name: string, from: number, to: number): void;
  86248. /**
  86249. * Delete a specific animation range
  86250. * @param name defines the name of the range
  86251. * @param deleteFrames defines if frames must be removed as well
  86252. */
  86253. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  86254. /**
  86255. * Gets a specific animation range
  86256. * @param name defines the name of the range to look for
  86257. * @returns the requested animation range or null if not found
  86258. */
  86259. getAnimationRange(name: string): Nullable<AnimationRange>;
  86260. /**
  86261. * Gets the list of all animation ranges defined on this skeleton
  86262. * @returns an array
  86263. */
  86264. getAnimationRanges(): Nullable<AnimationRange>[];
  86265. /**
  86266. * Copy animation range from a source skeleton.
  86267. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  86268. * @param source defines the source skeleton
  86269. * @param name defines the name of the range to copy
  86270. * @param rescaleAsRequired defines if rescaling must be applied if required
  86271. * @returns true if operation was successful
  86272. */
  86273. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  86274. /**
  86275. * Forces the skeleton to go to rest pose
  86276. */
  86277. returnToRest(): void;
  86278. private _getHighestAnimationFrame;
  86279. /**
  86280. * Begin a specific animation range
  86281. * @param name defines the name of the range to start
  86282. * @param loop defines if looping must be turned on (false by default)
  86283. * @param speedRatio defines the speed ratio to apply (1 by default)
  86284. * @param onAnimationEnd defines a callback which will be called when animation will end
  86285. * @returns a new animatable
  86286. */
  86287. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  86288. /** @hidden */
  86289. _markAsDirty(): void;
  86290. /** @hidden */
  86291. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  86292. /** @hidden */
  86293. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  86294. private _computeTransformMatrices;
  86295. /**
  86296. * Build all resources required to render a skeleton
  86297. */
  86298. prepare(): void;
  86299. /**
  86300. * Gets the list of animatables currently running for this skeleton
  86301. * @returns an array of animatables
  86302. */
  86303. getAnimatables(): IAnimatable[];
  86304. /**
  86305. * Clone the current skeleton
  86306. * @param name defines the name of the new skeleton
  86307. * @param id defines the id of the new skeleton
  86308. * @returns the new skeleton
  86309. */
  86310. clone(name: string, id?: string): Skeleton;
  86311. /**
  86312. * Enable animation blending for this skeleton
  86313. * @param blendingSpeed defines the blending speed to apply
  86314. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  86315. */
  86316. enableBlending(blendingSpeed?: number): void;
  86317. /**
  86318. * Releases all resources associated with the current skeleton
  86319. */
  86320. dispose(): void;
  86321. /**
  86322. * Serialize the skeleton in a JSON object
  86323. * @returns a JSON object
  86324. */
  86325. serialize(): any;
  86326. /**
  86327. * Creates a new skeleton from serialized data
  86328. * @param parsedSkeleton defines the serialized data
  86329. * @param scene defines the hosting scene
  86330. * @returns a new skeleton
  86331. */
  86332. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  86333. /**
  86334. * Compute all node absolute transforms
  86335. * @param forceUpdate defines if computation must be done even if cache is up to date
  86336. */
  86337. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  86338. /**
  86339. * Gets the root pose matrix
  86340. * @returns a matrix
  86341. */
  86342. getPoseMatrix(): Nullable<Matrix>;
  86343. /**
  86344. * Sorts bones per internal index
  86345. */
  86346. sortBones(): void;
  86347. private _sortBones;
  86348. }
  86349. }
  86350. declare module BABYLON {
  86351. /**
  86352. * Class used to store bone information
  86353. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  86354. */
  86355. export class Bone extends Node {
  86356. /**
  86357. * defines the bone name
  86358. */
  86359. name: string;
  86360. private static _tmpVecs;
  86361. private static _tmpQuat;
  86362. private static _tmpMats;
  86363. /**
  86364. * Gets the list of child bones
  86365. */
  86366. children: Bone[];
  86367. /** Gets the animations associated with this bone */
  86368. animations: Animation[];
  86369. /**
  86370. * Gets or sets bone length
  86371. */
  86372. length: number;
  86373. /**
  86374. * @hidden Internal only
  86375. * Set this value to map this bone to a different index in the transform matrices
  86376. * Set this value to -1 to exclude the bone from the transform matrices
  86377. */
  86378. _index: Nullable<number>;
  86379. private _skeleton;
  86380. private _localMatrix;
  86381. private _restPose;
  86382. private _baseMatrix;
  86383. private _absoluteTransform;
  86384. private _invertedAbsoluteTransform;
  86385. private _parent;
  86386. private _scalingDeterminant;
  86387. private _worldTransform;
  86388. private _localScaling;
  86389. private _localRotation;
  86390. private _localPosition;
  86391. private _needToDecompose;
  86392. private _needToCompose;
  86393. /** @hidden */
  86394. _linkedTransformNode: Nullable<TransformNode>;
  86395. /** @hidden */
  86396. _waitingTransformNodeId: Nullable<string>;
  86397. /** @hidden */
  86398. get _matrix(): Matrix;
  86399. /** @hidden */
  86400. set _matrix(value: Matrix);
  86401. /**
  86402. * Create a new bone
  86403. * @param name defines the bone name
  86404. * @param skeleton defines the parent skeleton
  86405. * @param parentBone defines the parent (can be null if the bone is the root)
  86406. * @param localMatrix defines the local matrix
  86407. * @param restPose defines the rest pose matrix
  86408. * @param baseMatrix defines the base matrix
  86409. * @param index defines index of the bone in the hiearchy
  86410. */
  86411. constructor(
  86412. /**
  86413. * defines the bone name
  86414. */
  86415. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  86416. /**
  86417. * Gets the current object class name.
  86418. * @return the class name
  86419. */
  86420. getClassName(): string;
  86421. /**
  86422. * Gets the parent skeleton
  86423. * @returns a skeleton
  86424. */
  86425. getSkeleton(): Skeleton;
  86426. /**
  86427. * Gets parent bone
  86428. * @returns a bone or null if the bone is the root of the bone hierarchy
  86429. */
  86430. getParent(): Nullable<Bone>;
  86431. /**
  86432. * Returns an array containing the root bones
  86433. * @returns an array containing the root bones
  86434. */
  86435. getChildren(): Array<Bone>;
  86436. /**
  86437. * Gets the node index in matrix array generated for rendering
  86438. * @returns the node index
  86439. */
  86440. getIndex(): number;
  86441. /**
  86442. * Sets the parent bone
  86443. * @param parent defines the parent (can be null if the bone is the root)
  86444. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  86445. */
  86446. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  86447. /**
  86448. * Gets the local matrix
  86449. * @returns a matrix
  86450. */
  86451. getLocalMatrix(): Matrix;
  86452. /**
  86453. * Gets the base matrix (initial matrix which remains unchanged)
  86454. * @returns a matrix
  86455. */
  86456. getBaseMatrix(): Matrix;
  86457. /**
  86458. * Gets the rest pose matrix
  86459. * @returns a matrix
  86460. */
  86461. getRestPose(): Matrix;
  86462. /**
  86463. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  86464. */
  86465. getWorldMatrix(): Matrix;
  86466. /**
  86467. * Sets the local matrix to rest pose matrix
  86468. */
  86469. returnToRest(): void;
  86470. /**
  86471. * Gets the inverse of the absolute transform matrix.
  86472. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  86473. * @returns a matrix
  86474. */
  86475. getInvertedAbsoluteTransform(): Matrix;
  86476. /**
  86477. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  86478. * @returns a matrix
  86479. */
  86480. getAbsoluteTransform(): Matrix;
  86481. /**
  86482. * Links with the given transform node.
  86483. * The local matrix of this bone is copied from the transform node every frame.
  86484. * @param transformNode defines the transform node to link to
  86485. */
  86486. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  86487. /**
  86488. * Gets the node used to drive the bone's transformation
  86489. * @returns a transform node or null
  86490. */
  86491. getTransformNode(): Nullable<TransformNode>;
  86492. /** Gets or sets current position (in local space) */
  86493. get position(): Vector3;
  86494. set position(newPosition: Vector3);
  86495. /** Gets or sets current rotation (in local space) */
  86496. get rotation(): Vector3;
  86497. set rotation(newRotation: Vector3);
  86498. /** Gets or sets current rotation quaternion (in local space) */
  86499. get rotationQuaternion(): Quaternion;
  86500. set rotationQuaternion(newRotation: Quaternion);
  86501. /** Gets or sets current scaling (in local space) */
  86502. get scaling(): Vector3;
  86503. set scaling(newScaling: Vector3);
  86504. /**
  86505. * Gets the animation properties override
  86506. */
  86507. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  86508. private _decompose;
  86509. private _compose;
  86510. /**
  86511. * Update the base and local matrices
  86512. * @param matrix defines the new base or local matrix
  86513. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  86514. * @param updateLocalMatrix defines if the local matrix should be updated
  86515. */
  86516. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  86517. /** @hidden */
  86518. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  86519. /**
  86520. * Flag the bone as dirty (Forcing it to update everything)
  86521. */
  86522. markAsDirty(): void;
  86523. /** @hidden */
  86524. _markAsDirtyAndCompose(): void;
  86525. private _markAsDirtyAndDecompose;
  86526. /**
  86527. * Translate the bone in local or world space
  86528. * @param vec The amount to translate the bone
  86529. * @param space The space that the translation is in
  86530. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86531. */
  86532. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86533. /**
  86534. * Set the postion of the bone in local or world space
  86535. * @param position The position to set the bone
  86536. * @param space The space that the position is in
  86537. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86538. */
  86539. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86540. /**
  86541. * Set the absolute position of the bone (world space)
  86542. * @param position The position to set the bone
  86543. * @param mesh The mesh that this bone is attached to
  86544. */
  86545. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  86546. /**
  86547. * Scale the bone on the x, y and z axes (in local space)
  86548. * @param x The amount to scale the bone on the x axis
  86549. * @param y The amount to scale the bone on the y axis
  86550. * @param z The amount to scale the bone on the z axis
  86551. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  86552. */
  86553. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  86554. /**
  86555. * Set the bone scaling in local space
  86556. * @param scale defines the scaling vector
  86557. */
  86558. setScale(scale: Vector3): void;
  86559. /**
  86560. * Gets the current scaling in local space
  86561. * @returns the current scaling vector
  86562. */
  86563. getScale(): Vector3;
  86564. /**
  86565. * Gets the current scaling in local space and stores it in a target vector
  86566. * @param result defines the target vector
  86567. */
  86568. getScaleToRef(result: Vector3): void;
  86569. /**
  86570. * Set the yaw, pitch, and roll of the bone in local or world space
  86571. * @param yaw The rotation of the bone on the y axis
  86572. * @param pitch The rotation of the bone on the x axis
  86573. * @param roll The rotation of the bone on the z axis
  86574. * @param space The space that the axes of rotation are in
  86575. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86576. */
  86577. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  86578. /**
  86579. * Add a rotation to the bone on an axis in local or world space
  86580. * @param axis The axis to rotate the bone on
  86581. * @param amount The amount to rotate the bone
  86582. * @param space The space that the axis is in
  86583. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86584. */
  86585. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  86586. /**
  86587. * Set the rotation of the bone to a particular axis angle in local or world space
  86588. * @param axis The axis to rotate the bone on
  86589. * @param angle The angle that the bone should be rotated to
  86590. * @param space The space that the axis is in
  86591. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86592. */
  86593. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  86594. /**
  86595. * Set the euler rotation of the bone in local of world space
  86596. * @param rotation The euler rotation that the bone should be set to
  86597. * @param space The space that the rotation is in
  86598. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86599. */
  86600. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86601. /**
  86602. * Set the quaternion rotation of the bone in local of world space
  86603. * @param quat The quaternion rotation that the bone should be set to
  86604. * @param space The space that the rotation is in
  86605. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86606. */
  86607. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  86608. /**
  86609. * Set the rotation matrix of the bone in local of world space
  86610. * @param rotMat The rotation matrix that the bone should be set to
  86611. * @param space The space that the rotation is in
  86612. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86613. */
  86614. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  86615. private _rotateWithMatrix;
  86616. private _getNegativeRotationToRef;
  86617. /**
  86618. * Get the position of the bone in local or world space
  86619. * @param space The space that the returned position is in
  86620. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86621. * @returns The position of the bone
  86622. */
  86623. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  86624. /**
  86625. * Copy the position of the bone to a vector3 in local or world space
  86626. * @param space The space that the returned position is in
  86627. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86628. * @param result The vector3 to copy the position to
  86629. */
  86630. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  86631. /**
  86632. * Get the absolute position of the bone (world space)
  86633. * @param mesh The mesh that this bone is attached to
  86634. * @returns The absolute position of the bone
  86635. */
  86636. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  86637. /**
  86638. * Copy the absolute position of the bone (world space) to the result param
  86639. * @param mesh The mesh that this bone is attached to
  86640. * @param result The vector3 to copy the absolute position to
  86641. */
  86642. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  86643. /**
  86644. * Compute the absolute transforms of this bone and its children
  86645. */
  86646. computeAbsoluteTransforms(): void;
  86647. /**
  86648. * Get the world direction from an axis that is in the local space of the bone
  86649. * @param localAxis The local direction that is used to compute the world direction
  86650. * @param mesh The mesh that this bone is attached to
  86651. * @returns The world direction
  86652. */
  86653. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86654. /**
  86655. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  86656. * @param localAxis The local direction that is used to compute the world direction
  86657. * @param mesh The mesh that this bone is attached to
  86658. * @param result The vector3 that the world direction will be copied to
  86659. */
  86660. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86661. /**
  86662. * Get the euler rotation of the bone in local or world space
  86663. * @param space The space that the rotation should be in
  86664. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86665. * @returns The euler rotation
  86666. */
  86667. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  86668. /**
  86669. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  86670. * @param space The space that the rotation should be in
  86671. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86672. * @param result The vector3 that the rotation should be copied to
  86673. */
  86674. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86675. /**
  86676. * Get the quaternion rotation of the bone in either local or world space
  86677. * @param space The space that the rotation should be in
  86678. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86679. * @returns The quaternion rotation
  86680. */
  86681. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  86682. /**
  86683. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  86684. * @param space The space that the rotation should be in
  86685. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86686. * @param result The quaternion that the rotation should be copied to
  86687. */
  86688. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  86689. /**
  86690. * Get the rotation matrix of the bone in local or world space
  86691. * @param space The space that the rotation should be in
  86692. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86693. * @returns The rotation matrix
  86694. */
  86695. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  86696. /**
  86697. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  86698. * @param space The space that the rotation should be in
  86699. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86700. * @param result The quaternion that the rotation should be copied to
  86701. */
  86702. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  86703. /**
  86704. * Get the world position of a point that is in the local space of the bone
  86705. * @param position The local position
  86706. * @param mesh The mesh that this bone is attached to
  86707. * @returns The world position
  86708. */
  86709. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86710. /**
  86711. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  86712. * @param position The local position
  86713. * @param mesh The mesh that this bone is attached to
  86714. * @param result The vector3 that the world position should be copied to
  86715. */
  86716. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86717. /**
  86718. * Get the local position of a point that is in world space
  86719. * @param position The world position
  86720. * @param mesh The mesh that this bone is attached to
  86721. * @returns The local position
  86722. */
  86723. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86724. /**
  86725. * Get the local position of a point that is in world space and copy it to the result param
  86726. * @param position The world position
  86727. * @param mesh The mesh that this bone is attached to
  86728. * @param result The vector3 that the local position should be copied to
  86729. */
  86730. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86731. }
  86732. }
  86733. declare module BABYLON {
  86734. /**
  86735. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  86736. * @see https://doc.babylonjs.com/how_to/transformnode
  86737. */
  86738. export class TransformNode extends Node {
  86739. /**
  86740. * Object will not rotate to face the camera
  86741. */
  86742. static BILLBOARDMODE_NONE: number;
  86743. /**
  86744. * Object will rotate to face the camera but only on the x axis
  86745. */
  86746. static BILLBOARDMODE_X: number;
  86747. /**
  86748. * Object will rotate to face the camera but only on the y axis
  86749. */
  86750. static BILLBOARDMODE_Y: number;
  86751. /**
  86752. * Object will rotate to face the camera but only on the z axis
  86753. */
  86754. static BILLBOARDMODE_Z: number;
  86755. /**
  86756. * Object will rotate to face the camera
  86757. */
  86758. static BILLBOARDMODE_ALL: number;
  86759. /**
  86760. * Object will rotate to face the camera's position instead of orientation
  86761. */
  86762. static BILLBOARDMODE_USE_POSITION: number;
  86763. private _forward;
  86764. private _forwardInverted;
  86765. private _up;
  86766. private _right;
  86767. private _rightInverted;
  86768. private _position;
  86769. private _rotation;
  86770. private _rotationQuaternion;
  86771. protected _scaling: Vector3;
  86772. protected _isDirty: boolean;
  86773. private _transformToBoneReferal;
  86774. private _isAbsoluteSynced;
  86775. private _billboardMode;
  86776. /**
  86777. * Gets or sets the billboard mode. Default is 0.
  86778. *
  86779. * | Value | Type | Description |
  86780. * | --- | --- | --- |
  86781. * | 0 | BILLBOARDMODE_NONE | |
  86782. * | 1 | BILLBOARDMODE_X | |
  86783. * | 2 | BILLBOARDMODE_Y | |
  86784. * | 4 | BILLBOARDMODE_Z | |
  86785. * | 7 | BILLBOARDMODE_ALL | |
  86786. *
  86787. */
  86788. get billboardMode(): number;
  86789. set billboardMode(value: number);
  86790. private _preserveParentRotationForBillboard;
  86791. /**
  86792. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  86793. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  86794. */
  86795. get preserveParentRotationForBillboard(): boolean;
  86796. set preserveParentRotationForBillboard(value: boolean);
  86797. /**
  86798. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  86799. */
  86800. scalingDeterminant: number;
  86801. private _infiniteDistance;
  86802. /**
  86803. * Gets or sets the distance of the object to max, often used by skybox
  86804. */
  86805. get infiniteDistance(): boolean;
  86806. set infiniteDistance(value: boolean);
  86807. /**
  86808. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  86809. * By default the system will update normals to compensate
  86810. */
  86811. ignoreNonUniformScaling: boolean;
  86812. /**
  86813. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  86814. */
  86815. reIntegrateRotationIntoRotationQuaternion: boolean;
  86816. /** @hidden */
  86817. _poseMatrix: Nullable<Matrix>;
  86818. /** @hidden */
  86819. _localMatrix: Matrix;
  86820. private _usePivotMatrix;
  86821. private _absolutePosition;
  86822. private _absoluteScaling;
  86823. private _absoluteRotationQuaternion;
  86824. private _pivotMatrix;
  86825. private _pivotMatrixInverse;
  86826. protected _postMultiplyPivotMatrix: boolean;
  86827. protected _isWorldMatrixFrozen: boolean;
  86828. /** @hidden */
  86829. _indexInSceneTransformNodesArray: number;
  86830. /**
  86831. * An event triggered after the world matrix is updated
  86832. */
  86833. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  86834. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  86835. /**
  86836. * Gets a string identifying the name of the class
  86837. * @returns "TransformNode" string
  86838. */
  86839. getClassName(): string;
  86840. /**
  86841. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  86842. */
  86843. get position(): Vector3;
  86844. set position(newPosition: Vector3);
  86845. /**
  86846. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  86847. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  86848. */
  86849. get rotation(): Vector3;
  86850. set rotation(newRotation: Vector3);
  86851. /**
  86852. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  86853. */
  86854. get scaling(): Vector3;
  86855. set scaling(newScaling: Vector3);
  86856. /**
  86857. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  86858. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  86859. */
  86860. get rotationQuaternion(): Nullable<Quaternion>;
  86861. set rotationQuaternion(quaternion: Nullable<Quaternion>);
  86862. /**
  86863. * The forward direction of that transform in world space.
  86864. */
  86865. get forward(): Vector3;
  86866. /**
  86867. * The up direction of that transform in world space.
  86868. */
  86869. get up(): Vector3;
  86870. /**
  86871. * The right direction of that transform in world space.
  86872. */
  86873. get right(): Vector3;
  86874. /**
  86875. * Copies the parameter passed Matrix into the mesh Pose matrix.
  86876. * @param matrix the matrix to copy the pose from
  86877. * @returns this TransformNode.
  86878. */
  86879. updatePoseMatrix(matrix: Matrix): TransformNode;
  86880. /**
  86881. * Returns the mesh Pose matrix.
  86882. * @returns the pose matrix
  86883. */
  86884. getPoseMatrix(): Matrix;
  86885. /** @hidden */
  86886. _isSynchronized(): boolean;
  86887. /** @hidden */
  86888. _initCache(): void;
  86889. /**
  86890. * Flag the transform node as dirty (Forcing it to update everything)
  86891. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  86892. * @returns this transform node
  86893. */
  86894. markAsDirty(property: string): TransformNode;
  86895. /**
  86896. * Returns the current mesh absolute position.
  86897. * Returns a Vector3.
  86898. */
  86899. get absolutePosition(): Vector3;
  86900. /**
  86901. * Returns the current mesh absolute scaling.
  86902. * Returns a Vector3.
  86903. */
  86904. get absoluteScaling(): Vector3;
  86905. /**
  86906. * Returns the current mesh absolute rotation.
  86907. * Returns a Quaternion.
  86908. */
  86909. get absoluteRotationQuaternion(): Quaternion;
  86910. /**
  86911. * Sets a new matrix to apply before all other transformation
  86912. * @param matrix defines the transform matrix
  86913. * @returns the current TransformNode
  86914. */
  86915. setPreTransformMatrix(matrix: Matrix): TransformNode;
  86916. /**
  86917. * Sets a new pivot matrix to the current node
  86918. * @param matrix defines the new pivot matrix to use
  86919. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  86920. * @returns the current TransformNode
  86921. */
  86922. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  86923. /**
  86924. * Returns the mesh pivot matrix.
  86925. * Default : Identity.
  86926. * @returns the matrix
  86927. */
  86928. getPivotMatrix(): Matrix;
  86929. /**
  86930. * Instantiate (when possible) or clone that node with its hierarchy
  86931. * @param newParent defines the new parent to use for the instance (or clone)
  86932. * @param options defines options to configure how copy is done
  86933. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  86934. * @returns an instance (or a clone) of the current node with its hiearchy
  86935. */
  86936. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  86937. doNotInstantiate: boolean;
  86938. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  86939. /**
  86940. * Prevents the World matrix to be computed any longer
  86941. * @param newWorldMatrix defines an optional matrix to use as world matrix
  86942. * @returns the TransformNode.
  86943. */
  86944. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  86945. /**
  86946. * Allows back the World matrix computation.
  86947. * @returns the TransformNode.
  86948. */
  86949. unfreezeWorldMatrix(): this;
  86950. /**
  86951. * True if the World matrix has been frozen.
  86952. */
  86953. get isWorldMatrixFrozen(): boolean;
  86954. /**
  86955. * Retuns the mesh absolute position in the World.
  86956. * @returns a Vector3.
  86957. */
  86958. getAbsolutePosition(): Vector3;
  86959. /**
  86960. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  86961. * @param absolutePosition the absolute position to set
  86962. * @returns the TransformNode.
  86963. */
  86964. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86965. /**
  86966. * Sets the mesh position in its local space.
  86967. * @param vector3 the position to set in localspace
  86968. * @returns the TransformNode.
  86969. */
  86970. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  86971. /**
  86972. * Returns the mesh position in the local space from the current World matrix values.
  86973. * @returns a new Vector3.
  86974. */
  86975. getPositionExpressedInLocalSpace(): Vector3;
  86976. /**
  86977. * Translates the mesh along the passed Vector3 in its local space.
  86978. * @param vector3 the distance to translate in localspace
  86979. * @returns the TransformNode.
  86980. */
  86981. locallyTranslate(vector3: Vector3): TransformNode;
  86982. private static _lookAtVectorCache;
  86983. /**
  86984. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  86985. * @param targetPoint the position (must be in same space as current mesh) to look at
  86986. * @param yawCor optional yaw (y-axis) correction in radians
  86987. * @param pitchCor optional pitch (x-axis) correction in radians
  86988. * @param rollCor optional roll (z-axis) correction in radians
  86989. * @param space the choosen space of the target
  86990. * @returns the TransformNode.
  86991. */
  86992. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  86993. /**
  86994. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  86995. * This Vector3 is expressed in the World space.
  86996. * @param localAxis axis to rotate
  86997. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  86998. */
  86999. getDirection(localAxis: Vector3): Vector3;
  87000. /**
  87001. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  87002. * localAxis is expressed in the mesh local space.
  87003. * result is computed in the Wordl space from the mesh World matrix.
  87004. * @param localAxis axis to rotate
  87005. * @param result the resulting transformnode
  87006. * @returns this TransformNode.
  87007. */
  87008. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  87009. /**
  87010. * Sets this transform node rotation to the given local axis.
  87011. * @param localAxis the axis in local space
  87012. * @param yawCor optional yaw (y-axis) correction in radians
  87013. * @param pitchCor optional pitch (x-axis) correction in radians
  87014. * @param rollCor optional roll (z-axis) correction in radians
  87015. * @returns this TransformNode
  87016. */
  87017. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  87018. /**
  87019. * Sets a new pivot point to the current node
  87020. * @param point defines the new pivot point to use
  87021. * @param space defines if the point is in world or local space (local by default)
  87022. * @returns the current TransformNode
  87023. */
  87024. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  87025. /**
  87026. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  87027. * @returns the pivot point
  87028. */
  87029. getPivotPoint(): Vector3;
  87030. /**
  87031. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  87032. * @param result the vector3 to store the result
  87033. * @returns this TransformNode.
  87034. */
  87035. getPivotPointToRef(result: Vector3): TransformNode;
  87036. /**
  87037. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  87038. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  87039. */
  87040. getAbsolutePivotPoint(): Vector3;
  87041. /**
  87042. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  87043. * @param result vector3 to store the result
  87044. * @returns this TransformNode.
  87045. */
  87046. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  87047. /**
  87048. * Defines the passed node as the parent of the current node.
  87049. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  87050. * @see https://doc.babylonjs.com/how_to/parenting
  87051. * @param node the node ot set as the parent
  87052. * @returns this TransformNode.
  87053. */
  87054. setParent(node: Nullable<Node>): TransformNode;
  87055. private _nonUniformScaling;
  87056. /**
  87057. * True if the scaling property of this object is non uniform eg. (1,2,1)
  87058. */
  87059. get nonUniformScaling(): boolean;
  87060. /** @hidden */
  87061. _updateNonUniformScalingState(value: boolean): boolean;
  87062. /**
  87063. * Attach the current TransformNode to another TransformNode associated with a bone
  87064. * @param bone Bone affecting the TransformNode
  87065. * @param affectedTransformNode TransformNode associated with the bone
  87066. * @returns this object
  87067. */
  87068. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  87069. /**
  87070. * Detach the transform node if its associated with a bone
  87071. * @returns this object
  87072. */
  87073. detachFromBone(): TransformNode;
  87074. private static _rotationAxisCache;
  87075. /**
  87076. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  87077. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  87078. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  87079. * The passed axis is also normalized.
  87080. * @param axis the axis to rotate around
  87081. * @param amount the amount to rotate in radians
  87082. * @param space Space to rotate in (Default: local)
  87083. * @returns the TransformNode.
  87084. */
  87085. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87086. /**
  87087. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  87088. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  87089. * The passed axis is also normalized. .
  87090. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  87091. * @param point the point to rotate around
  87092. * @param axis the axis to rotate around
  87093. * @param amount the amount to rotate in radians
  87094. * @returns the TransformNode
  87095. */
  87096. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  87097. /**
  87098. * Translates the mesh along the axis vector for the passed distance in the given space.
  87099. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  87100. * @param axis the axis to translate in
  87101. * @param distance the distance to translate
  87102. * @param space Space to rotate in (Default: local)
  87103. * @returns the TransformNode.
  87104. */
  87105. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87106. /**
  87107. * Adds a rotation step to the mesh current rotation.
  87108. * x, y, z are Euler angles expressed in radians.
  87109. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  87110. * This means this rotation is made in the mesh local space only.
  87111. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  87112. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  87113. * ```javascript
  87114. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  87115. * ```
  87116. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  87117. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  87118. * @param x Rotation to add
  87119. * @param y Rotation to add
  87120. * @param z Rotation to add
  87121. * @returns the TransformNode.
  87122. */
  87123. addRotation(x: number, y: number, z: number): TransformNode;
  87124. /**
  87125. * @hidden
  87126. */
  87127. protected _getEffectiveParent(): Nullable<Node>;
  87128. /**
  87129. * Computes the world matrix of the node
  87130. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  87131. * @returns the world matrix
  87132. */
  87133. computeWorldMatrix(force?: boolean): Matrix;
  87134. protected _afterComputeWorldMatrix(): void;
  87135. /**
  87136. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  87137. * @param func callback function to add
  87138. *
  87139. * @returns the TransformNode.
  87140. */
  87141. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  87142. /**
  87143. * Removes a registered callback function.
  87144. * @param func callback function to remove
  87145. * @returns the TransformNode.
  87146. */
  87147. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  87148. /**
  87149. * Gets the position of the current mesh in camera space
  87150. * @param camera defines the camera to use
  87151. * @returns a position
  87152. */
  87153. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  87154. /**
  87155. * Returns the distance from the mesh to the active camera
  87156. * @param camera defines the camera to use
  87157. * @returns the distance
  87158. */
  87159. getDistanceToCamera(camera?: Nullable<Camera>): number;
  87160. /**
  87161. * Clone the current transform node
  87162. * @param name Name of the new clone
  87163. * @param newParent New parent for the clone
  87164. * @param doNotCloneChildren Do not clone children hierarchy
  87165. * @returns the new transform node
  87166. */
  87167. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  87168. /**
  87169. * Serializes the objects information.
  87170. * @param currentSerializationObject defines the object to serialize in
  87171. * @returns the serialized object
  87172. */
  87173. serialize(currentSerializationObject?: any): any;
  87174. /**
  87175. * Returns a new TransformNode object parsed from the source provided.
  87176. * @param parsedTransformNode is the source.
  87177. * @param scene the scne the object belongs to
  87178. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  87179. * @returns a new TransformNode object parsed from the source provided.
  87180. */
  87181. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  87182. /**
  87183. * Get all child-transformNodes of this node
  87184. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  87185. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  87186. * @returns an array of TransformNode
  87187. */
  87188. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  87189. /**
  87190. * Releases resources associated with this transform node.
  87191. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87192. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87193. */
  87194. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87195. /**
  87196. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  87197. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  87198. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  87199. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  87200. * @returns the current mesh
  87201. */
  87202. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  87203. private _syncAbsoluteScalingAndRotation;
  87204. }
  87205. }
  87206. declare module BABYLON {
  87207. /**
  87208. * Defines the types of pose enabled controllers that are supported
  87209. */
  87210. export enum PoseEnabledControllerType {
  87211. /**
  87212. * HTC Vive
  87213. */
  87214. VIVE = 0,
  87215. /**
  87216. * Oculus Rift
  87217. */
  87218. OCULUS = 1,
  87219. /**
  87220. * Windows mixed reality
  87221. */
  87222. WINDOWS = 2,
  87223. /**
  87224. * Samsung gear VR
  87225. */
  87226. GEAR_VR = 3,
  87227. /**
  87228. * Google Daydream
  87229. */
  87230. DAYDREAM = 4,
  87231. /**
  87232. * Generic
  87233. */
  87234. GENERIC = 5
  87235. }
  87236. /**
  87237. * Defines the MutableGamepadButton interface for the state of a gamepad button
  87238. */
  87239. export interface MutableGamepadButton {
  87240. /**
  87241. * Value of the button/trigger
  87242. */
  87243. value: number;
  87244. /**
  87245. * If the button/trigger is currently touched
  87246. */
  87247. touched: boolean;
  87248. /**
  87249. * If the button/trigger is currently pressed
  87250. */
  87251. pressed: boolean;
  87252. }
  87253. /**
  87254. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  87255. * @hidden
  87256. */
  87257. export interface ExtendedGamepadButton extends GamepadButton {
  87258. /**
  87259. * If the button/trigger is currently pressed
  87260. */
  87261. readonly pressed: boolean;
  87262. /**
  87263. * If the button/trigger is currently touched
  87264. */
  87265. readonly touched: boolean;
  87266. /**
  87267. * Value of the button/trigger
  87268. */
  87269. readonly value: number;
  87270. }
  87271. /** @hidden */
  87272. export interface _GamePadFactory {
  87273. /**
  87274. * Returns wether or not the current gamepad can be created for this type of controller.
  87275. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  87276. * @returns true if it can be created, otherwise false
  87277. */
  87278. canCreate(gamepadInfo: any): boolean;
  87279. /**
  87280. * Creates a new instance of the Gamepad.
  87281. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  87282. * @returns the new gamepad instance
  87283. */
  87284. create(gamepadInfo: any): Gamepad;
  87285. }
  87286. /**
  87287. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  87288. */
  87289. export class PoseEnabledControllerHelper {
  87290. /** @hidden */
  87291. static _ControllerFactories: _GamePadFactory[];
  87292. /** @hidden */
  87293. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  87294. /**
  87295. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  87296. * @param vrGamepad the gamepad to initialized
  87297. * @returns a vr controller of the type the gamepad identified as
  87298. */
  87299. static InitiateController(vrGamepad: any): Gamepad;
  87300. }
  87301. /**
  87302. * Defines the PoseEnabledController object that contains state of a vr capable controller
  87303. */
  87304. export class PoseEnabledController extends Gamepad implements PoseControlled {
  87305. /**
  87306. * If the controller is used in a webXR session
  87307. */
  87308. isXR: boolean;
  87309. private _deviceRoomPosition;
  87310. private _deviceRoomRotationQuaternion;
  87311. /**
  87312. * The device position in babylon space
  87313. */
  87314. devicePosition: Vector3;
  87315. /**
  87316. * The device rotation in babylon space
  87317. */
  87318. deviceRotationQuaternion: Quaternion;
  87319. /**
  87320. * The scale factor of the device in babylon space
  87321. */
  87322. deviceScaleFactor: number;
  87323. /**
  87324. * (Likely devicePosition should be used instead) The device position in its room space
  87325. */
  87326. position: Vector3;
  87327. /**
  87328. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  87329. */
  87330. rotationQuaternion: Quaternion;
  87331. /**
  87332. * The type of controller (Eg. Windows mixed reality)
  87333. */
  87334. controllerType: PoseEnabledControllerType;
  87335. protected _calculatedPosition: Vector3;
  87336. private _calculatedRotation;
  87337. /**
  87338. * The raw pose from the device
  87339. */
  87340. rawPose: DevicePose;
  87341. private _trackPosition;
  87342. private _maxRotationDistFromHeadset;
  87343. private _draggedRoomRotation;
  87344. /**
  87345. * @hidden
  87346. */
  87347. _disableTrackPosition(fixedPosition: Vector3): void;
  87348. /**
  87349. * Internal, the mesh attached to the controller
  87350. * @hidden
  87351. */
  87352. _mesh: Nullable<AbstractMesh>;
  87353. private _poseControlledCamera;
  87354. private _leftHandSystemQuaternion;
  87355. /**
  87356. * Internal, matrix used to convert room space to babylon space
  87357. * @hidden
  87358. */
  87359. _deviceToWorld: Matrix;
  87360. /**
  87361. * Node to be used when casting a ray from the controller
  87362. * @hidden
  87363. */
  87364. _pointingPoseNode: Nullable<TransformNode>;
  87365. /**
  87366. * Name of the child mesh that can be used to cast a ray from the controller
  87367. */
  87368. static readonly POINTING_POSE: string;
  87369. /**
  87370. * Creates a new PoseEnabledController from a gamepad
  87371. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  87372. */
  87373. constructor(browserGamepad: any);
  87374. private _workingMatrix;
  87375. /**
  87376. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  87377. */
  87378. update(): void;
  87379. /**
  87380. * Updates only the pose device and mesh without doing any button event checking
  87381. */
  87382. protected _updatePoseAndMesh(): void;
  87383. /**
  87384. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  87385. * @param poseData raw pose fromthe device
  87386. */
  87387. updateFromDevice(poseData: DevicePose): void;
  87388. /**
  87389. * @hidden
  87390. */
  87391. _meshAttachedObservable: Observable<AbstractMesh>;
  87392. /**
  87393. * Attaches a mesh to the controller
  87394. * @param mesh the mesh to be attached
  87395. */
  87396. attachToMesh(mesh: AbstractMesh): void;
  87397. /**
  87398. * Attaches the controllers mesh to a camera
  87399. * @param camera the camera the mesh should be attached to
  87400. */
  87401. attachToPoseControlledCamera(camera: TargetCamera): void;
  87402. /**
  87403. * Disposes of the controller
  87404. */
  87405. dispose(): void;
  87406. /**
  87407. * The mesh that is attached to the controller
  87408. */
  87409. get mesh(): Nullable<AbstractMesh>;
  87410. /**
  87411. * Gets the ray of the controller in the direction the controller is pointing
  87412. * @param length the length the resulting ray should be
  87413. * @returns a ray in the direction the controller is pointing
  87414. */
  87415. getForwardRay(length?: number): Ray;
  87416. }
  87417. }
  87418. declare module BABYLON {
  87419. /**
  87420. * Defines the WebVRController object that represents controllers tracked in 3D space
  87421. */
  87422. export abstract class WebVRController extends PoseEnabledController {
  87423. /**
  87424. * Internal, the default controller model for the controller
  87425. */
  87426. protected _defaultModel: Nullable<AbstractMesh>;
  87427. /**
  87428. * Fired when the trigger state has changed
  87429. */
  87430. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  87431. /**
  87432. * Fired when the main button state has changed
  87433. */
  87434. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  87435. /**
  87436. * Fired when the secondary button state has changed
  87437. */
  87438. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  87439. /**
  87440. * Fired when the pad state has changed
  87441. */
  87442. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  87443. /**
  87444. * Fired when controllers stick values have changed
  87445. */
  87446. onPadValuesChangedObservable: Observable<StickValues>;
  87447. /**
  87448. * Array of button availible on the controller
  87449. */
  87450. protected _buttons: Array<MutableGamepadButton>;
  87451. private _onButtonStateChange;
  87452. /**
  87453. * Fired when a controller button's state has changed
  87454. * @param callback the callback containing the button that was modified
  87455. */
  87456. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  87457. /**
  87458. * X and Y axis corresponding to the controllers joystick
  87459. */
  87460. pad: StickValues;
  87461. /**
  87462. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  87463. */
  87464. hand: string;
  87465. /**
  87466. * The default controller model for the controller
  87467. */
  87468. get defaultModel(): Nullable<AbstractMesh>;
  87469. /**
  87470. * Creates a new WebVRController from a gamepad
  87471. * @param vrGamepad the gamepad that the WebVRController should be created from
  87472. */
  87473. constructor(vrGamepad: any);
  87474. /**
  87475. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  87476. */
  87477. update(): void;
  87478. /**
  87479. * Function to be called when a button is modified
  87480. */
  87481. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  87482. /**
  87483. * Loads a mesh and attaches it to the controller
  87484. * @param scene the scene the mesh should be added to
  87485. * @param meshLoaded callback for when the mesh has been loaded
  87486. */
  87487. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  87488. private _setButtonValue;
  87489. private _changes;
  87490. private _checkChanges;
  87491. /**
  87492. * Disposes of th webVRCOntroller
  87493. */
  87494. dispose(): void;
  87495. }
  87496. }
  87497. declare module BABYLON {
  87498. /**
  87499. * The HemisphericLight simulates the ambient environment light,
  87500. * so the passed direction is the light reflection direction, not the incoming direction.
  87501. */
  87502. export class HemisphericLight extends Light {
  87503. /**
  87504. * The groundColor is the light in the opposite direction to the one specified during creation.
  87505. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  87506. */
  87507. groundColor: Color3;
  87508. /**
  87509. * The light reflection direction, not the incoming direction.
  87510. */
  87511. direction: Vector3;
  87512. /**
  87513. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  87514. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  87515. * The HemisphericLight can't cast shadows.
  87516. * Documentation : https://doc.babylonjs.com/babylon101/lights
  87517. * @param name The friendly name of the light
  87518. * @param direction The direction of the light reflection
  87519. * @param scene The scene the light belongs to
  87520. */
  87521. constructor(name: string, direction: Vector3, scene: Scene);
  87522. protected _buildUniformLayout(): void;
  87523. /**
  87524. * Returns the string "HemisphericLight".
  87525. * @return The class name
  87526. */
  87527. getClassName(): string;
  87528. /**
  87529. * Sets the HemisphericLight direction towards the passed target (Vector3).
  87530. * Returns the updated direction.
  87531. * @param target The target the direction should point to
  87532. * @return The computed direction
  87533. */
  87534. setDirectionToTarget(target: Vector3): Vector3;
  87535. /**
  87536. * Returns the shadow generator associated to the light.
  87537. * @returns Always null for hemispheric lights because it does not support shadows.
  87538. */
  87539. getShadowGenerator(): Nullable<IShadowGenerator>;
  87540. /**
  87541. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  87542. * @param effect The effect to update
  87543. * @param lightIndex The index of the light in the effect to update
  87544. * @returns The hemispheric light
  87545. */
  87546. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  87547. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  87548. /**
  87549. * Computes the world matrix of the node
  87550. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  87551. * @param useWasUpdatedFlag defines a reserved property
  87552. * @returns the world matrix
  87553. */
  87554. computeWorldMatrix(): Matrix;
  87555. /**
  87556. * Returns the integer 3.
  87557. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  87558. */
  87559. getTypeID(): number;
  87560. /**
  87561. * Prepares the list of defines specific to the light type.
  87562. * @param defines the list of defines
  87563. * @param lightIndex defines the index of the light for the effect
  87564. */
  87565. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  87566. }
  87567. }
  87568. declare module BABYLON {
  87569. /** @hidden */
  87570. export var vrMultiviewToSingleviewPixelShader: {
  87571. name: string;
  87572. shader: string;
  87573. };
  87574. }
  87575. declare module BABYLON {
  87576. /**
  87577. * Renders to multiple views with a single draw call
  87578. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  87579. */
  87580. export class MultiviewRenderTarget extends RenderTargetTexture {
  87581. /**
  87582. * Creates a multiview render target
  87583. * @param scene scene used with the render target
  87584. * @param size the size of the render target (used for each view)
  87585. */
  87586. constructor(scene: Scene, size?: number | {
  87587. width: number;
  87588. height: number;
  87589. } | {
  87590. ratio: number;
  87591. });
  87592. /**
  87593. * @hidden
  87594. * @param faceIndex the face index, if its a cube texture
  87595. */
  87596. _bindFrameBuffer(faceIndex?: number): void;
  87597. /**
  87598. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87599. * @returns the view count
  87600. */
  87601. getViewCount(): number;
  87602. }
  87603. }
  87604. declare module BABYLON {
  87605. /**
  87606. * Represents a camera frustum
  87607. */
  87608. export class Frustum {
  87609. /**
  87610. * Gets the planes representing the frustum
  87611. * @param transform matrix to be applied to the returned planes
  87612. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  87613. */
  87614. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  87615. /**
  87616. * Gets the near frustum plane transformed by the transform matrix
  87617. * @param transform transformation matrix to be applied to the resulting frustum plane
  87618. * @param frustumPlane the resuling frustum plane
  87619. */
  87620. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87621. /**
  87622. * Gets the far frustum plane transformed by the transform matrix
  87623. * @param transform transformation matrix to be applied to the resulting frustum plane
  87624. * @param frustumPlane the resuling frustum plane
  87625. */
  87626. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87627. /**
  87628. * Gets the left frustum plane transformed by the transform matrix
  87629. * @param transform transformation matrix to be applied to the resulting frustum plane
  87630. * @param frustumPlane the resuling frustum plane
  87631. */
  87632. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87633. /**
  87634. * Gets the right frustum plane transformed by the transform matrix
  87635. * @param transform transformation matrix to be applied to the resulting frustum plane
  87636. * @param frustumPlane the resuling frustum plane
  87637. */
  87638. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87639. /**
  87640. * Gets the top frustum plane transformed by the transform matrix
  87641. * @param transform transformation matrix to be applied to the resulting frustum plane
  87642. * @param frustumPlane the resuling frustum plane
  87643. */
  87644. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87645. /**
  87646. * Gets the bottom frustum plane transformed by the transform matrix
  87647. * @param transform transformation matrix to be applied to the resulting frustum plane
  87648. * @param frustumPlane the resuling frustum plane
  87649. */
  87650. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87651. /**
  87652. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  87653. * @param transform transformation matrix to be applied to the resulting frustum planes
  87654. * @param frustumPlanes the resuling frustum planes
  87655. */
  87656. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  87657. }
  87658. }
  87659. declare module BABYLON {
  87660. interface Engine {
  87661. /**
  87662. * Creates a new multiview render target
  87663. * @param width defines the width of the texture
  87664. * @param height defines the height of the texture
  87665. * @returns the created multiview texture
  87666. */
  87667. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  87668. /**
  87669. * Binds a multiview framebuffer to be drawn to
  87670. * @param multiviewTexture texture to bind
  87671. */
  87672. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  87673. }
  87674. interface Camera {
  87675. /**
  87676. * @hidden
  87677. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  87678. */
  87679. _useMultiviewToSingleView: boolean;
  87680. /**
  87681. * @hidden
  87682. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  87683. */
  87684. _multiviewTexture: Nullable<RenderTargetTexture>;
  87685. /**
  87686. * @hidden
  87687. * ensures the multiview texture of the camera exists and has the specified width/height
  87688. * @param width height to set on the multiview texture
  87689. * @param height width to set on the multiview texture
  87690. */
  87691. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  87692. }
  87693. interface Scene {
  87694. /** @hidden */
  87695. _transformMatrixR: Matrix;
  87696. /** @hidden */
  87697. _multiviewSceneUbo: Nullable<UniformBuffer>;
  87698. /** @hidden */
  87699. _createMultiviewUbo(): void;
  87700. /** @hidden */
  87701. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  87702. /** @hidden */
  87703. _renderMultiviewToSingleView(camera: Camera): void;
  87704. }
  87705. }
  87706. declare module BABYLON {
  87707. /**
  87708. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  87709. * This will not be used for webXR as it supports displaying texture arrays directly
  87710. */
  87711. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  87712. /**
  87713. * Initializes a VRMultiviewToSingleview
  87714. * @param name name of the post process
  87715. * @param camera camera to be applied to
  87716. * @param scaleFactor scaling factor to the size of the output texture
  87717. */
  87718. constructor(name: string, camera: Camera, scaleFactor: number);
  87719. }
  87720. }
  87721. declare module BABYLON {
  87722. /**
  87723. * Interface used to define additional presentation attributes
  87724. */
  87725. export interface IVRPresentationAttributes {
  87726. /**
  87727. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  87728. */
  87729. highRefreshRate: boolean;
  87730. /**
  87731. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  87732. */
  87733. foveationLevel: number;
  87734. }
  87735. interface Engine {
  87736. /** @hidden */
  87737. _vrDisplay: any;
  87738. /** @hidden */
  87739. _vrSupported: boolean;
  87740. /** @hidden */
  87741. _oldSize: Size;
  87742. /** @hidden */
  87743. _oldHardwareScaleFactor: number;
  87744. /** @hidden */
  87745. _vrExclusivePointerMode: boolean;
  87746. /** @hidden */
  87747. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  87748. /** @hidden */
  87749. _onVRDisplayPointerRestricted: () => void;
  87750. /** @hidden */
  87751. _onVRDisplayPointerUnrestricted: () => void;
  87752. /** @hidden */
  87753. _onVrDisplayConnect: Nullable<(display: any) => void>;
  87754. /** @hidden */
  87755. _onVrDisplayDisconnect: Nullable<() => void>;
  87756. /** @hidden */
  87757. _onVrDisplayPresentChange: Nullable<() => void>;
  87758. /**
  87759. * Observable signaled when VR display mode changes
  87760. */
  87761. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  87762. /**
  87763. * Observable signaled when VR request present is complete
  87764. */
  87765. onVRRequestPresentComplete: Observable<boolean>;
  87766. /**
  87767. * Observable signaled when VR request present starts
  87768. */
  87769. onVRRequestPresentStart: Observable<Engine>;
  87770. /**
  87771. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  87772. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  87773. */
  87774. isInVRExclusivePointerMode: boolean;
  87775. /**
  87776. * Gets a boolean indicating if a webVR device was detected
  87777. * @returns true if a webVR device was detected
  87778. */
  87779. isVRDevicePresent(): boolean;
  87780. /**
  87781. * Gets the current webVR device
  87782. * @returns the current webVR device (or null)
  87783. */
  87784. getVRDevice(): any;
  87785. /**
  87786. * Initializes a webVR display and starts listening to display change events
  87787. * The onVRDisplayChangedObservable will be notified upon these changes
  87788. * @returns A promise containing a VRDisplay and if vr is supported
  87789. */
  87790. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  87791. /** @hidden */
  87792. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  87793. /**
  87794. * Gets or sets the presentation attributes used to configure VR rendering
  87795. */
  87796. vrPresentationAttributes?: IVRPresentationAttributes;
  87797. /**
  87798. * Call this function to switch to webVR mode
  87799. * Will do nothing if webVR is not supported or if there is no webVR device
  87800. * @param options the webvr options provided to the camera. mainly used for multiview
  87801. * @see http://doc.babylonjs.com/how_to/webvr_camera
  87802. */
  87803. enableVR(options: WebVROptions): void;
  87804. /** @hidden */
  87805. _onVRFullScreenTriggered(): void;
  87806. }
  87807. }
  87808. declare module BABYLON {
  87809. /**
  87810. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  87811. * IMPORTANT!! The data is right-hand data.
  87812. * @export
  87813. * @interface DevicePose
  87814. */
  87815. export interface DevicePose {
  87816. /**
  87817. * The position of the device, values in array are [x,y,z].
  87818. */
  87819. readonly position: Nullable<Float32Array>;
  87820. /**
  87821. * The linearVelocity of the device, values in array are [x,y,z].
  87822. */
  87823. readonly linearVelocity: Nullable<Float32Array>;
  87824. /**
  87825. * The linearAcceleration of the device, values in array are [x,y,z].
  87826. */
  87827. readonly linearAcceleration: Nullable<Float32Array>;
  87828. /**
  87829. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  87830. */
  87831. readonly orientation: Nullable<Float32Array>;
  87832. /**
  87833. * The angularVelocity of the device, values in array are [x,y,z].
  87834. */
  87835. readonly angularVelocity: Nullable<Float32Array>;
  87836. /**
  87837. * The angularAcceleration of the device, values in array are [x,y,z].
  87838. */
  87839. readonly angularAcceleration: Nullable<Float32Array>;
  87840. }
  87841. /**
  87842. * Interface representing a pose controlled object in Babylon.
  87843. * A pose controlled object has both regular pose values as well as pose values
  87844. * from an external device such as a VR head mounted display
  87845. */
  87846. export interface PoseControlled {
  87847. /**
  87848. * The position of the object in babylon space.
  87849. */
  87850. position: Vector3;
  87851. /**
  87852. * The rotation quaternion of the object in babylon space.
  87853. */
  87854. rotationQuaternion: Quaternion;
  87855. /**
  87856. * The position of the device in babylon space.
  87857. */
  87858. devicePosition?: Vector3;
  87859. /**
  87860. * The rotation quaternion of the device in babylon space.
  87861. */
  87862. deviceRotationQuaternion: Quaternion;
  87863. /**
  87864. * The raw pose coming from the device.
  87865. */
  87866. rawPose: Nullable<DevicePose>;
  87867. /**
  87868. * The scale of the device to be used when translating from device space to babylon space.
  87869. */
  87870. deviceScaleFactor: number;
  87871. /**
  87872. * Updates the poseControlled values based on the input device pose.
  87873. * @param poseData the pose data to update the object with
  87874. */
  87875. updateFromDevice(poseData: DevicePose): void;
  87876. }
  87877. /**
  87878. * Set of options to customize the webVRCamera
  87879. */
  87880. export interface WebVROptions {
  87881. /**
  87882. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  87883. */
  87884. trackPosition?: boolean;
  87885. /**
  87886. * Sets the scale of the vrDevice in babylon space. (default: 1)
  87887. */
  87888. positionScale?: number;
  87889. /**
  87890. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  87891. */
  87892. displayName?: string;
  87893. /**
  87894. * Should the native controller meshes be initialized. (default: true)
  87895. */
  87896. controllerMeshes?: boolean;
  87897. /**
  87898. * Creating a default HemiLight only on controllers. (default: true)
  87899. */
  87900. defaultLightingOnControllers?: boolean;
  87901. /**
  87902. * If you don't want to use the default VR button of the helper. (default: false)
  87903. */
  87904. useCustomVRButton?: boolean;
  87905. /**
  87906. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  87907. */
  87908. customVRButton?: HTMLButtonElement;
  87909. /**
  87910. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  87911. */
  87912. rayLength?: number;
  87913. /**
  87914. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  87915. */
  87916. defaultHeight?: number;
  87917. /**
  87918. * If multiview should be used if availible (default: false)
  87919. */
  87920. useMultiview?: boolean;
  87921. }
  87922. /**
  87923. * This represents a WebVR camera.
  87924. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  87925. * @example http://doc.babylonjs.com/how_to/webvr_camera
  87926. */
  87927. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  87928. private webVROptions;
  87929. /**
  87930. * @hidden
  87931. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  87932. */
  87933. _vrDevice: any;
  87934. /**
  87935. * The rawPose of the vrDevice.
  87936. */
  87937. rawPose: Nullable<DevicePose>;
  87938. private _onVREnabled;
  87939. private _specsVersion;
  87940. private _attached;
  87941. private _frameData;
  87942. protected _descendants: Array<Node>;
  87943. private _deviceRoomPosition;
  87944. /** @hidden */
  87945. _deviceRoomRotationQuaternion: Quaternion;
  87946. private _standingMatrix;
  87947. /**
  87948. * Represents device position in babylon space.
  87949. */
  87950. devicePosition: Vector3;
  87951. /**
  87952. * Represents device rotation in babylon space.
  87953. */
  87954. deviceRotationQuaternion: Quaternion;
  87955. /**
  87956. * The scale of the device to be used when translating from device space to babylon space.
  87957. */
  87958. deviceScaleFactor: number;
  87959. private _deviceToWorld;
  87960. private _worldToDevice;
  87961. /**
  87962. * References to the webVR controllers for the vrDevice.
  87963. */
  87964. controllers: Array<WebVRController>;
  87965. /**
  87966. * Emits an event when a controller is attached.
  87967. */
  87968. onControllersAttachedObservable: Observable<WebVRController[]>;
  87969. /**
  87970. * Emits an event when a controller's mesh has been loaded;
  87971. */
  87972. onControllerMeshLoadedObservable: Observable<WebVRController>;
  87973. /**
  87974. * Emits an event when the HMD's pose has been updated.
  87975. */
  87976. onPoseUpdatedFromDeviceObservable: Observable<any>;
  87977. private _poseSet;
  87978. /**
  87979. * If the rig cameras be used as parent instead of this camera.
  87980. */
  87981. rigParenting: boolean;
  87982. private _lightOnControllers;
  87983. private _defaultHeight?;
  87984. /**
  87985. * Instantiates a WebVRFreeCamera.
  87986. * @param name The name of the WebVRFreeCamera
  87987. * @param position The starting anchor position for the camera
  87988. * @param scene The scene the camera belongs to
  87989. * @param webVROptions a set of customizable options for the webVRCamera
  87990. */
  87991. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  87992. /**
  87993. * Gets the device distance from the ground in meters.
  87994. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  87995. */
  87996. deviceDistanceToRoomGround(): number;
  87997. /**
  87998. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  87999. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  88000. */
  88001. useStandingMatrix(callback?: (bool: boolean) => void): void;
  88002. /**
  88003. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  88004. * @returns A promise with a boolean set to if the standing matrix is supported.
  88005. */
  88006. useStandingMatrixAsync(): Promise<boolean>;
  88007. /**
  88008. * Disposes the camera
  88009. */
  88010. dispose(): void;
  88011. /**
  88012. * Gets a vrController by name.
  88013. * @param name The name of the controller to retreive
  88014. * @returns the controller matching the name specified or null if not found
  88015. */
  88016. getControllerByName(name: string): Nullable<WebVRController>;
  88017. private _leftController;
  88018. /**
  88019. * The controller corresponding to the users left hand.
  88020. */
  88021. get leftController(): Nullable<WebVRController>;
  88022. private _rightController;
  88023. /**
  88024. * The controller corresponding to the users right hand.
  88025. */
  88026. get rightController(): Nullable<WebVRController>;
  88027. /**
  88028. * Casts a ray forward from the vrCamera's gaze.
  88029. * @param length Length of the ray (default: 100)
  88030. * @returns the ray corresponding to the gaze
  88031. */
  88032. getForwardRay(length?: number): Ray;
  88033. /**
  88034. * @hidden
  88035. * Updates the camera based on device's frame data
  88036. */
  88037. _checkInputs(): void;
  88038. /**
  88039. * Updates the poseControlled values based on the input device pose.
  88040. * @param poseData Pose coming from the device
  88041. */
  88042. updateFromDevice(poseData: DevicePose): void;
  88043. private _htmlElementAttached;
  88044. private _detachIfAttached;
  88045. /**
  88046. * WebVR's attach control will start broadcasting frames to the device.
  88047. * Note that in certain browsers (chrome for example) this function must be called
  88048. * within a user-interaction callback. Example:
  88049. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  88050. *
  88051. * @param element html element to attach the vrDevice to
  88052. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  88053. */
  88054. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88055. /**
  88056. * Detaches the camera from the html element and disables VR
  88057. *
  88058. * @param element html element to detach from
  88059. */
  88060. detachControl(element: HTMLElement): void;
  88061. /**
  88062. * @returns the name of this class
  88063. */
  88064. getClassName(): string;
  88065. /**
  88066. * Calls resetPose on the vrDisplay
  88067. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  88068. */
  88069. resetToCurrentRotation(): void;
  88070. /**
  88071. * @hidden
  88072. * Updates the rig cameras (left and right eye)
  88073. */
  88074. _updateRigCameras(): void;
  88075. private _workingVector;
  88076. private _oneVector;
  88077. private _workingMatrix;
  88078. private updateCacheCalled;
  88079. private _correctPositionIfNotTrackPosition;
  88080. /**
  88081. * @hidden
  88082. * Updates the cached values of the camera
  88083. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  88084. */
  88085. _updateCache(ignoreParentClass?: boolean): void;
  88086. /**
  88087. * @hidden
  88088. * Get current device position in babylon world
  88089. */
  88090. _computeDevicePosition(): void;
  88091. /**
  88092. * Updates the current device position and rotation in the babylon world
  88093. */
  88094. update(): void;
  88095. /**
  88096. * @hidden
  88097. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  88098. * @returns an identity matrix
  88099. */
  88100. _getViewMatrix(): Matrix;
  88101. private _tmpMatrix;
  88102. /**
  88103. * This function is called by the two RIG cameras.
  88104. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  88105. * @hidden
  88106. */
  88107. _getWebVRViewMatrix(): Matrix;
  88108. /** @hidden */
  88109. _getWebVRProjectionMatrix(): Matrix;
  88110. private _onGamepadConnectedObserver;
  88111. private _onGamepadDisconnectedObserver;
  88112. private _updateCacheWhenTrackingDisabledObserver;
  88113. /**
  88114. * Initializes the controllers and their meshes
  88115. */
  88116. initControllers(): void;
  88117. }
  88118. }
  88119. declare module BABYLON {
  88120. /**
  88121. * Size options for a post process
  88122. */
  88123. export type PostProcessOptions = {
  88124. width: number;
  88125. height: number;
  88126. };
  88127. /**
  88128. * PostProcess can be used to apply a shader to a texture after it has been rendered
  88129. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  88130. */
  88131. export class PostProcess {
  88132. /** Name of the PostProcess. */
  88133. name: string;
  88134. /**
  88135. * Gets or sets the unique id of the post process
  88136. */
  88137. uniqueId: number;
  88138. /**
  88139. * Width of the texture to apply the post process on
  88140. */
  88141. width: number;
  88142. /**
  88143. * Height of the texture to apply the post process on
  88144. */
  88145. height: number;
  88146. /**
  88147. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  88148. * @hidden
  88149. */
  88150. _outputTexture: Nullable<InternalTexture>;
  88151. /**
  88152. * Sampling mode used by the shader
  88153. * See https://doc.babylonjs.com/classes/3.1/texture
  88154. */
  88155. renderTargetSamplingMode: number;
  88156. /**
  88157. * Clear color to use when screen clearing
  88158. */
  88159. clearColor: Color4;
  88160. /**
  88161. * If the buffer needs to be cleared before applying the post process. (default: true)
  88162. * Should be set to false if shader will overwrite all previous pixels.
  88163. */
  88164. autoClear: boolean;
  88165. /**
  88166. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  88167. */
  88168. alphaMode: number;
  88169. /**
  88170. * Sets the setAlphaBlendConstants of the babylon engine
  88171. */
  88172. alphaConstants: Color4;
  88173. /**
  88174. * Animations to be used for the post processing
  88175. */
  88176. animations: Animation[];
  88177. /**
  88178. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  88179. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  88180. */
  88181. enablePixelPerfectMode: boolean;
  88182. /**
  88183. * Force the postprocess to be applied without taking in account viewport
  88184. */
  88185. forceFullscreenViewport: boolean;
  88186. /**
  88187. * List of inspectable custom properties (used by the Inspector)
  88188. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88189. */
  88190. inspectableCustomProperties: IInspectable[];
  88191. /**
  88192. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  88193. *
  88194. * | Value | Type | Description |
  88195. * | ----- | ----------------------------------- | ----------- |
  88196. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  88197. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  88198. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  88199. *
  88200. */
  88201. scaleMode: number;
  88202. /**
  88203. * Force textures to be a power of two (default: false)
  88204. */
  88205. alwaysForcePOT: boolean;
  88206. private _samples;
  88207. /**
  88208. * Number of sample textures (default: 1)
  88209. */
  88210. get samples(): number;
  88211. set samples(n: number);
  88212. /**
  88213. * Modify the scale of the post process to be the same as the viewport (default: false)
  88214. */
  88215. adaptScaleToCurrentViewport: boolean;
  88216. private _camera;
  88217. private _scene;
  88218. private _engine;
  88219. private _options;
  88220. private _reusable;
  88221. private _textureType;
  88222. private _textureFormat;
  88223. /**
  88224. * Smart array of input and output textures for the post process.
  88225. * @hidden
  88226. */
  88227. _textures: SmartArray<InternalTexture>;
  88228. /**
  88229. * The index in _textures that corresponds to the output texture.
  88230. * @hidden
  88231. */
  88232. _currentRenderTextureInd: number;
  88233. private _effect;
  88234. private _samplers;
  88235. private _fragmentUrl;
  88236. private _vertexUrl;
  88237. private _parameters;
  88238. private _scaleRatio;
  88239. protected _indexParameters: any;
  88240. private _shareOutputWithPostProcess;
  88241. private _texelSize;
  88242. private _forcedOutputTexture;
  88243. /**
  88244. * Returns the fragment url or shader name used in the post process.
  88245. * @returns the fragment url or name in the shader store.
  88246. */
  88247. getEffectName(): string;
  88248. /**
  88249. * An event triggered when the postprocess is activated.
  88250. */
  88251. onActivateObservable: Observable<Camera>;
  88252. private _onActivateObserver;
  88253. /**
  88254. * A function that is added to the onActivateObservable
  88255. */
  88256. set onActivate(callback: Nullable<(camera: Camera) => void>);
  88257. /**
  88258. * An event triggered when the postprocess changes its size.
  88259. */
  88260. onSizeChangedObservable: Observable<PostProcess>;
  88261. private _onSizeChangedObserver;
  88262. /**
  88263. * A function that is added to the onSizeChangedObservable
  88264. */
  88265. set onSizeChanged(callback: (postProcess: PostProcess) => void);
  88266. /**
  88267. * An event triggered when the postprocess applies its effect.
  88268. */
  88269. onApplyObservable: Observable<Effect>;
  88270. private _onApplyObserver;
  88271. /**
  88272. * A function that is added to the onApplyObservable
  88273. */
  88274. set onApply(callback: (effect: Effect) => void);
  88275. /**
  88276. * An event triggered before rendering the postprocess
  88277. */
  88278. onBeforeRenderObservable: Observable<Effect>;
  88279. private _onBeforeRenderObserver;
  88280. /**
  88281. * A function that is added to the onBeforeRenderObservable
  88282. */
  88283. set onBeforeRender(callback: (effect: Effect) => void);
  88284. /**
  88285. * An event triggered after rendering the postprocess
  88286. */
  88287. onAfterRenderObservable: Observable<Effect>;
  88288. private _onAfterRenderObserver;
  88289. /**
  88290. * A function that is added to the onAfterRenderObservable
  88291. */
  88292. set onAfterRender(callback: (efect: Effect) => void);
  88293. /**
  88294. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  88295. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  88296. */
  88297. get inputTexture(): InternalTexture;
  88298. set inputTexture(value: InternalTexture);
  88299. /**
  88300. * Gets the camera which post process is applied to.
  88301. * @returns The camera the post process is applied to.
  88302. */
  88303. getCamera(): Camera;
  88304. /**
  88305. * Gets the texel size of the postprocess.
  88306. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  88307. */
  88308. get texelSize(): Vector2;
  88309. /**
  88310. * Creates a new instance PostProcess
  88311. * @param name The name of the PostProcess.
  88312. * @param fragmentUrl The url of the fragment shader to be used.
  88313. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  88314. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  88315. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88316. * @param camera The camera to apply the render pass to.
  88317. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88318. * @param engine The engine which the post process will be applied. (default: current engine)
  88319. * @param reusable If the post process can be reused on the same frame. (default: false)
  88320. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  88321. * @param textureType Type of textures used when performing the post process. (default: 0)
  88322. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  88323. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88324. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  88325. * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
  88326. */
  88327. constructor(
  88328. /** Name of the PostProcess. */
  88329. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean, textureFormat?: number);
  88330. /**
  88331. * Gets a string idenfifying the name of the class
  88332. * @returns "PostProcess" string
  88333. */
  88334. getClassName(): string;
  88335. /**
  88336. * Gets the engine which this post process belongs to.
  88337. * @returns The engine the post process was enabled with.
  88338. */
  88339. getEngine(): Engine;
  88340. /**
  88341. * The effect that is created when initializing the post process.
  88342. * @returns The created effect corresponding the the postprocess.
  88343. */
  88344. getEffect(): Effect;
  88345. /**
  88346. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  88347. * @param postProcess The post process to share the output with.
  88348. * @returns This post process.
  88349. */
  88350. shareOutputWith(postProcess: PostProcess): PostProcess;
  88351. /**
  88352. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  88353. * This should be called if the post process that shares output with this post process is disabled/disposed.
  88354. */
  88355. useOwnOutput(): void;
  88356. /**
  88357. * Updates the effect with the current post process compile time values and recompiles the shader.
  88358. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88359. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88360. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88361. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88362. * @param onCompiled Called when the shader has been compiled.
  88363. * @param onError Called if there is an error when compiling a shader.
  88364. */
  88365. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88366. /**
  88367. * The post process is reusable if it can be used multiple times within one frame.
  88368. * @returns If the post process is reusable
  88369. */
  88370. isReusable(): boolean;
  88371. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  88372. markTextureDirty(): void;
  88373. /**
  88374. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  88375. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  88376. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  88377. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  88378. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  88379. * @returns The target texture that was bound to be written to.
  88380. */
  88381. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  88382. /**
  88383. * If the post process is supported.
  88384. */
  88385. get isSupported(): boolean;
  88386. /**
  88387. * The aspect ratio of the output texture.
  88388. */
  88389. get aspectRatio(): number;
  88390. /**
  88391. * Get a value indicating if the post-process is ready to be used
  88392. * @returns true if the post-process is ready (shader is compiled)
  88393. */
  88394. isReady(): boolean;
  88395. /**
  88396. * Binds all textures and uniforms to the shader, this will be run on every pass.
  88397. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  88398. */
  88399. apply(): Nullable<Effect>;
  88400. private _disposeTextures;
  88401. /**
  88402. * Disposes the post process.
  88403. * @param camera The camera to dispose the post process on.
  88404. */
  88405. dispose(camera?: Camera): void;
  88406. }
  88407. }
  88408. declare module BABYLON {
  88409. /** @hidden */
  88410. export var kernelBlurVaryingDeclaration: {
  88411. name: string;
  88412. shader: string;
  88413. };
  88414. }
  88415. declare module BABYLON {
  88416. /** @hidden */
  88417. export var kernelBlurFragment: {
  88418. name: string;
  88419. shader: string;
  88420. };
  88421. }
  88422. declare module BABYLON {
  88423. /** @hidden */
  88424. export var kernelBlurFragment2: {
  88425. name: string;
  88426. shader: string;
  88427. };
  88428. }
  88429. declare module BABYLON {
  88430. /** @hidden */
  88431. export var kernelBlurPixelShader: {
  88432. name: string;
  88433. shader: string;
  88434. };
  88435. }
  88436. declare module BABYLON {
  88437. /** @hidden */
  88438. export var kernelBlurVertex: {
  88439. name: string;
  88440. shader: string;
  88441. };
  88442. }
  88443. declare module BABYLON {
  88444. /** @hidden */
  88445. export var kernelBlurVertexShader: {
  88446. name: string;
  88447. shader: string;
  88448. };
  88449. }
  88450. declare module BABYLON {
  88451. /**
  88452. * The Blur Post Process which blurs an image based on a kernel and direction.
  88453. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88454. */
  88455. export class BlurPostProcess extends PostProcess {
  88456. /** The direction in which to blur the image. */
  88457. direction: Vector2;
  88458. private blockCompilation;
  88459. protected _kernel: number;
  88460. protected _idealKernel: number;
  88461. protected _packedFloat: boolean;
  88462. private _staticDefines;
  88463. /**
  88464. * Sets the length in pixels of the blur sample region
  88465. */
  88466. set kernel(v: number);
  88467. /**
  88468. * Gets the length in pixels of the blur sample region
  88469. */
  88470. get kernel(): number;
  88471. /**
  88472. * Sets wether or not the blur needs to unpack/repack floats
  88473. */
  88474. set packedFloat(v: boolean);
  88475. /**
  88476. * Gets wether or not the blur is unpacking/repacking floats
  88477. */
  88478. get packedFloat(): boolean;
  88479. /**
  88480. * Creates a new instance BlurPostProcess
  88481. * @param name The name of the effect.
  88482. * @param direction The direction in which to blur the image.
  88483. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  88484. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88485. * @param camera The camera to apply the render pass to.
  88486. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88487. * @param engine The engine which the post process will be applied. (default: current engine)
  88488. * @param reusable If the post process can be reused on the same frame. (default: false)
  88489. * @param textureType Type of textures used when performing the post process. (default: 0)
  88490. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88491. */
  88492. constructor(name: string,
  88493. /** The direction in which to blur the image. */
  88494. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  88495. /**
  88496. * Updates the effect with the current post process compile time values and recompiles the shader.
  88497. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88498. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88499. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88500. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88501. * @param onCompiled Called when the shader has been compiled.
  88502. * @param onError Called if there is an error when compiling a shader.
  88503. */
  88504. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88505. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88506. /**
  88507. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88508. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88509. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88510. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88511. * The gaps between physical kernels are compensated for in the weighting of the samples
  88512. * @param idealKernel Ideal blur kernel.
  88513. * @return Nearest best kernel.
  88514. */
  88515. protected _nearestBestKernel(idealKernel: number): number;
  88516. /**
  88517. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88518. * @param x The point on the Gaussian distribution to sample.
  88519. * @return the value of the Gaussian function at x.
  88520. */
  88521. protected _gaussianWeight(x: number): number;
  88522. /**
  88523. * Generates a string that can be used as a floating point number in GLSL.
  88524. * @param x Value to print.
  88525. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88526. * @return GLSL float string.
  88527. */
  88528. protected _glslFloat(x: number, decimalFigures?: number): string;
  88529. }
  88530. }
  88531. declare module BABYLON {
  88532. /**
  88533. * Mirror texture can be used to simulate the view from a mirror in a scene.
  88534. * It will dynamically be rendered every frame to adapt to the camera point of view.
  88535. * You can then easily use it as a reflectionTexture on a flat surface.
  88536. * In case the surface is not a plane, please consider relying on reflection probes.
  88537. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88538. */
  88539. export class MirrorTexture extends RenderTargetTexture {
  88540. private scene;
  88541. /**
  88542. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  88543. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  88544. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88545. */
  88546. mirrorPlane: Plane;
  88547. /**
  88548. * Define the blur ratio used to blur the reflection if needed.
  88549. */
  88550. set blurRatio(value: number);
  88551. get blurRatio(): number;
  88552. /**
  88553. * Define the adaptive blur kernel used to blur the reflection if needed.
  88554. * This will autocompute the closest best match for the `blurKernel`
  88555. */
  88556. set adaptiveBlurKernel(value: number);
  88557. /**
  88558. * Define the blur kernel used to blur the reflection if needed.
  88559. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88560. */
  88561. set blurKernel(value: number);
  88562. /**
  88563. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  88564. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88565. */
  88566. set blurKernelX(value: number);
  88567. get blurKernelX(): number;
  88568. /**
  88569. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  88570. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88571. */
  88572. set blurKernelY(value: number);
  88573. get blurKernelY(): number;
  88574. private _autoComputeBlurKernel;
  88575. protected _onRatioRescale(): void;
  88576. private _updateGammaSpace;
  88577. private _imageProcessingConfigChangeObserver;
  88578. private _transformMatrix;
  88579. private _mirrorMatrix;
  88580. private _savedViewMatrix;
  88581. private _blurX;
  88582. private _blurY;
  88583. private _adaptiveBlurKernel;
  88584. private _blurKernelX;
  88585. private _blurKernelY;
  88586. private _blurRatio;
  88587. /**
  88588. * Instantiates a Mirror Texture.
  88589. * Mirror texture can be used to simulate the view from a mirror in a scene.
  88590. * It will dynamically be rendered every frame to adapt to the camera point of view.
  88591. * You can then easily use it as a reflectionTexture on a flat surface.
  88592. * In case the surface is not a plane, please consider relying on reflection probes.
  88593. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88594. * @param name
  88595. * @param size
  88596. * @param scene
  88597. * @param generateMipMaps
  88598. * @param type
  88599. * @param samplingMode
  88600. * @param generateDepthBuffer
  88601. */
  88602. constructor(name: string, size: number | {
  88603. width: number;
  88604. height: number;
  88605. } | {
  88606. ratio: number;
  88607. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  88608. private _preparePostProcesses;
  88609. /**
  88610. * Clone the mirror texture.
  88611. * @returns the cloned texture
  88612. */
  88613. clone(): MirrorTexture;
  88614. /**
  88615. * Serialize the texture to a JSON representation you could use in Parse later on
  88616. * @returns the serialized JSON representation
  88617. */
  88618. serialize(): any;
  88619. /**
  88620. * Dispose the texture and release its associated resources.
  88621. */
  88622. dispose(): void;
  88623. }
  88624. }
  88625. declare module BABYLON {
  88626. /**
  88627. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  88628. * @see http://doc.babylonjs.com/babylon101/materials#texture
  88629. */
  88630. export class Texture extends BaseTexture {
  88631. /**
  88632. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  88633. */
  88634. static SerializeBuffers: boolean;
  88635. /** @hidden */
  88636. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  88637. /** @hidden */
  88638. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  88639. /** @hidden */
  88640. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  88641. /** nearest is mag = nearest and min = nearest and mip = linear */
  88642. static readonly NEAREST_SAMPLINGMODE: number;
  88643. /** nearest is mag = nearest and min = nearest and mip = linear */
  88644. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  88645. /** Bilinear is mag = linear and min = linear and mip = nearest */
  88646. static readonly BILINEAR_SAMPLINGMODE: number;
  88647. /** Bilinear is mag = linear and min = linear and mip = nearest */
  88648. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  88649. /** Trilinear is mag = linear and min = linear and mip = linear */
  88650. static readonly TRILINEAR_SAMPLINGMODE: number;
  88651. /** Trilinear is mag = linear and min = linear and mip = linear */
  88652. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  88653. /** mag = nearest and min = nearest and mip = nearest */
  88654. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  88655. /** mag = nearest and min = linear and mip = nearest */
  88656. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  88657. /** mag = nearest and min = linear and mip = linear */
  88658. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  88659. /** mag = nearest and min = linear and mip = none */
  88660. static readonly NEAREST_LINEAR: number;
  88661. /** mag = nearest and min = nearest and mip = none */
  88662. static readonly NEAREST_NEAREST: number;
  88663. /** mag = linear and min = nearest and mip = nearest */
  88664. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  88665. /** mag = linear and min = nearest and mip = linear */
  88666. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  88667. /** mag = linear and min = linear and mip = none */
  88668. static readonly LINEAR_LINEAR: number;
  88669. /** mag = linear and min = nearest and mip = none */
  88670. static readonly LINEAR_NEAREST: number;
  88671. /** Explicit coordinates mode */
  88672. static readonly EXPLICIT_MODE: number;
  88673. /** Spherical coordinates mode */
  88674. static readonly SPHERICAL_MODE: number;
  88675. /** Planar coordinates mode */
  88676. static readonly PLANAR_MODE: number;
  88677. /** Cubic coordinates mode */
  88678. static readonly CUBIC_MODE: number;
  88679. /** Projection coordinates mode */
  88680. static readonly PROJECTION_MODE: number;
  88681. /** Inverse Cubic coordinates mode */
  88682. static readonly SKYBOX_MODE: number;
  88683. /** Inverse Cubic coordinates mode */
  88684. static readonly INVCUBIC_MODE: number;
  88685. /** Equirectangular coordinates mode */
  88686. static readonly EQUIRECTANGULAR_MODE: number;
  88687. /** Equirectangular Fixed coordinates mode */
  88688. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  88689. /** Equirectangular Fixed Mirrored coordinates mode */
  88690. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  88691. /** Texture is not repeating outside of 0..1 UVs */
  88692. static readonly CLAMP_ADDRESSMODE: number;
  88693. /** Texture is repeating outside of 0..1 UVs */
  88694. static readonly WRAP_ADDRESSMODE: number;
  88695. /** Texture is repeating and mirrored */
  88696. static readonly MIRROR_ADDRESSMODE: number;
  88697. /**
  88698. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  88699. */
  88700. static UseSerializedUrlIfAny: boolean;
  88701. /**
  88702. * Define the url of the texture.
  88703. */
  88704. url: Nullable<string>;
  88705. /**
  88706. * Define an offset on the texture to offset the u coordinates of the UVs
  88707. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  88708. */
  88709. uOffset: number;
  88710. /**
  88711. * Define an offset on the texture to offset the v coordinates of the UVs
  88712. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  88713. */
  88714. vOffset: number;
  88715. /**
  88716. * Define an offset on the texture to scale the u coordinates of the UVs
  88717. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  88718. */
  88719. uScale: number;
  88720. /**
  88721. * Define an offset on the texture to scale the v coordinates of the UVs
  88722. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  88723. */
  88724. vScale: number;
  88725. /**
  88726. * Define an offset on the texture to rotate around the u coordinates of the UVs
  88727. * @see http://doc.babylonjs.com/how_to/more_materials
  88728. */
  88729. uAng: number;
  88730. /**
  88731. * Define an offset on the texture to rotate around the v coordinates of the UVs
  88732. * @see http://doc.babylonjs.com/how_to/more_materials
  88733. */
  88734. vAng: number;
  88735. /**
  88736. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  88737. * @see http://doc.babylonjs.com/how_to/more_materials
  88738. */
  88739. wAng: number;
  88740. /**
  88741. * Defines the center of rotation (U)
  88742. */
  88743. uRotationCenter: number;
  88744. /**
  88745. * Defines the center of rotation (V)
  88746. */
  88747. vRotationCenter: number;
  88748. /**
  88749. * Defines the center of rotation (W)
  88750. */
  88751. wRotationCenter: number;
  88752. /**
  88753. * Are mip maps generated for this texture or not.
  88754. */
  88755. get noMipmap(): boolean;
  88756. /**
  88757. * List of inspectable custom properties (used by the Inspector)
  88758. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88759. */
  88760. inspectableCustomProperties: Nullable<IInspectable[]>;
  88761. private _noMipmap;
  88762. /** @hidden */
  88763. _invertY: boolean;
  88764. private _rowGenerationMatrix;
  88765. private _cachedTextureMatrix;
  88766. private _projectionModeMatrix;
  88767. private _t0;
  88768. private _t1;
  88769. private _t2;
  88770. private _cachedUOffset;
  88771. private _cachedVOffset;
  88772. private _cachedUScale;
  88773. private _cachedVScale;
  88774. private _cachedUAng;
  88775. private _cachedVAng;
  88776. private _cachedWAng;
  88777. private _cachedProjectionMatrixId;
  88778. private _cachedCoordinatesMode;
  88779. /** @hidden */
  88780. protected _initialSamplingMode: number;
  88781. /** @hidden */
  88782. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  88783. private _deleteBuffer;
  88784. protected _format: Nullable<number>;
  88785. private _delayedOnLoad;
  88786. private _delayedOnError;
  88787. private _mimeType?;
  88788. /**
  88789. * Observable triggered once the texture has been loaded.
  88790. */
  88791. onLoadObservable: Observable<Texture>;
  88792. protected _isBlocking: boolean;
  88793. /**
  88794. * Is the texture preventing material to render while loading.
  88795. * If false, a default texture will be used instead of the loading one during the preparation step.
  88796. */
  88797. set isBlocking(value: boolean);
  88798. get isBlocking(): boolean;
  88799. /**
  88800. * Get the current sampling mode associated with the texture.
  88801. */
  88802. get samplingMode(): number;
  88803. /**
  88804. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  88805. */
  88806. get invertY(): boolean;
  88807. /**
  88808. * Instantiates a new texture.
  88809. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  88810. * @see http://doc.babylonjs.com/babylon101/materials#texture
  88811. * @param url defines the url of the picture to load as a texture
  88812. * @param scene defines the scene or engine the texture will belong to
  88813. * @param noMipmap defines if the texture will require mip maps or not
  88814. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  88815. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88816. * @param onLoad defines a callback triggered when the texture has been loaded
  88817. * @param onError defines a callback triggered when an error occurred during the loading session
  88818. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  88819. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  88820. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88821. * @param mimeType defines an optional mime type information
  88822. */
  88823. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  88824. /**
  88825. * Update the url (and optional buffer) of this texture if url was null during construction.
  88826. * @param url the url of the texture
  88827. * @param buffer the buffer of the texture (defaults to null)
  88828. * @param onLoad callback called when the texture is loaded (defaults to null)
  88829. */
  88830. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  88831. /**
  88832. * Finish the loading sequence of a texture flagged as delayed load.
  88833. * @hidden
  88834. */
  88835. delayLoad(): void;
  88836. private _prepareRowForTextureGeneration;
  88837. /**
  88838. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  88839. * @returns the transform matrix of the texture.
  88840. */
  88841. getTextureMatrix(uBase?: number): Matrix;
  88842. /**
  88843. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  88844. * @returns The reflection texture transform
  88845. */
  88846. getReflectionTextureMatrix(): Matrix;
  88847. /**
  88848. * Clones the texture.
  88849. * @returns the cloned texture
  88850. */
  88851. clone(): Texture;
  88852. /**
  88853. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88854. * @returns The JSON representation of the texture
  88855. */
  88856. serialize(): any;
  88857. /**
  88858. * Get the current class name of the texture useful for serialization or dynamic coding.
  88859. * @returns "Texture"
  88860. */
  88861. getClassName(): string;
  88862. /**
  88863. * Dispose the texture and release its associated resources.
  88864. */
  88865. dispose(): void;
  88866. /**
  88867. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  88868. * @param parsedTexture Define the JSON representation of the texture
  88869. * @param scene Define the scene the parsed texture should be instantiated in
  88870. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  88871. * @returns The parsed texture if successful
  88872. */
  88873. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  88874. /**
  88875. * Creates a texture from its base 64 representation.
  88876. * @param data Define the base64 payload without the data: prefix
  88877. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  88878. * @param scene Define the scene the texture should belong to
  88879. * @param noMipmap Forces the texture to not create mip map information if true
  88880. * @param invertY define if the texture needs to be inverted on the y axis during loading
  88881. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88882. * @param onLoad define a callback triggered when the texture has been loaded
  88883. * @param onError define a callback triggered when an error occurred during the loading session
  88884. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88885. * @returns the created texture
  88886. */
  88887. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  88888. /**
  88889. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  88890. * @param data Define the base64 payload without the data: prefix
  88891. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  88892. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  88893. * @param scene Define the scene the texture should belong to
  88894. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  88895. * @param noMipmap Forces the texture to not create mip map information if true
  88896. * @param invertY define if the texture needs to be inverted on the y axis during loading
  88897. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88898. * @param onLoad define a callback triggered when the texture has been loaded
  88899. * @param onError define a callback triggered when an error occurred during the loading session
  88900. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88901. * @returns the created texture
  88902. */
  88903. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  88904. }
  88905. }
  88906. declare module BABYLON {
  88907. /**
  88908. * PostProcessManager is used to manage one or more post processes or post process pipelines
  88909. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  88910. */
  88911. export class PostProcessManager {
  88912. private _scene;
  88913. private _indexBuffer;
  88914. private _vertexBuffers;
  88915. /**
  88916. * Creates a new instance PostProcess
  88917. * @param scene The scene that the post process is associated with.
  88918. */
  88919. constructor(scene: Scene);
  88920. private _prepareBuffers;
  88921. private _buildIndexBuffer;
  88922. /**
  88923. * Rebuilds the vertex buffers of the manager.
  88924. * @hidden
  88925. */
  88926. _rebuild(): void;
  88927. /**
  88928. * Prepares a frame to be run through a post process.
  88929. * @param sourceTexture The input texture to the post procesess. (default: null)
  88930. * @param postProcesses An array of post processes to be run. (default: null)
  88931. * @returns True if the post processes were able to be run.
  88932. * @hidden
  88933. */
  88934. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  88935. /**
  88936. * Manually render a set of post processes to a texture.
  88937. * @param postProcesses An array of post processes to be run.
  88938. * @param targetTexture The target texture to render to.
  88939. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  88940. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  88941. * @param lodLevel defines which lod of the texture to render to
  88942. */
  88943. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  88944. /**
  88945. * Finalize the result of the output of the postprocesses.
  88946. * @param doNotPresent If true the result will not be displayed to the screen.
  88947. * @param targetTexture The target texture to render to.
  88948. * @param faceIndex The index of the face to bind the target texture to.
  88949. * @param postProcesses The array of post processes to render.
  88950. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  88951. * @hidden
  88952. */
  88953. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  88954. /**
  88955. * Disposes of the post process manager.
  88956. */
  88957. dispose(): void;
  88958. }
  88959. }
  88960. declare module BABYLON {
  88961. /** Interface used by value gradients (color, factor, ...) */
  88962. export interface IValueGradient {
  88963. /**
  88964. * Gets or sets the gradient value (between 0 and 1)
  88965. */
  88966. gradient: number;
  88967. }
  88968. /** Class used to store color4 gradient */
  88969. export class ColorGradient implements IValueGradient {
  88970. /**
  88971. * Gets or sets the gradient value (between 0 and 1)
  88972. */
  88973. gradient: number;
  88974. /**
  88975. * Gets or sets first associated color
  88976. */
  88977. color1: Color4;
  88978. /**
  88979. * Gets or sets second associated color
  88980. */
  88981. color2?: Color4;
  88982. /**
  88983. * Will get a color picked randomly between color1 and color2.
  88984. * If color2 is undefined then color1 will be used
  88985. * @param result defines the target Color4 to store the result in
  88986. */
  88987. getColorToRef(result: Color4): void;
  88988. }
  88989. /** Class used to store color 3 gradient */
  88990. export class Color3Gradient implements IValueGradient {
  88991. /**
  88992. * Gets or sets the gradient value (between 0 and 1)
  88993. */
  88994. gradient: number;
  88995. /**
  88996. * Gets or sets the associated color
  88997. */
  88998. color: Color3;
  88999. }
  89000. /** Class used to store factor gradient */
  89001. export class FactorGradient implements IValueGradient {
  89002. /**
  89003. * Gets or sets the gradient value (between 0 and 1)
  89004. */
  89005. gradient: number;
  89006. /**
  89007. * Gets or sets first associated factor
  89008. */
  89009. factor1: number;
  89010. /**
  89011. * Gets or sets second associated factor
  89012. */
  89013. factor2?: number;
  89014. /**
  89015. * Will get a number picked randomly between factor1 and factor2.
  89016. * If factor2 is undefined then factor1 will be used
  89017. * @returns the picked number
  89018. */
  89019. getFactor(): number;
  89020. }
  89021. /**
  89022. * Helper used to simplify some generic gradient tasks
  89023. */
  89024. export class GradientHelper {
  89025. /**
  89026. * Gets the current gradient from an array of IValueGradient
  89027. * @param ratio defines the current ratio to get
  89028. * @param gradients defines the array of IValueGradient
  89029. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  89030. */
  89031. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  89032. }
  89033. }
  89034. declare module BABYLON {
  89035. interface ThinEngine {
  89036. /**
  89037. * Creates a dynamic texture
  89038. * @param width defines the width of the texture
  89039. * @param height defines the height of the texture
  89040. * @param generateMipMaps defines if the engine should generate the mip levels
  89041. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  89042. * @returns the dynamic texture inside an InternalTexture
  89043. */
  89044. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  89045. /**
  89046. * Update the content of a dynamic texture
  89047. * @param texture defines the texture to update
  89048. * @param canvas defines the canvas containing the source
  89049. * @param invertY defines if data must be stored with Y axis inverted
  89050. * @param premulAlpha defines if alpha is stored as premultiplied
  89051. * @param format defines the format of the data
  89052. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  89053. */
  89054. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  89055. }
  89056. }
  89057. declare module BABYLON {
  89058. /**
  89059. * Helper class used to generate a canvas to manipulate images
  89060. */
  89061. export class CanvasGenerator {
  89062. /**
  89063. * Create a new canvas (or offscreen canvas depending on the context)
  89064. * @param width defines the expected width
  89065. * @param height defines the expected height
  89066. * @return a new canvas or offscreen canvas
  89067. */
  89068. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  89069. }
  89070. }
  89071. declare module BABYLON {
  89072. /**
  89073. * A class extending Texture allowing drawing on a texture
  89074. * @see http://doc.babylonjs.com/how_to/dynamictexture
  89075. */
  89076. export class DynamicTexture extends Texture {
  89077. private _generateMipMaps;
  89078. private _canvas;
  89079. private _context;
  89080. private _engine;
  89081. /**
  89082. * Creates a DynamicTexture
  89083. * @param name defines the name of the texture
  89084. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  89085. * @param scene defines the scene where you want the texture
  89086. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  89087. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  89088. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  89089. */
  89090. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  89091. /**
  89092. * Get the current class name of the texture useful for serialization or dynamic coding.
  89093. * @returns "DynamicTexture"
  89094. */
  89095. getClassName(): string;
  89096. /**
  89097. * Gets the current state of canRescale
  89098. */
  89099. get canRescale(): boolean;
  89100. private _recreate;
  89101. /**
  89102. * Scales the texture
  89103. * @param ratio the scale factor to apply to both width and height
  89104. */
  89105. scale(ratio: number): void;
  89106. /**
  89107. * Resizes the texture
  89108. * @param width the new width
  89109. * @param height the new height
  89110. */
  89111. scaleTo(width: number, height: number): void;
  89112. /**
  89113. * Gets the context of the canvas used by the texture
  89114. * @returns the canvas context of the dynamic texture
  89115. */
  89116. getContext(): CanvasRenderingContext2D;
  89117. /**
  89118. * Clears the texture
  89119. */
  89120. clear(): void;
  89121. /**
  89122. * Updates the texture
  89123. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  89124. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  89125. */
  89126. update(invertY?: boolean, premulAlpha?: boolean): void;
  89127. /**
  89128. * Draws text onto the texture
  89129. * @param text defines the text to be drawn
  89130. * @param x defines the placement of the text from the left
  89131. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  89132. * @param font defines the font to be used with font-style, font-size, font-name
  89133. * @param color defines the color used for the text
  89134. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  89135. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  89136. * @param update defines whether texture is immediately update (default is true)
  89137. */
  89138. drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  89139. /**
  89140. * Clones the texture
  89141. * @returns the clone of the texture.
  89142. */
  89143. clone(): DynamicTexture;
  89144. /**
  89145. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  89146. * @returns a serialized dynamic texture object
  89147. */
  89148. serialize(): any;
  89149. /** @hidden */
  89150. _rebuild(): void;
  89151. }
  89152. }
  89153. declare module BABYLON {
  89154. interface AbstractScene {
  89155. /**
  89156. * The list of procedural textures added to the scene
  89157. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89158. */
  89159. proceduralTextures: Array<ProceduralTexture>;
  89160. }
  89161. /**
  89162. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  89163. * in a given scene.
  89164. */
  89165. export class ProceduralTextureSceneComponent implements ISceneComponent {
  89166. /**
  89167. * The component name helpfull to identify the component in the list of scene components.
  89168. */
  89169. readonly name: string;
  89170. /**
  89171. * The scene the component belongs to.
  89172. */
  89173. scene: Scene;
  89174. /**
  89175. * Creates a new instance of the component for the given scene
  89176. * @param scene Defines the scene to register the component in
  89177. */
  89178. constructor(scene: Scene);
  89179. /**
  89180. * Registers the component in a given scene
  89181. */
  89182. register(): void;
  89183. /**
  89184. * Rebuilds the elements related to this component in case of
  89185. * context lost for instance.
  89186. */
  89187. rebuild(): void;
  89188. /**
  89189. * Disposes the component and the associated ressources.
  89190. */
  89191. dispose(): void;
  89192. private _beforeClear;
  89193. }
  89194. }
  89195. declare module BABYLON {
  89196. interface ThinEngine {
  89197. /**
  89198. * Creates a new render target cube texture
  89199. * @param size defines the size of the texture
  89200. * @param options defines the options used to create the texture
  89201. * @returns a new render target cube texture stored in an InternalTexture
  89202. */
  89203. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  89204. }
  89205. }
  89206. declare module BABYLON {
  89207. /** @hidden */
  89208. export var proceduralVertexShader: {
  89209. name: string;
  89210. shader: string;
  89211. };
  89212. }
  89213. declare module BABYLON {
  89214. /**
  89215. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  89216. * This is the base class of any Procedural texture and contains most of the shareable code.
  89217. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89218. */
  89219. export class ProceduralTexture extends Texture {
  89220. isCube: boolean;
  89221. /**
  89222. * Define if the texture is enabled or not (disabled texture will not render)
  89223. */
  89224. isEnabled: boolean;
  89225. /**
  89226. * Define if the texture must be cleared before rendering (default is true)
  89227. */
  89228. autoClear: boolean;
  89229. /**
  89230. * Callback called when the texture is generated
  89231. */
  89232. onGenerated: () => void;
  89233. /**
  89234. * Event raised when the texture is generated
  89235. */
  89236. onGeneratedObservable: Observable<ProceduralTexture>;
  89237. /** @hidden */
  89238. _generateMipMaps: boolean;
  89239. /** @hidden **/
  89240. _effect: Effect;
  89241. /** @hidden */
  89242. _textures: {
  89243. [key: string]: Texture;
  89244. };
  89245. private _size;
  89246. private _currentRefreshId;
  89247. private _frameId;
  89248. private _refreshRate;
  89249. private _vertexBuffers;
  89250. private _indexBuffer;
  89251. private _uniforms;
  89252. private _samplers;
  89253. private _fragment;
  89254. private _floats;
  89255. private _ints;
  89256. private _floatsArrays;
  89257. private _colors3;
  89258. private _colors4;
  89259. private _vectors2;
  89260. private _vectors3;
  89261. private _matrices;
  89262. private _fallbackTexture;
  89263. private _fallbackTextureUsed;
  89264. private _engine;
  89265. private _cachedDefines;
  89266. private _contentUpdateId;
  89267. private _contentData;
  89268. /**
  89269. * Instantiates a new procedural texture.
  89270. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  89271. * This is the base class of any Procedural texture and contains most of the shareable code.
  89272. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89273. * @param name Define the name of the texture
  89274. * @param size Define the size of the texture to create
  89275. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  89276. * @param scene Define the scene the texture belongs to
  89277. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  89278. * @param generateMipMaps Define if the texture should creates mip maps or not
  89279. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  89280. */
  89281. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  89282. /**
  89283. * The effect that is created when initializing the post process.
  89284. * @returns The created effect corresponding the the postprocess.
  89285. */
  89286. getEffect(): Effect;
  89287. /**
  89288. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  89289. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  89290. */
  89291. getContent(): Nullable<ArrayBufferView>;
  89292. private _createIndexBuffer;
  89293. /** @hidden */
  89294. _rebuild(): void;
  89295. /**
  89296. * Resets the texture in order to recreate its associated resources.
  89297. * This can be called in case of context loss
  89298. */
  89299. reset(): void;
  89300. protected _getDefines(): string;
  89301. /**
  89302. * Is the texture ready to be used ? (rendered at least once)
  89303. * @returns true if ready, otherwise, false.
  89304. */
  89305. isReady(): boolean;
  89306. /**
  89307. * Resets the refresh counter of the texture and start bak from scratch.
  89308. * Could be useful to regenerate the texture if it is setup to render only once.
  89309. */
  89310. resetRefreshCounter(): void;
  89311. /**
  89312. * Set the fragment shader to use in order to render the texture.
  89313. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  89314. */
  89315. setFragment(fragment: any): void;
  89316. /**
  89317. * Define the refresh rate of the texture or the rendering frequency.
  89318. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  89319. */
  89320. get refreshRate(): number;
  89321. set refreshRate(value: number);
  89322. /** @hidden */
  89323. _shouldRender(): boolean;
  89324. /**
  89325. * Get the size the texture is rendering at.
  89326. * @returns the size (texture is always squared)
  89327. */
  89328. getRenderSize(): number;
  89329. /**
  89330. * Resize the texture to new value.
  89331. * @param size Define the new size the texture should have
  89332. * @param generateMipMaps Define whether the new texture should create mip maps
  89333. */
  89334. resize(size: number, generateMipMaps: boolean): void;
  89335. private _checkUniform;
  89336. /**
  89337. * Set a texture in the shader program used to render.
  89338. * @param name Define the name of the uniform samplers as defined in the shader
  89339. * @param texture Define the texture to bind to this sampler
  89340. * @return the texture itself allowing "fluent" like uniform updates
  89341. */
  89342. setTexture(name: string, texture: Texture): ProceduralTexture;
  89343. /**
  89344. * Set a float in the shader.
  89345. * @param name Define the name of the uniform as defined in the shader
  89346. * @param value Define the value to give to the uniform
  89347. * @return the texture itself allowing "fluent" like uniform updates
  89348. */
  89349. setFloat(name: string, value: number): ProceduralTexture;
  89350. /**
  89351. * Set a int in the shader.
  89352. * @param name Define the name of the uniform as defined in the shader
  89353. * @param value Define the value to give to the uniform
  89354. * @return the texture itself allowing "fluent" like uniform updates
  89355. */
  89356. setInt(name: string, value: number): ProceduralTexture;
  89357. /**
  89358. * Set an array of floats in the shader.
  89359. * @param name Define the name of the uniform as defined in the shader
  89360. * @param value Define the value to give to the uniform
  89361. * @return the texture itself allowing "fluent" like uniform updates
  89362. */
  89363. setFloats(name: string, value: number[]): ProceduralTexture;
  89364. /**
  89365. * Set a vec3 in the shader from a Color3.
  89366. * @param name Define the name of the uniform as defined in the shader
  89367. * @param value Define the value to give to the uniform
  89368. * @return the texture itself allowing "fluent" like uniform updates
  89369. */
  89370. setColor3(name: string, value: Color3): ProceduralTexture;
  89371. /**
  89372. * Set a vec4 in the shader from a Color4.
  89373. * @param name Define the name of the uniform as defined in the shader
  89374. * @param value Define the value to give to the uniform
  89375. * @return the texture itself allowing "fluent" like uniform updates
  89376. */
  89377. setColor4(name: string, value: Color4): ProceduralTexture;
  89378. /**
  89379. * Set a vec2 in the shader from a Vector2.
  89380. * @param name Define the name of the uniform as defined in the shader
  89381. * @param value Define the value to give to the uniform
  89382. * @return the texture itself allowing "fluent" like uniform updates
  89383. */
  89384. setVector2(name: string, value: Vector2): ProceduralTexture;
  89385. /**
  89386. * Set a vec3 in the shader from a Vector3.
  89387. * @param name Define the name of the uniform as defined in the shader
  89388. * @param value Define the value to give to the uniform
  89389. * @return the texture itself allowing "fluent" like uniform updates
  89390. */
  89391. setVector3(name: string, value: Vector3): ProceduralTexture;
  89392. /**
  89393. * Set a mat4 in the shader from a MAtrix.
  89394. * @param name Define the name of the uniform as defined in the shader
  89395. * @param value Define the value to give to the uniform
  89396. * @return the texture itself allowing "fluent" like uniform updates
  89397. */
  89398. setMatrix(name: string, value: Matrix): ProceduralTexture;
  89399. /**
  89400. * Render the texture to its associated render target.
  89401. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  89402. */
  89403. render(useCameraPostProcess?: boolean): void;
  89404. /**
  89405. * Clone the texture.
  89406. * @returns the cloned texture
  89407. */
  89408. clone(): ProceduralTexture;
  89409. /**
  89410. * Dispose the texture and release its asoociated resources.
  89411. */
  89412. dispose(): void;
  89413. }
  89414. }
  89415. declare module BABYLON {
  89416. /**
  89417. * This represents the base class for particle system in Babylon.
  89418. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  89419. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  89420. * @example https://doc.babylonjs.com/babylon101/particles
  89421. */
  89422. export class BaseParticleSystem {
  89423. /**
  89424. * Source color is added to the destination color without alpha affecting the result
  89425. */
  89426. static BLENDMODE_ONEONE: number;
  89427. /**
  89428. * Blend current color and particle color using particle’s alpha
  89429. */
  89430. static BLENDMODE_STANDARD: number;
  89431. /**
  89432. * Add current color and particle color multiplied by particle’s alpha
  89433. */
  89434. static BLENDMODE_ADD: number;
  89435. /**
  89436. * Multiply current color with particle color
  89437. */
  89438. static BLENDMODE_MULTIPLY: number;
  89439. /**
  89440. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  89441. */
  89442. static BLENDMODE_MULTIPLYADD: number;
  89443. /**
  89444. * List of animations used by the particle system.
  89445. */
  89446. animations: Animation[];
  89447. /**
  89448. * The id of the Particle system.
  89449. */
  89450. id: string;
  89451. /**
  89452. * The friendly name of the Particle system.
  89453. */
  89454. name: string;
  89455. /**
  89456. * The rendering group used by the Particle system to chose when to render.
  89457. */
  89458. renderingGroupId: number;
  89459. /**
  89460. * The emitter represents the Mesh or position we are attaching the particle system to.
  89461. */
  89462. emitter: Nullable<AbstractMesh | Vector3>;
  89463. /**
  89464. * The maximum number of particles to emit per frame
  89465. */
  89466. emitRate: number;
  89467. /**
  89468. * If you want to launch only a few particles at once, that can be done, as well.
  89469. */
  89470. manualEmitCount: number;
  89471. /**
  89472. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  89473. */
  89474. updateSpeed: number;
  89475. /**
  89476. * The amount of time the particle system is running (depends of the overall update speed).
  89477. */
  89478. targetStopDuration: number;
  89479. /**
  89480. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  89481. */
  89482. disposeOnStop: boolean;
  89483. /**
  89484. * Minimum power of emitting particles.
  89485. */
  89486. minEmitPower: number;
  89487. /**
  89488. * Maximum power of emitting particles.
  89489. */
  89490. maxEmitPower: number;
  89491. /**
  89492. * Minimum life time of emitting particles.
  89493. */
  89494. minLifeTime: number;
  89495. /**
  89496. * Maximum life time of emitting particles.
  89497. */
  89498. maxLifeTime: number;
  89499. /**
  89500. * Minimum Size of emitting particles.
  89501. */
  89502. minSize: number;
  89503. /**
  89504. * Maximum Size of emitting particles.
  89505. */
  89506. maxSize: number;
  89507. /**
  89508. * Minimum scale of emitting particles on X axis.
  89509. */
  89510. minScaleX: number;
  89511. /**
  89512. * Maximum scale of emitting particles on X axis.
  89513. */
  89514. maxScaleX: number;
  89515. /**
  89516. * Minimum scale of emitting particles on Y axis.
  89517. */
  89518. minScaleY: number;
  89519. /**
  89520. * Maximum scale of emitting particles on Y axis.
  89521. */
  89522. maxScaleY: number;
  89523. /**
  89524. * Gets or sets the minimal initial rotation in radians.
  89525. */
  89526. minInitialRotation: number;
  89527. /**
  89528. * Gets or sets the maximal initial rotation in radians.
  89529. */
  89530. maxInitialRotation: number;
  89531. /**
  89532. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  89533. */
  89534. minAngularSpeed: number;
  89535. /**
  89536. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  89537. */
  89538. maxAngularSpeed: number;
  89539. /**
  89540. * The texture used to render each particle. (this can be a spritesheet)
  89541. */
  89542. particleTexture: Nullable<Texture>;
  89543. /**
  89544. * The layer mask we are rendering the particles through.
  89545. */
  89546. layerMask: number;
  89547. /**
  89548. * This can help using your own shader to render the particle system.
  89549. * The according effect will be created
  89550. */
  89551. customShader: any;
  89552. /**
  89553. * By default particle system starts as soon as they are created. This prevents the
  89554. * automatic start to happen and let you decide when to start emitting particles.
  89555. */
  89556. preventAutoStart: boolean;
  89557. private _noiseTexture;
  89558. /**
  89559. * Gets or sets a texture used to add random noise to particle positions
  89560. */
  89561. get noiseTexture(): Nullable<ProceduralTexture>;
  89562. set noiseTexture(value: Nullable<ProceduralTexture>);
  89563. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  89564. noiseStrength: Vector3;
  89565. /**
  89566. * Callback triggered when the particle animation is ending.
  89567. */
  89568. onAnimationEnd: Nullable<() => void>;
  89569. /**
  89570. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  89571. */
  89572. blendMode: number;
  89573. /**
  89574. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  89575. * to override the particles.
  89576. */
  89577. forceDepthWrite: boolean;
  89578. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  89579. preWarmCycles: number;
  89580. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  89581. preWarmStepOffset: number;
  89582. /**
  89583. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  89584. */
  89585. spriteCellChangeSpeed: number;
  89586. /**
  89587. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  89588. */
  89589. startSpriteCellID: number;
  89590. /**
  89591. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  89592. */
  89593. endSpriteCellID: number;
  89594. /**
  89595. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  89596. */
  89597. spriteCellWidth: number;
  89598. /**
  89599. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  89600. */
  89601. spriteCellHeight: number;
  89602. /**
  89603. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  89604. */
  89605. spriteRandomStartCell: boolean;
  89606. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  89607. translationPivot: Vector2;
  89608. /** @hidden */
  89609. protected _isAnimationSheetEnabled: boolean;
  89610. /**
  89611. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  89612. */
  89613. beginAnimationOnStart: boolean;
  89614. /**
  89615. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  89616. */
  89617. beginAnimationFrom: number;
  89618. /**
  89619. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  89620. */
  89621. beginAnimationTo: number;
  89622. /**
  89623. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  89624. */
  89625. beginAnimationLoop: boolean;
  89626. /**
  89627. * Gets or sets a world offset applied to all particles
  89628. */
  89629. worldOffset: Vector3;
  89630. /**
  89631. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  89632. */
  89633. get isAnimationSheetEnabled(): boolean;
  89634. set isAnimationSheetEnabled(value: boolean);
  89635. /**
  89636. * Get hosting scene
  89637. * @returns the scene
  89638. */
  89639. getScene(): Scene;
  89640. /**
  89641. * You can use gravity if you want to give an orientation to your particles.
  89642. */
  89643. gravity: Vector3;
  89644. protected _colorGradients: Nullable<Array<ColorGradient>>;
  89645. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  89646. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  89647. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  89648. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  89649. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  89650. protected _dragGradients: Nullable<Array<FactorGradient>>;
  89651. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  89652. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  89653. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  89654. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  89655. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  89656. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  89657. /**
  89658. * Defines the delay in milliseconds before starting the system (0 by default)
  89659. */
  89660. startDelay: number;
  89661. /**
  89662. * Gets the current list of drag gradients.
  89663. * You must use addDragGradient and removeDragGradient to udpate this list
  89664. * @returns the list of drag gradients
  89665. */
  89666. getDragGradients(): Nullable<Array<FactorGradient>>;
  89667. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  89668. limitVelocityDamping: number;
  89669. /**
  89670. * Gets the current list of limit velocity gradients.
  89671. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  89672. * @returns the list of limit velocity gradients
  89673. */
  89674. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  89675. /**
  89676. * Gets the current list of color gradients.
  89677. * You must use addColorGradient and removeColorGradient to udpate this list
  89678. * @returns the list of color gradients
  89679. */
  89680. getColorGradients(): Nullable<Array<ColorGradient>>;
  89681. /**
  89682. * Gets the current list of size gradients.
  89683. * You must use addSizeGradient and removeSizeGradient to udpate this list
  89684. * @returns the list of size gradients
  89685. */
  89686. getSizeGradients(): Nullable<Array<FactorGradient>>;
  89687. /**
  89688. * Gets the current list of color remap gradients.
  89689. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  89690. * @returns the list of color remap gradients
  89691. */
  89692. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  89693. /**
  89694. * Gets the current list of alpha remap gradients.
  89695. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  89696. * @returns the list of alpha remap gradients
  89697. */
  89698. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  89699. /**
  89700. * Gets the current list of life time gradients.
  89701. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  89702. * @returns the list of life time gradients
  89703. */
  89704. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  89705. /**
  89706. * Gets the current list of angular speed gradients.
  89707. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  89708. * @returns the list of angular speed gradients
  89709. */
  89710. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  89711. /**
  89712. * Gets the current list of velocity gradients.
  89713. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  89714. * @returns the list of velocity gradients
  89715. */
  89716. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  89717. /**
  89718. * Gets the current list of start size gradients.
  89719. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  89720. * @returns the list of start size gradients
  89721. */
  89722. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  89723. /**
  89724. * Gets the current list of emit rate gradients.
  89725. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  89726. * @returns the list of emit rate gradients
  89727. */
  89728. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  89729. /**
  89730. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  89731. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89732. */
  89733. get direction1(): Vector3;
  89734. set direction1(value: Vector3);
  89735. /**
  89736. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  89737. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89738. */
  89739. get direction2(): Vector3;
  89740. set direction2(value: Vector3);
  89741. /**
  89742. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  89743. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89744. */
  89745. get minEmitBox(): Vector3;
  89746. set minEmitBox(value: Vector3);
  89747. /**
  89748. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  89749. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89750. */
  89751. get maxEmitBox(): Vector3;
  89752. set maxEmitBox(value: Vector3);
  89753. /**
  89754. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  89755. */
  89756. color1: Color4;
  89757. /**
  89758. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  89759. */
  89760. color2: Color4;
  89761. /**
  89762. * Color the particle will have at the end of its lifetime
  89763. */
  89764. colorDead: Color4;
  89765. /**
  89766. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  89767. */
  89768. textureMask: Color4;
  89769. /**
  89770. * The particle emitter type defines the emitter used by the particle system.
  89771. * It can be for example box, sphere, or cone...
  89772. */
  89773. particleEmitterType: IParticleEmitterType;
  89774. /** @hidden */
  89775. _isSubEmitter: boolean;
  89776. /**
  89777. * Gets or sets the billboard mode to use when isBillboardBased = true.
  89778. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  89779. */
  89780. billboardMode: number;
  89781. protected _isBillboardBased: boolean;
  89782. /**
  89783. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  89784. */
  89785. get isBillboardBased(): boolean;
  89786. set isBillboardBased(value: boolean);
  89787. /**
  89788. * The scene the particle system belongs to.
  89789. */
  89790. protected _scene: Scene;
  89791. /**
  89792. * Local cache of defines for image processing.
  89793. */
  89794. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  89795. /**
  89796. * Default configuration related to image processing available in the standard Material.
  89797. */
  89798. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  89799. /**
  89800. * Gets the image processing configuration used either in this material.
  89801. */
  89802. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  89803. /**
  89804. * Sets the Default image processing configuration used either in the this material.
  89805. *
  89806. * If sets to null, the scene one is in use.
  89807. */
  89808. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  89809. /**
  89810. * Attaches a new image processing configuration to the Standard Material.
  89811. * @param configuration
  89812. */
  89813. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  89814. /** @hidden */
  89815. protected _reset(): void;
  89816. /** @hidden */
  89817. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  89818. /**
  89819. * Instantiates a particle system.
  89820. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  89821. * @param name The name of the particle system
  89822. */
  89823. constructor(name: string);
  89824. /**
  89825. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  89826. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  89827. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  89828. * @returns the emitter
  89829. */
  89830. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  89831. /**
  89832. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  89833. * @param radius The radius of the hemisphere to emit from
  89834. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  89835. * @returns the emitter
  89836. */
  89837. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  89838. /**
  89839. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  89840. * @param radius The radius of the sphere to emit from
  89841. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  89842. * @returns the emitter
  89843. */
  89844. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  89845. /**
  89846. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  89847. * @param radius The radius of the sphere to emit from
  89848. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  89849. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  89850. * @returns the emitter
  89851. */
  89852. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  89853. /**
  89854. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  89855. * @param radius The radius of the emission cylinder
  89856. * @param height The height of the emission cylinder
  89857. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  89858. * @param directionRandomizer How much to randomize the particle direction [0-1]
  89859. * @returns the emitter
  89860. */
  89861. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  89862. /**
  89863. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  89864. * @param radius The radius of the cylinder to emit from
  89865. * @param height The height of the emission cylinder
  89866. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  89867. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  89868. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  89869. * @returns the emitter
  89870. */
  89871. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  89872. /**
  89873. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  89874. * @param radius The radius of the cone to emit from
  89875. * @param angle The base angle of the cone
  89876. * @returns the emitter
  89877. */
  89878. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  89879. /**
  89880. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  89881. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  89882. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  89883. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  89884. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  89885. * @returns the emitter
  89886. */
  89887. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  89888. }
  89889. }
  89890. declare module BABYLON {
  89891. /**
  89892. * Type of sub emitter
  89893. */
  89894. export enum SubEmitterType {
  89895. /**
  89896. * Attached to the particle over it's lifetime
  89897. */
  89898. ATTACHED = 0,
  89899. /**
  89900. * Created when the particle dies
  89901. */
  89902. END = 1
  89903. }
  89904. /**
  89905. * Sub emitter class used to emit particles from an existing particle
  89906. */
  89907. export class SubEmitter {
  89908. /**
  89909. * the particle system to be used by the sub emitter
  89910. */
  89911. particleSystem: ParticleSystem;
  89912. /**
  89913. * Type of the submitter (Default: END)
  89914. */
  89915. type: SubEmitterType;
  89916. /**
  89917. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  89918. * Note: This only is supported when using an emitter of type Mesh
  89919. */
  89920. inheritDirection: boolean;
  89921. /**
  89922. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  89923. */
  89924. inheritedVelocityAmount: number;
  89925. /**
  89926. * Creates a sub emitter
  89927. * @param particleSystem the particle system to be used by the sub emitter
  89928. */
  89929. constructor(
  89930. /**
  89931. * the particle system to be used by the sub emitter
  89932. */
  89933. particleSystem: ParticleSystem);
  89934. /**
  89935. * Clones the sub emitter
  89936. * @returns the cloned sub emitter
  89937. */
  89938. clone(): SubEmitter;
  89939. /**
  89940. * Serialize current object to a JSON object
  89941. * @returns the serialized object
  89942. */
  89943. serialize(): any;
  89944. /** @hidden */
  89945. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  89946. /**
  89947. * Creates a new SubEmitter from a serialized JSON version
  89948. * @param serializationObject defines the JSON object to read from
  89949. * @param scene defines the hosting scene
  89950. * @param rootUrl defines the rootUrl for data loading
  89951. * @returns a new SubEmitter
  89952. */
  89953. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  89954. /** Release associated resources */
  89955. dispose(): void;
  89956. }
  89957. }
  89958. declare module BABYLON {
  89959. /** @hidden */
  89960. export var clipPlaneFragmentDeclaration: {
  89961. name: string;
  89962. shader: string;
  89963. };
  89964. }
  89965. declare module BABYLON {
  89966. /** @hidden */
  89967. export var imageProcessingDeclaration: {
  89968. name: string;
  89969. shader: string;
  89970. };
  89971. }
  89972. declare module BABYLON {
  89973. /** @hidden */
  89974. export var imageProcessingFunctions: {
  89975. name: string;
  89976. shader: string;
  89977. };
  89978. }
  89979. declare module BABYLON {
  89980. /** @hidden */
  89981. export var clipPlaneFragment: {
  89982. name: string;
  89983. shader: string;
  89984. };
  89985. }
  89986. declare module BABYLON {
  89987. /** @hidden */
  89988. export var particlesPixelShader: {
  89989. name: string;
  89990. shader: string;
  89991. };
  89992. }
  89993. declare module BABYLON {
  89994. /** @hidden */
  89995. export var clipPlaneVertexDeclaration: {
  89996. name: string;
  89997. shader: string;
  89998. };
  89999. }
  90000. declare module BABYLON {
  90001. /** @hidden */
  90002. export var clipPlaneVertex: {
  90003. name: string;
  90004. shader: string;
  90005. };
  90006. }
  90007. declare module BABYLON {
  90008. /** @hidden */
  90009. export var particlesVertexShader: {
  90010. name: string;
  90011. shader: string;
  90012. };
  90013. }
  90014. declare module BABYLON {
  90015. /**
  90016. * This represents a particle system in Babylon.
  90017. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  90018. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  90019. * @example https://doc.babylonjs.com/babylon101/particles
  90020. */
  90021. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  90022. /**
  90023. * Billboard mode will only apply to Y axis
  90024. */
  90025. static readonly BILLBOARDMODE_Y: number;
  90026. /**
  90027. * Billboard mode will apply to all axes
  90028. */
  90029. static readonly BILLBOARDMODE_ALL: number;
  90030. /**
  90031. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  90032. */
  90033. static readonly BILLBOARDMODE_STRETCHED: number;
  90034. /**
  90035. * This function can be defined to provide custom update for active particles.
  90036. * This function will be called instead of regular update (age, position, color, etc.).
  90037. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  90038. */
  90039. updateFunction: (particles: Particle[]) => void;
  90040. private _emitterWorldMatrix;
  90041. /**
  90042. * This function can be defined to specify initial direction for every new particle.
  90043. * It by default use the emitterType defined function
  90044. */
  90045. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  90046. /**
  90047. * This function can be defined to specify initial position for every new particle.
  90048. * It by default use the emitterType defined function
  90049. */
  90050. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  90051. /**
  90052. * @hidden
  90053. */
  90054. _inheritedVelocityOffset: Vector3;
  90055. /**
  90056. * An event triggered when the system is disposed
  90057. */
  90058. onDisposeObservable: Observable<ParticleSystem>;
  90059. private _onDisposeObserver;
  90060. /**
  90061. * Sets a callback that will be triggered when the system is disposed
  90062. */
  90063. set onDispose(callback: () => void);
  90064. private _particles;
  90065. private _epsilon;
  90066. private _capacity;
  90067. private _stockParticles;
  90068. private _newPartsExcess;
  90069. private _vertexData;
  90070. private _vertexBuffer;
  90071. private _vertexBuffers;
  90072. private _spriteBuffer;
  90073. private _indexBuffer;
  90074. private _effect;
  90075. private _customEffect;
  90076. private _cachedDefines;
  90077. private _scaledColorStep;
  90078. private _colorDiff;
  90079. private _scaledDirection;
  90080. private _scaledGravity;
  90081. private _currentRenderId;
  90082. private _alive;
  90083. private _useInstancing;
  90084. private _started;
  90085. private _stopped;
  90086. private _actualFrame;
  90087. private _scaledUpdateSpeed;
  90088. private _vertexBufferSize;
  90089. /** @hidden */
  90090. _currentEmitRateGradient: Nullable<FactorGradient>;
  90091. /** @hidden */
  90092. _currentEmitRate1: number;
  90093. /** @hidden */
  90094. _currentEmitRate2: number;
  90095. /** @hidden */
  90096. _currentStartSizeGradient: Nullable<FactorGradient>;
  90097. /** @hidden */
  90098. _currentStartSize1: number;
  90099. /** @hidden */
  90100. _currentStartSize2: number;
  90101. private readonly _rawTextureWidth;
  90102. private _rampGradientsTexture;
  90103. private _useRampGradients;
  90104. /** Gets or sets a boolean indicating that ramp gradients must be used
  90105. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  90106. */
  90107. get useRampGradients(): boolean;
  90108. set useRampGradients(value: boolean);
  90109. /**
  90110. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  90111. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  90112. */
  90113. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  90114. private _subEmitters;
  90115. /**
  90116. * @hidden
  90117. * If the particle systems emitter should be disposed when the particle system is disposed
  90118. */
  90119. _disposeEmitterOnDispose: boolean;
  90120. /**
  90121. * The current active Sub-systems, this property is used by the root particle system only.
  90122. */
  90123. activeSubSystems: Array<ParticleSystem>;
  90124. private _rootParticleSystem;
  90125. /**
  90126. * Gets the current list of active particles
  90127. */
  90128. get particles(): Particle[];
  90129. /**
  90130. * Returns the string "ParticleSystem"
  90131. * @returns a string containing the class name
  90132. */
  90133. getClassName(): string;
  90134. /**
  90135. * Instantiates a particle system.
  90136. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  90137. * @param name The name of the particle system
  90138. * @param capacity The max number of particles alive at the same time
  90139. * @param scene The scene the particle system belongs to
  90140. * @param customEffect a custom effect used to change the way particles are rendered by default
  90141. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  90142. * @param epsilon Offset used to render the particles
  90143. */
  90144. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  90145. private _addFactorGradient;
  90146. private _removeFactorGradient;
  90147. /**
  90148. * Adds a new life time gradient
  90149. * @param gradient defines the gradient to use (between 0 and 1)
  90150. * @param factor defines the life time factor to affect to the specified gradient
  90151. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90152. * @returns the current particle system
  90153. */
  90154. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90155. /**
  90156. * Remove a specific life time gradient
  90157. * @param gradient defines the gradient to remove
  90158. * @returns the current particle system
  90159. */
  90160. removeLifeTimeGradient(gradient: number): IParticleSystem;
  90161. /**
  90162. * Adds a new size gradient
  90163. * @param gradient defines the gradient to use (between 0 and 1)
  90164. * @param factor defines the size factor to affect to the specified gradient
  90165. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90166. * @returns the current particle system
  90167. */
  90168. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90169. /**
  90170. * Remove a specific size gradient
  90171. * @param gradient defines the gradient to remove
  90172. * @returns the current particle system
  90173. */
  90174. removeSizeGradient(gradient: number): IParticleSystem;
  90175. /**
  90176. * Adds a new color remap gradient
  90177. * @param gradient defines the gradient to use (between 0 and 1)
  90178. * @param min defines the color remap minimal range
  90179. * @param max defines the color remap maximal range
  90180. * @returns the current particle system
  90181. */
  90182. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  90183. /**
  90184. * Remove a specific color remap gradient
  90185. * @param gradient defines the gradient to remove
  90186. * @returns the current particle system
  90187. */
  90188. removeColorRemapGradient(gradient: number): IParticleSystem;
  90189. /**
  90190. * Adds a new alpha remap gradient
  90191. * @param gradient defines the gradient to use (between 0 and 1)
  90192. * @param min defines the alpha remap minimal range
  90193. * @param max defines the alpha remap maximal range
  90194. * @returns the current particle system
  90195. */
  90196. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  90197. /**
  90198. * Remove a specific alpha remap gradient
  90199. * @param gradient defines the gradient to remove
  90200. * @returns the current particle system
  90201. */
  90202. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  90203. /**
  90204. * Adds a new angular speed gradient
  90205. * @param gradient defines the gradient to use (between 0 and 1)
  90206. * @param factor defines the angular speed to affect to the specified gradient
  90207. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90208. * @returns the current particle system
  90209. */
  90210. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90211. /**
  90212. * Remove a specific angular speed gradient
  90213. * @param gradient defines the gradient to remove
  90214. * @returns the current particle system
  90215. */
  90216. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  90217. /**
  90218. * Adds a new velocity gradient
  90219. * @param gradient defines the gradient to use (between 0 and 1)
  90220. * @param factor defines the velocity to affect to the specified gradient
  90221. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90222. * @returns the current particle system
  90223. */
  90224. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90225. /**
  90226. * Remove a specific velocity gradient
  90227. * @param gradient defines the gradient to remove
  90228. * @returns the current particle system
  90229. */
  90230. removeVelocityGradient(gradient: number): IParticleSystem;
  90231. /**
  90232. * Adds a new limit velocity gradient
  90233. * @param gradient defines the gradient to use (between 0 and 1)
  90234. * @param factor defines the limit velocity value to affect to the specified gradient
  90235. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90236. * @returns the current particle system
  90237. */
  90238. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90239. /**
  90240. * Remove a specific limit velocity gradient
  90241. * @param gradient defines the gradient to remove
  90242. * @returns the current particle system
  90243. */
  90244. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  90245. /**
  90246. * Adds a new drag gradient
  90247. * @param gradient defines the gradient to use (between 0 and 1)
  90248. * @param factor defines the drag value to affect to the specified gradient
  90249. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90250. * @returns the current particle system
  90251. */
  90252. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90253. /**
  90254. * Remove a specific drag gradient
  90255. * @param gradient defines the gradient to remove
  90256. * @returns the current particle system
  90257. */
  90258. removeDragGradient(gradient: number): IParticleSystem;
  90259. /**
  90260. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  90261. * @param gradient defines the gradient to use (between 0 and 1)
  90262. * @param factor defines the emit rate value to affect to the specified gradient
  90263. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90264. * @returns the current particle system
  90265. */
  90266. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90267. /**
  90268. * Remove a specific emit rate gradient
  90269. * @param gradient defines the gradient to remove
  90270. * @returns the current particle system
  90271. */
  90272. removeEmitRateGradient(gradient: number): IParticleSystem;
  90273. /**
  90274. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  90275. * @param gradient defines the gradient to use (between 0 and 1)
  90276. * @param factor defines the start size value to affect to the specified gradient
  90277. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90278. * @returns the current particle system
  90279. */
  90280. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90281. /**
  90282. * Remove a specific start size gradient
  90283. * @param gradient defines the gradient to remove
  90284. * @returns the current particle system
  90285. */
  90286. removeStartSizeGradient(gradient: number): IParticleSystem;
  90287. private _createRampGradientTexture;
  90288. /**
  90289. * Gets the current list of ramp gradients.
  90290. * You must use addRampGradient and removeRampGradient to udpate this list
  90291. * @returns the list of ramp gradients
  90292. */
  90293. getRampGradients(): Nullable<Array<Color3Gradient>>;
  90294. /**
  90295. * Adds a new ramp gradient used to remap particle colors
  90296. * @param gradient defines the gradient to use (between 0 and 1)
  90297. * @param color defines the color to affect to the specified gradient
  90298. * @returns the current particle system
  90299. */
  90300. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  90301. /**
  90302. * Remove a specific ramp gradient
  90303. * @param gradient defines the gradient to remove
  90304. * @returns the current particle system
  90305. */
  90306. removeRampGradient(gradient: number): ParticleSystem;
  90307. /**
  90308. * Adds a new color gradient
  90309. * @param gradient defines the gradient to use (between 0 and 1)
  90310. * @param color1 defines the color to affect to the specified gradient
  90311. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  90312. * @returns this particle system
  90313. */
  90314. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  90315. /**
  90316. * Remove a specific color gradient
  90317. * @param gradient defines the gradient to remove
  90318. * @returns this particle system
  90319. */
  90320. removeColorGradient(gradient: number): IParticleSystem;
  90321. private _fetchR;
  90322. protected _reset(): void;
  90323. private _resetEffect;
  90324. private _createVertexBuffers;
  90325. private _createIndexBuffer;
  90326. /**
  90327. * Gets the maximum number of particles active at the same time.
  90328. * @returns The max number of active particles.
  90329. */
  90330. getCapacity(): number;
  90331. /**
  90332. * Gets whether there are still active particles in the system.
  90333. * @returns True if it is alive, otherwise false.
  90334. */
  90335. isAlive(): boolean;
  90336. /**
  90337. * Gets if the system has been started. (Note: this will still be true after stop is called)
  90338. * @returns True if it has been started, otherwise false.
  90339. */
  90340. isStarted(): boolean;
  90341. private _prepareSubEmitterInternalArray;
  90342. /**
  90343. * Starts the particle system and begins to emit
  90344. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  90345. */
  90346. start(delay?: number): void;
  90347. /**
  90348. * Stops the particle system.
  90349. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  90350. */
  90351. stop(stopSubEmitters?: boolean): void;
  90352. /**
  90353. * Remove all active particles
  90354. */
  90355. reset(): void;
  90356. /**
  90357. * @hidden (for internal use only)
  90358. */
  90359. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  90360. /**
  90361. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  90362. * Its lifetime will start back at 0.
  90363. */
  90364. recycleParticle: (particle: Particle) => void;
  90365. private _stopSubEmitters;
  90366. private _createParticle;
  90367. private _removeFromRoot;
  90368. private _emitFromParticle;
  90369. private _update;
  90370. /** @hidden */
  90371. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  90372. /** @hidden */
  90373. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  90374. /** @hidden */
  90375. private _getEffect;
  90376. /**
  90377. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  90378. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  90379. */
  90380. animate(preWarmOnly?: boolean): void;
  90381. private _appendParticleVertices;
  90382. /**
  90383. * Rebuilds the particle system.
  90384. */
  90385. rebuild(): void;
  90386. /**
  90387. * Is this system ready to be used/rendered
  90388. * @return true if the system is ready
  90389. */
  90390. isReady(): boolean;
  90391. private _render;
  90392. /**
  90393. * Renders the particle system in its current state.
  90394. * @returns the current number of particles
  90395. */
  90396. render(): number;
  90397. /**
  90398. * Disposes the particle system and free the associated resources
  90399. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  90400. */
  90401. dispose(disposeTexture?: boolean): void;
  90402. /**
  90403. * Clones the particle system.
  90404. * @param name The name of the cloned object
  90405. * @param newEmitter The new emitter to use
  90406. * @returns the cloned particle system
  90407. */
  90408. clone(name: string, newEmitter: any): ParticleSystem;
  90409. /**
  90410. * Serializes the particle system to a JSON object.
  90411. * @returns the JSON object
  90412. */
  90413. serialize(): any;
  90414. /** @hidden */
  90415. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  90416. /** @hidden */
  90417. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  90418. /**
  90419. * Parses a JSON object to create a particle system.
  90420. * @param parsedParticleSystem The JSON object to parse
  90421. * @param scene The scene to create the particle system in
  90422. * @param rootUrl The root url to use to load external dependencies like texture
  90423. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  90424. * @returns the Parsed particle system
  90425. */
  90426. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  90427. }
  90428. }
  90429. declare module BABYLON {
  90430. /**
  90431. * A particle represents one of the element emitted by a particle system.
  90432. * This is mainly define by its coordinates, direction, velocity and age.
  90433. */
  90434. export class Particle {
  90435. /**
  90436. * The particle system the particle belongs to.
  90437. */
  90438. particleSystem: ParticleSystem;
  90439. private static _Count;
  90440. /**
  90441. * Unique ID of the particle
  90442. */
  90443. id: number;
  90444. /**
  90445. * The world position of the particle in the scene.
  90446. */
  90447. position: Vector3;
  90448. /**
  90449. * The world direction of the particle in the scene.
  90450. */
  90451. direction: Vector3;
  90452. /**
  90453. * The color of the particle.
  90454. */
  90455. color: Color4;
  90456. /**
  90457. * The color change of the particle per step.
  90458. */
  90459. colorStep: Color4;
  90460. /**
  90461. * Defines how long will the life of the particle be.
  90462. */
  90463. lifeTime: number;
  90464. /**
  90465. * The current age of the particle.
  90466. */
  90467. age: number;
  90468. /**
  90469. * The current size of the particle.
  90470. */
  90471. size: number;
  90472. /**
  90473. * The current scale of the particle.
  90474. */
  90475. scale: Vector2;
  90476. /**
  90477. * The current angle of the particle.
  90478. */
  90479. angle: number;
  90480. /**
  90481. * Defines how fast is the angle changing.
  90482. */
  90483. angularSpeed: number;
  90484. /**
  90485. * Defines the cell index used by the particle to be rendered from a sprite.
  90486. */
  90487. cellIndex: number;
  90488. /**
  90489. * The information required to support color remapping
  90490. */
  90491. remapData: Vector4;
  90492. /** @hidden */
  90493. _randomCellOffset?: number;
  90494. /** @hidden */
  90495. _initialDirection: Nullable<Vector3>;
  90496. /** @hidden */
  90497. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  90498. /** @hidden */
  90499. _initialStartSpriteCellID: number;
  90500. /** @hidden */
  90501. _initialEndSpriteCellID: number;
  90502. /** @hidden */
  90503. _currentColorGradient: Nullable<ColorGradient>;
  90504. /** @hidden */
  90505. _currentColor1: Color4;
  90506. /** @hidden */
  90507. _currentColor2: Color4;
  90508. /** @hidden */
  90509. _currentSizeGradient: Nullable<FactorGradient>;
  90510. /** @hidden */
  90511. _currentSize1: number;
  90512. /** @hidden */
  90513. _currentSize2: number;
  90514. /** @hidden */
  90515. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  90516. /** @hidden */
  90517. _currentAngularSpeed1: number;
  90518. /** @hidden */
  90519. _currentAngularSpeed2: number;
  90520. /** @hidden */
  90521. _currentVelocityGradient: Nullable<FactorGradient>;
  90522. /** @hidden */
  90523. _currentVelocity1: number;
  90524. /** @hidden */
  90525. _currentVelocity2: number;
  90526. /** @hidden */
  90527. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  90528. /** @hidden */
  90529. _currentLimitVelocity1: number;
  90530. /** @hidden */
  90531. _currentLimitVelocity2: number;
  90532. /** @hidden */
  90533. _currentDragGradient: Nullable<FactorGradient>;
  90534. /** @hidden */
  90535. _currentDrag1: number;
  90536. /** @hidden */
  90537. _currentDrag2: number;
  90538. /** @hidden */
  90539. _randomNoiseCoordinates1: Vector3;
  90540. /** @hidden */
  90541. _randomNoiseCoordinates2: Vector3;
  90542. /**
  90543. * Creates a new instance Particle
  90544. * @param particleSystem the particle system the particle belongs to
  90545. */
  90546. constructor(
  90547. /**
  90548. * The particle system the particle belongs to.
  90549. */
  90550. particleSystem: ParticleSystem);
  90551. private updateCellInfoFromSystem;
  90552. /**
  90553. * Defines how the sprite cell index is updated for the particle
  90554. */
  90555. updateCellIndex(): void;
  90556. /** @hidden */
  90557. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  90558. /** @hidden */
  90559. _inheritParticleInfoToSubEmitters(): void;
  90560. /** @hidden */
  90561. _reset(): void;
  90562. /**
  90563. * Copy the properties of particle to another one.
  90564. * @param other the particle to copy the information to.
  90565. */
  90566. copyTo(other: Particle): void;
  90567. }
  90568. }
  90569. declare module BABYLON {
  90570. /**
  90571. * Particle emitter represents a volume emitting particles.
  90572. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  90573. */
  90574. export interface IParticleEmitterType {
  90575. /**
  90576. * Called by the particle System when the direction is computed for the created particle.
  90577. * @param worldMatrix is the world matrix of the particle system
  90578. * @param directionToUpdate is the direction vector to update with the result
  90579. * @param particle is the particle we are computed the direction for
  90580. */
  90581. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90582. /**
  90583. * Called by the particle System when the position is computed for the created particle.
  90584. * @param worldMatrix is the world matrix of the particle system
  90585. * @param positionToUpdate is the position vector to update with the result
  90586. * @param particle is the particle we are computed the position for
  90587. */
  90588. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90589. /**
  90590. * Clones the current emitter and returns a copy of it
  90591. * @returns the new emitter
  90592. */
  90593. clone(): IParticleEmitterType;
  90594. /**
  90595. * Called by the GPUParticleSystem to setup the update shader
  90596. * @param effect defines the update shader
  90597. */
  90598. applyToShader(effect: Effect): void;
  90599. /**
  90600. * Returns a string to use to update the GPU particles update shader
  90601. * @returns the effect defines string
  90602. */
  90603. getEffectDefines(): string;
  90604. /**
  90605. * Returns a string representing the class name
  90606. * @returns a string containing the class name
  90607. */
  90608. getClassName(): string;
  90609. /**
  90610. * Serializes the particle system to a JSON object.
  90611. * @returns the JSON object
  90612. */
  90613. serialize(): any;
  90614. /**
  90615. * Parse properties from a JSON object
  90616. * @param serializationObject defines the JSON object
  90617. */
  90618. parse(serializationObject: any): void;
  90619. }
  90620. }
  90621. declare module BABYLON {
  90622. /**
  90623. * Particle emitter emitting particles from the inside of a box.
  90624. * It emits the particles randomly between 2 given directions.
  90625. */
  90626. export class BoxParticleEmitter implements IParticleEmitterType {
  90627. /**
  90628. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  90629. */
  90630. direction1: Vector3;
  90631. /**
  90632. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  90633. */
  90634. direction2: Vector3;
  90635. /**
  90636. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  90637. */
  90638. minEmitBox: Vector3;
  90639. /**
  90640. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  90641. */
  90642. maxEmitBox: Vector3;
  90643. /**
  90644. * Creates a new instance BoxParticleEmitter
  90645. */
  90646. constructor();
  90647. /**
  90648. * Called by the particle System when the direction is computed for the created particle.
  90649. * @param worldMatrix is the world matrix of the particle system
  90650. * @param directionToUpdate is the direction vector to update with the result
  90651. * @param particle is the particle we are computed the direction for
  90652. */
  90653. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90654. /**
  90655. * Called by the particle System when the position is computed for the created particle.
  90656. * @param worldMatrix is the world matrix of the particle system
  90657. * @param positionToUpdate is the position vector to update with the result
  90658. * @param particle is the particle we are computed the position for
  90659. */
  90660. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90661. /**
  90662. * Clones the current emitter and returns a copy of it
  90663. * @returns the new emitter
  90664. */
  90665. clone(): BoxParticleEmitter;
  90666. /**
  90667. * Called by the GPUParticleSystem to setup the update shader
  90668. * @param effect defines the update shader
  90669. */
  90670. applyToShader(effect: Effect): void;
  90671. /**
  90672. * Returns a string to use to update the GPU particles update shader
  90673. * @returns a string containng the defines string
  90674. */
  90675. getEffectDefines(): string;
  90676. /**
  90677. * Returns the string "BoxParticleEmitter"
  90678. * @returns a string containing the class name
  90679. */
  90680. getClassName(): string;
  90681. /**
  90682. * Serializes the particle system to a JSON object.
  90683. * @returns the JSON object
  90684. */
  90685. serialize(): any;
  90686. /**
  90687. * Parse properties from a JSON object
  90688. * @param serializationObject defines the JSON object
  90689. */
  90690. parse(serializationObject: any): void;
  90691. }
  90692. }
  90693. declare module BABYLON {
  90694. /**
  90695. * Particle emitter emitting particles from the inside of a cone.
  90696. * It emits the particles alongside the cone volume from the base to the particle.
  90697. * The emission direction might be randomized.
  90698. */
  90699. export class ConeParticleEmitter implements IParticleEmitterType {
  90700. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  90701. directionRandomizer: number;
  90702. private _radius;
  90703. private _angle;
  90704. private _height;
  90705. /**
  90706. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  90707. */
  90708. radiusRange: number;
  90709. /**
  90710. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  90711. */
  90712. heightRange: number;
  90713. /**
  90714. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  90715. */
  90716. emitFromSpawnPointOnly: boolean;
  90717. /**
  90718. * Gets or sets the radius of the emission cone
  90719. */
  90720. get radius(): number;
  90721. set radius(value: number);
  90722. /**
  90723. * Gets or sets the angle of the emission cone
  90724. */
  90725. get angle(): number;
  90726. set angle(value: number);
  90727. private _buildHeight;
  90728. /**
  90729. * Creates a new instance ConeParticleEmitter
  90730. * @param radius the radius of the emission cone (1 by default)
  90731. * @param angle the cone base angle (PI by default)
  90732. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  90733. */
  90734. constructor(radius?: number, angle?: number,
  90735. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  90736. directionRandomizer?: number);
  90737. /**
  90738. * Called by the particle System when the direction is computed for the created particle.
  90739. * @param worldMatrix is the world matrix of the particle system
  90740. * @param directionToUpdate is the direction vector to update with the result
  90741. * @param particle is the particle we are computed the direction for
  90742. */
  90743. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90744. /**
  90745. * Called by the particle System when the position is computed for the created particle.
  90746. * @param worldMatrix is the world matrix of the particle system
  90747. * @param positionToUpdate is the position vector to update with the result
  90748. * @param particle is the particle we are computed the position for
  90749. */
  90750. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90751. /**
  90752. * Clones the current emitter and returns a copy of it
  90753. * @returns the new emitter
  90754. */
  90755. clone(): ConeParticleEmitter;
  90756. /**
  90757. * Called by the GPUParticleSystem to setup the update shader
  90758. * @param effect defines the update shader
  90759. */
  90760. applyToShader(effect: Effect): void;
  90761. /**
  90762. * Returns a string to use to update the GPU particles update shader
  90763. * @returns a string containng the defines string
  90764. */
  90765. getEffectDefines(): string;
  90766. /**
  90767. * Returns the string "ConeParticleEmitter"
  90768. * @returns a string containing the class name
  90769. */
  90770. getClassName(): string;
  90771. /**
  90772. * Serializes the particle system to a JSON object.
  90773. * @returns the JSON object
  90774. */
  90775. serialize(): any;
  90776. /**
  90777. * Parse properties from a JSON object
  90778. * @param serializationObject defines the JSON object
  90779. */
  90780. parse(serializationObject: any): void;
  90781. }
  90782. }
  90783. declare module BABYLON {
  90784. /**
  90785. * Particle emitter emitting particles from the inside of a cylinder.
  90786. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  90787. */
  90788. export class CylinderParticleEmitter implements IParticleEmitterType {
  90789. /**
  90790. * The radius of the emission cylinder.
  90791. */
  90792. radius: number;
  90793. /**
  90794. * The height of the emission cylinder.
  90795. */
  90796. height: number;
  90797. /**
  90798. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90799. */
  90800. radiusRange: number;
  90801. /**
  90802. * How much to randomize the particle direction [0-1].
  90803. */
  90804. directionRandomizer: number;
  90805. /**
  90806. * Creates a new instance CylinderParticleEmitter
  90807. * @param radius the radius of the emission cylinder (1 by default)
  90808. * @param height the height of the emission cylinder (1 by default)
  90809. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90810. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  90811. */
  90812. constructor(
  90813. /**
  90814. * The radius of the emission cylinder.
  90815. */
  90816. radius?: number,
  90817. /**
  90818. * The height of the emission cylinder.
  90819. */
  90820. height?: number,
  90821. /**
  90822. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90823. */
  90824. radiusRange?: number,
  90825. /**
  90826. * How much to randomize the particle direction [0-1].
  90827. */
  90828. directionRandomizer?: number);
  90829. /**
  90830. * Called by the particle System when the direction is computed for the created particle.
  90831. * @param worldMatrix is the world matrix of the particle system
  90832. * @param directionToUpdate is the direction vector to update with the result
  90833. * @param particle is the particle we are computed the direction for
  90834. */
  90835. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90836. /**
  90837. * Called by the particle System when the position is computed for the created particle.
  90838. * @param worldMatrix is the world matrix of the particle system
  90839. * @param positionToUpdate is the position vector to update with the result
  90840. * @param particle is the particle we are computed the position for
  90841. */
  90842. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90843. /**
  90844. * Clones the current emitter and returns a copy of it
  90845. * @returns the new emitter
  90846. */
  90847. clone(): CylinderParticleEmitter;
  90848. /**
  90849. * Called by the GPUParticleSystem to setup the update shader
  90850. * @param effect defines the update shader
  90851. */
  90852. applyToShader(effect: Effect): void;
  90853. /**
  90854. * Returns a string to use to update the GPU particles update shader
  90855. * @returns a string containng the defines string
  90856. */
  90857. getEffectDefines(): string;
  90858. /**
  90859. * Returns the string "CylinderParticleEmitter"
  90860. * @returns a string containing the class name
  90861. */
  90862. getClassName(): string;
  90863. /**
  90864. * Serializes the particle system to a JSON object.
  90865. * @returns the JSON object
  90866. */
  90867. serialize(): any;
  90868. /**
  90869. * Parse properties from a JSON object
  90870. * @param serializationObject defines the JSON object
  90871. */
  90872. parse(serializationObject: any): void;
  90873. }
  90874. /**
  90875. * Particle emitter emitting particles from the inside of a cylinder.
  90876. * It emits the particles randomly between two vectors.
  90877. */
  90878. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  90879. /**
  90880. * The min limit of the emission direction.
  90881. */
  90882. direction1: Vector3;
  90883. /**
  90884. * The max limit of the emission direction.
  90885. */
  90886. direction2: Vector3;
  90887. /**
  90888. * Creates a new instance CylinderDirectedParticleEmitter
  90889. * @param radius the radius of the emission cylinder (1 by default)
  90890. * @param height the height of the emission cylinder (1 by default)
  90891. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90892. * @param direction1 the min limit of the emission direction (up vector by default)
  90893. * @param direction2 the max limit of the emission direction (up vector by default)
  90894. */
  90895. constructor(radius?: number, height?: number, radiusRange?: number,
  90896. /**
  90897. * The min limit of the emission direction.
  90898. */
  90899. direction1?: Vector3,
  90900. /**
  90901. * The max limit of the emission direction.
  90902. */
  90903. direction2?: Vector3);
  90904. /**
  90905. * Called by the particle System when the direction is computed for the created particle.
  90906. * @param worldMatrix is the world matrix of the particle system
  90907. * @param directionToUpdate is the direction vector to update with the result
  90908. * @param particle is the particle we are computed the direction for
  90909. */
  90910. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90911. /**
  90912. * Clones the current emitter and returns a copy of it
  90913. * @returns the new emitter
  90914. */
  90915. clone(): CylinderDirectedParticleEmitter;
  90916. /**
  90917. * Called by the GPUParticleSystem to setup the update shader
  90918. * @param effect defines the update shader
  90919. */
  90920. applyToShader(effect: Effect): void;
  90921. /**
  90922. * Returns a string to use to update the GPU particles update shader
  90923. * @returns a string containng the defines string
  90924. */
  90925. getEffectDefines(): string;
  90926. /**
  90927. * Returns the string "CylinderDirectedParticleEmitter"
  90928. * @returns a string containing the class name
  90929. */
  90930. getClassName(): string;
  90931. /**
  90932. * Serializes the particle system to a JSON object.
  90933. * @returns the JSON object
  90934. */
  90935. serialize(): any;
  90936. /**
  90937. * Parse properties from a JSON object
  90938. * @param serializationObject defines the JSON object
  90939. */
  90940. parse(serializationObject: any): void;
  90941. }
  90942. }
  90943. declare module BABYLON {
  90944. /**
  90945. * Particle emitter emitting particles from the inside of a hemisphere.
  90946. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  90947. */
  90948. export class HemisphericParticleEmitter implements IParticleEmitterType {
  90949. /**
  90950. * The radius of the emission hemisphere.
  90951. */
  90952. radius: number;
  90953. /**
  90954. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90955. */
  90956. radiusRange: number;
  90957. /**
  90958. * How much to randomize the particle direction [0-1].
  90959. */
  90960. directionRandomizer: number;
  90961. /**
  90962. * Creates a new instance HemisphericParticleEmitter
  90963. * @param radius the radius of the emission hemisphere (1 by default)
  90964. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90965. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  90966. */
  90967. constructor(
  90968. /**
  90969. * The radius of the emission hemisphere.
  90970. */
  90971. radius?: number,
  90972. /**
  90973. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90974. */
  90975. radiusRange?: number,
  90976. /**
  90977. * How much to randomize the particle direction [0-1].
  90978. */
  90979. directionRandomizer?: number);
  90980. /**
  90981. * Called by the particle System when the direction is computed for the created particle.
  90982. * @param worldMatrix is the world matrix of the particle system
  90983. * @param directionToUpdate is the direction vector to update with the result
  90984. * @param particle is the particle we are computed the direction for
  90985. */
  90986. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90987. /**
  90988. * Called by the particle System when the position is computed for the created particle.
  90989. * @param worldMatrix is the world matrix of the particle system
  90990. * @param positionToUpdate is the position vector to update with the result
  90991. * @param particle is the particle we are computed the position for
  90992. */
  90993. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90994. /**
  90995. * Clones the current emitter and returns a copy of it
  90996. * @returns the new emitter
  90997. */
  90998. clone(): HemisphericParticleEmitter;
  90999. /**
  91000. * Called by the GPUParticleSystem to setup the update shader
  91001. * @param effect defines the update shader
  91002. */
  91003. applyToShader(effect: Effect): void;
  91004. /**
  91005. * Returns a string to use to update the GPU particles update shader
  91006. * @returns a string containng the defines string
  91007. */
  91008. getEffectDefines(): string;
  91009. /**
  91010. * Returns the string "HemisphericParticleEmitter"
  91011. * @returns a string containing the class name
  91012. */
  91013. getClassName(): string;
  91014. /**
  91015. * Serializes the particle system to a JSON object.
  91016. * @returns the JSON object
  91017. */
  91018. serialize(): any;
  91019. /**
  91020. * Parse properties from a JSON object
  91021. * @param serializationObject defines the JSON object
  91022. */
  91023. parse(serializationObject: any): void;
  91024. }
  91025. }
  91026. declare module BABYLON {
  91027. /**
  91028. * Particle emitter emitting particles from a point.
  91029. * It emits the particles randomly between 2 given directions.
  91030. */
  91031. export class PointParticleEmitter implements IParticleEmitterType {
  91032. /**
  91033. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  91034. */
  91035. direction1: Vector3;
  91036. /**
  91037. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  91038. */
  91039. direction2: Vector3;
  91040. /**
  91041. * Creates a new instance PointParticleEmitter
  91042. */
  91043. constructor();
  91044. /**
  91045. * Called by the particle System when the direction is computed for the created particle.
  91046. * @param worldMatrix is the world matrix of the particle system
  91047. * @param directionToUpdate is the direction vector to update with the result
  91048. * @param particle is the particle we are computed the direction for
  91049. */
  91050. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91051. /**
  91052. * Called by the particle System when the position is computed for the created particle.
  91053. * @param worldMatrix is the world matrix of the particle system
  91054. * @param positionToUpdate is the position vector to update with the result
  91055. * @param particle is the particle we are computed the position for
  91056. */
  91057. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91058. /**
  91059. * Clones the current emitter and returns a copy of it
  91060. * @returns the new emitter
  91061. */
  91062. clone(): PointParticleEmitter;
  91063. /**
  91064. * Called by the GPUParticleSystem to setup the update shader
  91065. * @param effect defines the update shader
  91066. */
  91067. applyToShader(effect: Effect): void;
  91068. /**
  91069. * Returns a string to use to update the GPU particles update shader
  91070. * @returns a string containng the defines string
  91071. */
  91072. getEffectDefines(): string;
  91073. /**
  91074. * Returns the string "PointParticleEmitter"
  91075. * @returns a string containing the class name
  91076. */
  91077. getClassName(): string;
  91078. /**
  91079. * Serializes the particle system to a JSON object.
  91080. * @returns the JSON object
  91081. */
  91082. serialize(): any;
  91083. /**
  91084. * Parse properties from a JSON object
  91085. * @param serializationObject defines the JSON object
  91086. */
  91087. parse(serializationObject: any): void;
  91088. }
  91089. }
  91090. declare module BABYLON {
  91091. /**
  91092. * Particle emitter emitting particles from the inside of a sphere.
  91093. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  91094. */
  91095. export class SphereParticleEmitter implements IParticleEmitterType {
  91096. /**
  91097. * The radius of the emission sphere.
  91098. */
  91099. radius: number;
  91100. /**
  91101. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  91102. */
  91103. radiusRange: number;
  91104. /**
  91105. * How much to randomize the particle direction [0-1].
  91106. */
  91107. directionRandomizer: number;
  91108. /**
  91109. * Creates a new instance SphereParticleEmitter
  91110. * @param radius the radius of the emission sphere (1 by default)
  91111. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  91112. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  91113. */
  91114. constructor(
  91115. /**
  91116. * The radius of the emission sphere.
  91117. */
  91118. radius?: number,
  91119. /**
  91120. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  91121. */
  91122. radiusRange?: number,
  91123. /**
  91124. * How much to randomize the particle direction [0-1].
  91125. */
  91126. directionRandomizer?: number);
  91127. /**
  91128. * Called by the particle System when the direction is computed for the created particle.
  91129. * @param worldMatrix is the world matrix of the particle system
  91130. * @param directionToUpdate is the direction vector to update with the result
  91131. * @param particle is the particle we are computed the direction for
  91132. */
  91133. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91134. /**
  91135. * Called by the particle System when the position is computed for the created particle.
  91136. * @param worldMatrix is the world matrix of the particle system
  91137. * @param positionToUpdate is the position vector to update with the result
  91138. * @param particle is the particle we are computed the position for
  91139. */
  91140. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91141. /**
  91142. * Clones the current emitter and returns a copy of it
  91143. * @returns the new emitter
  91144. */
  91145. clone(): SphereParticleEmitter;
  91146. /**
  91147. * Called by the GPUParticleSystem to setup the update shader
  91148. * @param effect defines the update shader
  91149. */
  91150. applyToShader(effect: Effect): void;
  91151. /**
  91152. * Returns a string to use to update the GPU particles update shader
  91153. * @returns a string containng the defines string
  91154. */
  91155. getEffectDefines(): string;
  91156. /**
  91157. * Returns the string "SphereParticleEmitter"
  91158. * @returns a string containing the class name
  91159. */
  91160. getClassName(): string;
  91161. /**
  91162. * Serializes the particle system to a JSON object.
  91163. * @returns the JSON object
  91164. */
  91165. serialize(): any;
  91166. /**
  91167. * Parse properties from a JSON object
  91168. * @param serializationObject defines the JSON object
  91169. */
  91170. parse(serializationObject: any): void;
  91171. }
  91172. /**
  91173. * Particle emitter emitting particles from the inside of a sphere.
  91174. * It emits the particles randomly between two vectors.
  91175. */
  91176. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  91177. /**
  91178. * The min limit of the emission direction.
  91179. */
  91180. direction1: Vector3;
  91181. /**
  91182. * The max limit of the emission direction.
  91183. */
  91184. direction2: Vector3;
  91185. /**
  91186. * Creates a new instance SphereDirectedParticleEmitter
  91187. * @param radius the radius of the emission sphere (1 by default)
  91188. * @param direction1 the min limit of the emission direction (up vector by default)
  91189. * @param direction2 the max limit of the emission direction (up vector by default)
  91190. */
  91191. constructor(radius?: number,
  91192. /**
  91193. * The min limit of the emission direction.
  91194. */
  91195. direction1?: Vector3,
  91196. /**
  91197. * The max limit of the emission direction.
  91198. */
  91199. direction2?: Vector3);
  91200. /**
  91201. * Called by the particle System when the direction is computed for the created particle.
  91202. * @param worldMatrix is the world matrix of the particle system
  91203. * @param directionToUpdate is the direction vector to update with the result
  91204. * @param particle is the particle we are computed the direction for
  91205. */
  91206. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91207. /**
  91208. * Clones the current emitter and returns a copy of it
  91209. * @returns the new emitter
  91210. */
  91211. clone(): SphereDirectedParticleEmitter;
  91212. /**
  91213. * Called by the GPUParticleSystem to setup the update shader
  91214. * @param effect defines the update shader
  91215. */
  91216. applyToShader(effect: Effect): void;
  91217. /**
  91218. * Returns a string to use to update the GPU particles update shader
  91219. * @returns a string containng the defines string
  91220. */
  91221. getEffectDefines(): string;
  91222. /**
  91223. * Returns the string "SphereDirectedParticleEmitter"
  91224. * @returns a string containing the class name
  91225. */
  91226. getClassName(): string;
  91227. /**
  91228. * Serializes the particle system to a JSON object.
  91229. * @returns the JSON object
  91230. */
  91231. serialize(): any;
  91232. /**
  91233. * Parse properties from a JSON object
  91234. * @param serializationObject defines the JSON object
  91235. */
  91236. parse(serializationObject: any): void;
  91237. }
  91238. }
  91239. declare module BABYLON {
  91240. /**
  91241. * Particle emitter emitting particles from a custom list of positions.
  91242. */
  91243. export class CustomParticleEmitter implements IParticleEmitterType {
  91244. /**
  91245. * Gets or sets the position generator that will create the inital position of each particle.
  91246. * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  91247. */
  91248. particlePositionGenerator: (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
  91249. /**
  91250. * Gets or sets the destination generator that will create the final destination of each particle.
  91251. * * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  91252. */
  91253. particleDestinationGenerator: (index: number, particle: Nullable<Particle>, outDestination: Vector3) => void;
  91254. /**
  91255. * Creates a new instance CustomParticleEmitter
  91256. */
  91257. constructor();
  91258. /**
  91259. * Called by the particle System when the direction is computed for the created particle.
  91260. * @param worldMatrix is the world matrix of the particle system
  91261. * @param directionToUpdate is the direction vector to update with the result
  91262. * @param particle is the particle we are computed the direction for
  91263. */
  91264. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91265. /**
  91266. * Called by the particle System when the position is computed for the created particle.
  91267. * @param worldMatrix is the world matrix of the particle system
  91268. * @param positionToUpdate is the position vector to update with the result
  91269. * @param particle is the particle we are computed the position for
  91270. */
  91271. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91272. /**
  91273. * Clones the current emitter and returns a copy of it
  91274. * @returns the new emitter
  91275. */
  91276. clone(): CustomParticleEmitter;
  91277. /**
  91278. * Called by the GPUParticleSystem to setup the update shader
  91279. * @param effect defines the update shader
  91280. */
  91281. applyToShader(effect: Effect): void;
  91282. /**
  91283. * Returns a string to use to update the GPU particles update shader
  91284. * @returns a string containng the defines string
  91285. */
  91286. getEffectDefines(): string;
  91287. /**
  91288. * Returns the string "PointParticleEmitter"
  91289. * @returns a string containing the class name
  91290. */
  91291. getClassName(): string;
  91292. /**
  91293. * Serializes the particle system to a JSON object.
  91294. * @returns the JSON object
  91295. */
  91296. serialize(): any;
  91297. /**
  91298. * Parse properties from a JSON object
  91299. * @param serializationObject defines the JSON object
  91300. */
  91301. parse(serializationObject: any): void;
  91302. }
  91303. }
  91304. declare module BABYLON {
  91305. /**
  91306. * Interface representing a particle system in Babylon.js.
  91307. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  91308. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  91309. */
  91310. export interface IParticleSystem {
  91311. /**
  91312. * List of animations used by the particle system.
  91313. */
  91314. animations: Animation[];
  91315. /**
  91316. * The id of the Particle system.
  91317. */
  91318. id: string;
  91319. /**
  91320. * The name of the Particle system.
  91321. */
  91322. name: string;
  91323. /**
  91324. * The emitter represents the Mesh or position we are attaching the particle system to.
  91325. */
  91326. emitter: Nullable<AbstractMesh | Vector3>;
  91327. /**
  91328. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  91329. */
  91330. isBillboardBased: boolean;
  91331. /**
  91332. * The rendering group used by the Particle system to chose when to render.
  91333. */
  91334. renderingGroupId: number;
  91335. /**
  91336. * The layer mask we are rendering the particles through.
  91337. */
  91338. layerMask: number;
  91339. /**
  91340. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  91341. */
  91342. updateSpeed: number;
  91343. /**
  91344. * The amount of time the particle system is running (depends of the overall update speed).
  91345. */
  91346. targetStopDuration: number;
  91347. /**
  91348. * The texture used to render each particle. (this can be a spritesheet)
  91349. */
  91350. particleTexture: Nullable<Texture>;
  91351. /**
  91352. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  91353. */
  91354. blendMode: number;
  91355. /**
  91356. * Minimum life time of emitting particles.
  91357. */
  91358. minLifeTime: number;
  91359. /**
  91360. * Maximum life time of emitting particles.
  91361. */
  91362. maxLifeTime: number;
  91363. /**
  91364. * Minimum Size of emitting particles.
  91365. */
  91366. minSize: number;
  91367. /**
  91368. * Maximum Size of emitting particles.
  91369. */
  91370. maxSize: number;
  91371. /**
  91372. * Minimum scale of emitting particles on X axis.
  91373. */
  91374. minScaleX: number;
  91375. /**
  91376. * Maximum scale of emitting particles on X axis.
  91377. */
  91378. maxScaleX: number;
  91379. /**
  91380. * Minimum scale of emitting particles on Y axis.
  91381. */
  91382. minScaleY: number;
  91383. /**
  91384. * Maximum scale of emitting particles on Y axis.
  91385. */
  91386. maxScaleY: number;
  91387. /**
  91388. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  91389. */
  91390. color1: Color4;
  91391. /**
  91392. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  91393. */
  91394. color2: Color4;
  91395. /**
  91396. * Color the particle will have at the end of its lifetime.
  91397. */
  91398. colorDead: Color4;
  91399. /**
  91400. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  91401. */
  91402. emitRate: number;
  91403. /**
  91404. * You can use gravity if you want to give an orientation to your particles.
  91405. */
  91406. gravity: Vector3;
  91407. /**
  91408. * Minimum power of emitting particles.
  91409. */
  91410. minEmitPower: number;
  91411. /**
  91412. * Maximum power of emitting particles.
  91413. */
  91414. maxEmitPower: number;
  91415. /**
  91416. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  91417. */
  91418. minAngularSpeed: number;
  91419. /**
  91420. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  91421. */
  91422. maxAngularSpeed: number;
  91423. /**
  91424. * Gets or sets the minimal initial rotation in radians.
  91425. */
  91426. minInitialRotation: number;
  91427. /**
  91428. * Gets or sets the maximal initial rotation in radians.
  91429. */
  91430. maxInitialRotation: number;
  91431. /**
  91432. * The particle emitter type defines the emitter used by the particle system.
  91433. * It can be for example box, sphere, or cone...
  91434. */
  91435. particleEmitterType: Nullable<IParticleEmitterType>;
  91436. /**
  91437. * Defines the delay in milliseconds before starting the system (0 by default)
  91438. */
  91439. startDelay: number;
  91440. /**
  91441. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  91442. */
  91443. preWarmCycles: number;
  91444. /**
  91445. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  91446. */
  91447. preWarmStepOffset: number;
  91448. /**
  91449. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  91450. */
  91451. spriteCellChangeSpeed: number;
  91452. /**
  91453. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  91454. */
  91455. startSpriteCellID: number;
  91456. /**
  91457. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  91458. */
  91459. endSpriteCellID: number;
  91460. /**
  91461. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  91462. */
  91463. spriteCellWidth: number;
  91464. /**
  91465. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  91466. */
  91467. spriteCellHeight: number;
  91468. /**
  91469. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  91470. */
  91471. spriteRandomStartCell: boolean;
  91472. /**
  91473. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  91474. */
  91475. isAnimationSheetEnabled: boolean;
  91476. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  91477. translationPivot: Vector2;
  91478. /**
  91479. * Gets or sets a texture used to add random noise to particle positions
  91480. */
  91481. noiseTexture: Nullable<BaseTexture>;
  91482. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  91483. noiseStrength: Vector3;
  91484. /**
  91485. * Gets or sets the billboard mode to use when isBillboardBased = true.
  91486. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  91487. */
  91488. billboardMode: number;
  91489. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  91490. limitVelocityDamping: number;
  91491. /**
  91492. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  91493. */
  91494. beginAnimationOnStart: boolean;
  91495. /**
  91496. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  91497. */
  91498. beginAnimationFrom: number;
  91499. /**
  91500. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  91501. */
  91502. beginAnimationTo: number;
  91503. /**
  91504. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  91505. */
  91506. beginAnimationLoop: boolean;
  91507. /**
  91508. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  91509. */
  91510. disposeOnStop: boolean;
  91511. /**
  91512. * Gets the maximum number of particles active at the same time.
  91513. * @returns The max number of active particles.
  91514. */
  91515. getCapacity(): number;
  91516. /**
  91517. * Gets if the system has been started. (Note: this will still be true after stop is called)
  91518. * @returns True if it has been started, otherwise false.
  91519. */
  91520. isStarted(): boolean;
  91521. /**
  91522. * Animates the particle system for this frame.
  91523. */
  91524. animate(): void;
  91525. /**
  91526. * Renders the particle system in its current state.
  91527. * @returns the current number of particles
  91528. */
  91529. render(): number;
  91530. /**
  91531. * Dispose the particle system and frees its associated resources.
  91532. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  91533. */
  91534. dispose(disposeTexture?: boolean): void;
  91535. /**
  91536. * Clones the particle system.
  91537. * @param name The name of the cloned object
  91538. * @param newEmitter The new emitter to use
  91539. * @returns the cloned particle system
  91540. */
  91541. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  91542. /**
  91543. * Serializes the particle system to a JSON object.
  91544. * @returns the JSON object
  91545. */
  91546. serialize(): any;
  91547. /**
  91548. * Rebuild the particle system
  91549. */
  91550. rebuild(): void;
  91551. /**
  91552. * Starts the particle system and begins to emit
  91553. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  91554. */
  91555. start(delay?: number): void;
  91556. /**
  91557. * Stops the particle system.
  91558. */
  91559. stop(): void;
  91560. /**
  91561. * Remove all active particles
  91562. */
  91563. reset(): void;
  91564. /**
  91565. * Is this system ready to be used/rendered
  91566. * @return true if the system is ready
  91567. */
  91568. isReady(): boolean;
  91569. /**
  91570. * Adds a new color gradient
  91571. * @param gradient defines the gradient to use (between 0 and 1)
  91572. * @param color1 defines the color to affect to the specified gradient
  91573. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  91574. * @returns the current particle system
  91575. */
  91576. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  91577. /**
  91578. * Remove a specific color gradient
  91579. * @param gradient defines the gradient to remove
  91580. * @returns the current particle system
  91581. */
  91582. removeColorGradient(gradient: number): IParticleSystem;
  91583. /**
  91584. * Adds a new size gradient
  91585. * @param gradient defines the gradient to use (between 0 and 1)
  91586. * @param factor defines the size factor to affect to the specified gradient
  91587. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91588. * @returns the current particle system
  91589. */
  91590. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91591. /**
  91592. * Remove a specific size gradient
  91593. * @param gradient defines the gradient to remove
  91594. * @returns the current particle system
  91595. */
  91596. removeSizeGradient(gradient: number): IParticleSystem;
  91597. /**
  91598. * Gets the current list of color gradients.
  91599. * You must use addColorGradient and removeColorGradient to udpate this list
  91600. * @returns the list of color gradients
  91601. */
  91602. getColorGradients(): Nullable<Array<ColorGradient>>;
  91603. /**
  91604. * Gets the current list of size gradients.
  91605. * You must use addSizeGradient and removeSizeGradient to udpate this list
  91606. * @returns the list of size gradients
  91607. */
  91608. getSizeGradients(): Nullable<Array<FactorGradient>>;
  91609. /**
  91610. * Gets the current list of angular speed gradients.
  91611. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  91612. * @returns the list of angular speed gradients
  91613. */
  91614. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  91615. /**
  91616. * Adds a new angular speed gradient
  91617. * @param gradient defines the gradient to use (between 0 and 1)
  91618. * @param factor defines the angular speed to affect to the specified gradient
  91619. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91620. * @returns the current particle system
  91621. */
  91622. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91623. /**
  91624. * Remove a specific angular speed gradient
  91625. * @param gradient defines the gradient to remove
  91626. * @returns the current particle system
  91627. */
  91628. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  91629. /**
  91630. * Gets the current list of velocity gradients.
  91631. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  91632. * @returns the list of velocity gradients
  91633. */
  91634. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  91635. /**
  91636. * Adds a new velocity gradient
  91637. * @param gradient defines the gradient to use (between 0 and 1)
  91638. * @param factor defines the velocity to affect to the specified gradient
  91639. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91640. * @returns the current particle system
  91641. */
  91642. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91643. /**
  91644. * Remove a specific velocity gradient
  91645. * @param gradient defines the gradient to remove
  91646. * @returns the current particle system
  91647. */
  91648. removeVelocityGradient(gradient: number): IParticleSystem;
  91649. /**
  91650. * Gets the current list of limit velocity gradients.
  91651. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  91652. * @returns the list of limit velocity gradients
  91653. */
  91654. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  91655. /**
  91656. * Adds a new limit velocity gradient
  91657. * @param gradient defines the gradient to use (between 0 and 1)
  91658. * @param factor defines the limit velocity to affect to the specified gradient
  91659. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91660. * @returns the current particle system
  91661. */
  91662. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91663. /**
  91664. * Remove a specific limit velocity gradient
  91665. * @param gradient defines the gradient to remove
  91666. * @returns the current particle system
  91667. */
  91668. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  91669. /**
  91670. * Adds a new drag gradient
  91671. * @param gradient defines the gradient to use (between 0 and 1)
  91672. * @param factor defines the drag to affect to the specified gradient
  91673. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91674. * @returns the current particle system
  91675. */
  91676. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91677. /**
  91678. * Remove a specific drag gradient
  91679. * @param gradient defines the gradient to remove
  91680. * @returns the current particle system
  91681. */
  91682. removeDragGradient(gradient: number): IParticleSystem;
  91683. /**
  91684. * Gets the current list of drag gradients.
  91685. * You must use addDragGradient and removeDragGradient to udpate this list
  91686. * @returns the list of drag gradients
  91687. */
  91688. getDragGradients(): Nullable<Array<FactorGradient>>;
  91689. /**
  91690. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  91691. * @param gradient defines the gradient to use (between 0 and 1)
  91692. * @param factor defines the emit rate to affect to the specified gradient
  91693. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91694. * @returns the current particle system
  91695. */
  91696. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91697. /**
  91698. * Remove a specific emit rate gradient
  91699. * @param gradient defines the gradient to remove
  91700. * @returns the current particle system
  91701. */
  91702. removeEmitRateGradient(gradient: number): IParticleSystem;
  91703. /**
  91704. * Gets the current list of emit rate gradients.
  91705. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  91706. * @returns the list of emit rate gradients
  91707. */
  91708. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  91709. /**
  91710. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  91711. * @param gradient defines the gradient to use (between 0 and 1)
  91712. * @param factor defines the start size to affect to the specified gradient
  91713. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91714. * @returns the current particle system
  91715. */
  91716. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91717. /**
  91718. * Remove a specific start size gradient
  91719. * @param gradient defines the gradient to remove
  91720. * @returns the current particle system
  91721. */
  91722. removeStartSizeGradient(gradient: number): IParticleSystem;
  91723. /**
  91724. * Gets the current list of start size gradients.
  91725. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  91726. * @returns the list of start size gradients
  91727. */
  91728. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  91729. /**
  91730. * Adds a new life time gradient
  91731. * @param gradient defines the gradient to use (between 0 and 1)
  91732. * @param factor defines the life time factor to affect to the specified gradient
  91733. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91734. * @returns the current particle system
  91735. */
  91736. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91737. /**
  91738. * Remove a specific life time gradient
  91739. * @param gradient defines the gradient to remove
  91740. * @returns the current particle system
  91741. */
  91742. removeLifeTimeGradient(gradient: number): IParticleSystem;
  91743. /**
  91744. * Gets the current list of life time gradients.
  91745. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  91746. * @returns the list of life time gradients
  91747. */
  91748. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  91749. /**
  91750. * Gets the current list of color gradients.
  91751. * You must use addColorGradient and removeColorGradient to udpate this list
  91752. * @returns the list of color gradients
  91753. */
  91754. getColorGradients(): Nullable<Array<ColorGradient>>;
  91755. /**
  91756. * Adds a new ramp gradient used to remap particle colors
  91757. * @param gradient defines the gradient to use (between 0 and 1)
  91758. * @param color defines the color to affect to the specified gradient
  91759. * @returns the current particle system
  91760. */
  91761. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  91762. /**
  91763. * Gets the current list of ramp gradients.
  91764. * You must use addRampGradient and removeRampGradient to udpate this list
  91765. * @returns the list of ramp gradients
  91766. */
  91767. getRampGradients(): Nullable<Array<Color3Gradient>>;
  91768. /** Gets or sets a boolean indicating that ramp gradients must be used
  91769. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  91770. */
  91771. useRampGradients: boolean;
  91772. /**
  91773. * Adds a new color remap gradient
  91774. * @param gradient defines the gradient to use (between 0 and 1)
  91775. * @param min defines the color remap minimal range
  91776. * @param max defines the color remap maximal range
  91777. * @returns the current particle system
  91778. */
  91779. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  91780. /**
  91781. * Gets the current list of color remap gradients.
  91782. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  91783. * @returns the list of color remap gradients
  91784. */
  91785. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  91786. /**
  91787. * Adds a new alpha remap gradient
  91788. * @param gradient defines the gradient to use (between 0 and 1)
  91789. * @param min defines the alpha remap minimal range
  91790. * @param max defines the alpha remap maximal range
  91791. * @returns the current particle system
  91792. */
  91793. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  91794. /**
  91795. * Gets the current list of alpha remap gradients.
  91796. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  91797. * @returns the list of alpha remap gradients
  91798. */
  91799. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  91800. /**
  91801. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  91802. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  91803. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  91804. * @returns the emitter
  91805. */
  91806. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  91807. /**
  91808. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  91809. * @param radius The radius of the hemisphere to emit from
  91810. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  91811. * @returns the emitter
  91812. */
  91813. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  91814. /**
  91815. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  91816. * @param radius The radius of the sphere to emit from
  91817. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  91818. * @returns the emitter
  91819. */
  91820. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  91821. /**
  91822. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  91823. * @param radius The radius of the sphere to emit from
  91824. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  91825. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  91826. * @returns the emitter
  91827. */
  91828. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  91829. /**
  91830. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  91831. * @param radius The radius of the emission cylinder
  91832. * @param height The height of the emission cylinder
  91833. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  91834. * @param directionRandomizer How much to randomize the particle direction [0-1]
  91835. * @returns the emitter
  91836. */
  91837. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  91838. /**
  91839. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  91840. * @param radius The radius of the cylinder to emit from
  91841. * @param height The height of the emission cylinder
  91842. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  91843. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  91844. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  91845. * @returns the emitter
  91846. */
  91847. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  91848. /**
  91849. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  91850. * @param radius The radius of the cone to emit from
  91851. * @param angle The base angle of the cone
  91852. * @returns the emitter
  91853. */
  91854. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  91855. /**
  91856. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  91857. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  91858. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  91859. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  91860. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  91861. * @returns the emitter
  91862. */
  91863. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  91864. /**
  91865. * Get hosting scene
  91866. * @returns the scene
  91867. */
  91868. getScene(): Scene;
  91869. }
  91870. }
  91871. declare module BABYLON {
  91872. /**
  91873. * Creates an instance based on a source mesh.
  91874. */
  91875. export class InstancedMesh extends AbstractMesh {
  91876. private _sourceMesh;
  91877. private _currentLOD;
  91878. /** @hidden */
  91879. _indexInSourceMeshInstanceArray: number;
  91880. constructor(name: string, source: Mesh);
  91881. /**
  91882. * Returns the string "InstancedMesh".
  91883. */
  91884. getClassName(): string;
  91885. /** Gets the list of lights affecting that mesh */
  91886. get lightSources(): Light[];
  91887. _resyncLightSources(): void;
  91888. _resyncLightSource(light: Light): void;
  91889. _removeLightSource(light: Light, dispose: boolean): void;
  91890. /**
  91891. * If the source mesh receives shadows
  91892. */
  91893. get receiveShadows(): boolean;
  91894. /**
  91895. * The material of the source mesh
  91896. */
  91897. get material(): Nullable<Material>;
  91898. /**
  91899. * Visibility of the source mesh
  91900. */
  91901. get visibility(): number;
  91902. /**
  91903. * Skeleton of the source mesh
  91904. */
  91905. get skeleton(): Nullable<Skeleton>;
  91906. /**
  91907. * Rendering ground id of the source mesh
  91908. */
  91909. get renderingGroupId(): number;
  91910. set renderingGroupId(value: number);
  91911. /**
  91912. * Returns the total number of vertices (integer).
  91913. */
  91914. getTotalVertices(): number;
  91915. /**
  91916. * Returns a positive integer : the total number of indices in this mesh geometry.
  91917. * @returns the numner of indices or zero if the mesh has no geometry.
  91918. */
  91919. getTotalIndices(): number;
  91920. /**
  91921. * The source mesh of the instance
  91922. */
  91923. get sourceMesh(): Mesh;
  91924. /**
  91925. * Is this node ready to be used/rendered
  91926. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91927. * @return {boolean} is it ready
  91928. */
  91929. isReady(completeCheck?: boolean): boolean;
  91930. /**
  91931. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91932. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  91933. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  91934. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  91935. */
  91936. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  91937. /**
  91938. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91939. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91940. * The `data` are either a numeric array either a Float32Array.
  91941. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  91942. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  91943. * Note that a new underlying VertexBuffer object is created each call.
  91944. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91945. *
  91946. * Possible `kind` values :
  91947. * - VertexBuffer.PositionKind
  91948. * - VertexBuffer.UVKind
  91949. * - VertexBuffer.UV2Kind
  91950. * - VertexBuffer.UV3Kind
  91951. * - VertexBuffer.UV4Kind
  91952. * - VertexBuffer.UV5Kind
  91953. * - VertexBuffer.UV6Kind
  91954. * - VertexBuffer.ColorKind
  91955. * - VertexBuffer.MatricesIndicesKind
  91956. * - VertexBuffer.MatricesIndicesExtraKind
  91957. * - VertexBuffer.MatricesWeightsKind
  91958. * - VertexBuffer.MatricesWeightsExtraKind
  91959. *
  91960. * Returns the Mesh.
  91961. */
  91962. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91963. /**
  91964. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91965. * If the mesh has no geometry, it is simply returned as it is.
  91966. * The `data` are either a numeric array either a Float32Array.
  91967. * No new underlying VertexBuffer object is created.
  91968. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91969. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  91970. *
  91971. * Possible `kind` values :
  91972. * - VertexBuffer.PositionKind
  91973. * - VertexBuffer.UVKind
  91974. * - VertexBuffer.UV2Kind
  91975. * - VertexBuffer.UV3Kind
  91976. * - VertexBuffer.UV4Kind
  91977. * - VertexBuffer.UV5Kind
  91978. * - VertexBuffer.UV6Kind
  91979. * - VertexBuffer.ColorKind
  91980. * - VertexBuffer.MatricesIndicesKind
  91981. * - VertexBuffer.MatricesIndicesExtraKind
  91982. * - VertexBuffer.MatricesWeightsKind
  91983. * - VertexBuffer.MatricesWeightsExtraKind
  91984. *
  91985. * Returns the Mesh.
  91986. */
  91987. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  91988. /**
  91989. * Sets the mesh indices.
  91990. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  91991. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91992. * This method creates a new index buffer each call.
  91993. * Returns the Mesh.
  91994. */
  91995. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  91996. /**
  91997. * Boolean : True if the mesh owns the requested kind of data.
  91998. */
  91999. isVerticesDataPresent(kind: string): boolean;
  92000. /**
  92001. * Returns an array of indices (IndicesArray).
  92002. */
  92003. getIndices(): Nullable<IndicesArray>;
  92004. get _positions(): Nullable<Vector3[]>;
  92005. /**
  92006. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92007. * This means the mesh underlying bounding box and sphere are recomputed.
  92008. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92009. * @returns the current mesh
  92010. */
  92011. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  92012. /** @hidden */
  92013. _preActivate(): InstancedMesh;
  92014. /** @hidden */
  92015. _activate(renderId: number, intermediateRendering: boolean): boolean;
  92016. /** @hidden */
  92017. _postActivate(): void;
  92018. getWorldMatrix(): Matrix;
  92019. get isAnInstance(): boolean;
  92020. /**
  92021. * Returns the current associated LOD AbstractMesh.
  92022. */
  92023. getLOD(camera: Camera): AbstractMesh;
  92024. /** @hidden */
  92025. _syncSubMeshes(): InstancedMesh;
  92026. /** @hidden */
  92027. _generatePointsArray(): boolean;
  92028. /**
  92029. * Creates a new InstancedMesh from the current mesh.
  92030. * - name (string) : the cloned mesh name
  92031. * - newParent (optional Node) : the optional Node to parent the clone to.
  92032. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  92033. *
  92034. * Returns the clone.
  92035. */
  92036. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): InstancedMesh;
  92037. /**
  92038. * Disposes the InstancedMesh.
  92039. * Returns nothing.
  92040. */
  92041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92042. }
  92043. interface Mesh {
  92044. /**
  92045. * Register a custom buffer that will be instanced
  92046. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  92047. * @param kind defines the buffer kind
  92048. * @param stride defines the stride in floats
  92049. */
  92050. registerInstancedBuffer(kind: string, stride: number): void;
  92051. /** @hidden */
  92052. _userInstancedBuffersStorage: {
  92053. data: {
  92054. [key: string]: Float32Array;
  92055. };
  92056. sizes: {
  92057. [key: string]: number;
  92058. };
  92059. vertexBuffers: {
  92060. [key: string]: Nullable<VertexBuffer>;
  92061. };
  92062. strides: {
  92063. [key: string]: number;
  92064. };
  92065. };
  92066. }
  92067. interface AbstractMesh {
  92068. /**
  92069. * Object used to store instanced buffers defined by user
  92070. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  92071. */
  92072. instancedBuffers: {
  92073. [key: string]: any;
  92074. };
  92075. }
  92076. }
  92077. declare module BABYLON {
  92078. /**
  92079. * Defines the options associated with the creation of a shader material.
  92080. */
  92081. export interface IShaderMaterialOptions {
  92082. /**
  92083. * Does the material work in alpha blend mode
  92084. */
  92085. needAlphaBlending: boolean;
  92086. /**
  92087. * Does the material work in alpha test mode
  92088. */
  92089. needAlphaTesting: boolean;
  92090. /**
  92091. * The list of attribute names used in the shader
  92092. */
  92093. attributes: string[];
  92094. /**
  92095. * The list of unifrom names used in the shader
  92096. */
  92097. uniforms: string[];
  92098. /**
  92099. * The list of UBO names used in the shader
  92100. */
  92101. uniformBuffers: string[];
  92102. /**
  92103. * The list of sampler names used in the shader
  92104. */
  92105. samplers: string[];
  92106. /**
  92107. * The list of defines used in the shader
  92108. */
  92109. defines: string[];
  92110. }
  92111. /**
  92112. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  92113. *
  92114. * This returned material effects how the mesh will look based on the code in the shaders.
  92115. *
  92116. * @see http://doc.babylonjs.com/how_to/shader_material
  92117. */
  92118. export class ShaderMaterial extends Material {
  92119. private _shaderPath;
  92120. private _options;
  92121. private _textures;
  92122. private _textureArrays;
  92123. private _floats;
  92124. private _ints;
  92125. private _floatsArrays;
  92126. private _colors3;
  92127. private _colors3Arrays;
  92128. private _colors4;
  92129. private _colors4Arrays;
  92130. private _vectors2;
  92131. private _vectors3;
  92132. private _vectors4;
  92133. private _matrices;
  92134. private _matrixArrays;
  92135. private _matrices3x3;
  92136. private _matrices2x2;
  92137. private _vectors2Arrays;
  92138. private _vectors3Arrays;
  92139. private _vectors4Arrays;
  92140. private _cachedWorldViewMatrix;
  92141. private _cachedWorldViewProjectionMatrix;
  92142. private _renderId;
  92143. private _multiview;
  92144. /**
  92145. * Instantiate a new shader material.
  92146. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  92147. * This returned material effects how the mesh will look based on the code in the shaders.
  92148. * @see http://doc.babylonjs.com/how_to/shader_material
  92149. * @param name Define the name of the material in the scene
  92150. * @param scene Define the scene the material belongs to
  92151. * @param shaderPath Defines the route to the shader code in one of three ways:
  92152. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  92153. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  92154. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  92155. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  92156. * @param options Define the options used to create the shader
  92157. */
  92158. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  92159. /**
  92160. * Gets the shader path used to define the shader code
  92161. * It can be modified to trigger a new compilation
  92162. */
  92163. get shaderPath(): any;
  92164. /**
  92165. * Sets the shader path used to define the shader code
  92166. * It can be modified to trigger a new compilation
  92167. */
  92168. set shaderPath(shaderPath: any);
  92169. /**
  92170. * Gets the options used to compile the shader.
  92171. * They can be modified to trigger a new compilation
  92172. */
  92173. get options(): IShaderMaterialOptions;
  92174. /**
  92175. * Gets the current class name of the material e.g. "ShaderMaterial"
  92176. * Mainly use in serialization.
  92177. * @returns the class name
  92178. */
  92179. getClassName(): string;
  92180. /**
  92181. * Specifies if the material will require alpha blending
  92182. * @returns a boolean specifying if alpha blending is needed
  92183. */
  92184. needAlphaBlending(): boolean;
  92185. /**
  92186. * Specifies if this material should be rendered in alpha test mode
  92187. * @returns a boolean specifying if an alpha test is needed.
  92188. */
  92189. needAlphaTesting(): boolean;
  92190. private _checkUniform;
  92191. /**
  92192. * Set a texture in the shader.
  92193. * @param name Define the name of the uniform samplers as defined in the shader
  92194. * @param texture Define the texture to bind to this sampler
  92195. * @return the material itself allowing "fluent" like uniform updates
  92196. */
  92197. setTexture(name: string, texture: Texture): ShaderMaterial;
  92198. /**
  92199. * Set a texture array in the shader.
  92200. * @param name Define the name of the uniform sampler array as defined in the shader
  92201. * @param textures Define the list of textures to bind to this sampler
  92202. * @return the material itself allowing "fluent" like uniform updates
  92203. */
  92204. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  92205. /**
  92206. * Set a float in the shader.
  92207. * @param name Define the name of the uniform as defined in the shader
  92208. * @param value Define the value to give to the uniform
  92209. * @return the material itself allowing "fluent" like uniform updates
  92210. */
  92211. setFloat(name: string, value: number): ShaderMaterial;
  92212. /**
  92213. * Set a int in the shader.
  92214. * @param name Define the name of the uniform as defined in the shader
  92215. * @param value Define the value to give to the uniform
  92216. * @return the material itself allowing "fluent" like uniform updates
  92217. */
  92218. setInt(name: string, value: number): ShaderMaterial;
  92219. /**
  92220. * Set an array of floats in the shader.
  92221. * @param name Define the name of the uniform as defined in the shader
  92222. * @param value Define the value to give to the uniform
  92223. * @return the material itself allowing "fluent" like uniform updates
  92224. */
  92225. setFloats(name: string, value: number[]): ShaderMaterial;
  92226. /**
  92227. * Set a vec3 in the shader from a Color3.
  92228. * @param name Define the name of the uniform as defined in the shader
  92229. * @param value Define the value to give to the uniform
  92230. * @return the material itself allowing "fluent" like uniform updates
  92231. */
  92232. setColor3(name: string, value: Color3): ShaderMaterial;
  92233. /**
  92234. * Set a vec3 array in the shader from a Color3 array.
  92235. * @param name Define the name of the uniform as defined in the shader
  92236. * @param value Define the value to give to the uniform
  92237. * @return the material itself allowing "fluent" like uniform updates
  92238. */
  92239. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  92240. /**
  92241. * Set a vec4 in the shader from a Color4.
  92242. * @param name Define the name of the uniform as defined in the shader
  92243. * @param value Define the value to give to the uniform
  92244. * @return the material itself allowing "fluent" like uniform updates
  92245. */
  92246. setColor4(name: string, value: Color4): ShaderMaterial;
  92247. /**
  92248. * Set a vec4 array in the shader from a Color4 array.
  92249. * @param name Define the name of the uniform as defined in the shader
  92250. * @param value Define the value to give to the uniform
  92251. * @return the material itself allowing "fluent" like uniform updates
  92252. */
  92253. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  92254. /**
  92255. * Set a vec2 in the shader from a Vector2.
  92256. * @param name Define the name of the uniform as defined in the shader
  92257. * @param value Define the value to give to the uniform
  92258. * @return the material itself allowing "fluent" like uniform updates
  92259. */
  92260. setVector2(name: string, value: Vector2): ShaderMaterial;
  92261. /**
  92262. * Set a vec3 in the shader from a Vector3.
  92263. * @param name Define the name of the uniform as defined in the shader
  92264. * @param value Define the value to give to the uniform
  92265. * @return the material itself allowing "fluent" like uniform updates
  92266. */
  92267. setVector3(name: string, value: Vector3): ShaderMaterial;
  92268. /**
  92269. * Set a vec4 in the shader from a Vector4.
  92270. * @param name Define the name of the uniform as defined in the shader
  92271. * @param value Define the value to give to the uniform
  92272. * @return the material itself allowing "fluent" like uniform updates
  92273. */
  92274. setVector4(name: string, value: Vector4): ShaderMaterial;
  92275. /**
  92276. * Set a mat4 in the shader from a Matrix.
  92277. * @param name Define the name of the uniform as defined in the shader
  92278. * @param value Define the value to give to the uniform
  92279. * @return the material itself allowing "fluent" like uniform updates
  92280. */
  92281. setMatrix(name: string, value: Matrix): ShaderMaterial;
  92282. /**
  92283. * Set a float32Array in the shader from a matrix array.
  92284. * @param name Define the name of the uniform as defined in the shader
  92285. * @param value Define the value to give to the uniform
  92286. * @return the material itself allowing "fluent" like uniform updates
  92287. */
  92288. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  92289. /**
  92290. * Set a mat3 in the shader from a Float32Array.
  92291. * @param name Define the name of the uniform as defined in the shader
  92292. * @param value Define the value to give to the uniform
  92293. * @return the material itself allowing "fluent" like uniform updates
  92294. */
  92295. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  92296. /**
  92297. * Set a mat2 in the shader from a Float32Array.
  92298. * @param name Define the name of the uniform as defined in the shader
  92299. * @param value Define the value to give to the uniform
  92300. * @return the material itself allowing "fluent" like uniform updates
  92301. */
  92302. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  92303. /**
  92304. * Set a vec2 array in the shader from a number array.
  92305. * @param name Define the name of the uniform as defined in the shader
  92306. * @param value Define the value to give to the uniform
  92307. * @return the material itself allowing "fluent" like uniform updates
  92308. */
  92309. setArray2(name: string, value: number[]): ShaderMaterial;
  92310. /**
  92311. * Set a vec3 array in the shader from a number array.
  92312. * @param name Define the name of the uniform as defined in the shader
  92313. * @param value Define the value to give to the uniform
  92314. * @return the material itself allowing "fluent" like uniform updates
  92315. */
  92316. setArray3(name: string, value: number[]): ShaderMaterial;
  92317. /**
  92318. * Set a vec4 array in the shader from a number array.
  92319. * @param name Define the name of the uniform as defined in the shader
  92320. * @param value Define the value to give to the uniform
  92321. * @return the material itself allowing "fluent" like uniform updates
  92322. */
  92323. setArray4(name: string, value: number[]): ShaderMaterial;
  92324. private _checkCache;
  92325. /**
  92326. * Specifies that the submesh is ready to be used
  92327. * @param mesh defines the mesh to check
  92328. * @param subMesh defines which submesh to check
  92329. * @param useInstances specifies that instances should be used
  92330. * @returns a boolean indicating that the submesh is ready or not
  92331. */
  92332. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  92333. /**
  92334. * Checks if the material is ready to render the requested mesh
  92335. * @param mesh Define the mesh to render
  92336. * @param useInstances Define whether or not the material is used with instances
  92337. * @returns true if ready, otherwise false
  92338. */
  92339. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  92340. /**
  92341. * Binds the world matrix to the material
  92342. * @param world defines the world transformation matrix
  92343. */
  92344. bindOnlyWorldMatrix(world: Matrix): void;
  92345. /**
  92346. * Binds the material to the mesh
  92347. * @param world defines the world transformation matrix
  92348. * @param mesh defines the mesh to bind the material to
  92349. */
  92350. bind(world: Matrix, mesh?: Mesh): void;
  92351. /**
  92352. * Gets the active textures from the material
  92353. * @returns an array of textures
  92354. */
  92355. getActiveTextures(): BaseTexture[];
  92356. /**
  92357. * Specifies if the material uses a texture
  92358. * @param texture defines the texture to check against the material
  92359. * @returns a boolean specifying if the material uses the texture
  92360. */
  92361. hasTexture(texture: BaseTexture): boolean;
  92362. /**
  92363. * Makes a duplicate of the material, and gives it a new name
  92364. * @param name defines the new name for the duplicated material
  92365. * @returns the cloned material
  92366. */
  92367. clone(name: string): ShaderMaterial;
  92368. /**
  92369. * Disposes the material
  92370. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  92371. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  92372. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  92373. */
  92374. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  92375. /**
  92376. * Serializes this material in a JSON representation
  92377. * @returns the serialized material object
  92378. */
  92379. serialize(): any;
  92380. /**
  92381. * Creates a shader material from parsed shader material data
  92382. * @param source defines the JSON represnetation of the material
  92383. * @param scene defines the hosting scene
  92384. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  92385. * @returns a new material
  92386. */
  92387. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  92388. }
  92389. }
  92390. declare module BABYLON {
  92391. /** @hidden */
  92392. export var colorPixelShader: {
  92393. name: string;
  92394. shader: string;
  92395. };
  92396. }
  92397. declare module BABYLON {
  92398. /** @hidden */
  92399. export var colorVertexShader: {
  92400. name: string;
  92401. shader: string;
  92402. };
  92403. }
  92404. declare module BABYLON {
  92405. /**
  92406. * Line mesh
  92407. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  92408. */
  92409. export class LinesMesh extends Mesh {
  92410. /**
  92411. * If vertex color should be applied to the mesh
  92412. */
  92413. readonly useVertexColor?: boolean | undefined;
  92414. /**
  92415. * If vertex alpha should be applied to the mesh
  92416. */
  92417. readonly useVertexAlpha?: boolean | undefined;
  92418. /**
  92419. * Color of the line (Default: White)
  92420. */
  92421. color: Color3;
  92422. /**
  92423. * Alpha of the line (Default: 1)
  92424. */
  92425. alpha: number;
  92426. /**
  92427. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  92428. * This margin is expressed in world space coordinates, so its value may vary.
  92429. * Default value is 0.1
  92430. */
  92431. intersectionThreshold: number;
  92432. private _colorShader;
  92433. private color4;
  92434. /**
  92435. * Creates a new LinesMesh
  92436. * @param name defines the name
  92437. * @param scene defines the hosting scene
  92438. * @param parent defines the parent mesh if any
  92439. * @param source defines the optional source LinesMesh used to clone data from
  92440. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92441. * When false, achieved by calling a clone(), also passing False.
  92442. * This will make creation of children, recursive.
  92443. * @param useVertexColor defines if this LinesMesh supports vertex color
  92444. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  92445. */
  92446. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  92447. /**
  92448. * If vertex color should be applied to the mesh
  92449. */
  92450. useVertexColor?: boolean | undefined,
  92451. /**
  92452. * If vertex alpha should be applied to the mesh
  92453. */
  92454. useVertexAlpha?: boolean | undefined);
  92455. private _addClipPlaneDefine;
  92456. private _removeClipPlaneDefine;
  92457. isReady(): boolean;
  92458. /**
  92459. * Returns the string "LineMesh"
  92460. */
  92461. getClassName(): string;
  92462. /**
  92463. * @hidden
  92464. */
  92465. get material(): Material;
  92466. /**
  92467. * @hidden
  92468. */
  92469. set material(value: Material);
  92470. /**
  92471. * @hidden
  92472. */
  92473. get checkCollisions(): boolean;
  92474. /** @hidden */
  92475. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92476. /** @hidden */
  92477. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92478. /**
  92479. * Disposes of the line mesh
  92480. * @param doNotRecurse If children should be disposed
  92481. */
  92482. dispose(doNotRecurse?: boolean): void;
  92483. /**
  92484. * Returns a new LineMesh object cloned from the current one.
  92485. */
  92486. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): LinesMesh;
  92487. /**
  92488. * Creates a new InstancedLinesMesh object from the mesh model.
  92489. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92490. * @param name defines the name of the new instance
  92491. * @returns a new InstancedLinesMesh
  92492. */
  92493. createInstance(name: string): InstancedLinesMesh;
  92494. }
  92495. /**
  92496. * Creates an instance based on a source LinesMesh
  92497. */
  92498. export class InstancedLinesMesh extends InstancedMesh {
  92499. /**
  92500. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  92501. * This margin is expressed in world space coordinates, so its value may vary.
  92502. * Initilized with the intersectionThreshold value of the source LinesMesh
  92503. */
  92504. intersectionThreshold: number;
  92505. constructor(name: string, source: LinesMesh);
  92506. /**
  92507. * Returns the string "InstancedLinesMesh".
  92508. */
  92509. getClassName(): string;
  92510. }
  92511. }
  92512. declare module BABYLON {
  92513. /** @hidden */
  92514. export var linePixelShader: {
  92515. name: string;
  92516. shader: string;
  92517. };
  92518. }
  92519. declare module BABYLON {
  92520. /** @hidden */
  92521. export var lineVertexShader: {
  92522. name: string;
  92523. shader: string;
  92524. };
  92525. }
  92526. declare module BABYLON {
  92527. interface AbstractMesh {
  92528. /**
  92529. * Gets the edgesRenderer associated with the mesh
  92530. */
  92531. edgesRenderer: Nullable<EdgesRenderer>;
  92532. }
  92533. interface LinesMesh {
  92534. /**
  92535. * Enables the edge rendering mode on the mesh.
  92536. * This mode makes the mesh edges visible
  92537. * @param epsilon defines the maximal distance between two angles to detect a face
  92538. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92539. * @returns the currentAbstractMesh
  92540. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92541. */
  92542. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  92543. }
  92544. interface InstancedLinesMesh {
  92545. /**
  92546. * Enables the edge rendering mode on the mesh.
  92547. * This mode makes the mesh edges visible
  92548. * @param epsilon defines the maximal distance between two angles to detect a face
  92549. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92550. * @returns the current InstancedLinesMesh
  92551. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92552. */
  92553. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  92554. }
  92555. /**
  92556. * Defines the minimum contract an Edges renderer should follow.
  92557. */
  92558. export interface IEdgesRenderer extends IDisposable {
  92559. /**
  92560. * Gets or sets a boolean indicating if the edgesRenderer is active
  92561. */
  92562. isEnabled: boolean;
  92563. /**
  92564. * Renders the edges of the attached mesh,
  92565. */
  92566. render(): void;
  92567. /**
  92568. * Checks wether or not the edges renderer is ready to render.
  92569. * @return true if ready, otherwise false.
  92570. */
  92571. isReady(): boolean;
  92572. }
  92573. /**
  92574. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  92575. */
  92576. export class EdgesRenderer implements IEdgesRenderer {
  92577. /**
  92578. * Define the size of the edges with an orthographic camera
  92579. */
  92580. edgesWidthScalerForOrthographic: number;
  92581. /**
  92582. * Define the size of the edges with a perspective camera
  92583. */
  92584. edgesWidthScalerForPerspective: number;
  92585. protected _source: AbstractMesh;
  92586. protected _linesPositions: number[];
  92587. protected _linesNormals: number[];
  92588. protected _linesIndices: number[];
  92589. protected _epsilon: number;
  92590. protected _indicesCount: number;
  92591. protected _lineShader: ShaderMaterial;
  92592. protected _ib: DataBuffer;
  92593. protected _buffers: {
  92594. [key: string]: Nullable<VertexBuffer>;
  92595. };
  92596. protected _checkVerticesInsteadOfIndices: boolean;
  92597. private _meshRebuildObserver;
  92598. private _meshDisposeObserver;
  92599. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  92600. isEnabled: boolean;
  92601. /**
  92602. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  92603. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  92604. * @param source Mesh used to create edges
  92605. * @param epsilon sum of angles in adjacency to check for edge
  92606. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  92607. * @param generateEdgesLines - should generate Lines or only prepare resources.
  92608. */
  92609. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  92610. protected _prepareRessources(): void;
  92611. /** @hidden */
  92612. _rebuild(): void;
  92613. /**
  92614. * Releases the required resources for the edges renderer
  92615. */
  92616. dispose(): void;
  92617. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  92618. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  92619. /**
  92620. * Checks if the pair of p0 and p1 is en edge
  92621. * @param faceIndex
  92622. * @param edge
  92623. * @param faceNormals
  92624. * @param p0
  92625. * @param p1
  92626. * @private
  92627. */
  92628. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  92629. /**
  92630. * push line into the position, normal and index buffer
  92631. * @protected
  92632. */
  92633. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  92634. /**
  92635. * Generates lines edges from adjacencjes
  92636. * @private
  92637. */
  92638. _generateEdgesLines(): void;
  92639. /**
  92640. * Checks wether or not the edges renderer is ready to render.
  92641. * @return true if ready, otherwise false.
  92642. */
  92643. isReady(): boolean;
  92644. /**
  92645. * Renders the edges of the attached mesh,
  92646. */
  92647. render(): void;
  92648. }
  92649. /**
  92650. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  92651. */
  92652. export class LineEdgesRenderer extends EdgesRenderer {
  92653. /**
  92654. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  92655. * @param source LineMesh used to generate edges
  92656. * @param epsilon not important (specified angle for edge detection)
  92657. * @param checkVerticesInsteadOfIndices not important for LineMesh
  92658. */
  92659. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  92660. /**
  92661. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  92662. */
  92663. _generateEdgesLines(): void;
  92664. }
  92665. }
  92666. declare module BABYLON {
  92667. /**
  92668. * This represents the object necessary to create a rendering group.
  92669. * This is exclusively used and created by the rendering manager.
  92670. * To modify the behavior, you use the available helpers in your scene or meshes.
  92671. * @hidden
  92672. */
  92673. export class RenderingGroup {
  92674. index: number;
  92675. private static _zeroVector;
  92676. private _scene;
  92677. private _opaqueSubMeshes;
  92678. private _transparentSubMeshes;
  92679. private _alphaTestSubMeshes;
  92680. private _depthOnlySubMeshes;
  92681. private _particleSystems;
  92682. private _spriteManagers;
  92683. private _opaqueSortCompareFn;
  92684. private _alphaTestSortCompareFn;
  92685. private _transparentSortCompareFn;
  92686. private _renderOpaque;
  92687. private _renderAlphaTest;
  92688. private _renderTransparent;
  92689. /** @hidden */
  92690. _edgesRenderers: SmartArray<IEdgesRenderer>;
  92691. onBeforeTransparentRendering: () => void;
  92692. /**
  92693. * Set the opaque sort comparison function.
  92694. * If null the sub meshes will be render in the order they were created
  92695. */
  92696. set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92697. /**
  92698. * Set the alpha test sort comparison function.
  92699. * If null the sub meshes will be render in the order they were created
  92700. */
  92701. set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92702. /**
  92703. * Set the transparent sort comparison function.
  92704. * If null the sub meshes will be render in the order they were created
  92705. */
  92706. set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92707. /**
  92708. * Creates a new rendering group.
  92709. * @param index The rendering group index
  92710. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  92711. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  92712. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  92713. */
  92714. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92715. /**
  92716. * Render all the sub meshes contained in the group.
  92717. * @param customRenderFunction Used to override the default render behaviour of the group.
  92718. * @returns true if rendered some submeshes.
  92719. */
  92720. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  92721. /**
  92722. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  92723. * @param subMeshes The submeshes to render
  92724. */
  92725. private renderOpaqueSorted;
  92726. /**
  92727. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  92728. * @param subMeshes The submeshes to render
  92729. */
  92730. private renderAlphaTestSorted;
  92731. /**
  92732. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  92733. * @param subMeshes The submeshes to render
  92734. */
  92735. private renderTransparentSorted;
  92736. /**
  92737. * Renders the submeshes in a specified order.
  92738. * @param subMeshes The submeshes to sort before render
  92739. * @param sortCompareFn The comparison function use to sort
  92740. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  92741. * @param transparent Specifies to activate blending if true
  92742. */
  92743. private static renderSorted;
  92744. /**
  92745. * Renders the submeshes in the order they were dispatched (no sort applied).
  92746. * @param subMeshes The submeshes to render
  92747. */
  92748. private static renderUnsorted;
  92749. /**
  92750. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92751. * are rendered back to front if in the same alpha index.
  92752. *
  92753. * @param a The first submesh
  92754. * @param b The second submesh
  92755. * @returns The result of the comparison
  92756. */
  92757. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  92758. /**
  92759. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92760. * are rendered back to front.
  92761. *
  92762. * @param a The first submesh
  92763. * @param b The second submesh
  92764. * @returns The result of the comparison
  92765. */
  92766. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  92767. /**
  92768. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92769. * are rendered front to back (prevent overdraw).
  92770. *
  92771. * @param a The first submesh
  92772. * @param b The second submesh
  92773. * @returns The result of the comparison
  92774. */
  92775. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  92776. /**
  92777. * Resets the different lists of submeshes to prepare a new frame.
  92778. */
  92779. prepare(): void;
  92780. dispose(): void;
  92781. /**
  92782. * Inserts the submesh in its correct queue depending on its material.
  92783. * @param subMesh The submesh to dispatch
  92784. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  92785. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  92786. */
  92787. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  92788. dispatchSprites(spriteManager: ISpriteManager): void;
  92789. dispatchParticles(particleSystem: IParticleSystem): void;
  92790. private _renderParticles;
  92791. private _renderSprites;
  92792. }
  92793. }
  92794. declare module BABYLON {
  92795. /**
  92796. * Interface describing the different options available in the rendering manager
  92797. * regarding Auto Clear between groups.
  92798. */
  92799. export interface IRenderingManagerAutoClearSetup {
  92800. /**
  92801. * Defines whether or not autoclear is enable.
  92802. */
  92803. autoClear: boolean;
  92804. /**
  92805. * Defines whether or not to autoclear the depth buffer.
  92806. */
  92807. depth: boolean;
  92808. /**
  92809. * Defines whether or not to autoclear the stencil buffer.
  92810. */
  92811. stencil: boolean;
  92812. }
  92813. /**
  92814. * This class is used by the onRenderingGroupObservable
  92815. */
  92816. export class RenderingGroupInfo {
  92817. /**
  92818. * The Scene that being rendered
  92819. */
  92820. scene: Scene;
  92821. /**
  92822. * The camera currently used for the rendering pass
  92823. */
  92824. camera: Nullable<Camera>;
  92825. /**
  92826. * The ID of the renderingGroup being processed
  92827. */
  92828. renderingGroupId: number;
  92829. }
  92830. /**
  92831. * This is the manager responsible of all the rendering for meshes sprites and particles.
  92832. * It is enable to manage the different groups as well as the different necessary sort functions.
  92833. * This should not be used directly aside of the few static configurations
  92834. */
  92835. export class RenderingManager {
  92836. /**
  92837. * The max id used for rendering groups (not included)
  92838. */
  92839. static MAX_RENDERINGGROUPS: number;
  92840. /**
  92841. * The min id used for rendering groups (included)
  92842. */
  92843. static MIN_RENDERINGGROUPS: number;
  92844. /**
  92845. * Used to globally prevent autoclearing scenes.
  92846. */
  92847. static AUTOCLEAR: boolean;
  92848. /**
  92849. * @hidden
  92850. */
  92851. _useSceneAutoClearSetup: boolean;
  92852. private _scene;
  92853. private _renderingGroups;
  92854. private _depthStencilBufferAlreadyCleaned;
  92855. private _autoClearDepthStencil;
  92856. private _customOpaqueSortCompareFn;
  92857. private _customAlphaTestSortCompareFn;
  92858. private _customTransparentSortCompareFn;
  92859. private _renderingGroupInfo;
  92860. /**
  92861. * Instantiates a new rendering group for a particular scene
  92862. * @param scene Defines the scene the groups belongs to
  92863. */
  92864. constructor(scene: Scene);
  92865. private _clearDepthStencilBuffer;
  92866. /**
  92867. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  92868. * @hidden
  92869. */
  92870. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  92871. /**
  92872. * Resets the different information of the group to prepare a new frame
  92873. * @hidden
  92874. */
  92875. reset(): void;
  92876. /**
  92877. * Dispose and release the group and its associated resources.
  92878. * @hidden
  92879. */
  92880. dispose(): void;
  92881. /**
  92882. * Clear the info related to rendering groups preventing retention points during dispose.
  92883. */
  92884. freeRenderingGroups(): void;
  92885. private _prepareRenderingGroup;
  92886. /**
  92887. * Add a sprite manager to the rendering manager in order to render it this frame.
  92888. * @param spriteManager Define the sprite manager to render
  92889. */
  92890. dispatchSprites(spriteManager: ISpriteManager): void;
  92891. /**
  92892. * Add a particle system to the rendering manager in order to render it this frame.
  92893. * @param particleSystem Define the particle system to render
  92894. */
  92895. dispatchParticles(particleSystem: IParticleSystem): void;
  92896. /**
  92897. * Add a submesh to the manager in order to render it this frame
  92898. * @param subMesh The submesh to dispatch
  92899. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  92900. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  92901. */
  92902. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  92903. /**
  92904. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  92905. * This allowed control for front to back rendering or reversly depending of the special needs.
  92906. *
  92907. * @param renderingGroupId The rendering group id corresponding to its index
  92908. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  92909. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  92910. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  92911. */
  92912. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  92913. /**
  92914. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  92915. *
  92916. * @param renderingGroupId The rendering group id corresponding to its index
  92917. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  92918. * @param depth Automatically clears depth between groups if true and autoClear is true.
  92919. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  92920. */
  92921. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  92922. /**
  92923. * Gets the current auto clear configuration for one rendering group of the rendering
  92924. * manager.
  92925. * @param index the rendering group index to get the information for
  92926. * @returns The auto clear setup for the requested rendering group
  92927. */
  92928. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  92929. }
  92930. }
  92931. declare module BABYLON {
  92932. /**
  92933. * This Helps creating a texture that will be created from a camera in your scene.
  92934. * It is basically a dynamic texture that could be used to create special effects for instance.
  92935. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  92936. */
  92937. export class RenderTargetTexture extends Texture {
  92938. isCube: boolean;
  92939. /**
  92940. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  92941. */
  92942. static readonly REFRESHRATE_RENDER_ONCE: number;
  92943. /**
  92944. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  92945. */
  92946. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  92947. /**
  92948. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  92949. * the central point of your effect and can save a lot of performances.
  92950. */
  92951. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  92952. /**
  92953. * Use this predicate to dynamically define the list of mesh you want to render.
  92954. * If set, the renderList property will be overwritten.
  92955. */
  92956. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  92957. private _renderList;
  92958. /**
  92959. * Use this list to define the list of mesh you want to render.
  92960. */
  92961. get renderList(): Nullable<Array<AbstractMesh>>;
  92962. set renderList(value: Nullable<Array<AbstractMesh>>);
  92963. /**
  92964. * Use this function to overload the renderList array at rendering time.
  92965. * Return null to render with the curent renderList, else return the list of meshes to use for rendering.
  92966. * For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of
  92967. * the cube (if the RTT is a cube, else layerOrFace=0).
  92968. * The renderList passed to the function is the current render list (the one that will be used if the function returns null)
  92969. */
  92970. getCustomRenderList: (layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>) => Nullable<Array<AbstractMesh>>;
  92971. private _hookArray;
  92972. /**
  92973. * Define if particles should be rendered in your texture.
  92974. */
  92975. renderParticles: boolean;
  92976. /**
  92977. * Define if sprites should be rendered in your texture.
  92978. */
  92979. renderSprites: boolean;
  92980. /**
  92981. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  92982. */
  92983. coordinatesMode: number;
  92984. /**
  92985. * Define the camera used to render the texture.
  92986. */
  92987. activeCamera: Nullable<Camera>;
  92988. /**
  92989. * Override the render function of the texture with your own one.
  92990. */
  92991. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  92992. /**
  92993. * Define if camera post processes should be use while rendering the texture.
  92994. */
  92995. useCameraPostProcesses: boolean;
  92996. /**
  92997. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  92998. */
  92999. ignoreCameraViewport: boolean;
  93000. private _postProcessManager;
  93001. private _postProcesses;
  93002. private _resizeObserver;
  93003. /**
  93004. * An event triggered when the texture is unbind.
  93005. */
  93006. onBeforeBindObservable: Observable<RenderTargetTexture>;
  93007. /**
  93008. * An event triggered when the texture is unbind.
  93009. */
  93010. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  93011. private _onAfterUnbindObserver;
  93012. /**
  93013. * Set a after unbind callback in the texture.
  93014. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  93015. */
  93016. set onAfterUnbind(callback: () => void);
  93017. /**
  93018. * An event triggered before rendering the texture
  93019. */
  93020. onBeforeRenderObservable: Observable<number>;
  93021. private _onBeforeRenderObserver;
  93022. /**
  93023. * Set a before render callback in the texture.
  93024. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  93025. */
  93026. set onBeforeRender(callback: (faceIndex: number) => void);
  93027. /**
  93028. * An event triggered after rendering the texture
  93029. */
  93030. onAfterRenderObservable: Observable<number>;
  93031. private _onAfterRenderObserver;
  93032. /**
  93033. * Set a after render callback in the texture.
  93034. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  93035. */
  93036. set onAfterRender(callback: (faceIndex: number) => void);
  93037. /**
  93038. * An event triggered after the texture clear
  93039. */
  93040. onClearObservable: Observable<Engine>;
  93041. private _onClearObserver;
  93042. /**
  93043. * Set a clear callback in the texture.
  93044. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  93045. */
  93046. set onClear(callback: (Engine: Engine) => void);
  93047. /**
  93048. * An event triggered when the texture is resized.
  93049. */
  93050. onResizeObservable: Observable<RenderTargetTexture>;
  93051. /**
  93052. * Define the clear color of the Render Target if it should be different from the scene.
  93053. */
  93054. clearColor: Color4;
  93055. protected _size: number | {
  93056. width: number;
  93057. height: number;
  93058. layers?: number;
  93059. };
  93060. protected _initialSizeParameter: number | {
  93061. width: number;
  93062. height: number;
  93063. } | {
  93064. ratio: number;
  93065. };
  93066. protected _sizeRatio: Nullable<number>;
  93067. /** @hidden */
  93068. _generateMipMaps: boolean;
  93069. protected _renderingManager: RenderingManager;
  93070. /** @hidden */
  93071. _waitingRenderList: string[];
  93072. protected _doNotChangeAspectRatio: boolean;
  93073. protected _currentRefreshId: number;
  93074. protected _refreshRate: number;
  93075. protected _textureMatrix: Matrix;
  93076. protected _samples: number;
  93077. protected _renderTargetOptions: RenderTargetCreationOptions;
  93078. /**
  93079. * Gets render target creation options that were used.
  93080. */
  93081. get renderTargetOptions(): RenderTargetCreationOptions;
  93082. protected _engine: Engine;
  93083. protected _onRatioRescale(): void;
  93084. /**
  93085. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  93086. * It must define where the camera used to render the texture is set
  93087. */
  93088. boundingBoxPosition: Vector3;
  93089. private _boundingBoxSize;
  93090. /**
  93091. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  93092. * When defined, the cubemap will switch to local mode
  93093. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93094. * @example https://www.babylonjs-playground.com/#RNASML
  93095. */
  93096. set boundingBoxSize(value: Vector3);
  93097. get boundingBoxSize(): Vector3;
  93098. /**
  93099. * In case the RTT has been created with a depth texture, get the associated
  93100. * depth texture.
  93101. * Otherwise, return null.
  93102. */
  93103. get depthStencilTexture(): Nullable<InternalTexture>;
  93104. /**
  93105. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  93106. * or used a shadow, depth texture...
  93107. * @param name The friendly name of the texture
  93108. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  93109. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  93110. * @param generateMipMaps True if mip maps need to be generated after render.
  93111. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  93112. * @param type The type of the buffer in the RTT (int, half float, float...)
  93113. * @param isCube True if a cube texture needs to be created
  93114. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  93115. * @param generateDepthBuffer True to generate a depth buffer
  93116. * @param generateStencilBuffer True to generate a stencil buffer
  93117. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  93118. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  93119. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93120. */
  93121. constructor(name: string, size: number | {
  93122. width: number;
  93123. height: number;
  93124. layers?: number;
  93125. } | {
  93126. ratio: number;
  93127. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  93128. /**
  93129. * Creates a depth stencil texture.
  93130. * This is only available in WebGL 2 or with the depth texture extension available.
  93131. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  93132. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  93133. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  93134. */
  93135. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  93136. private _processSizeParameter;
  93137. /**
  93138. * Define the number of samples to use in case of MSAA.
  93139. * It defaults to one meaning no MSAA has been enabled.
  93140. */
  93141. get samples(): number;
  93142. set samples(value: number);
  93143. /**
  93144. * Resets the refresh counter of the texture and start bak from scratch.
  93145. * Could be useful to regenerate the texture if it is setup to render only once.
  93146. */
  93147. resetRefreshCounter(): void;
  93148. /**
  93149. * Define the refresh rate of the texture or the rendering frequency.
  93150. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  93151. */
  93152. get refreshRate(): number;
  93153. set refreshRate(value: number);
  93154. /**
  93155. * Adds a post process to the render target rendering passes.
  93156. * @param postProcess define the post process to add
  93157. */
  93158. addPostProcess(postProcess: PostProcess): void;
  93159. /**
  93160. * Clear all the post processes attached to the render target
  93161. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  93162. */
  93163. clearPostProcesses(dispose?: boolean): void;
  93164. /**
  93165. * Remove one of the post process from the list of attached post processes to the texture
  93166. * @param postProcess define the post process to remove from the list
  93167. */
  93168. removePostProcess(postProcess: PostProcess): void;
  93169. /** @hidden */
  93170. _shouldRender(): boolean;
  93171. /**
  93172. * Gets the actual render size of the texture.
  93173. * @returns the width of the render size
  93174. */
  93175. getRenderSize(): number;
  93176. /**
  93177. * Gets the actual render width of the texture.
  93178. * @returns the width of the render size
  93179. */
  93180. getRenderWidth(): number;
  93181. /**
  93182. * Gets the actual render height of the texture.
  93183. * @returns the height of the render size
  93184. */
  93185. getRenderHeight(): number;
  93186. /**
  93187. * Gets the actual number of layers of the texture.
  93188. * @returns the number of layers
  93189. */
  93190. getRenderLayers(): number;
  93191. /**
  93192. * Get if the texture can be rescaled or not.
  93193. */
  93194. get canRescale(): boolean;
  93195. /**
  93196. * Resize the texture using a ratio.
  93197. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  93198. */
  93199. scale(ratio: number): void;
  93200. /**
  93201. * Get the texture reflection matrix used to rotate/transform the reflection.
  93202. * @returns the reflection matrix
  93203. */
  93204. getReflectionTextureMatrix(): Matrix;
  93205. /**
  93206. * Resize the texture to a new desired size.
  93207. * Be carrefull as it will recreate all the data in the new texture.
  93208. * @param size Define the new size. It can be:
  93209. * - a number for squared texture,
  93210. * - an object containing { width: number, height: number }
  93211. * - or an object containing a ratio { ratio: number }
  93212. */
  93213. resize(size: number | {
  93214. width: number;
  93215. height: number;
  93216. } | {
  93217. ratio: number;
  93218. }): void;
  93219. private _defaultRenderListPrepared;
  93220. /**
  93221. * Renders all the objects from the render list into the texture.
  93222. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  93223. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  93224. */
  93225. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  93226. private _bestReflectionRenderTargetDimension;
  93227. private _prepareRenderingManager;
  93228. /**
  93229. * @hidden
  93230. * @param faceIndex face index to bind to if this is a cubetexture
  93231. * @param layer defines the index of the texture to bind in the array
  93232. */
  93233. _bindFrameBuffer(faceIndex?: number, layer?: number): void;
  93234. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  93235. private renderToTarget;
  93236. /**
  93237. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  93238. * This allowed control for front to back rendering or reversly depending of the special needs.
  93239. *
  93240. * @param renderingGroupId The rendering group id corresponding to its index
  93241. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  93242. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  93243. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  93244. */
  93245. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  93246. /**
  93247. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  93248. *
  93249. * @param renderingGroupId The rendering group id corresponding to its index
  93250. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  93251. */
  93252. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  93253. /**
  93254. * Clones the texture.
  93255. * @returns the cloned texture
  93256. */
  93257. clone(): RenderTargetTexture;
  93258. /**
  93259. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  93260. * @returns The JSON representation of the texture
  93261. */
  93262. serialize(): any;
  93263. /**
  93264. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  93265. */
  93266. disposeFramebufferObjects(): void;
  93267. /**
  93268. * Dispose the texture and release its associated resources.
  93269. */
  93270. dispose(): void;
  93271. /** @hidden */
  93272. _rebuild(): void;
  93273. /**
  93274. * Clear the info related to rendering groups preventing retention point in material dispose.
  93275. */
  93276. freeRenderingGroups(): void;
  93277. /**
  93278. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  93279. * @returns the view count
  93280. */
  93281. getViewCount(): number;
  93282. }
  93283. }
  93284. declare module BABYLON {
  93285. /**
  93286. * Options for compiling materials.
  93287. */
  93288. export interface IMaterialCompilationOptions {
  93289. /**
  93290. * Defines whether clip planes are enabled.
  93291. */
  93292. clipPlane: boolean;
  93293. /**
  93294. * Defines whether instances are enabled.
  93295. */
  93296. useInstances: boolean;
  93297. }
  93298. /**
  93299. * Base class for the main features of a material in Babylon.js
  93300. */
  93301. export class Material implements IAnimatable {
  93302. /**
  93303. * Returns the triangle fill mode
  93304. */
  93305. static readonly TriangleFillMode: number;
  93306. /**
  93307. * Returns the wireframe mode
  93308. */
  93309. static readonly WireFrameFillMode: number;
  93310. /**
  93311. * Returns the point fill mode
  93312. */
  93313. static readonly PointFillMode: number;
  93314. /**
  93315. * Returns the point list draw mode
  93316. */
  93317. static readonly PointListDrawMode: number;
  93318. /**
  93319. * Returns the line list draw mode
  93320. */
  93321. static readonly LineListDrawMode: number;
  93322. /**
  93323. * Returns the line loop draw mode
  93324. */
  93325. static readonly LineLoopDrawMode: number;
  93326. /**
  93327. * Returns the line strip draw mode
  93328. */
  93329. static readonly LineStripDrawMode: number;
  93330. /**
  93331. * Returns the triangle strip draw mode
  93332. */
  93333. static readonly TriangleStripDrawMode: number;
  93334. /**
  93335. * Returns the triangle fan draw mode
  93336. */
  93337. static readonly TriangleFanDrawMode: number;
  93338. /**
  93339. * Stores the clock-wise side orientation
  93340. */
  93341. static readonly ClockWiseSideOrientation: number;
  93342. /**
  93343. * Stores the counter clock-wise side orientation
  93344. */
  93345. static readonly CounterClockWiseSideOrientation: number;
  93346. /**
  93347. * The dirty texture flag value
  93348. */
  93349. static readonly TextureDirtyFlag: number;
  93350. /**
  93351. * The dirty light flag value
  93352. */
  93353. static readonly LightDirtyFlag: number;
  93354. /**
  93355. * The dirty fresnel flag value
  93356. */
  93357. static readonly FresnelDirtyFlag: number;
  93358. /**
  93359. * The dirty attribute flag value
  93360. */
  93361. static readonly AttributesDirtyFlag: number;
  93362. /**
  93363. * The dirty misc flag value
  93364. */
  93365. static readonly MiscDirtyFlag: number;
  93366. /**
  93367. * The all dirty flag value
  93368. */
  93369. static readonly AllDirtyFlag: number;
  93370. /**
  93371. * The ID of the material
  93372. */
  93373. id: string;
  93374. /**
  93375. * Gets or sets the unique id of the material
  93376. */
  93377. uniqueId: number;
  93378. /**
  93379. * The name of the material
  93380. */
  93381. name: string;
  93382. /**
  93383. * Gets or sets user defined metadata
  93384. */
  93385. metadata: any;
  93386. /**
  93387. * For internal use only. Please do not use.
  93388. */
  93389. reservedDataStore: any;
  93390. /**
  93391. * Specifies if the ready state should be checked on each call
  93392. */
  93393. checkReadyOnEveryCall: boolean;
  93394. /**
  93395. * Specifies if the ready state should be checked once
  93396. */
  93397. checkReadyOnlyOnce: boolean;
  93398. /**
  93399. * The state of the material
  93400. */
  93401. state: string;
  93402. /**
  93403. * The alpha value of the material
  93404. */
  93405. protected _alpha: number;
  93406. /**
  93407. * List of inspectable custom properties (used by the Inspector)
  93408. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  93409. */
  93410. inspectableCustomProperties: IInspectable[];
  93411. /**
  93412. * Sets the alpha value of the material
  93413. */
  93414. set alpha(value: number);
  93415. /**
  93416. * Gets the alpha value of the material
  93417. */
  93418. get alpha(): number;
  93419. /**
  93420. * Specifies if back face culling is enabled
  93421. */
  93422. protected _backFaceCulling: boolean;
  93423. /**
  93424. * Sets the back-face culling state
  93425. */
  93426. set backFaceCulling(value: boolean);
  93427. /**
  93428. * Gets the back-face culling state
  93429. */
  93430. get backFaceCulling(): boolean;
  93431. /**
  93432. * Stores the value for side orientation
  93433. */
  93434. sideOrientation: number;
  93435. /**
  93436. * Callback triggered when the material is compiled
  93437. */
  93438. onCompiled: Nullable<(effect: Effect) => void>;
  93439. /**
  93440. * Callback triggered when an error occurs
  93441. */
  93442. onError: Nullable<(effect: Effect, errors: string) => void>;
  93443. /**
  93444. * Callback triggered to get the render target textures
  93445. */
  93446. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  93447. /**
  93448. * Gets a boolean indicating that current material needs to register RTT
  93449. */
  93450. get hasRenderTargetTextures(): boolean;
  93451. /**
  93452. * Specifies if the material should be serialized
  93453. */
  93454. doNotSerialize: boolean;
  93455. /**
  93456. * @hidden
  93457. */
  93458. _storeEffectOnSubMeshes: boolean;
  93459. /**
  93460. * Stores the animations for the material
  93461. */
  93462. animations: Nullable<Array<Animation>>;
  93463. /**
  93464. * An event triggered when the material is disposed
  93465. */
  93466. onDisposeObservable: Observable<Material>;
  93467. /**
  93468. * An observer which watches for dispose events
  93469. */
  93470. private _onDisposeObserver;
  93471. private _onUnBindObservable;
  93472. /**
  93473. * Called during a dispose event
  93474. */
  93475. set onDispose(callback: () => void);
  93476. private _onBindObservable;
  93477. /**
  93478. * An event triggered when the material is bound
  93479. */
  93480. get onBindObservable(): Observable<AbstractMesh>;
  93481. /**
  93482. * An observer which watches for bind events
  93483. */
  93484. private _onBindObserver;
  93485. /**
  93486. * Called during a bind event
  93487. */
  93488. set onBind(callback: (Mesh: AbstractMesh) => void);
  93489. /**
  93490. * An event triggered when the material is unbound
  93491. */
  93492. get onUnBindObservable(): Observable<Material>;
  93493. /**
  93494. * Stores the value of the alpha mode
  93495. */
  93496. private _alphaMode;
  93497. /**
  93498. * Sets the value of the alpha mode.
  93499. *
  93500. * | Value | Type | Description |
  93501. * | --- | --- | --- |
  93502. * | 0 | ALPHA_DISABLE | |
  93503. * | 1 | ALPHA_ADD | |
  93504. * | 2 | ALPHA_COMBINE | |
  93505. * | 3 | ALPHA_SUBTRACT | |
  93506. * | 4 | ALPHA_MULTIPLY | |
  93507. * | 5 | ALPHA_MAXIMIZED | |
  93508. * | 6 | ALPHA_ONEONE | |
  93509. * | 7 | ALPHA_PREMULTIPLIED | |
  93510. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  93511. * | 9 | ALPHA_INTERPOLATE | |
  93512. * | 10 | ALPHA_SCREENMODE | |
  93513. *
  93514. */
  93515. set alphaMode(value: number);
  93516. /**
  93517. * Gets the value of the alpha mode
  93518. */
  93519. get alphaMode(): number;
  93520. /**
  93521. * Stores the state of the need depth pre-pass value
  93522. */
  93523. private _needDepthPrePass;
  93524. /**
  93525. * Sets the need depth pre-pass value
  93526. */
  93527. set needDepthPrePass(value: boolean);
  93528. /**
  93529. * Gets the depth pre-pass value
  93530. */
  93531. get needDepthPrePass(): boolean;
  93532. /**
  93533. * Specifies if depth writing should be disabled
  93534. */
  93535. disableDepthWrite: boolean;
  93536. /**
  93537. * Specifies if depth writing should be forced
  93538. */
  93539. forceDepthWrite: boolean;
  93540. /**
  93541. * Specifies the depth function that should be used. 0 means the default engine function
  93542. */
  93543. depthFunction: number;
  93544. /**
  93545. * Specifies if there should be a separate pass for culling
  93546. */
  93547. separateCullingPass: boolean;
  93548. /**
  93549. * Stores the state specifing if fog should be enabled
  93550. */
  93551. private _fogEnabled;
  93552. /**
  93553. * Sets the state for enabling fog
  93554. */
  93555. set fogEnabled(value: boolean);
  93556. /**
  93557. * Gets the value of the fog enabled state
  93558. */
  93559. get fogEnabled(): boolean;
  93560. /**
  93561. * Stores the size of points
  93562. */
  93563. pointSize: number;
  93564. /**
  93565. * Stores the z offset value
  93566. */
  93567. zOffset: number;
  93568. /**
  93569. * Gets a value specifying if wireframe mode is enabled
  93570. */
  93571. get wireframe(): boolean;
  93572. /**
  93573. * Sets the state of wireframe mode
  93574. */
  93575. set wireframe(value: boolean);
  93576. /**
  93577. * Gets the value specifying if point clouds are enabled
  93578. */
  93579. get pointsCloud(): boolean;
  93580. /**
  93581. * Sets the state of point cloud mode
  93582. */
  93583. set pointsCloud(value: boolean);
  93584. /**
  93585. * Gets the material fill mode
  93586. */
  93587. get fillMode(): number;
  93588. /**
  93589. * Sets the material fill mode
  93590. */
  93591. set fillMode(value: number);
  93592. /**
  93593. * @hidden
  93594. * Stores the effects for the material
  93595. */
  93596. _effect: Nullable<Effect>;
  93597. /**
  93598. * Specifies if uniform buffers should be used
  93599. */
  93600. private _useUBO;
  93601. /**
  93602. * Stores a reference to the scene
  93603. */
  93604. private _scene;
  93605. /**
  93606. * Stores the fill mode state
  93607. */
  93608. private _fillMode;
  93609. /**
  93610. * Specifies if the depth write state should be cached
  93611. */
  93612. private _cachedDepthWriteState;
  93613. /**
  93614. * Specifies if the depth function state should be cached
  93615. */
  93616. private _cachedDepthFunctionState;
  93617. /**
  93618. * Stores the uniform buffer
  93619. */
  93620. protected _uniformBuffer: UniformBuffer;
  93621. /** @hidden */
  93622. _indexInSceneMaterialArray: number;
  93623. /** @hidden */
  93624. meshMap: Nullable<{
  93625. [id: string]: AbstractMesh | undefined;
  93626. }>;
  93627. /**
  93628. * Creates a material instance
  93629. * @param name defines the name of the material
  93630. * @param scene defines the scene to reference
  93631. * @param doNotAdd specifies if the material should be added to the scene
  93632. */
  93633. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  93634. /**
  93635. * Returns a string representation of the current material
  93636. * @param fullDetails defines a boolean indicating which levels of logging is desired
  93637. * @returns a string with material information
  93638. */
  93639. toString(fullDetails?: boolean): string;
  93640. /**
  93641. * Gets the class name of the material
  93642. * @returns a string with the class name of the material
  93643. */
  93644. getClassName(): string;
  93645. /**
  93646. * Specifies if updates for the material been locked
  93647. */
  93648. get isFrozen(): boolean;
  93649. /**
  93650. * Locks updates for the material
  93651. */
  93652. freeze(): void;
  93653. /**
  93654. * Unlocks updates for the material
  93655. */
  93656. unfreeze(): void;
  93657. /**
  93658. * Specifies if the material is ready to be used
  93659. * @param mesh defines the mesh to check
  93660. * @param useInstances specifies if instances should be used
  93661. * @returns a boolean indicating if the material is ready to be used
  93662. */
  93663. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  93664. /**
  93665. * Specifies that the submesh is ready to be used
  93666. * @param mesh defines the mesh to check
  93667. * @param subMesh defines which submesh to check
  93668. * @param useInstances specifies that instances should be used
  93669. * @returns a boolean indicating that the submesh is ready or not
  93670. */
  93671. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  93672. /**
  93673. * Returns the material effect
  93674. * @returns the effect associated with the material
  93675. */
  93676. getEffect(): Nullable<Effect>;
  93677. /**
  93678. * Returns the current scene
  93679. * @returns a Scene
  93680. */
  93681. getScene(): Scene;
  93682. /**
  93683. * Specifies if the material will require alpha blending
  93684. * @returns a boolean specifying if alpha blending is needed
  93685. */
  93686. needAlphaBlending(): boolean;
  93687. /**
  93688. * Specifies if the mesh will require alpha blending
  93689. * @param mesh defines the mesh to check
  93690. * @returns a boolean specifying if alpha blending is needed for the mesh
  93691. */
  93692. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  93693. /**
  93694. * Specifies if this material should be rendered in alpha test mode
  93695. * @returns a boolean specifying if an alpha test is needed.
  93696. */
  93697. needAlphaTesting(): boolean;
  93698. /**
  93699. * Gets the texture used for the alpha test
  93700. * @returns the texture to use for alpha testing
  93701. */
  93702. getAlphaTestTexture(): Nullable<BaseTexture>;
  93703. /**
  93704. * Marks the material to indicate that it needs to be re-calculated
  93705. */
  93706. markDirty(): void;
  93707. /** @hidden */
  93708. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  93709. /**
  93710. * Binds the material to the mesh
  93711. * @param world defines the world transformation matrix
  93712. * @param mesh defines the mesh to bind the material to
  93713. */
  93714. bind(world: Matrix, mesh?: Mesh): void;
  93715. /**
  93716. * Binds the submesh to the material
  93717. * @param world defines the world transformation matrix
  93718. * @param mesh defines the mesh containing the submesh
  93719. * @param subMesh defines the submesh to bind the material to
  93720. */
  93721. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  93722. /**
  93723. * Binds the world matrix to the material
  93724. * @param world defines the world transformation matrix
  93725. */
  93726. bindOnlyWorldMatrix(world: Matrix): void;
  93727. /**
  93728. * Binds the scene's uniform buffer to the effect.
  93729. * @param effect defines the effect to bind to the scene uniform buffer
  93730. * @param sceneUbo defines the uniform buffer storing scene data
  93731. */
  93732. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  93733. /**
  93734. * Binds the view matrix to the effect
  93735. * @param effect defines the effect to bind the view matrix to
  93736. */
  93737. bindView(effect: Effect): void;
  93738. /**
  93739. * Binds the view projection matrix to the effect
  93740. * @param effect defines the effect to bind the view projection matrix to
  93741. */
  93742. bindViewProjection(effect: Effect): void;
  93743. /**
  93744. * Specifies if material alpha testing should be turned on for the mesh
  93745. * @param mesh defines the mesh to check
  93746. */
  93747. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  93748. /**
  93749. * Processes to execute after binding the material to a mesh
  93750. * @param mesh defines the rendered mesh
  93751. */
  93752. protected _afterBind(mesh?: Mesh): void;
  93753. /**
  93754. * Unbinds the material from the mesh
  93755. */
  93756. unbind(): void;
  93757. /**
  93758. * Gets the active textures from the material
  93759. * @returns an array of textures
  93760. */
  93761. getActiveTextures(): BaseTexture[];
  93762. /**
  93763. * Specifies if the material uses a texture
  93764. * @param texture defines the texture to check against the material
  93765. * @returns a boolean specifying if the material uses the texture
  93766. */
  93767. hasTexture(texture: BaseTexture): boolean;
  93768. /**
  93769. * Makes a duplicate of the material, and gives it a new name
  93770. * @param name defines the new name for the duplicated material
  93771. * @returns the cloned material
  93772. */
  93773. clone(name: string): Nullable<Material>;
  93774. /**
  93775. * Gets the meshes bound to the material
  93776. * @returns an array of meshes bound to the material
  93777. */
  93778. getBindedMeshes(): AbstractMesh[];
  93779. /**
  93780. * Force shader compilation
  93781. * @param mesh defines the mesh associated with this material
  93782. * @param onCompiled defines a function to execute once the material is compiled
  93783. * @param options defines the options to configure the compilation
  93784. * @param onError defines a function to execute if the material fails compiling
  93785. */
  93786. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  93787. /**
  93788. * Force shader compilation
  93789. * @param mesh defines the mesh that will use this material
  93790. * @param options defines additional options for compiling the shaders
  93791. * @returns a promise that resolves when the compilation completes
  93792. */
  93793. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  93794. private static readonly _AllDirtyCallBack;
  93795. private static readonly _ImageProcessingDirtyCallBack;
  93796. private static readonly _TextureDirtyCallBack;
  93797. private static readonly _FresnelDirtyCallBack;
  93798. private static readonly _MiscDirtyCallBack;
  93799. private static readonly _LightsDirtyCallBack;
  93800. private static readonly _AttributeDirtyCallBack;
  93801. private static _FresnelAndMiscDirtyCallBack;
  93802. private static _TextureAndMiscDirtyCallBack;
  93803. private static readonly _DirtyCallbackArray;
  93804. private static readonly _RunDirtyCallBacks;
  93805. /**
  93806. * Marks a define in the material to indicate that it needs to be re-computed
  93807. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  93808. */
  93809. markAsDirty(flag: number): void;
  93810. /**
  93811. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  93812. * @param func defines a function which checks material defines against the submeshes
  93813. */
  93814. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  93815. /**
  93816. * Indicates that we need to re-calculated for all submeshes
  93817. */
  93818. protected _markAllSubMeshesAsAllDirty(): void;
  93819. /**
  93820. * Indicates that image processing needs to be re-calculated for all submeshes
  93821. */
  93822. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  93823. /**
  93824. * Indicates that textures need to be re-calculated for all submeshes
  93825. */
  93826. protected _markAllSubMeshesAsTexturesDirty(): void;
  93827. /**
  93828. * Indicates that fresnel needs to be re-calculated for all submeshes
  93829. */
  93830. protected _markAllSubMeshesAsFresnelDirty(): void;
  93831. /**
  93832. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  93833. */
  93834. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  93835. /**
  93836. * Indicates that lights need to be re-calculated for all submeshes
  93837. */
  93838. protected _markAllSubMeshesAsLightsDirty(): void;
  93839. /**
  93840. * Indicates that attributes need to be re-calculated for all submeshes
  93841. */
  93842. protected _markAllSubMeshesAsAttributesDirty(): void;
  93843. /**
  93844. * Indicates that misc needs to be re-calculated for all submeshes
  93845. */
  93846. protected _markAllSubMeshesAsMiscDirty(): void;
  93847. /**
  93848. * Indicates that textures and misc need to be re-calculated for all submeshes
  93849. */
  93850. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  93851. /**
  93852. * Disposes the material
  93853. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  93854. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  93855. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  93856. */
  93857. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  93858. /** @hidden */
  93859. private releaseVertexArrayObject;
  93860. /**
  93861. * Serializes this material
  93862. * @returns the serialized material object
  93863. */
  93864. serialize(): any;
  93865. /**
  93866. * Creates a material from parsed material data
  93867. * @param parsedMaterial defines parsed material data
  93868. * @param scene defines the hosting scene
  93869. * @param rootUrl defines the root URL to use to load textures
  93870. * @returns a new material
  93871. */
  93872. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  93873. }
  93874. }
  93875. declare module BABYLON {
  93876. /**
  93877. * A multi-material is used to apply different materials to different parts of the same object without the need of
  93878. * separate meshes. This can be use to improve performances.
  93879. * @see http://doc.babylonjs.com/how_to/multi_materials
  93880. */
  93881. export class MultiMaterial extends Material {
  93882. private _subMaterials;
  93883. /**
  93884. * Gets or Sets the list of Materials used within the multi material.
  93885. * They need to be ordered according to the submeshes order in the associated mesh
  93886. */
  93887. get subMaterials(): Nullable<Material>[];
  93888. set subMaterials(value: Nullable<Material>[]);
  93889. /**
  93890. * Function used to align with Node.getChildren()
  93891. * @returns the list of Materials used within the multi material
  93892. */
  93893. getChildren(): Nullable<Material>[];
  93894. /**
  93895. * Instantiates a new Multi Material
  93896. * A multi-material is used to apply different materials to different parts of the same object without the need of
  93897. * separate meshes. This can be use to improve performances.
  93898. * @see http://doc.babylonjs.com/how_to/multi_materials
  93899. * @param name Define the name in the scene
  93900. * @param scene Define the scene the material belongs to
  93901. */
  93902. constructor(name: string, scene: Scene);
  93903. private _hookArray;
  93904. /**
  93905. * Get one of the submaterial by its index in the submaterials array
  93906. * @param index The index to look the sub material at
  93907. * @returns The Material if the index has been defined
  93908. */
  93909. getSubMaterial(index: number): Nullable<Material>;
  93910. /**
  93911. * Get the list of active textures for the whole sub materials list.
  93912. * @returns All the textures that will be used during the rendering
  93913. */
  93914. getActiveTextures(): BaseTexture[];
  93915. /**
  93916. * Gets the current class name of the material e.g. "MultiMaterial"
  93917. * Mainly use in serialization.
  93918. * @returns the class name
  93919. */
  93920. getClassName(): string;
  93921. /**
  93922. * Checks if the material is ready to render the requested sub mesh
  93923. * @param mesh Define the mesh the submesh belongs to
  93924. * @param subMesh Define the sub mesh to look readyness for
  93925. * @param useInstances Define whether or not the material is used with instances
  93926. * @returns true if ready, otherwise false
  93927. */
  93928. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  93929. /**
  93930. * Clones the current material and its related sub materials
  93931. * @param name Define the name of the newly cloned material
  93932. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  93933. * @returns the cloned material
  93934. */
  93935. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  93936. /**
  93937. * Serializes the materials into a JSON representation.
  93938. * @returns the JSON representation
  93939. */
  93940. serialize(): any;
  93941. /**
  93942. * Dispose the material and release its associated resources
  93943. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  93944. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  93945. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  93946. */
  93947. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  93948. /**
  93949. * Creates a MultiMaterial from parsed MultiMaterial data.
  93950. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  93951. * @param scene defines the hosting scene
  93952. * @returns a new MultiMaterial
  93953. */
  93954. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  93955. }
  93956. }
  93957. declare module BABYLON {
  93958. /**
  93959. * Base class for submeshes
  93960. */
  93961. export class BaseSubMesh {
  93962. /** @hidden */
  93963. _materialDefines: Nullable<MaterialDefines>;
  93964. /** @hidden */
  93965. _materialEffect: Nullable<Effect>;
  93966. /**
  93967. * Gets material defines used by the effect associated to the sub mesh
  93968. */
  93969. get materialDefines(): Nullable<MaterialDefines>;
  93970. /**
  93971. * Sets material defines used by the effect associated to the sub mesh
  93972. */
  93973. set materialDefines(defines: Nullable<MaterialDefines>);
  93974. /**
  93975. * Gets associated effect
  93976. */
  93977. get effect(): Nullable<Effect>;
  93978. /**
  93979. * Sets associated effect (effect used to render this submesh)
  93980. * @param effect defines the effect to associate with
  93981. * @param defines defines the set of defines used to compile this effect
  93982. */
  93983. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  93984. }
  93985. /**
  93986. * Defines a subdivision inside a mesh
  93987. */
  93988. export class SubMesh extends BaseSubMesh implements ICullable {
  93989. /** the material index to use */
  93990. materialIndex: number;
  93991. /** vertex index start */
  93992. verticesStart: number;
  93993. /** vertices count */
  93994. verticesCount: number;
  93995. /** index start */
  93996. indexStart: number;
  93997. /** indices count */
  93998. indexCount: number;
  93999. /** @hidden */
  94000. _linesIndexCount: number;
  94001. private _mesh;
  94002. private _renderingMesh;
  94003. private _boundingInfo;
  94004. private _linesIndexBuffer;
  94005. /** @hidden */
  94006. _lastColliderWorldVertices: Nullable<Vector3[]>;
  94007. /** @hidden */
  94008. _trianglePlanes: Plane[];
  94009. /** @hidden */
  94010. _lastColliderTransformMatrix: Nullable<Matrix>;
  94011. /** @hidden */
  94012. _renderId: number;
  94013. /** @hidden */
  94014. _alphaIndex: number;
  94015. /** @hidden */
  94016. _distanceToCamera: number;
  94017. /** @hidden */
  94018. _id: number;
  94019. private _currentMaterial;
  94020. /**
  94021. * Add a new submesh to a mesh
  94022. * @param materialIndex defines the material index to use
  94023. * @param verticesStart defines vertex index start
  94024. * @param verticesCount defines vertices count
  94025. * @param indexStart defines index start
  94026. * @param indexCount defines indices count
  94027. * @param mesh defines the parent mesh
  94028. * @param renderingMesh defines an optional rendering mesh
  94029. * @param createBoundingBox defines if bounding box should be created for this submesh
  94030. * @returns the new submesh
  94031. */
  94032. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  94033. /**
  94034. * Creates a new submesh
  94035. * @param materialIndex defines the material index to use
  94036. * @param verticesStart defines vertex index start
  94037. * @param verticesCount defines vertices count
  94038. * @param indexStart defines index start
  94039. * @param indexCount defines indices count
  94040. * @param mesh defines the parent mesh
  94041. * @param renderingMesh defines an optional rendering mesh
  94042. * @param createBoundingBox defines if bounding box should be created for this submesh
  94043. */
  94044. constructor(
  94045. /** the material index to use */
  94046. materialIndex: number,
  94047. /** vertex index start */
  94048. verticesStart: number,
  94049. /** vertices count */
  94050. verticesCount: number,
  94051. /** index start */
  94052. indexStart: number,
  94053. /** indices count */
  94054. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  94055. /**
  94056. * Returns true if this submesh covers the entire parent mesh
  94057. * @ignorenaming
  94058. */
  94059. get IsGlobal(): boolean;
  94060. /**
  94061. * Returns the submesh BoudingInfo object
  94062. * @returns current bounding info (or mesh's one if the submesh is global)
  94063. */
  94064. getBoundingInfo(): BoundingInfo;
  94065. /**
  94066. * Sets the submesh BoundingInfo
  94067. * @param boundingInfo defines the new bounding info to use
  94068. * @returns the SubMesh
  94069. */
  94070. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  94071. /**
  94072. * Returns the mesh of the current submesh
  94073. * @return the parent mesh
  94074. */
  94075. getMesh(): AbstractMesh;
  94076. /**
  94077. * Returns the rendering mesh of the submesh
  94078. * @returns the rendering mesh (could be different from parent mesh)
  94079. */
  94080. getRenderingMesh(): Mesh;
  94081. /**
  94082. * Returns the submesh material
  94083. * @returns null or the current material
  94084. */
  94085. getMaterial(): Nullable<Material>;
  94086. /**
  94087. * Sets a new updated BoundingInfo object to the submesh
  94088. * @param data defines an optional position array to use to determine the bounding info
  94089. * @returns the SubMesh
  94090. */
  94091. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  94092. /** @hidden */
  94093. _checkCollision(collider: Collider): boolean;
  94094. /**
  94095. * Updates the submesh BoundingInfo
  94096. * @param world defines the world matrix to use to update the bounding info
  94097. * @returns the submesh
  94098. */
  94099. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  94100. /**
  94101. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  94102. * @param frustumPlanes defines the frustum planes
  94103. * @returns true if the submesh is intersecting with the frustum
  94104. */
  94105. isInFrustum(frustumPlanes: Plane[]): boolean;
  94106. /**
  94107. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  94108. * @param frustumPlanes defines the frustum planes
  94109. * @returns true if the submesh is inside the frustum
  94110. */
  94111. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94112. /**
  94113. * Renders the submesh
  94114. * @param enableAlphaMode defines if alpha needs to be used
  94115. * @returns the submesh
  94116. */
  94117. render(enableAlphaMode: boolean): SubMesh;
  94118. /**
  94119. * @hidden
  94120. */
  94121. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  94122. /**
  94123. * Checks if the submesh intersects with a ray
  94124. * @param ray defines the ray to test
  94125. * @returns true is the passed ray intersects the submesh bounding box
  94126. */
  94127. canIntersects(ray: Ray): boolean;
  94128. /**
  94129. * Intersects current submesh with a ray
  94130. * @param ray defines the ray to test
  94131. * @param positions defines mesh's positions array
  94132. * @param indices defines mesh's indices array
  94133. * @param fastCheck defines if only bounding info should be used
  94134. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94135. * @returns intersection info or null if no intersection
  94136. */
  94137. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  94138. /** @hidden */
  94139. private _intersectLines;
  94140. /** @hidden */
  94141. private _intersectUnIndexedLines;
  94142. /** @hidden */
  94143. private _intersectTriangles;
  94144. /** @hidden */
  94145. private _intersectUnIndexedTriangles;
  94146. /** @hidden */
  94147. _rebuild(): void;
  94148. /**
  94149. * Creates a new submesh from the passed mesh
  94150. * @param newMesh defines the new hosting mesh
  94151. * @param newRenderingMesh defines an optional rendering mesh
  94152. * @returns the new submesh
  94153. */
  94154. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  94155. /**
  94156. * Release associated resources
  94157. */
  94158. dispose(): void;
  94159. /**
  94160. * Gets the class name
  94161. * @returns the string "SubMesh".
  94162. */
  94163. getClassName(): string;
  94164. /**
  94165. * Creates a new submesh from indices data
  94166. * @param materialIndex the index of the main mesh material
  94167. * @param startIndex the index where to start the copy in the mesh indices array
  94168. * @param indexCount the number of indices to copy then from the startIndex
  94169. * @param mesh the main mesh to create the submesh from
  94170. * @param renderingMesh the optional rendering mesh
  94171. * @returns a new submesh
  94172. */
  94173. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  94174. }
  94175. }
  94176. declare module BABYLON {
  94177. /**
  94178. * Class used to represent data loading progression
  94179. */
  94180. export class SceneLoaderFlags {
  94181. private static _ForceFullSceneLoadingForIncremental;
  94182. private static _ShowLoadingScreen;
  94183. private static _CleanBoneMatrixWeights;
  94184. private static _loggingLevel;
  94185. /**
  94186. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  94187. */
  94188. static get ForceFullSceneLoadingForIncremental(): boolean;
  94189. static set ForceFullSceneLoadingForIncremental(value: boolean);
  94190. /**
  94191. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  94192. */
  94193. static get ShowLoadingScreen(): boolean;
  94194. static set ShowLoadingScreen(value: boolean);
  94195. /**
  94196. * Defines the current logging level (while loading the scene)
  94197. * @ignorenaming
  94198. */
  94199. static get loggingLevel(): number;
  94200. static set loggingLevel(value: number);
  94201. /**
  94202. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  94203. */
  94204. static get CleanBoneMatrixWeights(): boolean;
  94205. static set CleanBoneMatrixWeights(value: boolean);
  94206. }
  94207. }
  94208. declare module BABYLON {
  94209. /**
  94210. * Class used to store geometry data (vertex buffers + index buffer)
  94211. */
  94212. export class Geometry implements IGetSetVerticesData {
  94213. /**
  94214. * Gets or sets the ID of the geometry
  94215. */
  94216. id: string;
  94217. /**
  94218. * Gets or sets the unique ID of the geometry
  94219. */
  94220. uniqueId: number;
  94221. /**
  94222. * Gets the delay loading state of the geometry (none by default which means not delayed)
  94223. */
  94224. delayLoadState: number;
  94225. /**
  94226. * Gets the file containing the data to load when running in delay load state
  94227. */
  94228. delayLoadingFile: Nullable<string>;
  94229. /**
  94230. * Callback called when the geometry is updated
  94231. */
  94232. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  94233. private _scene;
  94234. private _engine;
  94235. private _meshes;
  94236. private _totalVertices;
  94237. /** @hidden */
  94238. _indices: IndicesArray;
  94239. /** @hidden */
  94240. _vertexBuffers: {
  94241. [key: string]: VertexBuffer;
  94242. };
  94243. private _isDisposed;
  94244. private _extend;
  94245. private _boundingBias;
  94246. /** @hidden */
  94247. _delayInfo: Array<string>;
  94248. private _indexBuffer;
  94249. private _indexBufferIsUpdatable;
  94250. /** @hidden */
  94251. _boundingInfo: Nullable<BoundingInfo>;
  94252. /** @hidden */
  94253. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  94254. /** @hidden */
  94255. _softwareSkinningFrameId: number;
  94256. private _vertexArrayObjects;
  94257. private _updatable;
  94258. /** @hidden */
  94259. _positions: Nullable<Vector3[]>;
  94260. /**
  94261. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  94262. */
  94263. get boundingBias(): Vector2;
  94264. /**
  94265. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  94266. */
  94267. set boundingBias(value: Vector2);
  94268. /**
  94269. * Static function used to attach a new empty geometry to a mesh
  94270. * @param mesh defines the mesh to attach the geometry to
  94271. * @returns the new Geometry
  94272. */
  94273. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  94274. /**
  94275. * Creates a new geometry
  94276. * @param id defines the unique ID
  94277. * @param scene defines the hosting scene
  94278. * @param vertexData defines the VertexData used to get geometry data
  94279. * @param updatable defines if geometry must be updatable (false by default)
  94280. * @param mesh defines the mesh that will be associated with the geometry
  94281. */
  94282. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  94283. /**
  94284. * Gets the current extend of the geometry
  94285. */
  94286. get extend(): {
  94287. minimum: Vector3;
  94288. maximum: Vector3;
  94289. };
  94290. /**
  94291. * Gets the hosting scene
  94292. * @returns the hosting Scene
  94293. */
  94294. getScene(): Scene;
  94295. /**
  94296. * Gets the hosting engine
  94297. * @returns the hosting Engine
  94298. */
  94299. getEngine(): Engine;
  94300. /**
  94301. * Defines if the geometry is ready to use
  94302. * @returns true if the geometry is ready to be used
  94303. */
  94304. isReady(): boolean;
  94305. /**
  94306. * Gets a value indicating that the geometry should not be serialized
  94307. */
  94308. get doNotSerialize(): boolean;
  94309. /** @hidden */
  94310. _rebuild(): void;
  94311. /**
  94312. * Affects all geometry data in one call
  94313. * @param vertexData defines the geometry data
  94314. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  94315. */
  94316. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  94317. /**
  94318. * Set specific vertex data
  94319. * @param kind defines the data kind (Position, normal, etc...)
  94320. * @param data defines the vertex data to use
  94321. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  94322. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  94323. */
  94324. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  94325. /**
  94326. * Removes a specific vertex data
  94327. * @param kind defines the data kind (Position, normal, etc...)
  94328. */
  94329. removeVerticesData(kind: string): void;
  94330. /**
  94331. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  94332. * @param buffer defines the vertex buffer to use
  94333. * @param totalVertices defines the total number of vertices for position kind (could be null)
  94334. */
  94335. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  94336. /**
  94337. * Update a specific vertex buffer
  94338. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  94339. * It will do nothing if the buffer is not updatable
  94340. * @param kind defines the data kind (Position, normal, etc...)
  94341. * @param data defines the data to use
  94342. * @param offset defines the offset in the target buffer where to store the data
  94343. * @param useBytes set to true if the offset is in bytes
  94344. */
  94345. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  94346. /**
  94347. * Update a specific vertex buffer
  94348. * This function will create a new buffer if the current one is not updatable
  94349. * @param kind defines the data kind (Position, normal, etc...)
  94350. * @param data defines the data to use
  94351. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  94352. */
  94353. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  94354. private _updateBoundingInfo;
  94355. /** @hidden */
  94356. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  94357. /**
  94358. * Gets total number of vertices
  94359. * @returns the total number of vertices
  94360. */
  94361. getTotalVertices(): number;
  94362. /**
  94363. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  94364. * @param kind defines the data kind (Position, normal, etc...)
  94365. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94366. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94367. * @returns a float array containing vertex data
  94368. */
  94369. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  94370. /**
  94371. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  94372. * @param kind defines the data kind (Position, normal, etc...)
  94373. * @returns true if the vertex buffer with the specified kind is updatable
  94374. */
  94375. isVertexBufferUpdatable(kind: string): boolean;
  94376. /**
  94377. * Gets a specific vertex buffer
  94378. * @param kind defines the data kind (Position, normal, etc...)
  94379. * @returns a VertexBuffer
  94380. */
  94381. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  94382. /**
  94383. * Returns all vertex buffers
  94384. * @return an object holding all vertex buffers indexed by kind
  94385. */
  94386. getVertexBuffers(): Nullable<{
  94387. [key: string]: VertexBuffer;
  94388. }>;
  94389. /**
  94390. * Gets a boolean indicating if specific vertex buffer is present
  94391. * @param kind defines the data kind (Position, normal, etc...)
  94392. * @returns true if data is present
  94393. */
  94394. isVerticesDataPresent(kind: string): boolean;
  94395. /**
  94396. * Gets a list of all attached data kinds (Position, normal, etc...)
  94397. * @returns a list of string containing all kinds
  94398. */
  94399. getVerticesDataKinds(): string[];
  94400. /**
  94401. * Update index buffer
  94402. * @param indices defines the indices to store in the index buffer
  94403. * @param offset defines the offset in the target buffer where to store the data
  94404. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  94405. */
  94406. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  94407. /**
  94408. * Creates a new index buffer
  94409. * @param indices defines the indices to store in the index buffer
  94410. * @param totalVertices defines the total number of vertices (could be null)
  94411. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  94412. */
  94413. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  94414. /**
  94415. * Return the total number of indices
  94416. * @returns the total number of indices
  94417. */
  94418. getTotalIndices(): number;
  94419. /**
  94420. * Gets the index buffer array
  94421. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94422. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94423. * @returns the index buffer array
  94424. */
  94425. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  94426. /**
  94427. * Gets the index buffer
  94428. * @return the index buffer
  94429. */
  94430. getIndexBuffer(): Nullable<DataBuffer>;
  94431. /** @hidden */
  94432. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  94433. /**
  94434. * Release the associated resources for a specific mesh
  94435. * @param mesh defines the source mesh
  94436. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  94437. */
  94438. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  94439. /**
  94440. * Apply current geometry to a given mesh
  94441. * @param mesh defines the mesh to apply geometry to
  94442. */
  94443. applyToMesh(mesh: Mesh): void;
  94444. private _updateExtend;
  94445. private _applyToMesh;
  94446. private notifyUpdate;
  94447. /**
  94448. * Load the geometry if it was flagged as delay loaded
  94449. * @param scene defines the hosting scene
  94450. * @param onLoaded defines a callback called when the geometry is loaded
  94451. */
  94452. load(scene: Scene, onLoaded?: () => void): void;
  94453. private _queueLoad;
  94454. /**
  94455. * Invert the geometry to move from a right handed system to a left handed one.
  94456. */
  94457. toLeftHanded(): void;
  94458. /** @hidden */
  94459. _resetPointsArrayCache(): void;
  94460. /** @hidden */
  94461. _generatePointsArray(): boolean;
  94462. /**
  94463. * Gets a value indicating if the geometry is disposed
  94464. * @returns true if the geometry was disposed
  94465. */
  94466. isDisposed(): boolean;
  94467. private _disposeVertexArrayObjects;
  94468. /**
  94469. * Free all associated resources
  94470. */
  94471. dispose(): void;
  94472. /**
  94473. * Clone the current geometry into a new geometry
  94474. * @param id defines the unique ID of the new geometry
  94475. * @returns a new geometry object
  94476. */
  94477. copy(id: string): Geometry;
  94478. /**
  94479. * Serialize the current geometry info (and not the vertices data) into a JSON object
  94480. * @return a JSON representation of the current geometry data (without the vertices data)
  94481. */
  94482. serialize(): any;
  94483. private toNumberArray;
  94484. /**
  94485. * Serialize all vertices data into a JSON oject
  94486. * @returns a JSON representation of the current geometry data
  94487. */
  94488. serializeVerticeData(): any;
  94489. /**
  94490. * Extracts a clone of a mesh geometry
  94491. * @param mesh defines the source mesh
  94492. * @param id defines the unique ID of the new geometry object
  94493. * @returns the new geometry object
  94494. */
  94495. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  94496. /**
  94497. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  94498. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  94499. * Be aware Math.random() could cause collisions, but:
  94500. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  94501. * @returns a string containing a new GUID
  94502. */
  94503. static RandomId(): string;
  94504. /** @hidden */
  94505. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  94506. private static _CleanMatricesWeights;
  94507. /**
  94508. * Create a new geometry from persisted data (Using .babylon file format)
  94509. * @param parsedVertexData defines the persisted data
  94510. * @param scene defines the hosting scene
  94511. * @param rootUrl defines the root url to use to load assets (like delayed data)
  94512. * @returns the new geometry object
  94513. */
  94514. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  94515. }
  94516. }
  94517. declare module BABYLON {
  94518. /**
  94519. * Define an interface for all classes that will get and set the data on vertices
  94520. */
  94521. export interface IGetSetVerticesData {
  94522. /**
  94523. * Gets a boolean indicating if specific vertex data is present
  94524. * @param kind defines the vertex data kind to use
  94525. * @returns true is data kind is present
  94526. */
  94527. isVerticesDataPresent(kind: string): boolean;
  94528. /**
  94529. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  94530. * @param kind defines the data kind (Position, normal, etc...)
  94531. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94532. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94533. * @returns a float array containing vertex data
  94534. */
  94535. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  94536. /**
  94537. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  94538. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  94539. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94540. * @returns the indices array or an empty array if the mesh has no geometry
  94541. */
  94542. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  94543. /**
  94544. * Set specific vertex data
  94545. * @param kind defines the data kind (Position, normal, etc...)
  94546. * @param data defines the vertex data to use
  94547. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  94548. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  94549. */
  94550. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  94551. /**
  94552. * Update a specific associated vertex buffer
  94553. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  94554. * - VertexBuffer.PositionKind
  94555. * - VertexBuffer.UVKind
  94556. * - VertexBuffer.UV2Kind
  94557. * - VertexBuffer.UV3Kind
  94558. * - VertexBuffer.UV4Kind
  94559. * - VertexBuffer.UV5Kind
  94560. * - VertexBuffer.UV6Kind
  94561. * - VertexBuffer.ColorKind
  94562. * - VertexBuffer.MatricesIndicesKind
  94563. * - VertexBuffer.MatricesIndicesExtraKind
  94564. * - VertexBuffer.MatricesWeightsKind
  94565. * - VertexBuffer.MatricesWeightsExtraKind
  94566. * @param data defines the data source
  94567. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  94568. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  94569. */
  94570. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  94571. /**
  94572. * Creates a new index buffer
  94573. * @param indices defines the indices to store in the index buffer
  94574. * @param totalVertices defines the total number of vertices (could be null)
  94575. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  94576. */
  94577. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  94578. }
  94579. /**
  94580. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  94581. */
  94582. export class VertexData {
  94583. /**
  94584. * Mesh side orientation : usually the external or front surface
  94585. */
  94586. static readonly FRONTSIDE: number;
  94587. /**
  94588. * Mesh side orientation : usually the internal or back surface
  94589. */
  94590. static readonly BACKSIDE: number;
  94591. /**
  94592. * Mesh side orientation : both internal and external or front and back surfaces
  94593. */
  94594. static readonly DOUBLESIDE: number;
  94595. /**
  94596. * Mesh side orientation : by default, `FRONTSIDE`
  94597. */
  94598. static readonly DEFAULTSIDE: number;
  94599. /**
  94600. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  94601. */
  94602. positions: Nullable<FloatArray>;
  94603. /**
  94604. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  94605. */
  94606. normals: Nullable<FloatArray>;
  94607. /**
  94608. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  94609. */
  94610. tangents: Nullable<FloatArray>;
  94611. /**
  94612. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94613. */
  94614. uvs: Nullable<FloatArray>;
  94615. /**
  94616. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94617. */
  94618. uvs2: Nullable<FloatArray>;
  94619. /**
  94620. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94621. */
  94622. uvs3: Nullable<FloatArray>;
  94623. /**
  94624. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94625. */
  94626. uvs4: Nullable<FloatArray>;
  94627. /**
  94628. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94629. */
  94630. uvs5: Nullable<FloatArray>;
  94631. /**
  94632. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94633. */
  94634. uvs6: Nullable<FloatArray>;
  94635. /**
  94636. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  94637. */
  94638. colors: Nullable<FloatArray>;
  94639. /**
  94640. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  94641. */
  94642. matricesIndices: Nullable<FloatArray>;
  94643. /**
  94644. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  94645. */
  94646. matricesWeights: Nullable<FloatArray>;
  94647. /**
  94648. * An array extending the number of possible indices
  94649. */
  94650. matricesIndicesExtra: Nullable<FloatArray>;
  94651. /**
  94652. * An array extending the number of possible weights when the number of indices is extended
  94653. */
  94654. matricesWeightsExtra: Nullable<FloatArray>;
  94655. /**
  94656. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  94657. */
  94658. indices: Nullable<IndicesArray>;
  94659. /**
  94660. * Uses the passed data array to set the set the values for the specified kind of data
  94661. * @param data a linear array of floating numbers
  94662. * @param kind the type of data that is being set, eg positions, colors etc
  94663. */
  94664. set(data: FloatArray, kind: string): void;
  94665. /**
  94666. * Associates the vertexData to the passed Mesh.
  94667. * Sets it as updatable or not (default `false`)
  94668. * @param mesh the mesh the vertexData is applied to
  94669. * @param updatable when used and having the value true allows new data to update the vertexData
  94670. * @returns the VertexData
  94671. */
  94672. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  94673. /**
  94674. * Associates the vertexData to the passed Geometry.
  94675. * Sets it as updatable or not (default `false`)
  94676. * @param geometry the geometry the vertexData is applied to
  94677. * @param updatable when used and having the value true allows new data to update the vertexData
  94678. * @returns VertexData
  94679. */
  94680. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  94681. /**
  94682. * Updates the associated mesh
  94683. * @param mesh the mesh to be updated
  94684. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  94685. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  94686. * @returns VertexData
  94687. */
  94688. updateMesh(mesh: Mesh): VertexData;
  94689. /**
  94690. * Updates the associated geometry
  94691. * @param geometry the geometry to be updated
  94692. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  94693. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  94694. * @returns VertexData.
  94695. */
  94696. updateGeometry(geometry: Geometry): VertexData;
  94697. private _applyTo;
  94698. private _update;
  94699. /**
  94700. * Transforms each position and each normal of the vertexData according to the passed Matrix
  94701. * @param matrix the transforming matrix
  94702. * @returns the VertexData
  94703. */
  94704. transform(matrix: Matrix): VertexData;
  94705. /**
  94706. * Merges the passed VertexData into the current one
  94707. * @param other the VertexData to be merged into the current one
  94708. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  94709. * @returns the modified VertexData
  94710. */
  94711. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  94712. private _mergeElement;
  94713. private _validate;
  94714. /**
  94715. * Serializes the VertexData
  94716. * @returns a serialized object
  94717. */
  94718. serialize(): any;
  94719. /**
  94720. * Extracts the vertexData from a mesh
  94721. * @param mesh the mesh from which to extract the VertexData
  94722. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  94723. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  94724. * @returns the object VertexData associated to the passed mesh
  94725. */
  94726. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  94727. /**
  94728. * Extracts the vertexData from the geometry
  94729. * @param geometry the geometry from which to extract the VertexData
  94730. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  94731. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  94732. * @returns the object VertexData associated to the passed mesh
  94733. */
  94734. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  94735. private static _ExtractFrom;
  94736. /**
  94737. * Creates the VertexData for a Ribbon
  94738. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  94739. * * pathArray array of paths, each of which an array of successive Vector3
  94740. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  94741. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  94742. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  94743. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94744. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94745. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94746. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  94747. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  94748. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  94749. * @returns the VertexData of the ribbon
  94750. */
  94751. static CreateRibbon(options: {
  94752. pathArray: Vector3[][];
  94753. closeArray?: boolean;
  94754. closePath?: boolean;
  94755. offset?: number;
  94756. sideOrientation?: number;
  94757. frontUVs?: Vector4;
  94758. backUVs?: Vector4;
  94759. invertUV?: boolean;
  94760. uvs?: Vector2[];
  94761. colors?: Color4[];
  94762. }): VertexData;
  94763. /**
  94764. * Creates the VertexData for a box
  94765. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94766. * * size sets the width, height and depth of the box to the value of size, optional default 1
  94767. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  94768. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  94769. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  94770. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  94771. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  94772. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94773. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94774. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94775. * @returns the VertexData of the box
  94776. */
  94777. static CreateBox(options: {
  94778. size?: number;
  94779. width?: number;
  94780. height?: number;
  94781. depth?: number;
  94782. faceUV?: Vector4[];
  94783. faceColors?: Color4[];
  94784. sideOrientation?: number;
  94785. frontUVs?: Vector4;
  94786. backUVs?: Vector4;
  94787. }): VertexData;
  94788. /**
  94789. * Creates the VertexData for a tiled box
  94790. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94791. * * faceTiles sets the pattern, tile size and number of tiles for a face
  94792. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  94793. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  94794. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94795. * @returns the VertexData of the box
  94796. */
  94797. static CreateTiledBox(options: {
  94798. pattern?: number;
  94799. width?: number;
  94800. height?: number;
  94801. depth?: number;
  94802. tileSize?: number;
  94803. tileWidth?: number;
  94804. tileHeight?: number;
  94805. alignHorizontal?: number;
  94806. alignVertical?: number;
  94807. faceUV?: Vector4[];
  94808. faceColors?: Color4[];
  94809. sideOrientation?: number;
  94810. }): VertexData;
  94811. /**
  94812. * Creates the VertexData for a tiled plane
  94813. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94814. * * pattern a limited pattern arrangement depending on the number
  94815. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  94816. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  94817. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  94818. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94819. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94820. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94821. * @returns the VertexData of the tiled plane
  94822. */
  94823. static CreateTiledPlane(options: {
  94824. pattern?: number;
  94825. tileSize?: number;
  94826. tileWidth?: number;
  94827. tileHeight?: number;
  94828. size?: number;
  94829. width?: number;
  94830. height?: number;
  94831. alignHorizontal?: number;
  94832. alignVertical?: number;
  94833. sideOrientation?: number;
  94834. frontUVs?: Vector4;
  94835. backUVs?: Vector4;
  94836. }): VertexData;
  94837. /**
  94838. * Creates the VertexData for an ellipsoid, defaults to a sphere
  94839. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94840. * * segments sets the number of horizontal strips optional, default 32
  94841. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  94842. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  94843. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  94844. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  94845. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  94846. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  94847. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94848. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94849. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94850. * @returns the VertexData of the ellipsoid
  94851. */
  94852. static CreateSphere(options: {
  94853. segments?: number;
  94854. diameter?: number;
  94855. diameterX?: number;
  94856. diameterY?: number;
  94857. diameterZ?: number;
  94858. arc?: number;
  94859. slice?: number;
  94860. sideOrientation?: number;
  94861. frontUVs?: Vector4;
  94862. backUVs?: Vector4;
  94863. }): VertexData;
  94864. /**
  94865. * Creates the VertexData for a cylinder, cone or prism
  94866. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94867. * * height sets the height (y direction) of the cylinder, optional, default 2
  94868. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  94869. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  94870. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  94871. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  94872. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  94873. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  94874. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  94875. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  94876. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  94877. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  94878. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94879. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94880. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94881. * @returns the VertexData of the cylinder, cone or prism
  94882. */
  94883. static CreateCylinder(options: {
  94884. height?: number;
  94885. diameterTop?: number;
  94886. diameterBottom?: number;
  94887. diameter?: number;
  94888. tessellation?: number;
  94889. subdivisions?: number;
  94890. arc?: number;
  94891. faceColors?: Color4[];
  94892. faceUV?: Vector4[];
  94893. hasRings?: boolean;
  94894. enclose?: boolean;
  94895. sideOrientation?: number;
  94896. frontUVs?: Vector4;
  94897. backUVs?: Vector4;
  94898. }): VertexData;
  94899. /**
  94900. * Creates the VertexData for a torus
  94901. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94902. * * diameter the diameter of the torus, optional default 1
  94903. * * thickness the diameter of the tube forming the torus, optional default 0.5
  94904. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  94905. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94906. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  94907. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  94908. * @returns the VertexData of the torus
  94909. */
  94910. static CreateTorus(options: {
  94911. diameter?: number;
  94912. thickness?: number;
  94913. tessellation?: number;
  94914. sideOrientation?: number;
  94915. frontUVs?: Vector4;
  94916. backUVs?: Vector4;
  94917. }): VertexData;
  94918. /**
  94919. * Creates the VertexData of the LineSystem
  94920. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  94921. * - lines an array of lines, each line being an array of successive Vector3
  94922. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  94923. * @returns the VertexData of the LineSystem
  94924. */
  94925. static CreateLineSystem(options: {
  94926. lines: Vector3[][];
  94927. colors?: Nullable<Color4[][]>;
  94928. }): VertexData;
  94929. /**
  94930. * Create the VertexData for a DashedLines
  94931. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  94932. * - points an array successive Vector3
  94933. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  94934. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  94935. * - dashNb the intended total number of dashes, optional, default 200
  94936. * @returns the VertexData for the DashedLines
  94937. */
  94938. static CreateDashedLines(options: {
  94939. points: Vector3[];
  94940. dashSize?: number;
  94941. gapSize?: number;
  94942. dashNb?: number;
  94943. }): VertexData;
  94944. /**
  94945. * Creates the VertexData for a Ground
  94946. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  94947. * - width the width (x direction) of the ground, optional, default 1
  94948. * - height the height (z direction) of the ground, optional, default 1
  94949. * - subdivisions the number of subdivisions per side, optional, default 1
  94950. * @returns the VertexData of the Ground
  94951. */
  94952. static CreateGround(options: {
  94953. width?: number;
  94954. height?: number;
  94955. subdivisions?: number;
  94956. subdivisionsX?: number;
  94957. subdivisionsY?: number;
  94958. }): VertexData;
  94959. /**
  94960. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  94961. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  94962. * * xmin the ground minimum X coordinate, optional, default -1
  94963. * * zmin the ground minimum Z coordinate, optional, default -1
  94964. * * xmax the ground maximum X coordinate, optional, default 1
  94965. * * zmax the ground maximum Z coordinate, optional, default 1
  94966. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  94967. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  94968. * @returns the VertexData of the TiledGround
  94969. */
  94970. static CreateTiledGround(options: {
  94971. xmin: number;
  94972. zmin: number;
  94973. xmax: number;
  94974. zmax: number;
  94975. subdivisions?: {
  94976. w: number;
  94977. h: number;
  94978. };
  94979. precision?: {
  94980. w: number;
  94981. h: number;
  94982. };
  94983. }): VertexData;
  94984. /**
  94985. * Creates the VertexData of the Ground designed from a heightmap
  94986. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  94987. * * width the width (x direction) of the ground
  94988. * * height the height (z direction) of the ground
  94989. * * subdivisions the number of subdivisions per side
  94990. * * minHeight the minimum altitude on the ground, optional, default 0
  94991. * * maxHeight the maximum altitude on the ground, optional default 1
  94992. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  94993. * * buffer the array holding the image color data
  94994. * * bufferWidth the width of image
  94995. * * bufferHeight the height of image
  94996. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  94997. * @returns the VertexData of the Ground designed from a heightmap
  94998. */
  94999. static CreateGroundFromHeightMap(options: {
  95000. width: number;
  95001. height: number;
  95002. subdivisions: number;
  95003. minHeight: number;
  95004. maxHeight: number;
  95005. colorFilter: Color3;
  95006. buffer: Uint8Array;
  95007. bufferWidth: number;
  95008. bufferHeight: number;
  95009. alphaFilter: number;
  95010. }): VertexData;
  95011. /**
  95012. * Creates the VertexData for a Plane
  95013. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  95014. * * size sets the width and height of the plane to the value of size, optional default 1
  95015. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  95016. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  95017. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95018. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95019. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95020. * @returns the VertexData of the box
  95021. */
  95022. static CreatePlane(options: {
  95023. size?: number;
  95024. width?: number;
  95025. height?: number;
  95026. sideOrientation?: number;
  95027. frontUVs?: Vector4;
  95028. backUVs?: Vector4;
  95029. }): VertexData;
  95030. /**
  95031. * Creates the VertexData of the Disc or regular Polygon
  95032. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  95033. * * radius the radius of the disc, optional default 0.5
  95034. * * tessellation the number of polygon sides, optional, default 64
  95035. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  95036. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95037. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95038. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95039. * @returns the VertexData of the box
  95040. */
  95041. static CreateDisc(options: {
  95042. radius?: number;
  95043. tessellation?: number;
  95044. arc?: number;
  95045. sideOrientation?: number;
  95046. frontUVs?: Vector4;
  95047. backUVs?: Vector4;
  95048. }): VertexData;
  95049. /**
  95050. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  95051. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  95052. * @param polygon a mesh built from polygonTriangulation.build()
  95053. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95054. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  95055. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  95056. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95057. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95058. * @returns the VertexData of the Polygon
  95059. */
  95060. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  95061. /**
  95062. * Creates the VertexData of the IcoSphere
  95063. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  95064. * * radius the radius of the IcoSphere, optional default 1
  95065. * * radiusX allows stretching in the x direction, optional, default radius
  95066. * * radiusY allows stretching in the y direction, optional, default radius
  95067. * * radiusZ allows stretching in the z direction, optional, default radius
  95068. * * flat when true creates a flat shaded mesh, optional, default true
  95069. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  95070. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95071. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95072. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95073. * @returns the VertexData of the IcoSphere
  95074. */
  95075. static CreateIcoSphere(options: {
  95076. radius?: number;
  95077. radiusX?: number;
  95078. radiusY?: number;
  95079. radiusZ?: number;
  95080. flat?: boolean;
  95081. subdivisions?: number;
  95082. sideOrientation?: number;
  95083. frontUVs?: Vector4;
  95084. backUVs?: Vector4;
  95085. }): VertexData;
  95086. /**
  95087. * Creates the VertexData for a Polyhedron
  95088. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  95089. * * type provided types are:
  95090. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  95091. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  95092. * * size the size of the IcoSphere, optional default 1
  95093. * * sizeX allows stretching in the x direction, optional, default size
  95094. * * sizeY allows stretching in the y direction, optional, default size
  95095. * * sizeZ allows stretching in the z direction, optional, default size
  95096. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  95097. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  95098. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  95099. * * flat when true creates a flat shaded mesh, optional, default true
  95100. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  95101. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95102. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95103. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95104. * @returns the VertexData of the Polyhedron
  95105. */
  95106. static CreatePolyhedron(options: {
  95107. type?: number;
  95108. size?: number;
  95109. sizeX?: number;
  95110. sizeY?: number;
  95111. sizeZ?: number;
  95112. custom?: any;
  95113. faceUV?: Vector4[];
  95114. faceColors?: Color4[];
  95115. flat?: boolean;
  95116. sideOrientation?: number;
  95117. frontUVs?: Vector4;
  95118. backUVs?: Vector4;
  95119. }): VertexData;
  95120. /**
  95121. * Creates the VertexData for a TorusKnot
  95122. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  95123. * * radius the radius of the torus knot, optional, default 2
  95124. * * tube the thickness of the tube, optional, default 0.5
  95125. * * radialSegments the number of sides on each tube segments, optional, default 32
  95126. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  95127. * * p the number of windings around the z axis, optional, default 2
  95128. * * q the number of windings around the x axis, optional, default 3
  95129. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95130. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  95131. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  95132. * @returns the VertexData of the Torus Knot
  95133. */
  95134. static CreateTorusKnot(options: {
  95135. radius?: number;
  95136. tube?: number;
  95137. radialSegments?: number;
  95138. tubularSegments?: number;
  95139. p?: number;
  95140. q?: number;
  95141. sideOrientation?: number;
  95142. frontUVs?: Vector4;
  95143. backUVs?: Vector4;
  95144. }): VertexData;
  95145. /**
  95146. * Compute normals for given positions and indices
  95147. * @param positions an array of vertex positions, [...., x, y, z, ......]
  95148. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  95149. * @param normals an array of vertex normals, [...., x, y, z, ......]
  95150. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  95151. * * facetNormals : optional array of facet normals (vector3)
  95152. * * facetPositions : optional array of facet positions (vector3)
  95153. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  95154. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  95155. * * bInfo : optional bounding info, required for facetPartitioning computation
  95156. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  95157. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  95158. * * useRightHandedSystem: optional boolean to for right handed system computation
  95159. * * depthSort : optional boolean to enable the facet depth sort computation
  95160. * * distanceTo : optional Vector3 to compute the facet depth from this location
  95161. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  95162. */
  95163. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  95164. facetNormals?: any;
  95165. facetPositions?: any;
  95166. facetPartitioning?: any;
  95167. ratio?: number;
  95168. bInfo?: any;
  95169. bbSize?: Vector3;
  95170. subDiv?: any;
  95171. useRightHandedSystem?: boolean;
  95172. depthSort?: boolean;
  95173. distanceTo?: Vector3;
  95174. depthSortedFacets?: any;
  95175. }): void;
  95176. /** @hidden */
  95177. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  95178. /**
  95179. * Applies VertexData created from the imported parameters to the geometry
  95180. * @param parsedVertexData the parsed data from an imported file
  95181. * @param geometry the geometry to apply the VertexData to
  95182. */
  95183. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  95184. }
  95185. }
  95186. declare module BABYLON {
  95187. /**
  95188. * Defines a target to use with MorphTargetManager
  95189. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  95190. */
  95191. export class MorphTarget implements IAnimatable {
  95192. /** defines the name of the target */
  95193. name: string;
  95194. /**
  95195. * Gets or sets the list of animations
  95196. */
  95197. animations: Animation[];
  95198. private _scene;
  95199. private _positions;
  95200. private _normals;
  95201. private _tangents;
  95202. private _uvs;
  95203. private _influence;
  95204. private _uniqueId;
  95205. /**
  95206. * Observable raised when the influence changes
  95207. */
  95208. onInfluenceChanged: Observable<boolean>;
  95209. /** @hidden */
  95210. _onDataLayoutChanged: Observable<void>;
  95211. /**
  95212. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  95213. */
  95214. get influence(): number;
  95215. set influence(influence: number);
  95216. /**
  95217. * Gets or sets the id of the morph Target
  95218. */
  95219. id: string;
  95220. private _animationPropertiesOverride;
  95221. /**
  95222. * Gets or sets the animation properties override
  95223. */
  95224. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  95225. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  95226. /**
  95227. * Creates a new MorphTarget
  95228. * @param name defines the name of the target
  95229. * @param influence defines the influence to use
  95230. * @param scene defines the scene the morphtarget belongs to
  95231. */
  95232. constructor(
  95233. /** defines the name of the target */
  95234. name: string, influence?: number, scene?: Nullable<Scene>);
  95235. /**
  95236. * Gets the unique ID of this manager
  95237. */
  95238. get uniqueId(): number;
  95239. /**
  95240. * Gets a boolean defining if the target contains position data
  95241. */
  95242. get hasPositions(): boolean;
  95243. /**
  95244. * Gets a boolean defining if the target contains normal data
  95245. */
  95246. get hasNormals(): boolean;
  95247. /**
  95248. * Gets a boolean defining if the target contains tangent data
  95249. */
  95250. get hasTangents(): boolean;
  95251. /**
  95252. * Gets a boolean defining if the target contains texture coordinates data
  95253. */
  95254. get hasUVs(): boolean;
  95255. /**
  95256. * Affects position data to this target
  95257. * @param data defines the position data to use
  95258. */
  95259. setPositions(data: Nullable<FloatArray>): void;
  95260. /**
  95261. * Gets the position data stored in this target
  95262. * @returns a FloatArray containing the position data (or null if not present)
  95263. */
  95264. getPositions(): Nullable<FloatArray>;
  95265. /**
  95266. * Affects normal data to this target
  95267. * @param data defines the normal data to use
  95268. */
  95269. setNormals(data: Nullable<FloatArray>): void;
  95270. /**
  95271. * Gets the normal data stored in this target
  95272. * @returns a FloatArray containing the normal data (or null if not present)
  95273. */
  95274. getNormals(): Nullable<FloatArray>;
  95275. /**
  95276. * Affects tangent data to this target
  95277. * @param data defines the tangent data to use
  95278. */
  95279. setTangents(data: Nullable<FloatArray>): void;
  95280. /**
  95281. * Gets the tangent data stored in this target
  95282. * @returns a FloatArray containing the tangent data (or null if not present)
  95283. */
  95284. getTangents(): Nullable<FloatArray>;
  95285. /**
  95286. * Affects texture coordinates data to this target
  95287. * @param data defines the texture coordinates data to use
  95288. */
  95289. setUVs(data: Nullable<FloatArray>): void;
  95290. /**
  95291. * Gets the texture coordinates data stored in this target
  95292. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  95293. */
  95294. getUVs(): Nullable<FloatArray>;
  95295. /**
  95296. * Clone the current target
  95297. * @returns a new MorphTarget
  95298. */
  95299. clone(): MorphTarget;
  95300. /**
  95301. * Serializes the current target into a Serialization object
  95302. * @returns the serialized object
  95303. */
  95304. serialize(): any;
  95305. /**
  95306. * Returns the string "MorphTarget"
  95307. * @returns "MorphTarget"
  95308. */
  95309. getClassName(): string;
  95310. /**
  95311. * Creates a new target from serialized data
  95312. * @param serializationObject defines the serialized data to use
  95313. * @returns a new MorphTarget
  95314. */
  95315. static Parse(serializationObject: any): MorphTarget;
  95316. /**
  95317. * Creates a MorphTarget from mesh data
  95318. * @param mesh defines the source mesh
  95319. * @param name defines the name to use for the new target
  95320. * @param influence defines the influence to attach to the target
  95321. * @returns a new MorphTarget
  95322. */
  95323. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  95324. }
  95325. }
  95326. declare module BABYLON {
  95327. /**
  95328. * This class is used to deform meshes using morphing between different targets
  95329. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  95330. */
  95331. export class MorphTargetManager {
  95332. private _targets;
  95333. private _targetInfluenceChangedObservers;
  95334. private _targetDataLayoutChangedObservers;
  95335. private _activeTargets;
  95336. private _scene;
  95337. private _influences;
  95338. private _supportsNormals;
  95339. private _supportsTangents;
  95340. private _supportsUVs;
  95341. private _vertexCount;
  95342. private _uniqueId;
  95343. private _tempInfluences;
  95344. /**
  95345. * Gets or sets a boolean indicating if normals must be morphed
  95346. */
  95347. enableNormalMorphing: boolean;
  95348. /**
  95349. * Gets or sets a boolean indicating if tangents must be morphed
  95350. */
  95351. enableTangentMorphing: boolean;
  95352. /**
  95353. * Gets or sets a boolean indicating if UV must be morphed
  95354. */
  95355. enableUVMorphing: boolean;
  95356. /**
  95357. * Creates a new MorphTargetManager
  95358. * @param scene defines the current scene
  95359. */
  95360. constructor(scene?: Nullable<Scene>);
  95361. /**
  95362. * Gets the unique ID of this manager
  95363. */
  95364. get uniqueId(): number;
  95365. /**
  95366. * Gets the number of vertices handled by this manager
  95367. */
  95368. get vertexCount(): number;
  95369. /**
  95370. * Gets a boolean indicating if this manager supports morphing of normals
  95371. */
  95372. get supportsNormals(): boolean;
  95373. /**
  95374. * Gets a boolean indicating if this manager supports morphing of tangents
  95375. */
  95376. get supportsTangents(): boolean;
  95377. /**
  95378. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  95379. */
  95380. get supportsUVs(): boolean;
  95381. /**
  95382. * Gets the number of targets stored in this manager
  95383. */
  95384. get numTargets(): number;
  95385. /**
  95386. * Gets the number of influencers (ie. the number of targets with influences > 0)
  95387. */
  95388. get numInfluencers(): number;
  95389. /**
  95390. * Gets the list of influences (one per target)
  95391. */
  95392. get influences(): Float32Array;
  95393. /**
  95394. * Gets the active target at specified index. An active target is a target with an influence > 0
  95395. * @param index defines the index to check
  95396. * @returns the requested target
  95397. */
  95398. getActiveTarget(index: number): MorphTarget;
  95399. /**
  95400. * Gets the target at specified index
  95401. * @param index defines the index to check
  95402. * @returns the requested target
  95403. */
  95404. getTarget(index: number): MorphTarget;
  95405. /**
  95406. * Add a new target to this manager
  95407. * @param target defines the target to add
  95408. */
  95409. addTarget(target: MorphTarget): void;
  95410. /**
  95411. * Removes a target from the manager
  95412. * @param target defines the target to remove
  95413. */
  95414. removeTarget(target: MorphTarget): void;
  95415. /**
  95416. * Clone the current manager
  95417. * @returns a new MorphTargetManager
  95418. */
  95419. clone(): MorphTargetManager;
  95420. /**
  95421. * Serializes the current manager into a Serialization object
  95422. * @returns the serialized object
  95423. */
  95424. serialize(): any;
  95425. private _syncActiveTargets;
  95426. /**
  95427. * Syncrhonize the targets with all the meshes using this morph target manager
  95428. */
  95429. synchronize(): void;
  95430. /**
  95431. * Creates a new MorphTargetManager from serialized data
  95432. * @param serializationObject defines the serialized data
  95433. * @param scene defines the hosting scene
  95434. * @returns the new MorphTargetManager
  95435. */
  95436. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  95437. }
  95438. }
  95439. declare module BABYLON {
  95440. /**
  95441. * Class used to represent a specific level of detail of a mesh
  95442. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  95443. */
  95444. export class MeshLODLevel {
  95445. /** Defines the distance where this level should start being displayed */
  95446. distance: number;
  95447. /** Defines the mesh to use to render this level */
  95448. mesh: Nullable<Mesh>;
  95449. /**
  95450. * Creates a new LOD level
  95451. * @param distance defines the distance where this level should star being displayed
  95452. * @param mesh defines the mesh to use to render this level
  95453. */
  95454. constructor(
  95455. /** Defines the distance where this level should start being displayed */
  95456. distance: number,
  95457. /** Defines the mesh to use to render this level */
  95458. mesh: Nullable<Mesh>);
  95459. }
  95460. }
  95461. declare module BABYLON {
  95462. /**
  95463. * Mesh representing the gorund
  95464. */
  95465. export class GroundMesh extends Mesh {
  95466. /** If octree should be generated */
  95467. generateOctree: boolean;
  95468. private _heightQuads;
  95469. /** @hidden */
  95470. _subdivisionsX: number;
  95471. /** @hidden */
  95472. _subdivisionsY: number;
  95473. /** @hidden */
  95474. _width: number;
  95475. /** @hidden */
  95476. _height: number;
  95477. /** @hidden */
  95478. _minX: number;
  95479. /** @hidden */
  95480. _maxX: number;
  95481. /** @hidden */
  95482. _minZ: number;
  95483. /** @hidden */
  95484. _maxZ: number;
  95485. constructor(name: string, scene: Scene);
  95486. /**
  95487. * "GroundMesh"
  95488. * @returns "GroundMesh"
  95489. */
  95490. getClassName(): string;
  95491. /**
  95492. * The minimum of x and y subdivisions
  95493. */
  95494. get subdivisions(): number;
  95495. /**
  95496. * X subdivisions
  95497. */
  95498. get subdivisionsX(): number;
  95499. /**
  95500. * Y subdivisions
  95501. */
  95502. get subdivisionsY(): number;
  95503. /**
  95504. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  95505. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  95506. * @param chunksCount the number of subdivisions for x and y
  95507. * @param octreeBlocksSize (Default: 32)
  95508. */
  95509. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  95510. /**
  95511. * Returns a height (y) value in the Worl system :
  95512. * the ground altitude at the coordinates (x, z) expressed in the World system.
  95513. * @param x x coordinate
  95514. * @param z z coordinate
  95515. * @returns the ground y position if (x, z) are outside the ground surface.
  95516. */
  95517. getHeightAtCoordinates(x: number, z: number): number;
  95518. /**
  95519. * Returns a normalized vector (Vector3) orthogonal to the ground
  95520. * at the ground coordinates (x, z) expressed in the World system.
  95521. * @param x x coordinate
  95522. * @param z z coordinate
  95523. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  95524. */
  95525. getNormalAtCoordinates(x: number, z: number): Vector3;
  95526. /**
  95527. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  95528. * at the ground coordinates (x, z) expressed in the World system.
  95529. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  95530. * @param x x coordinate
  95531. * @param z z coordinate
  95532. * @param ref vector to store the result
  95533. * @returns the GroundMesh.
  95534. */
  95535. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  95536. /**
  95537. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  95538. * if the ground has been updated.
  95539. * This can be used in the render loop.
  95540. * @returns the GroundMesh.
  95541. */
  95542. updateCoordinateHeights(): GroundMesh;
  95543. private _getFacetAt;
  95544. private _initHeightQuads;
  95545. private _computeHeightQuads;
  95546. /**
  95547. * Serializes this ground mesh
  95548. * @param serializationObject object to write serialization to
  95549. */
  95550. serialize(serializationObject: any): void;
  95551. /**
  95552. * Parses a serialized ground mesh
  95553. * @param parsedMesh the serialized mesh
  95554. * @param scene the scene to create the ground mesh in
  95555. * @returns the created ground mesh
  95556. */
  95557. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  95558. }
  95559. }
  95560. declare module BABYLON {
  95561. /**
  95562. * Interface for Physics-Joint data
  95563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95564. */
  95565. export interface PhysicsJointData {
  95566. /**
  95567. * The main pivot of the joint
  95568. */
  95569. mainPivot?: Vector3;
  95570. /**
  95571. * The connected pivot of the joint
  95572. */
  95573. connectedPivot?: Vector3;
  95574. /**
  95575. * The main axis of the joint
  95576. */
  95577. mainAxis?: Vector3;
  95578. /**
  95579. * The connected axis of the joint
  95580. */
  95581. connectedAxis?: Vector3;
  95582. /**
  95583. * The collision of the joint
  95584. */
  95585. collision?: boolean;
  95586. /**
  95587. * Native Oimo/Cannon/Energy data
  95588. */
  95589. nativeParams?: any;
  95590. }
  95591. /**
  95592. * This is a holder class for the physics joint created by the physics plugin
  95593. * It holds a set of functions to control the underlying joint
  95594. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95595. */
  95596. export class PhysicsJoint {
  95597. /**
  95598. * The type of the physics joint
  95599. */
  95600. type: number;
  95601. /**
  95602. * The data for the physics joint
  95603. */
  95604. jointData: PhysicsJointData;
  95605. private _physicsJoint;
  95606. protected _physicsPlugin: IPhysicsEnginePlugin;
  95607. /**
  95608. * Initializes the physics joint
  95609. * @param type The type of the physics joint
  95610. * @param jointData The data for the physics joint
  95611. */
  95612. constructor(
  95613. /**
  95614. * The type of the physics joint
  95615. */
  95616. type: number,
  95617. /**
  95618. * The data for the physics joint
  95619. */
  95620. jointData: PhysicsJointData);
  95621. /**
  95622. * Gets the physics joint
  95623. */
  95624. get physicsJoint(): any;
  95625. /**
  95626. * Sets the physics joint
  95627. */
  95628. set physicsJoint(newJoint: any);
  95629. /**
  95630. * Sets the physics plugin
  95631. */
  95632. set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin);
  95633. /**
  95634. * Execute a function that is physics-plugin specific.
  95635. * @param {Function} func the function that will be executed.
  95636. * It accepts two parameters: the physics world and the physics joint
  95637. */
  95638. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  95639. /**
  95640. * Distance-Joint type
  95641. */
  95642. static DistanceJoint: number;
  95643. /**
  95644. * Hinge-Joint type
  95645. */
  95646. static HingeJoint: number;
  95647. /**
  95648. * Ball-and-Socket joint type
  95649. */
  95650. static BallAndSocketJoint: number;
  95651. /**
  95652. * Wheel-Joint type
  95653. */
  95654. static WheelJoint: number;
  95655. /**
  95656. * Slider-Joint type
  95657. */
  95658. static SliderJoint: number;
  95659. /**
  95660. * Prismatic-Joint type
  95661. */
  95662. static PrismaticJoint: number;
  95663. /**
  95664. * Universal-Joint type
  95665. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95666. */
  95667. static UniversalJoint: number;
  95668. /**
  95669. * Hinge-Joint 2 type
  95670. */
  95671. static Hinge2Joint: number;
  95672. /**
  95673. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95674. */
  95675. static PointToPointJoint: number;
  95676. /**
  95677. * Spring-Joint type
  95678. */
  95679. static SpringJoint: number;
  95680. /**
  95681. * Lock-Joint type
  95682. */
  95683. static LockJoint: number;
  95684. }
  95685. /**
  95686. * A class representing a physics distance joint
  95687. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95688. */
  95689. export class DistanceJoint extends PhysicsJoint {
  95690. /**
  95691. *
  95692. * @param jointData The data for the Distance-Joint
  95693. */
  95694. constructor(jointData: DistanceJointData);
  95695. /**
  95696. * Update the predefined distance.
  95697. * @param maxDistance The maximum preferred distance
  95698. * @param minDistance The minimum preferred distance
  95699. */
  95700. updateDistance(maxDistance: number, minDistance?: number): void;
  95701. }
  95702. /**
  95703. * Represents a Motor-Enabled Joint
  95704. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95705. */
  95706. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  95707. /**
  95708. * Initializes the Motor-Enabled Joint
  95709. * @param type The type of the joint
  95710. * @param jointData The physica joint data for the joint
  95711. */
  95712. constructor(type: number, jointData: PhysicsJointData);
  95713. /**
  95714. * Set the motor values.
  95715. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95716. * @param force the force to apply
  95717. * @param maxForce max force for this motor.
  95718. */
  95719. setMotor(force?: number, maxForce?: number): void;
  95720. /**
  95721. * Set the motor's limits.
  95722. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95723. * @param upperLimit The upper limit of the motor
  95724. * @param lowerLimit The lower limit of the motor
  95725. */
  95726. setLimit(upperLimit: number, lowerLimit?: number): void;
  95727. }
  95728. /**
  95729. * This class represents a single physics Hinge-Joint
  95730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95731. */
  95732. export class HingeJoint extends MotorEnabledJoint {
  95733. /**
  95734. * Initializes the Hinge-Joint
  95735. * @param jointData The joint data for the Hinge-Joint
  95736. */
  95737. constructor(jointData: PhysicsJointData);
  95738. /**
  95739. * Set the motor values.
  95740. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95741. * @param {number} force the force to apply
  95742. * @param {number} maxForce max force for this motor.
  95743. */
  95744. setMotor(force?: number, maxForce?: number): void;
  95745. /**
  95746. * Set the motor's limits.
  95747. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95748. * @param upperLimit The upper limit of the motor
  95749. * @param lowerLimit The lower limit of the motor
  95750. */
  95751. setLimit(upperLimit: number, lowerLimit?: number): void;
  95752. }
  95753. /**
  95754. * This class represents a dual hinge physics joint (same as wheel joint)
  95755. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95756. */
  95757. export class Hinge2Joint extends MotorEnabledJoint {
  95758. /**
  95759. * Initializes the Hinge2-Joint
  95760. * @param jointData The joint data for the Hinge2-Joint
  95761. */
  95762. constructor(jointData: PhysicsJointData);
  95763. /**
  95764. * Set the motor values.
  95765. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95766. * @param {number} targetSpeed the speed the motor is to reach
  95767. * @param {number} maxForce max force for this motor.
  95768. * @param {motorIndex} the motor's index, 0 or 1.
  95769. */
  95770. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  95771. /**
  95772. * Set the motor limits.
  95773. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95774. * @param {number} upperLimit the upper limit
  95775. * @param {number} lowerLimit lower limit
  95776. * @param {motorIndex} the motor's index, 0 or 1.
  95777. */
  95778. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95779. }
  95780. /**
  95781. * Interface for a motor enabled joint
  95782. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95783. */
  95784. export interface IMotorEnabledJoint {
  95785. /**
  95786. * Physics joint
  95787. */
  95788. physicsJoint: any;
  95789. /**
  95790. * Sets the motor of the motor-enabled joint
  95791. * @param force The force of the motor
  95792. * @param maxForce The maximum force of the motor
  95793. * @param motorIndex The index of the motor
  95794. */
  95795. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  95796. /**
  95797. * Sets the limit of the motor
  95798. * @param upperLimit The upper limit of the motor
  95799. * @param lowerLimit The lower limit of the motor
  95800. * @param motorIndex The index of the motor
  95801. */
  95802. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95803. }
  95804. /**
  95805. * Joint data for a Distance-Joint
  95806. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95807. */
  95808. export interface DistanceJointData extends PhysicsJointData {
  95809. /**
  95810. * Max distance the 2 joint objects can be apart
  95811. */
  95812. maxDistance: number;
  95813. }
  95814. /**
  95815. * Joint data from a spring joint
  95816. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95817. */
  95818. export interface SpringJointData extends PhysicsJointData {
  95819. /**
  95820. * Length of the spring
  95821. */
  95822. length: number;
  95823. /**
  95824. * Stiffness of the spring
  95825. */
  95826. stiffness: number;
  95827. /**
  95828. * Damping of the spring
  95829. */
  95830. damping: number;
  95831. /** this callback will be called when applying the force to the impostors. */
  95832. forceApplicationCallback: () => void;
  95833. }
  95834. }
  95835. declare module BABYLON {
  95836. /**
  95837. * Holds the data for the raycast result
  95838. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95839. */
  95840. export class PhysicsRaycastResult {
  95841. private _hasHit;
  95842. private _hitDistance;
  95843. private _hitNormalWorld;
  95844. private _hitPointWorld;
  95845. private _rayFromWorld;
  95846. private _rayToWorld;
  95847. /**
  95848. * Gets if there was a hit
  95849. */
  95850. get hasHit(): boolean;
  95851. /**
  95852. * Gets the distance from the hit
  95853. */
  95854. get hitDistance(): number;
  95855. /**
  95856. * Gets the hit normal/direction in the world
  95857. */
  95858. get hitNormalWorld(): Vector3;
  95859. /**
  95860. * Gets the hit point in the world
  95861. */
  95862. get hitPointWorld(): Vector3;
  95863. /**
  95864. * Gets the ray "start point" of the ray in the world
  95865. */
  95866. get rayFromWorld(): Vector3;
  95867. /**
  95868. * Gets the ray "end point" of the ray in the world
  95869. */
  95870. get rayToWorld(): Vector3;
  95871. /**
  95872. * Sets the hit data (normal & point in world space)
  95873. * @param hitNormalWorld defines the normal in world space
  95874. * @param hitPointWorld defines the point in world space
  95875. */
  95876. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  95877. /**
  95878. * Sets the distance from the start point to the hit point
  95879. * @param distance
  95880. */
  95881. setHitDistance(distance: number): void;
  95882. /**
  95883. * Calculates the distance manually
  95884. */
  95885. calculateHitDistance(): void;
  95886. /**
  95887. * Resets all the values to default
  95888. * @param from The from point on world space
  95889. * @param to The to point on world space
  95890. */
  95891. reset(from?: Vector3, to?: Vector3): void;
  95892. }
  95893. /**
  95894. * Interface for the size containing width and height
  95895. */
  95896. interface IXYZ {
  95897. /**
  95898. * X
  95899. */
  95900. x: number;
  95901. /**
  95902. * Y
  95903. */
  95904. y: number;
  95905. /**
  95906. * Z
  95907. */
  95908. z: number;
  95909. }
  95910. }
  95911. declare module BABYLON {
  95912. /**
  95913. * Interface used to describe a physics joint
  95914. */
  95915. export interface PhysicsImpostorJoint {
  95916. /** Defines the main impostor to which the joint is linked */
  95917. mainImpostor: PhysicsImpostor;
  95918. /** Defines the impostor that is connected to the main impostor using this joint */
  95919. connectedImpostor: PhysicsImpostor;
  95920. /** Defines the joint itself */
  95921. joint: PhysicsJoint;
  95922. }
  95923. /** @hidden */
  95924. export interface IPhysicsEnginePlugin {
  95925. world: any;
  95926. name: string;
  95927. setGravity(gravity: Vector3): void;
  95928. setTimeStep(timeStep: number): void;
  95929. getTimeStep(): number;
  95930. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  95931. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  95932. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  95933. generatePhysicsBody(impostor: PhysicsImpostor): void;
  95934. removePhysicsBody(impostor: PhysicsImpostor): void;
  95935. generateJoint(joint: PhysicsImpostorJoint): void;
  95936. removeJoint(joint: PhysicsImpostorJoint): void;
  95937. isSupported(): boolean;
  95938. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  95939. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  95940. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  95941. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  95942. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  95943. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  95944. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  95945. getBodyMass(impostor: PhysicsImpostor): number;
  95946. getBodyFriction(impostor: PhysicsImpostor): number;
  95947. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  95948. getBodyRestitution(impostor: PhysicsImpostor): number;
  95949. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  95950. getBodyPressure?(impostor: PhysicsImpostor): number;
  95951. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  95952. getBodyStiffness?(impostor: PhysicsImpostor): number;
  95953. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  95954. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  95955. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  95956. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  95957. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  95958. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  95959. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  95960. sleepBody(impostor: PhysicsImpostor): void;
  95961. wakeUpBody(impostor: PhysicsImpostor): void;
  95962. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  95963. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  95964. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  95965. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95966. getRadius(impostor: PhysicsImpostor): number;
  95967. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  95968. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  95969. dispose(): void;
  95970. }
  95971. /**
  95972. * Interface used to define a physics engine
  95973. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  95974. */
  95975. export interface IPhysicsEngine {
  95976. /**
  95977. * Gets the gravity vector used by the simulation
  95978. */
  95979. gravity: Vector3;
  95980. /**
  95981. * Sets the gravity vector used by the simulation
  95982. * @param gravity defines the gravity vector to use
  95983. */
  95984. setGravity(gravity: Vector3): void;
  95985. /**
  95986. * Set the time step of the physics engine.
  95987. * Default is 1/60.
  95988. * To slow it down, enter 1/600 for example.
  95989. * To speed it up, 1/30
  95990. * @param newTimeStep the new timestep to apply to this world.
  95991. */
  95992. setTimeStep(newTimeStep: number): void;
  95993. /**
  95994. * Get the time step of the physics engine.
  95995. * @returns the current time step
  95996. */
  95997. getTimeStep(): number;
  95998. /**
  95999. * Set the sub time step of the physics engine.
  96000. * Default is 0 meaning there is no sub steps
  96001. * To increase physics resolution precision, set a small value (like 1 ms)
  96002. * @param subTimeStep defines the new sub timestep used for physics resolution.
  96003. */
  96004. setSubTimeStep(subTimeStep: number): void;
  96005. /**
  96006. * Get the sub time step of the physics engine.
  96007. * @returns the current sub time step
  96008. */
  96009. getSubTimeStep(): number;
  96010. /**
  96011. * Release all resources
  96012. */
  96013. dispose(): void;
  96014. /**
  96015. * Gets the name of the current physics plugin
  96016. * @returns the name of the plugin
  96017. */
  96018. getPhysicsPluginName(): string;
  96019. /**
  96020. * Adding a new impostor for the impostor tracking.
  96021. * This will be done by the impostor itself.
  96022. * @param impostor the impostor to add
  96023. */
  96024. addImpostor(impostor: PhysicsImpostor): void;
  96025. /**
  96026. * Remove an impostor from the engine.
  96027. * This impostor and its mesh will not longer be updated by the physics engine.
  96028. * @param impostor the impostor to remove
  96029. */
  96030. removeImpostor(impostor: PhysicsImpostor): void;
  96031. /**
  96032. * Add a joint to the physics engine
  96033. * @param mainImpostor defines the main impostor to which the joint is added.
  96034. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96035. * @param joint defines the joint that will connect both impostors.
  96036. */
  96037. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  96038. /**
  96039. * Removes a joint from the simulation
  96040. * @param mainImpostor defines the impostor used with the joint
  96041. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96042. * @param joint defines the joint to remove
  96043. */
  96044. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  96045. /**
  96046. * Gets the current plugin used to run the simulation
  96047. * @returns current plugin
  96048. */
  96049. getPhysicsPlugin(): IPhysicsEnginePlugin;
  96050. /**
  96051. * Gets the list of physic impostors
  96052. * @returns an array of PhysicsImpostor
  96053. */
  96054. getImpostors(): Array<PhysicsImpostor>;
  96055. /**
  96056. * Gets the impostor for a physics enabled object
  96057. * @param object defines the object impersonated by the impostor
  96058. * @returns the PhysicsImpostor or null if not found
  96059. */
  96060. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  96061. /**
  96062. * Gets the impostor for a physics body object
  96063. * @param body defines physics body used by the impostor
  96064. * @returns the PhysicsImpostor or null if not found
  96065. */
  96066. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  96067. /**
  96068. * Does a raycast in the physics world
  96069. * @param from when should the ray start?
  96070. * @param to when should the ray end?
  96071. * @returns PhysicsRaycastResult
  96072. */
  96073. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  96074. /**
  96075. * Called by the scene. No need to call it.
  96076. * @param delta defines the timespam between frames
  96077. */
  96078. _step(delta: number): void;
  96079. }
  96080. }
  96081. declare module BABYLON {
  96082. /**
  96083. * The interface for the physics imposter parameters
  96084. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96085. */
  96086. export interface PhysicsImpostorParameters {
  96087. /**
  96088. * The mass of the physics imposter
  96089. */
  96090. mass: number;
  96091. /**
  96092. * The friction of the physics imposter
  96093. */
  96094. friction?: number;
  96095. /**
  96096. * The coefficient of restitution of the physics imposter
  96097. */
  96098. restitution?: number;
  96099. /**
  96100. * The native options of the physics imposter
  96101. */
  96102. nativeOptions?: any;
  96103. /**
  96104. * Specifies if the parent should be ignored
  96105. */
  96106. ignoreParent?: boolean;
  96107. /**
  96108. * Specifies if bi-directional transformations should be disabled
  96109. */
  96110. disableBidirectionalTransformation?: boolean;
  96111. /**
  96112. * The pressure inside the physics imposter, soft object only
  96113. */
  96114. pressure?: number;
  96115. /**
  96116. * The stiffness the physics imposter, soft object only
  96117. */
  96118. stiffness?: number;
  96119. /**
  96120. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  96121. */
  96122. velocityIterations?: number;
  96123. /**
  96124. * The number of iterations used in maintaining consistent vertex positions, soft object only
  96125. */
  96126. positionIterations?: number;
  96127. /**
  96128. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  96129. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  96130. * Add to fix multiple points
  96131. */
  96132. fixedPoints?: number;
  96133. /**
  96134. * The collision margin around a soft object
  96135. */
  96136. margin?: number;
  96137. /**
  96138. * The collision margin around a soft object
  96139. */
  96140. damping?: number;
  96141. /**
  96142. * The path for a rope based on an extrusion
  96143. */
  96144. path?: any;
  96145. /**
  96146. * The shape of an extrusion used for a rope based on an extrusion
  96147. */
  96148. shape?: any;
  96149. }
  96150. /**
  96151. * Interface for a physics-enabled object
  96152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96153. */
  96154. export interface IPhysicsEnabledObject {
  96155. /**
  96156. * The position of the physics-enabled object
  96157. */
  96158. position: Vector3;
  96159. /**
  96160. * The rotation of the physics-enabled object
  96161. */
  96162. rotationQuaternion: Nullable<Quaternion>;
  96163. /**
  96164. * The scale of the physics-enabled object
  96165. */
  96166. scaling: Vector3;
  96167. /**
  96168. * The rotation of the physics-enabled object
  96169. */
  96170. rotation?: Vector3;
  96171. /**
  96172. * The parent of the physics-enabled object
  96173. */
  96174. parent?: any;
  96175. /**
  96176. * The bounding info of the physics-enabled object
  96177. * @returns The bounding info of the physics-enabled object
  96178. */
  96179. getBoundingInfo(): BoundingInfo;
  96180. /**
  96181. * Computes the world matrix
  96182. * @param force Specifies if the world matrix should be computed by force
  96183. * @returns A world matrix
  96184. */
  96185. computeWorldMatrix(force: boolean): Matrix;
  96186. /**
  96187. * Gets the world matrix
  96188. * @returns A world matrix
  96189. */
  96190. getWorldMatrix?(): Matrix;
  96191. /**
  96192. * Gets the child meshes
  96193. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  96194. * @returns An array of abstract meshes
  96195. */
  96196. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  96197. /**
  96198. * Gets the vertex data
  96199. * @param kind The type of vertex data
  96200. * @returns A nullable array of numbers, or a float32 array
  96201. */
  96202. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  96203. /**
  96204. * Gets the indices from the mesh
  96205. * @returns A nullable array of index arrays
  96206. */
  96207. getIndices?(): Nullable<IndicesArray>;
  96208. /**
  96209. * Gets the scene from the mesh
  96210. * @returns the indices array or null
  96211. */
  96212. getScene?(): Scene;
  96213. /**
  96214. * Gets the absolute position from the mesh
  96215. * @returns the absolute position
  96216. */
  96217. getAbsolutePosition(): Vector3;
  96218. /**
  96219. * Gets the absolute pivot point from the mesh
  96220. * @returns the absolute pivot point
  96221. */
  96222. getAbsolutePivotPoint(): Vector3;
  96223. /**
  96224. * Rotates the mesh
  96225. * @param axis The axis of rotation
  96226. * @param amount The amount of rotation
  96227. * @param space The space of the rotation
  96228. * @returns The rotation transform node
  96229. */
  96230. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  96231. /**
  96232. * Translates the mesh
  96233. * @param axis The axis of translation
  96234. * @param distance The distance of translation
  96235. * @param space The space of the translation
  96236. * @returns The transform node
  96237. */
  96238. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  96239. /**
  96240. * Sets the absolute position of the mesh
  96241. * @param absolutePosition The absolute position of the mesh
  96242. * @returns The transform node
  96243. */
  96244. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  96245. /**
  96246. * Gets the class name of the mesh
  96247. * @returns The class name
  96248. */
  96249. getClassName(): string;
  96250. }
  96251. /**
  96252. * Represents a physics imposter
  96253. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96254. */
  96255. export class PhysicsImpostor {
  96256. /**
  96257. * The physics-enabled object used as the physics imposter
  96258. */
  96259. object: IPhysicsEnabledObject;
  96260. /**
  96261. * The type of the physics imposter
  96262. */
  96263. type: number;
  96264. private _options;
  96265. private _scene?;
  96266. /**
  96267. * The default object size of the imposter
  96268. */
  96269. static DEFAULT_OBJECT_SIZE: Vector3;
  96270. /**
  96271. * The identity quaternion of the imposter
  96272. */
  96273. static IDENTITY_QUATERNION: Quaternion;
  96274. /** @hidden */
  96275. _pluginData: any;
  96276. private _physicsEngine;
  96277. private _physicsBody;
  96278. private _bodyUpdateRequired;
  96279. private _onBeforePhysicsStepCallbacks;
  96280. private _onAfterPhysicsStepCallbacks;
  96281. /** @hidden */
  96282. _onPhysicsCollideCallbacks: Array<{
  96283. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  96284. otherImpostors: Array<PhysicsImpostor>;
  96285. }>;
  96286. private _deltaPosition;
  96287. private _deltaRotation;
  96288. private _deltaRotationConjugated;
  96289. /** @hidden */
  96290. _isFromLine: boolean;
  96291. private _parent;
  96292. private _isDisposed;
  96293. private static _tmpVecs;
  96294. private static _tmpQuat;
  96295. /**
  96296. * Specifies if the physics imposter is disposed
  96297. */
  96298. get isDisposed(): boolean;
  96299. /**
  96300. * Gets the mass of the physics imposter
  96301. */
  96302. get mass(): number;
  96303. set mass(value: number);
  96304. /**
  96305. * Gets the coefficient of friction
  96306. */
  96307. get friction(): number;
  96308. /**
  96309. * Sets the coefficient of friction
  96310. */
  96311. set friction(value: number);
  96312. /**
  96313. * Gets the coefficient of restitution
  96314. */
  96315. get restitution(): number;
  96316. /**
  96317. * Sets the coefficient of restitution
  96318. */
  96319. set restitution(value: number);
  96320. /**
  96321. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  96322. */
  96323. get pressure(): number;
  96324. /**
  96325. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  96326. */
  96327. set pressure(value: number);
  96328. /**
  96329. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  96330. */
  96331. get stiffness(): number;
  96332. /**
  96333. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  96334. */
  96335. set stiffness(value: number);
  96336. /**
  96337. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  96338. */
  96339. get velocityIterations(): number;
  96340. /**
  96341. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  96342. */
  96343. set velocityIterations(value: number);
  96344. /**
  96345. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  96346. */
  96347. get positionIterations(): number;
  96348. /**
  96349. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  96350. */
  96351. set positionIterations(value: number);
  96352. /**
  96353. * The unique id of the physics imposter
  96354. * set by the physics engine when adding this impostor to the array
  96355. */
  96356. uniqueId: number;
  96357. /**
  96358. * @hidden
  96359. */
  96360. soft: boolean;
  96361. /**
  96362. * @hidden
  96363. */
  96364. segments: number;
  96365. private _joints;
  96366. /**
  96367. * Initializes the physics imposter
  96368. * @param object The physics-enabled object used as the physics imposter
  96369. * @param type The type of the physics imposter
  96370. * @param _options The options for the physics imposter
  96371. * @param _scene The Babylon scene
  96372. */
  96373. constructor(
  96374. /**
  96375. * The physics-enabled object used as the physics imposter
  96376. */
  96377. object: IPhysicsEnabledObject,
  96378. /**
  96379. * The type of the physics imposter
  96380. */
  96381. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  96382. /**
  96383. * This function will completly initialize this impostor.
  96384. * It will create a new body - but only if this mesh has no parent.
  96385. * If it has, this impostor will not be used other than to define the impostor
  96386. * of the child mesh.
  96387. * @hidden
  96388. */
  96389. _init(): void;
  96390. private _getPhysicsParent;
  96391. /**
  96392. * Should a new body be generated.
  96393. * @returns boolean specifying if body initialization is required
  96394. */
  96395. isBodyInitRequired(): boolean;
  96396. /**
  96397. * Sets the updated scaling
  96398. * @param updated Specifies if the scaling is updated
  96399. */
  96400. setScalingUpdated(): void;
  96401. /**
  96402. * Force a regeneration of this or the parent's impostor's body.
  96403. * Use under cautious - This will remove all joints already implemented.
  96404. */
  96405. forceUpdate(): void;
  96406. /**
  96407. * Gets the body that holds this impostor. Either its own, or its parent.
  96408. */
  96409. get physicsBody(): any;
  96410. /**
  96411. * Get the parent of the physics imposter
  96412. * @returns Physics imposter or null
  96413. */
  96414. get parent(): Nullable<PhysicsImpostor>;
  96415. /**
  96416. * Sets the parent of the physics imposter
  96417. */
  96418. set parent(value: Nullable<PhysicsImpostor>);
  96419. /**
  96420. * Set the physics body. Used mainly by the physics engine/plugin
  96421. */
  96422. set physicsBody(physicsBody: any);
  96423. /**
  96424. * Resets the update flags
  96425. */
  96426. resetUpdateFlags(): void;
  96427. /**
  96428. * Gets the object extend size
  96429. * @returns the object extend size
  96430. */
  96431. getObjectExtendSize(): Vector3;
  96432. /**
  96433. * Gets the object center
  96434. * @returns The object center
  96435. */
  96436. getObjectCenter(): Vector3;
  96437. /**
  96438. * Get a specific parameter from the options parameters
  96439. * @param paramName The object parameter name
  96440. * @returns The object parameter
  96441. */
  96442. getParam(paramName: string): any;
  96443. /**
  96444. * Sets a specific parameter in the options given to the physics plugin
  96445. * @param paramName The parameter name
  96446. * @param value The value of the parameter
  96447. */
  96448. setParam(paramName: string, value: number): void;
  96449. /**
  96450. * Specifically change the body's mass option. Won't recreate the physics body object
  96451. * @param mass The mass of the physics imposter
  96452. */
  96453. setMass(mass: number): void;
  96454. /**
  96455. * Gets the linear velocity
  96456. * @returns linear velocity or null
  96457. */
  96458. getLinearVelocity(): Nullable<Vector3>;
  96459. /**
  96460. * Sets the linear velocity
  96461. * @param velocity linear velocity or null
  96462. */
  96463. setLinearVelocity(velocity: Nullable<Vector3>): void;
  96464. /**
  96465. * Gets the angular velocity
  96466. * @returns angular velocity or null
  96467. */
  96468. getAngularVelocity(): Nullable<Vector3>;
  96469. /**
  96470. * Sets the angular velocity
  96471. * @param velocity The velocity or null
  96472. */
  96473. setAngularVelocity(velocity: Nullable<Vector3>): void;
  96474. /**
  96475. * Execute a function with the physics plugin native code
  96476. * Provide a function the will have two variables - the world object and the physics body object
  96477. * @param func The function to execute with the physics plugin native code
  96478. */
  96479. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  96480. /**
  96481. * Register a function that will be executed before the physics world is stepping forward
  96482. * @param func The function to execute before the physics world is stepped forward
  96483. */
  96484. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96485. /**
  96486. * Unregister a function that will be executed before the physics world is stepping forward
  96487. * @param func The function to execute before the physics world is stepped forward
  96488. */
  96489. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96490. /**
  96491. * Register a function that will be executed after the physics step
  96492. * @param func The function to execute after physics step
  96493. */
  96494. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96495. /**
  96496. * Unregisters a function that will be executed after the physics step
  96497. * @param func The function to execute after physics step
  96498. */
  96499. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96500. /**
  96501. * register a function that will be executed when this impostor collides against a different body
  96502. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96503. * @param func Callback that is executed on collision
  96504. */
  96505. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  96506. /**
  96507. * Unregisters the physics imposter on contact
  96508. * @param collideAgainst The physics object to collide against
  96509. * @param func Callback to execute on collision
  96510. */
  96511. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  96512. private _tmpQuat;
  96513. private _tmpQuat2;
  96514. /**
  96515. * Get the parent rotation
  96516. * @returns The parent rotation
  96517. */
  96518. getParentsRotation(): Quaternion;
  96519. /**
  96520. * this function is executed by the physics engine.
  96521. */
  96522. beforeStep: () => void;
  96523. /**
  96524. * this function is executed by the physics engine
  96525. */
  96526. afterStep: () => void;
  96527. /**
  96528. * Legacy collision detection event support
  96529. */
  96530. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  96531. /**
  96532. * event and body object due to cannon's event-based architecture.
  96533. */
  96534. onCollide: (e: {
  96535. body: any;
  96536. }) => void;
  96537. /**
  96538. * Apply a force
  96539. * @param force The force to apply
  96540. * @param contactPoint The contact point for the force
  96541. * @returns The physics imposter
  96542. */
  96543. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  96544. /**
  96545. * Apply an impulse
  96546. * @param force The impulse force
  96547. * @param contactPoint The contact point for the impulse force
  96548. * @returns The physics imposter
  96549. */
  96550. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  96551. /**
  96552. * A help function to create a joint
  96553. * @param otherImpostor A physics imposter used to create a joint
  96554. * @param jointType The type of joint
  96555. * @param jointData The data for the joint
  96556. * @returns The physics imposter
  96557. */
  96558. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  96559. /**
  96560. * Add a joint to this impostor with a different impostor
  96561. * @param otherImpostor A physics imposter used to add a joint
  96562. * @param joint The joint to add
  96563. * @returns The physics imposter
  96564. */
  96565. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  96566. /**
  96567. * Add an anchor to a cloth impostor
  96568. * @param otherImpostor rigid impostor to anchor to
  96569. * @param width ratio across width from 0 to 1
  96570. * @param height ratio up height from 0 to 1
  96571. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  96572. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  96573. * @returns impostor the soft imposter
  96574. */
  96575. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  96576. /**
  96577. * Add a hook to a rope impostor
  96578. * @param otherImpostor rigid impostor to anchor to
  96579. * @param length ratio across rope from 0 to 1
  96580. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  96581. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  96582. * @returns impostor the rope imposter
  96583. */
  96584. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  96585. /**
  96586. * Will keep this body still, in a sleep mode.
  96587. * @returns the physics imposter
  96588. */
  96589. sleep(): PhysicsImpostor;
  96590. /**
  96591. * Wake the body up.
  96592. * @returns The physics imposter
  96593. */
  96594. wakeUp(): PhysicsImpostor;
  96595. /**
  96596. * Clones the physics imposter
  96597. * @param newObject The physics imposter clones to this physics-enabled object
  96598. * @returns A nullable physics imposter
  96599. */
  96600. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  96601. /**
  96602. * Disposes the physics imposter
  96603. */
  96604. dispose(): void;
  96605. /**
  96606. * Sets the delta position
  96607. * @param position The delta position amount
  96608. */
  96609. setDeltaPosition(position: Vector3): void;
  96610. /**
  96611. * Sets the delta rotation
  96612. * @param rotation The delta rotation amount
  96613. */
  96614. setDeltaRotation(rotation: Quaternion): void;
  96615. /**
  96616. * Gets the box size of the physics imposter and stores the result in the input parameter
  96617. * @param result Stores the box size
  96618. * @returns The physics imposter
  96619. */
  96620. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  96621. /**
  96622. * Gets the radius of the physics imposter
  96623. * @returns Radius of the physics imposter
  96624. */
  96625. getRadius(): number;
  96626. /**
  96627. * Sync a bone with this impostor
  96628. * @param bone The bone to sync to the impostor.
  96629. * @param boneMesh The mesh that the bone is influencing.
  96630. * @param jointPivot The pivot of the joint / bone in local space.
  96631. * @param distToJoint Optional distance from the impostor to the joint.
  96632. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96633. */
  96634. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  96635. /**
  96636. * Sync impostor to a bone
  96637. * @param bone The bone that the impostor will be synced to.
  96638. * @param boneMesh The mesh that the bone is influencing.
  96639. * @param jointPivot The pivot of the joint / bone in local space.
  96640. * @param distToJoint Optional distance from the impostor to the joint.
  96641. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96642. * @param boneAxis Optional vector3 axis the bone is aligned with
  96643. */
  96644. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  96645. /**
  96646. * No-Imposter type
  96647. */
  96648. static NoImpostor: number;
  96649. /**
  96650. * Sphere-Imposter type
  96651. */
  96652. static SphereImpostor: number;
  96653. /**
  96654. * Box-Imposter type
  96655. */
  96656. static BoxImpostor: number;
  96657. /**
  96658. * Plane-Imposter type
  96659. */
  96660. static PlaneImpostor: number;
  96661. /**
  96662. * Mesh-imposter type
  96663. */
  96664. static MeshImpostor: number;
  96665. /**
  96666. * Capsule-Impostor type (Ammo.js plugin only)
  96667. */
  96668. static CapsuleImpostor: number;
  96669. /**
  96670. * Cylinder-Imposter type
  96671. */
  96672. static CylinderImpostor: number;
  96673. /**
  96674. * Particle-Imposter type
  96675. */
  96676. static ParticleImpostor: number;
  96677. /**
  96678. * Heightmap-Imposter type
  96679. */
  96680. static HeightmapImpostor: number;
  96681. /**
  96682. * ConvexHull-Impostor type (Ammo.js plugin only)
  96683. */
  96684. static ConvexHullImpostor: number;
  96685. /**
  96686. * Custom-Imposter type (Ammo.js plugin only)
  96687. */
  96688. static CustomImpostor: number;
  96689. /**
  96690. * Rope-Imposter type
  96691. */
  96692. static RopeImpostor: number;
  96693. /**
  96694. * Cloth-Imposter type
  96695. */
  96696. static ClothImpostor: number;
  96697. /**
  96698. * Softbody-Imposter type
  96699. */
  96700. static SoftbodyImpostor: number;
  96701. }
  96702. }
  96703. declare module BABYLON {
  96704. /**
  96705. * @hidden
  96706. **/
  96707. export class _CreationDataStorage {
  96708. closePath?: boolean;
  96709. closeArray?: boolean;
  96710. idx: number[];
  96711. dashSize: number;
  96712. gapSize: number;
  96713. path3D: Path3D;
  96714. pathArray: Vector3[][];
  96715. arc: number;
  96716. radius: number;
  96717. cap: number;
  96718. tessellation: number;
  96719. }
  96720. /**
  96721. * @hidden
  96722. **/
  96723. class _InstanceDataStorage {
  96724. visibleInstances: any;
  96725. batchCache: _InstancesBatch;
  96726. instancesBufferSize: number;
  96727. instancesBuffer: Nullable<Buffer>;
  96728. instancesData: Float32Array;
  96729. overridenInstanceCount: number;
  96730. isFrozen: boolean;
  96731. previousBatch: Nullable<_InstancesBatch>;
  96732. hardwareInstancedRendering: boolean;
  96733. sideOrientation: number;
  96734. manualUpdate: boolean;
  96735. }
  96736. /**
  96737. * @hidden
  96738. **/
  96739. export class _InstancesBatch {
  96740. mustReturn: boolean;
  96741. visibleInstances: Nullable<InstancedMesh[]>[];
  96742. renderSelf: boolean[];
  96743. hardwareInstancedRendering: boolean[];
  96744. }
  96745. /**
  96746. * Class used to represent renderable models
  96747. */
  96748. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  96749. /**
  96750. * Mesh side orientation : usually the external or front surface
  96751. */
  96752. static readonly FRONTSIDE: number;
  96753. /**
  96754. * Mesh side orientation : usually the internal or back surface
  96755. */
  96756. static readonly BACKSIDE: number;
  96757. /**
  96758. * Mesh side orientation : both internal and external or front and back surfaces
  96759. */
  96760. static readonly DOUBLESIDE: number;
  96761. /**
  96762. * Mesh side orientation : by default, `FRONTSIDE`
  96763. */
  96764. static readonly DEFAULTSIDE: number;
  96765. /**
  96766. * Mesh cap setting : no cap
  96767. */
  96768. static readonly NO_CAP: number;
  96769. /**
  96770. * Mesh cap setting : one cap at the beginning of the mesh
  96771. */
  96772. static readonly CAP_START: number;
  96773. /**
  96774. * Mesh cap setting : one cap at the end of the mesh
  96775. */
  96776. static readonly CAP_END: number;
  96777. /**
  96778. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  96779. */
  96780. static readonly CAP_ALL: number;
  96781. /**
  96782. * Mesh pattern setting : no flip or rotate
  96783. */
  96784. static readonly NO_FLIP: number;
  96785. /**
  96786. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  96787. */
  96788. static readonly FLIP_TILE: number;
  96789. /**
  96790. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  96791. */
  96792. static readonly ROTATE_TILE: number;
  96793. /**
  96794. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  96795. */
  96796. static readonly FLIP_ROW: number;
  96797. /**
  96798. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  96799. */
  96800. static readonly ROTATE_ROW: number;
  96801. /**
  96802. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  96803. */
  96804. static readonly FLIP_N_ROTATE_TILE: number;
  96805. /**
  96806. * Mesh pattern setting : rotate pattern and rotate
  96807. */
  96808. static readonly FLIP_N_ROTATE_ROW: number;
  96809. /**
  96810. * Mesh tile positioning : part tiles same on left/right or top/bottom
  96811. */
  96812. static readonly CENTER: number;
  96813. /**
  96814. * Mesh tile positioning : part tiles on left
  96815. */
  96816. static readonly LEFT: number;
  96817. /**
  96818. * Mesh tile positioning : part tiles on right
  96819. */
  96820. static readonly RIGHT: number;
  96821. /**
  96822. * Mesh tile positioning : part tiles on top
  96823. */
  96824. static readonly TOP: number;
  96825. /**
  96826. * Mesh tile positioning : part tiles on bottom
  96827. */
  96828. static readonly BOTTOM: number;
  96829. /**
  96830. * Gets the default side orientation.
  96831. * @param orientation the orientation to value to attempt to get
  96832. * @returns the default orientation
  96833. * @hidden
  96834. */
  96835. static _GetDefaultSideOrientation(orientation?: number): number;
  96836. private _internalMeshDataInfo;
  96837. /**
  96838. * An event triggered before rendering the mesh
  96839. */
  96840. get onBeforeRenderObservable(): Observable<Mesh>;
  96841. /**
  96842. * An event triggered before binding the mesh
  96843. */
  96844. get onBeforeBindObservable(): Observable<Mesh>;
  96845. /**
  96846. * An event triggered after rendering the mesh
  96847. */
  96848. get onAfterRenderObservable(): Observable<Mesh>;
  96849. /**
  96850. * An event triggered before drawing the mesh
  96851. */
  96852. get onBeforeDrawObservable(): Observable<Mesh>;
  96853. private _onBeforeDrawObserver;
  96854. /**
  96855. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  96856. */
  96857. set onBeforeDraw(callback: () => void);
  96858. get hasInstances(): boolean;
  96859. /**
  96860. * Gets the delay loading state of the mesh (when delay loading is turned on)
  96861. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  96862. */
  96863. delayLoadState: number;
  96864. /**
  96865. * Gets the list of instances created from this mesh
  96866. * it is not supposed to be modified manually.
  96867. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  96868. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  96869. */
  96870. instances: InstancedMesh[];
  96871. /**
  96872. * Gets the file containing delay loading data for this mesh
  96873. */
  96874. delayLoadingFile: string;
  96875. /** @hidden */
  96876. _binaryInfo: any;
  96877. /**
  96878. * User defined function used to change how LOD level selection is done
  96879. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  96880. */
  96881. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  96882. /**
  96883. * Gets or sets the morph target manager
  96884. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  96885. */
  96886. get morphTargetManager(): Nullable<MorphTargetManager>;
  96887. set morphTargetManager(value: Nullable<MorphTargetManager>);
  96888. /** @hidden */
  96889. _creationDataStorage: Nullable<_CreationDataStorage>;
  96890. /** @hidden */
  96891. _geometry: Nullable<Geometry>;
  96892. /** @hidden */
  96893. _delayInfo: Array<string>;
  96894. /** @hidden */
  96895. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  96896. /** @hidden */
  96897. _instanceDataStorage: _InstanceDataStorage;
  96898. private _effectiveMaterial;
  96899. /** @hidden */
  96900. _shouldGenerateFlatShading: boolean;
  96901. /** @hidden */
  96902. _originalBuilderSideOrientation: number;
  96903. /**
  96904. * Use this property to change the original side orientation defined at construction time
  96905. */
  96906. overrideMaterialSideOrientation: Nullable<number>;
  96907. /**
  96908. * Gets the source mesh (the one used to clone this one from)
  96909. */
  96910. get source(): Nullable<Mesh>;
  96911. /**
  96912. * Gets or sets a boolean indicating that this mesh does not use index buffer
  96913. */
  96914. get isUnIndexed(): boolean;
  96915. set isUnIndexed(value: boolean);
  96916. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  96917. get worldMatrixInstancedBuffer(): Float32Array;
  96918. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  96919. get manualUpdateOfWorldMatrixInstancedBuffer(): boolean;
  96920. set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean);
  96921. /**
  96922. * @constructor
  96923. * @param name The value used by scene.getMeshByName() to do a lookup.
  96924. * @param scene The scene to add this mesh to.
  96925. * @param parent The parent of this mesh, if it has one
  96926. * @param source An optional Mesh from which geometry is shared, cloned.
  96927. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  96928. * When false, achieved by calling a clone(), also passing False.
  96929. * This will make creation of children, recursive.
  96930. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  96931. */
  96932. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  96933. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  96934. doNotInstantiate: boolean;
  96935. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  96936. /**
  96937. * Gets the class name
  96938. * @returns the string "Mesh".
  96939. */
  96940. getClassName(): string;
  96941. /** @hidden */
  96942. get _isMesh(): boolean;
  96943. /**
  96944. * Returns a description of this mesh
  96945. * @param fullDetails define if full details about this mesh must be used
  96946. * @returns a descriptive string representing this mesh
  96947. */
  96948. toString(fullDetails?: boolean): string;
  96949. /** @hidden */
  96950. _unBindEffect(): void;
  96951. /**
  96952. * Gets a boolean indicating if this mesh has LOD
  96953. */
  96954. get hasLODLevels(): boolean;
  96955. /**
  96956. * Gets the list of MeshLODLevel associated with the current mesh
  96957. * @returns an array of MeshLODLevel
  96958. */
  96959. getLODLevels(): MeshLODLevel[];
  96960. private _sortLODLevels;
  96961. /**
  96962. * Add a mesh as LOD level triggered at the given distance.
  96963. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96964. * @param distance The distance from the center of the object to show this level
  96965. * @param mesh The mesh to be added as LOD level (can be null)
  96966. * @return This mesh (for chaining)
  96967. */
  96968. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  96969. /**
  96970. * Returns the LOD level mesh at the passed distance or null if not found.
  96971. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96972. * @param distance The distance from the center of the object to show this level
  96973. * @returns a Mesh or `null`
  96974. */
  96975. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  96976. /**
  96977. * Remove a mesh from the LOD array
  96978. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96979. * @param mesh defines the mesh to be removed
  96980. * @return This mesh (for chaining)
  96981. */
  96982. removeLODLevel(mesh: Mesh): Mesh;
  96983. /**
  96984. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  96985. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96986. * @param camera defines the camera to use to compute distance
  96987. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  96988. * @return This mesh (for chaining)
  96989. */
  96990. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  96991. /**
  96992. * Gets the mesh internal Geometry object
  96993. */
  96994. get geometry(): Nullable<Geometry>;
  96995. /**
  96996. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  96997. * @returns the total number of vertices
  96998. */
  96999. getTotalVertices(): number;
  97000. /**
  97001. * Returns the content of an associated vertex buffer
  97002. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  97003. * - VertexBuffer.PositionKind
  97004. * - VertexBuffer.UVKind
  97005. * - VertexBuffer.UV2Kind
  97006. * - VertexBuffer.UV3Kind
  97007. * - VertexBuffer.UV4Kind
  97008. * - VertexBuffer.UV5Kind
  97009. * - VertexBuffer.UV6Kind
  97010. * - VertexBuffer.ColorKind
  97011. * - VertexBuffer.MatricesIndicesKind
  97012. * - VertexBuffer.MatricesIndicesExtraKind
  97013. * - VertexBuffer.MatricesWeightsKind
  97014. * - VertexBuffer.MatricesWeightsExtraKind
  97015. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  97016. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  97017. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  97018. */
  97019. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  97020. /**
  97021. * Returns the mesh VertexBuffer object from the requested `kind`
  97022. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  97023. * - VertexBuffer.PositionKind
  97024. * - VertexBuffer.NormalKind
  97025. * - VertexBuffer.UVKind
  97026. * - VertexBuffer.UV2Kind
  97027. * - VertexBuffer.UV3Kind
  97028. * - VertexBuffer.UV4Kind
  97029. * - VertexBuffer.UV5Kind
  97030. * - VertexBuffer.UV6Kind
  97031. * - VertexBuffer.ColorKind
  97032. * - VertexBuffer.MatricesIndicesKind
  97033. * - VertexBuffer.MatricesIndicesExtraKind
  97034. * - VertexBuffer.MatricesWeightsKind
  97035. * - VertexBuffer.MatricesWeightsExtraKind
  97036. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  97037. */
  97038. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  97039. /**
  97040. * Tests if a specific vertex buffer is associated with this mesh
  97041. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  97042. * - VertexBuffer.PositionKind
  97043. * - VertexBuffer.NormalKind
  97044. * - VertexBuffer.UVKind
  97045. * - VertexBuffer.UV2Kind
  97046. * - VertexBuffer.UV3Kind
  97047. * - VertexBuffer.UV4Kind
  97048. * - VertexBuffer.UV5Kind
  97049. * - VertexBuffer.UV6Kind
  97050. * - VertexBuffer.ColorKind
  97051. * - VertexBuffer.MatricesIndicesKind
  97052. * - VertexBuffer.MatricesIndicesExtraKind
  97053. * - VertexBuffer.MatricesWeightsKind
  97054. * - VertexBuffer.MatricesWeightsExtraKind
  97055. * @returns a boolean
  97056. */
  97057. isVerticesDataPresent(kind: string): boolean;
  97058. /**
  97059. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  97060. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  97061. * - VertexBuffer.PositionKind
  97062. * - VertexBuffer.UVKind
  97063. * - VertexBuffer.UV2Kind
  97064. * - VertexBuffer.UV3Kind
  97065. * - VertexBuffer.UV4Kind
  97066. * - VertexBuffer.UV5Kind
  97067. * - VertexBuffer.UV6Kind
  97068. * - VertexBuffer.ColorKind
  97069. * - VertexBuffer.MatricesIndicesKind
  97070. * - VertexBuffer.MatricesIndicesExtraKind
  97071. * - VertexBuffer.MatricesWeightsKind
  97072. * - VertexBuffer.MatricesWeightsExtraKind
  97073. * @returns a boolean
  97074. */
  97075. isVertexBufferUpdatable(kind: string): boolean;
  97076. /**
  97077. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  97078. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  97079. * - VertexBuffer.PositionKind
  97080. * - VertexBuffer.NormalKind
  97081. * - VertexBuffer.UVKind
  97082. * - VertexBuffer.UV2Kind
  97083. * - VertexBuffer.UV3Kind
  97084. * - VertexBuffer.UV4Kind
  97085. * - VertexBuffer.UV5Kind
  97086. * - VertexBuffer.UV6Kind
  97087. * - VertexBuffer.ColorKind
  97088. * - VertexBuffer.MatricesIndicesKind
  97089. * - VertexBuffer.MatricesIndicesExtraKind
  97090. * - VertexBuffer.MatricesWeightsKind
  97091. * - VertexBuffer.MatricesWeightsExtraKind
  97092. * @returns an array of strings
  97093. */
  97094. getVerticesDataKinds(): string[];
  97095. /**
  97096. * Returns a positive integer : the total number of indices in this mesh geometry.
  97097. * @returns the numner of indices or zero if the mesh has no geometry.
  97098. */
  97099. getTotalIndices(): number;
  97100. /**
  97101. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  97102. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  97103. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  97104. * @returns the indices array or an empty array if the mesh has no geometry
  97105. */
  97106. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  97107. get isBlocked(): boolean;
  97108. /**
  97109. * Determine if the current mesh is ready to be rendered
  97110. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  97111. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  97112. * @returns true if all associated assets are ready (material, textures, shaders)
  97113. */
  97114. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  97115. /**
  97116. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  97117. */
  97118. get areNormalsFrozen(): boolean;
  97119. /**
  97120. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  97121. * @returns the current mesh
  97122. */
  97123. freezeNormals(): Mesh;
  97124. /**
  97125. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  97126. * @returns the current mesh
  97127. */
  97128. unfreezeNormals(): Mesh;
  97129. /**
  97130. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  97131. */
  97132. set overridenInstanceCount(count: number);
  97133. /** @hidden */
  97134. _preActivate(): Mesh;
  97135. /** @hidden */
  97136. _preActivateForIntermediateRendering(renderId: number): Mesh;
  97137. /** @hidden */
  97138. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  97139. /**
  97140. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  97141. * This means the mesh underlying bounding box and sphere are recomputed.
  97142. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  97143. * @returns the current mesh
  97144. */
  97145. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  97146. /** @hidden */
  97147. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  97148. /**
  97149. * This function will subdivide the mesh into multiple submeshes
  97150. * @param count defines the expected number of submeshes
  97151. */
  97152. subdivide(count: number): void;
  97153. /**
  97154. * Copy a FloatArray into a specific associated vertex buffer
  97155. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  97156. * - VertexBuffer.PositionKind
  97157. * - VertexBuffer.UVKind
  97158. * - VertexBuffer.UV2Kind
  97159. * - VertexBuffer.UV3Kind
  97160. * - VertexBuffer.UV4Kind
  97161. * - VertexBuffer.UV5Kind
  97162. * - VertexBuffer.UV6Kind
  97163. * - VertexBuffer.ColorKind
  97164. * - VertexBuffer.MatricesIndicesKind
  97165. * - VertexBuffer.MatricesIndicesExtraKind
  97166. * - VertexBuffer.MatricesWeightsKind
  97167. * - VertexBuffer.MatricesWeightsExtraKind
  97168. * @param data defines the data source
  97169. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  97170. * @param stride defines the data stride size (can be null)
  97171. * @returns the current mesh
  97172. */
  97173. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  97174. /**
  97175. * Delete a vertex buffer associated with this mesh
  97176. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  97177. * - VertexBuffer.PositionKind
  97178. * - VertexBuffer.UVKind
  97179. * - VertexBuffer.UV2Kind
  97180. * - VertexBuffer.UV3Kind
  97181. * - VertexBuffer.UV4Kind
  97182. * - VertexBuffer.UV5Kind
  97183. * - VertexBuffer.UV6Kind
  97184. * - VertexBuffer.ColorKind
  97185. * - VertexBuffer.MatricesIndicesKind
  97186. * - VertexBuffer.MatricesIndicesExtraKind
  97187. * - VertexBuffer.MatricesWeightsKind
  97188. * - VertexBuffer.MatricesWeightsExtraKind
  97189. */
  97190. removeVerticesData(kind: string): void;
  97191. /**
  97192. * Flags an associated vertex buffer as updatable
  97193. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  97194. * - VertexBuffer.PositionKind
  97195. * - VertexBuffer.UVKind
  97196. * - VertexBuffer.UV2Kind
  97197. * - VertexBuffer.UV3Kind
  97198. * - VertexBuffer.UV4Kind
  97199. * - VertexBuffer.UV5Kind
  97200. * - VertexBuffer.UV6Kind
  97201. * - VertexBuffer.ColorKind
  97202. * - VertexBuffer.MatricesIndicesKind
  97203. * - VertexBuffer.MatricesIndicesExtraKind
  97204. * - VertexBuffer.MatricesWeightsKind
  97205. * - VertexBuffer.MatricesWeightsExtraKind
  97206. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  97207. */
  97208. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  97209. /**
  97210. * Sets the mesh global Vertex Buffer
  97211. * @param buffer defines the buffer to use
  97212. * @returns the current mesh
  97213. */
  97214. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  97215. /**
  97216. * Update a specific associated vertex buffer
  97217. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  97218. * - VertexBuffer.PositionKind
  97219. * - VertexBuffer.UVKind
  97220. * - VertexBuffer.UV2Kind
  97221. * - VertexBuffer.UV3Kind
  97222. * - VertexBuffer.UV4Kind
  97223. * - VertexBuffer.UV5Kind
  97224. * - VertexBuffer.UV6Kind
  97225. * - VertexBuffer.ColorKind
  97226. * - VertexBuffer.MatricesIndicesKind
  97227. * - VertexBuffer.MatricesIndicesExtraKind
  97228. * - VertexBuffer.MatricesWeightsKind
  97229. * - VertexBuffer.MatricesWeightsExtraKind
  97230. * @param data defines the data source
  97231. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  97232. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  97233. * @returns the current mesh
  97234. */
  97235. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  97236. /**
  97237. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  97238. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  97239. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  97240. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  97241. * @returns the current mesh
  97242. */
  97243. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  97244. /**
  97245. * Creates a un-shared specific occurence of the geometry for the mesh.
  97246. * @returns the current mesh
  97247. */
  97248. makeGeometryUnique(): Mesh;
  97249. /**
  97250. * Set the index buffer of this mesh
  97251. * @param indices defines the source data
  97252. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  97253. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  97254. * @returns the current mesh
  97255. */
  97256. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  97257. /**
  97258. * Update the current index buffer
  97259. * @param indices defines the source data
  97260. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  97261. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  97262. * @returns the current mesh
  97263. */
  97264. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  97265. /**
  97266. * Invert the geometry to move from a right handed system to a left handed one.
  97267. * @returns the current mesh
  97268. */
  97269. toLeftHanded(): Mesh;
  97270. /** @hidden */
  97271. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  97272. /** @hidden */
  97273. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  97274. /**
  97275. * Registers for this mesh a javascript function called just before the rendering process
  97276. * @param func defines the function to call before rendering this mesh
  97277. * @returns the current mesh
  97278. */
  97279. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  97280. /**
  97281. * Disposes a previously registered javascript function called before the rendering
  97282. * @param func defines the function to remove
  97283. * @returns the current mesh
  97284. */
  97285. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  97286. /**
  97287. * Registers for this mesh a javascript function called just after the rendering is complete
  97288. * @param func defines the function to call after rendering this mesh
  97289. * @returns the current mesh
  97290. */
  97291. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  97292. /**
  97293. * Disposes a previously registered javascript function called after the rendering.
  97294. * @param func defines the function to remove
  97295. * @returns the current mesh
  97296. */
  97297. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  97298. /** @hidden */
  97299. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  97300. /** @hidden */
  97301. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  97302. /** @hidden */
  97303. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  97304. /** @hidden */
  97305. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  97306. /** @hidden */
  97307. _rebuild(): void;
  97308. /** @hidden */
  97309. _freeze(): void;
  97310. /** @hidden */
  97311. _unFreeze(): void;
  97312. /**
  97313. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  97314. * @param subMesh defines the subMesh to render
  97315. * @param enableAlphaMode defines if alpha mode can be changed
  97316. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  97317. * @returns the current mesh
  97318. */
  97319. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  97320. private _onBeforeDraw;
  97321. /**
  97322. * Renormalize the mesh and patch it up if there are no weights
  97323. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  97324. * However in the case of zero weights then we set just a single influence to 1.
  97325. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  97326. */
  97327. cleanMatrixWeights(): void;
  97328. private normalizeSkinFourWeights;
  97329. private normalizeSkinWeightsAndExtra;
  97330. /**
  97331. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  97332. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  97333. * the user know there was an issue with importing the mesh
  97334. * @returns a validation object with skinned, valid and report string
  97335. */
  97336. validateSkinning(): {
  97337. skinned: boolean;
  97338. valid: boolean;
  97339. report: string;
  97340. };
  97341. /** @hidden */
  97342. _checkDelayState(): Mesh;
  97343. private _queueLoad;
  97344. /**
  97345. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  97346. * A mesh is in the frustum if its bounding box intersects the frustum
  97347. * @param frustumPlanes defines the frustum to test
  97348. * @returns true if the mesh is in the frustum planes
  97349. */
  97350. isInFrustum(frustumPlanes: Plane[]): boolean;
  97351. /**
  97352. * Sets the mesh material by the material or multiMaterial `id` property
  97353. * @param id is a string identifying the material or the multiMaterial
  97354. * @returns the current mesh
  97355. */
  97356. setMaterialByID(id: string): Mesh;
  97357. /**
  97358. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  97359. * @returns an array of IAnimatable
  97360. */
  97361. getAnimatables(): IAnimatable[];
  97362. /**
  97363. * Modifies the mesh geometry according to the passed transformation matrix.
  97364. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  97365. * The mesh normals are modified using the same transformation.
  97366. * Note that, under the hood, this method sets a new VertexBuffer each call.
  97367. * @param transform defines the transform matrix to use
  97368. * @see http://doc.babylonjs.com/resources/baking_transformations
  97369. * @returns the current mesh
  97370. */
  97371. bakeTransformIntoVertices(transform: Matrix): Mesh;
  97372. /**
  97373. * Modifies the mesh geometry according to its own current World Matrix.
  97374. * The mesh World Matrix is then reset.
  97375. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  97376. * Note that, under the hood, this method sets a new VertexBuffer each call.
  97377. * @see http://doc.babylonjs.com/resources/baking_transformations
  97378. * @returns the current mesh
  97379. */
  97380. bakeCurrentTransformIntoVertices(): Mesh;
  97381. /** @hidden */
  97382. get _positions(): Nullable<Vector3[]>;
  97383. /** @hidden */
  97384. _resetPointsArrayCache(): Mesh;
  97385. /** @hidden */
  97386. _generatePointsArray(): boolean;
  97387. /**
  97388. * Returns a new Mesh object generated from the current mesh properties.
  97389. * This method must not get confused with createInstance()
  97390. * @param name is a string, the name given to the new mesh
  97391. * @param newParent can be any Node object (default `null`)
  97392. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  97393. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  97394. * @returns a new mesh
  97395. */
  97396. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  97397. /**
  97398. * Releases resources associated with this mesh.
  97399. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  97400. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  97401. */
  97402. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  97403. /** @hidden */
  97404. _disposeInstanceSpecificData(): void;
  97405. /**
  97406. * Modifies the mesh geometry according to a displacement map.
  97407. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  97408. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  97409. * @param url is a string, the URL from the image file is to be downloaded.
  97410. * @param minHeight is the lower limit of the displacement.
  97411. * @param maxHeight is the upper limit of the displacement.
  97412. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  97413. * @param uvOffset is an optional vector2 used to offset UV.
  97414. * @param uvScale is an optional vector2 used to scale UV.
  97415. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  97416. * @returns the Mesh.
  97417. */
  97418. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  97419. /**
  97420. * Modifies the mesh geometry according to a displacementMap buffer.
  97421. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  97422. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  97423. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  97424. * @param heightMapWidth is the width of the buffer image.
  97425. * @param heightMapHeight is the height of the buffer image.
  97426. * @param minHeight is the lower limit of the displacement.
  97427. * @param maxHeight is the upper limit of the displacement.
  97428. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  97429. * @param uvOffset is an optional vector2 used to offset UV.
  97430. * @param uvScale is an optional vector2 used to scale UV.
  97431. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  97432. * @returns the Mesh.
  97433. */
  97434. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  97435. /**
  97436. * Modify the mesh to get a flat shading rendering.
  97437. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  97438. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  97439. * @returns current mesh
  97440. */
  97441. convertToFlatShadedMesh(): Mesh;
  97442. /**
  97443. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  97444. * In other words, more vertices, no more indices and a single bigger VBO.
  97445. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  97446. * @returns current mesh
  97447. */
  97448. convertToUnIndexedMesh(): Mesh;
  97449. /**
  97450. * Inverses facet orientations.
  97451. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97452. * @param flipNormals will also inverts the normals
  97453. * @returns current mesh
  97454. */
  97455. flipFaces(flipNormals?: boolean): Mesh;
  97456. /**
  97457. * Increase the number of facets and hence vertices in a mesh
  97458. * Vertex normals are interpolated from existing vertex normals
  97459. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97460. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  97461. */
  97462. increaseVertices(numberPerEdge: number): void;
  97463. /**
  97464. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  97465. * This will undo any application of covertToFlatShadedMesh
  97466. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97467. */
  97468. forceSharedVertices(): void;
  97469. /** @hidden */
  97470. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  97471. /** @hidden */
  97472. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  97473. /**
  97474. * Creates a new InstancedMesh object from the mesh model.
  97475. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  97476. * @param name defines the name of the new instance
  97477. * @returns a new InstancedMesh
  97478. */
  97479. createInstance(name: string): InstancedMesh;
  97480. /**
  97481. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  97482. * After this call, all the mesh instances have the same submeshes than the current mesh.
  97483. * @returns the current mesh
  97484. */
  97485. synchronizeInstances(): Mesh;
  97486. /**
  97487. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  97488. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  97489. * This should be used together with the simplification to avoid disappearing triangles.
  97490. * @param successCallback an optional success callback to be called after the optimization finished.
  97491. * @returns the current mesh
  97492. */
  97493. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  97494. /**
  97495. * Serialize current mesh
  97496. * @param serializationObject defines the object which will receive the serialization data
  97497. */
  97498. serialize(serializationObject: any): void;
  97499. /** @hidden */
  97500. _syncGeometryWithMorphTargetManager(): void;
  97501. /** @hidden */
  97502. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  97503. /**
  97504. * Returns a new Mesh object parsed from the source provided.
  97505. * @param parsedMesh is the source
  97506. * @param scene defines the hosting scene
  97507. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  97508. * @returns a new Mesh
  97509. */
  97510. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  97511. /**
  97512. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  97513. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97514. * @param name defines the name of the mesh to create
  97515. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  97516. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  97517. * @param closePath creates a seam between the first and the last points of each path of the path array
  97518. * @param offset is taken in account only if the `pathArray` is containing a single path
  97519. * @param scene defines the hosting scene
  97520. * @param updatable defines if the mesh must be flagged as updatable
  97521. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97522. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  97523. * @returns a new Mesh
  97524. */
  97525. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97526. /**
  97527. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  97528. * @param name defines the name of the mesh to create
  97529. * @param radius sets the radius size (float) of the polygon (default 0.5)
  97530. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  97531. * @param scene defines the hosting scene
  97532. * @param updatable defines if the mesh must be flagged as updatable
  97533. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97534. * @returns a new Mesh
  97535. */
  97536. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  97537. /**
  97538. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  97539. * @param name defines the name of the mesh to create
  97540. * @param size sets the size (float) of each box side (default 1)
  97541. * @param scene defines the hosting scene
  97542. * @param updatable defines if the mesh must be flagged as updatable
  97543. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97544. * @returns a new Mesh
  97545. */
  97546. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  97547. /**
  97548. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  97549. * @param name defines the name of the mesh to create
  97550. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  97551. * @param diameter sets the diameter size (float) of the sphere (default 1)
  97552. * @param scene defines the hosting scene
  97553. * @param updatable defines if the mesh must be flagged as updatable
  97554. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97555. * @returns a new Mesh
  97556. */
  97557. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97558. /**
  97559. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  97560. * @param name defines the name of the mesh to create
  97561. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  97562. * @param diameter sets the diameter size (float) of the sphere (default 1)
  97563. * @param scene defines the hosting scene
  97564. * @returns a new Mesh
  97565. */
  97566. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  97567. /**
  97568. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  97569. * @param name defines the name of the mesh to create
  97570. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  97571. * @param diameterTop set the top cap diameter (floats, default 1)
  97572. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  97573. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  97574. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  97575. * @param scene defines the hosting scene
  97576. * @param updatable defines if the mesh must be flagged as updatable
  97577. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97578. * @returns a new Mesh
  97579. */
  97580. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  97581. /**
  97582. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  97583. * @param name defines the name of the mesh to create
  97584. * @param diameter sets the diameter size (float) of the torus (default 1)
  97585. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  97586. * @param tessellation sets the number of torus sides (postive integer, default 16)
  97587. * @param scene defines the hosting scene
  97588. * @param updatable defines if the mesh must be flagged as updatable
  97589. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97590. * @returns a new Mesh
  97591. */
  97592. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97593. /**
  97594. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  97595. * @param name defines the name of the mesh to create
  97596. * @param radius sets the global radius size (float) of the torus knot (default 2)
  97597. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  97598. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  97599. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  97600. * @param p the number of windings on X axis (positive integers, default 2)
  97601. * @param q the number of windings on Y axis (positive integers, default 3)
  97602. * @param scene defines the hosting scene
  97603. * @param updatable defines if the mesh must be flagged as updatable
  97604. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97605. * @returns a new Mesh
  97606. */
  97607. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97608. /**
  97609. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  97610. * @param name defines the name of the mesh to create
  97611. * @param points is an array successive Vector3
  97612. * @param scene defines the hosting scene
  97613. * @param updatable defines if the mesh must be flagged as updatable
  97614. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  97615. * @returns a new Mesh
  97616. */
  97617. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  97618. /**
  97619. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  97620. * @param name defines the name of the mesh to create
  97621. * @param points is an array successive Vector3
  97622. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  97623. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  97624. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  97625. * @param scene defines the hosting scene
  97626. * @param updatable defines if the mesh must be flagged as updatable
  97627. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  97628. * @returns a new Mesh
  97629. */
  97630. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  97631. /**
  97632. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  97633. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  97634. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  97635. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97636. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  97637. * Remember you can only change the shape positions, not their number when updating a polygon.
  97638. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  97639. * @param name defines the name of the mesh to create
  97640. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  97641. * @param scene defines the hosting scene
  97642. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  97643. * @param updatable defines if the mesh must be flagged as updatable
  97644. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97645. * @param earcutInjection can be used to inject your own earcut reference
  97646. * @returns a new Mesh
  97647. */
  97648. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  97649. /**
  97650. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  97651. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  97652. * @param name defines the name of the mesh to create
  97653. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  97654. * @param depth defines the height of extrusion
  97655. * @param scene defines the hosting scene
  97656. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  97657. * @param updatable defines if the mesh must be flagged as updatable
  97658. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97659. * @param earcutInjection can be used to inject your own earcut reference
  97660. * @returns a new Mesh
  97661. */
  97662. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  97663. /**
  97664. * Creates an extruded shape mesh.
  97665. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  97666. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97667. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  97668. * @param name defines the name of the mesh to create
  97669. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  97670. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  97671. * @param scale is the value to scale the shape
  97672. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  97673. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  97674. * @param scene defines the hosting scene
  97675. * @param updatable defines if the mesh must be flagged as updatable
  97676. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97677. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  97678. * @returns a new Mesh
  97679. */
  97680. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97681. /**
  97682. * Creates an custom extruded shape mesh.
  97683. * The custom extrusion is a parametric shape.
  97684. * It has no predefined shape. Its final shape will depend on the input parameters.
  97685. * Please consider using the same method from the MeshBuilder class instead
  97686. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  97687. * @param name defines the name of the mesh to create
  97688. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  97689. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  97690. * @param scaleFunction is a custom Javascript function called on each path point
  97691. * @param rotationFunction is a custom Javascript function called on each path point
  97692. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  97693. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  97694. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  97695. * @param scene defines the hosting scene
  97696. * @param updatable defines if the mesh must be flagged as updatable
  97697. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97698. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  97699. * @returns a new Mesh
  97700. */
  97701. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97702. /**
  97703. * Creates lathe mesh.
  97704. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  97705. * Please consider using the same method from the MeshBuilder class instead
  97706. * @param name defines the name of the mesh to create
  97707. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  97708. * @param radius is the radius value of the lathe
  97709. * @param tessellation is the side number of the lathe.
  97710. * @param scene defines the hosting scene
  97711. * @param updatable defines if the mesh must be flagged as updatable
  97712. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97713. * @returns a new Mesh
  97714. */
  97715. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97716. /**
  97717. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  97718. * @param name defines the name of the mesh to create
  97719. * @param size sets the size (float) of both sides of the plane at once (default 1)
  97720. * @param scene defines the hosting scene
  97721. * @param updatable defines if the mesh must be flagged as updatable
  97722. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97723. * @returns a new Mesh
  97724. */
  97725. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97726. /**
  97727. * Creates a ground mesh.
  97728. * Please consider using the same method from the MeshBuilder class instead
  97729. * @param name defines the name of the mesh to create
  97730. * @param width set the width of the ground
  97731. * @param height set the height of the ground
  97732. * @param subdivisions sets the number of subdivisions per side
  97733. * @param scene defines the hosting scene
  97734. * @param updatable defines if the mesh must be flagged as updatable
  97735. * @returns a new Mesh
  97736. */
  97737. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  97738. /**
  97739. * Creates a tiled ground mesh.
  97740. * Please consider using the same method from the MeshBuilder class instead
  97741. * @param name defines the name of the mesh to create
  97742. * @param xmin set the ground minimum X coordinate
  97743. * @param zmin set the ground minimum Y coordinate
  97744. * @param xmax set the ground maximum X coordinate
  97745. * @param zmax set the ground maximum Z coordinate
  97746. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  97747. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  97748. * @param scene defines the hosting scene
  97749. * @param updatable defines if the mesh must be flagged as updatable
  97750. * @returns a new Mesh
  97751. */
  97752. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  97753. w: number;
  97754. h: number;
  97755. }, precision: {
  97756. w: number;
  97757. h: number;
  97758. }, scene: Scene, updatable?: boolean): Mesh;
  97759. /**
  97760. * Creates a ground mesh from a height map.
  97761. * Please consider using the same method from the MeshBuilder class instead
  97762. * @see http://doc.babylonjs.com/babylon101/height_map
  97763. * @param name defines the name of the mesh to create
  97764. * @param url sets the URL of the height map image resource
  97765. * @param width set the ground width size
  97766. * @param height set the ground height size
  97767. * @param subdivisions sets the number of subdivision per side
  97768. * @param minHeight is the minimum altitude on the ground
  97769. * @param maxHeight is the maximum altitude on the ground
  97770. * @param scene defines the hosting scene
  97771. * @param updatable defines if the mesh must be flagged as updatable
  97772. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  97773. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  97774. * @returns a new Mesh
  97775. */
  97776. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  97777. /**
  97778. * Creates a tube mesh.
  97779. * The tube is a parametric shape.
  97780. * It has no predefined shape. Its final shape will depend on the input parameters.
  97781. * Please consider using the same method from the MeshBuilder class instead
  97782. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97783. * @param name defines the name of the mesh to create
  97784. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  97785. * @param radius sets the tube radius size
  97786. * @param tessellation is the number of sides on the tubular surface
  97787. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  97788. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  97789. * @param scene defines the hosting scene
  97790. * @param updatable defines if the mesh must be flagged as updatable
  97791. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97792. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  97793. * @returns a new Mesh
  97794. */
  97795. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  97796. (i: number, distance: number): number;
  97797. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97798. /**
  97799. * Creates a polyhedron mesh.
  97800. * Please consider using the same method from the MeshBuilder class instead.
  97801. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  97802. * * The parameter `size` (positive float, default 1) sets the polygon size
  97803. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  97804. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  97805. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  97806. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  97807. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  97808. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  97809. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97810. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  97811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  97812. * @param name defines the name of the mesh to create
  97813. * @param options defines the options used to create the mesh
  97814. * @param scene defines the hosting scene
  97815. * @returns a new Mesh
  97816. */
  97817. static CreatePolyhedron(name: string, options: {
  97818. type?: number;
  97819. size?: number;
  97820. sizeX?: number;
  97821. sizeY?: number;
  97822. sizeZ?: number;
  97823. custom?: any;
  97824. faceUV?: Vector4[];
  97825. faceColors?: Color4[];
  97826. updatable?: boolean;
  97827. sideOrientation?: number;
  97828. }, scene: Scene): Mesh;
  97829. /**
  97830. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  97831. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  97832. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  97833. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  97834. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  97835. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97836. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  97837. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  97838. * @param name defines the name of the mesh
  97839. * @param options defines the options used to create the mesh
  97840. * @param scene defines the hosting scene
  97841. * @returns a new Mesh
  97842. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  97843. */
  97844. static CreateIcoSphere(name: string, options: {
  97845. radius?: number;
  97846. flat?: boolean;
  97847. subdivisions?: number;
  97848. sideOrientation?: number;
  97849. updatable?: boolean;
  97850. }, scene: Scene): Mesh;
  97851. /**
  97852. * Creates a decal mesh.
  97853. * Please consider using the same method from the MeshBuilder class instead.
  97854. * A decal is a mesh usually applied as a model onto the surface of another mesh
  97855. * @param name defines the name of the mesh
  97856. * @param sourceMesh defines the mesh receiving the decal
  97857. * @param position sets the position of the decal in world coordinates
  97858. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  97859. * @param size sets the decal scaling
  97860. * @param angle sets the angle to rotate the decal
  97861. * @returns a new Mesh
  97862. */
  97863. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  97864. /**
  97865. * Prepare internal position array for software CPU skinning
  97866. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  97867. */
  97868. setPositionsForCPUSkinning(): Float32Array;
  97869. /**
  97870. * Prepare internal normal array for software CPU skinning
  97871. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  97872. */
  97873. setNormalsForCPUSkinning(): Float32Array;
  97874. /**
  97875. * Updates the vertex buffer by applying transformation from the bones
  97876. * @param skeleton defines the skeleton to apply to current mesh
  97877. * @returns the current mesh
  97878. */
  97879. applySkeleton(skeleton: Skeleton): Mesh;
  97880. /**
  97881. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  97882. * @param meshes defines the list of meshes to scan
  97883. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  97884. */
  97885. static MinMax(meshes: AbstractMesh[]): {
  97886. min: Vector3;
  97887. max: Vector3;
  97888. };
  97889. /**
  97890. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  97891. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  97892. * @returns a vector3
  97893. */
  97894. static Center(meshesOrMinMaxVector: {
  97895. min: Vector3;
  97896. max: Vector3;
  97897. } | AbstractMesh[]): Vector3;
  97898. /**
  97899. * Merge the array of meshes into a single mesh for performance reasons.
  97900. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  97901. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  97902. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  97903. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  97904. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  97905. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  97906. * @returns a new mesh
  97907. */
  97908. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  97909. /** @hidden */
  97910. addInstance(instance: InstancedMesh): void;
  97911. /** @hidden */
  97912. removeInstance(instance: InstancedMesh): void;
  97913. }
  97914. }
  97915. declare module BABYLON {
  97916. /**
  97917. * This is the base class of all the camera used in the application.
  97918. * @see http://doc.babylonjs.com/features/cameras
  97919. */
  97920. export class Camera extends Node {
  97921. /** @hidden */
  97922. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  97923. /**
  97924. * This is the default projection mode used by the cameras.
  97925. * It helps recreating a feeling of perspective and better appreciate depth.
  97926. * This is the best way to simulate real life cameras.
  97927. */
  97928. static readonly PERSPECTIVE_CAMERA: number;
  97929. /**
  97930. * This helps creating camera with an orthographic mode.
  97931. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  97932. */
  97933. static readonly ORTHOGRAPHIC_CAMERA: number;
  97934. /**
  97935. * This is the default FOV mode for perspective cameras.
  97936. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  97937. */
  97938. static readonly FOVMODE_VERTICAL_FIXED: number;
  97939. /**
  97940. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  97941. */
  97942. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  97943. /**
  97944. * This specifies ther is no need for a camera rig.
  97945. * Basically only one eye is rendered corresponding to the camera.
  97946. */
  97947. static readonly RIG_MODE_NONE: number;
  97948. /**
  97949. * Simulates a camera Rig with one blue eye and one red eye.
  97950. * This can be use with 3d blue and red glasses.
  97951. */
  97952. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  97953. /**
  97954. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  97955. */
  97956. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  97957. /**
  97958. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  97959. */
  97960. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  97961. /**
  97962. * Defines that both eyes of the camera will be rendered over under each other.
  97963. */
  97964. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  97965. /**
  97966. * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
  97967. */
  97968. static readonly RIG_MODE_STEREOSCOPIC_INTERLACED: number;
  97969. /**
  97970. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  97971. */
  97972. static readonly RIG_MODE_VR: number;
  97973. /**
  97974. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  97975. */
  97976. static readonly RIG_MODE_WEBVR: number;
  97977. /**
  97978. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  97979. */
  97980. static readonly RIG_MODE_CUSTOM: number;
  97981. /**
  97982. * Defines if by default attaching controls should prevent the default javascript event to continue.
  97983. */
  97984. static ForceAttachControlToAlwaysPreventDefault: boolean;
  97985. /**
  97986. * Define the input manager associated with the camera.
  97987. */
  97988. inputs: CameraInputsManager<Camera>;
  97989. /** @hidden */
  97990. _position: Vector3;
  97991. /**
  97992. * Define the current local position of the camera in the scene
  97993. */
  97994. get position(): Vector3;
  97995. set position(newPosition: Vector3);
  97996. /**
  97997. * The vector the camera should consider as up.
  97998. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  97999. */
  98000. upVector: Vector3;
  98001. /**
  98002. * Define the current limit on the left side for an orthographic camera
  98003. * In scene unit
  98004. */
  98005. orthoLeft: Nullable<number>;
  98006. /**
  98007. * Define the current limit on the right side for an orthographic camera
  98008. * In scene unit
  98009. */
  98010. orthoRight: Nullable<number>;
  98011. /**
  98012. * Define the current limit on the bottom side for an orthographic camera
  98013. * In scene unit
  98014. */
  98015. orthoBottom: Nullable<number>;
  98016. /**
  98017. * Define the current limit on the top side for an orthographic camera
  98018. * In scene unit
  98019. */
  98020. orthoTop: Nullable<number>;
  98021. /**
  98022. * Field Of View is set in Radians. (default is 0.8)
  98023. */
  98024. fov: number;
  98025. /**
  98026. * Define the minimum distance the camera can see from.
  98027. * This is important to note that the depth buffer are not infinite and the closer it starts
  98028. * the more your scene might encounter depth fighting issue.
  98029. */
  98030. minZ: number;
  98031. /**
  98032. * Define the maximum distance the camera can see to.
  98033. * This is important to note that the depth buffer are not infinite and the further it end
  98034. * the more your scene might encounter depth fighting issue.
  98035. */
  98036. maxZ: number;
  98037. /**
  98038. * Define the default inertia of the camera.
  98039. * This helps giving a smooth feeling to the camera movement.
  98040. */
  98041. inertia: number;
  98042. /**
  98043. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  98044. */
  98045. mode: number;
  98046. /**
  98047. * Define wether the camera is intermediate.
  98048. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  98049. */
  98050. isIntermediate: boolean;
  98051. /**
  98052. * Define the viewport of the camera.
  98053. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  98054. */
  98055. viewport: Viewport;
  98056. /**
  98057. * Restricts the camera to viewing objects with the same layerMask.
  98058. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  98059. */
  98060. layerMask: number;
  98061. /**
  98062. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  98063. */
  98064. fovMode: number;
  98065. /**
  98066. * Rig mode of the camera.
  98067. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  98068. * This is normally controlled byt the camera themselves as internal use.
  98069. */
  98070. cameraRigMode: number;
  98071. /**
  98072. * Defines the distance between both "eyes" in case of a RIG
  98073. */
  98074. interaxialDistance: number;
  98075. /**
  98076. * Defines if stereoscopic rendering is done side by side or over under.
  98077. */
  98078. isStereoscopicSideBySide: boolean;
  98079. /**
  98080. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  98081. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  98082. * else in the scene. (Eg. security camera)
  98083. *
  98084. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  98085. */
  98086. customRenderTargets: RenderTargetTexture[];
  98087. /**
  98088. * When set, the camera will render to this render target instead of the default canvas
  98089. *
  98090. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  98091. */
  98092. outputRenderTarget: Nullable<RenderTargetTexture>;
  98093. /**
  98094. * Observable triggered when the camera view matrix has changed.
  98095. */
  98096. onViewMatrixChangedObservable: Observable<Camera>;
  98097. /**
  98098. * Observable triggered when the camera Projection matrix has changed.
  98099. */
  98100. onProjectionMatrixChangedObservable: Observable<Camera>;
  98101. /**
  98102. * Observable triggered when the inputs have been processed.
  98103. */
  98104. onAfterCheckInputsObservable: Observable<Camera>;
  98105. /**
  98106. * Observable triggered when reset has been called and applied to the camera.
  98107. */
  98108. onRestoreStateObservable: Observable<Camera>;
  98109. /** @hidden */
  98110. _cameraRigParams: any;
  98111. /** @hidden */
  98112. _rigCameras: Camera[];
  98113. /** @hidden */
  98114. _rigPostProcess: Nullable<PostProcess>;
  98115. protected _webvrViewMatrix: Matrix;
  98116. /** @hidden */
  98117. _skipRendering: boolean;
  98118. /** @hidden */
  98119. _projectionMatrix: Matrix;
  98120. /** @hidden */
  98121. _postProcesses: Nullable<PostProcess>[];
  98122. /** @hidden */
  98123. _activeMeshes: SmartArray<AbstractMesh>;
  98124. protected _globalPosition: Vector3;
  98125. /** @hidden */
  98126. _computedViewMatrix: Matrix;
  98127. private _doNotComputeProjectionMatrix;
  98128. private _transformMatrix;
  98129. private _frustumPlanes;
  98130. private _refreshFrustumPlanes;
  98131. private _storedFov;
  98132. private _stateStored;
  98133. /**
  98134. * Instantiates a new camera object.
  98135. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  98136. * @see http://doc.babylonjs.com/features/cameras
  98137. * @param name Defines the name of the camera in the scene
  98138. * @param position Defines the position of the camera
  98139. * @param scene Defines the scene the camera belongs too
  98140. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  98141. */
  98142. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  98143. /**
  98144. * Store current camera state (fov, position, etc..)
  98145. * @returns the camera
  98146. */
  98147. storeState(): Camera;
  98148. /**
  98149. * Restores the camera state values if it has been stored. You must call storeState() first
  98150. */
  98151. protected _restoreStateValues(): boolean;
  98152. /**
  98153. * Restored camera state. You must call storeState() first.
  98154. * @returns true if restored and false otherwise
  98155. */
  98156. restoreState(): boolean;
  98157. /**
  98158. * Gets the class name of the camera.
  98159. * @returns the class name
  98160. */
  98161. getClassName(): string;
  98162. /** @hidden */
  98163. readonly _isCamera: boolean;
  98164. /**
  98165. * Gets a string representation of the camera useful for debug purpose.
  98166. * @param fullDetails Defines that a more verboe level of logging is required
  98167. * @returns the string representation
  98168. */
  98169. toString(fullDetails?: boolean): string;
  98170. /**
  98171. * Gets the current world space position of the camera.
  98172. */
  98173. get globalPosition(): Vector3;
  98174. /**
  98175. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  98176. * @returns the active meshe list
  98177. */
  98178. getActiveMeshes(): SmartArray<AbstractMesh>;
  98179. /**
  98180. * Check wether a mesh is part of the current active mesh list of the camera
  98181. * @param mesh Defines the mesh to check
  98182. * @returns true if active, false otherwise
  98183. */
  98184. isActiveMesh(mesh: Mesh): boolean;
  98185. /**
  98186. * Is this camera ready to be used/rendered
  98187. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  98188. * @return true if the camera is ready
  98189. */
  98190. isReady(completeCheck?: boolean): boolean;
  98191. /** @hidden */
  98192. _initCache(): void;
  98193. /** @hidden */
  98194. _updateCache(ignoreParentClass?: boolean): void;
  98195. /** @hidden */
  98196. _isSynchronized(): boolean;
  98197. /** @hidden */
  98198. _isSynchronizedViewMatrix(): boolean;
  98199. /** @hidden */
  98200. _isSynchronizedProjectionMatrix(): boolean;
  98201. /**
  98202. * Attach the input controls to a specific dom element to get the input from.
  98203. * @param element Defines the element the controls should be listened from
  98204. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  98205. */
  98206. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  98207. /**
  98208. * Detach the current controls from the specified dom element.
  98209. * @param element Defines the element to stop listening the inputs from
  98210. */
  98211. detachControl(element: HTMLElement): void;
  98212. /**
  98213. * Update the camera state according to the different inputs gathered during the frame.
  98214. */
  98215. update(): void;
  98216. /** @hidden */
  98217. _checkInputs(): void;
  98218. /** @hidden */
  98219. get rigCameras(): Camera[];
  98220. /**
  98221. * Gets the post process used by the rig cameras
  98222. */
  98223. get rigPostProcess(): Nullable<PostProcess>;
  98224. /**
  98225. * Internal, gets the first post proces.
  98226. * @returns the first post process to be run on this camera.
  98227. */
  98228. _getFirstPostProcess(): Nullable<PostProcess>;
  98229. private _cascadePostProcessesToRigCams;
  98230. /**
  98231. * Attach a post process to the camera.
  98232. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  98233. * @param postProcess The post process to attach to the camera
  98234. * @param insertAt The position of the post process in case several of them are in use in the scene
  98235. * @returns the position the post process has been inserted at
  98236. */
  98237. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  98238. /**
  98239. * Detach a post process to the camera.
  98240. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  98241. * @param postProcess The post process to detach from the camera
  98242. */
  98243. detachPostProcess(postProcess: PostProcess): void;
  98244. /**
  98245. * Gets the current world matrix of the camera
  98246. */
  98247. getWorldMatrix(): Matrix;
  98248. /** @hidden */
  98249. _getViewMatrix(): Matrix;
  98250. /**
  98251. * Gets the current view matrix of the camera.
  98252. * @param force forces the camera to recompute the matrix without looking at the cached state
  98253. * @returns the view matrix
  98254. */
  98255. getViewMatrix(force?: boolean): Matrix;
  98256. /**
  98257. * Freeze the projection matrix.
  98258. * It will prevent the cache check of the camera projection compute and can speed up perf
  98259. * if no parameter of the camera are meant to change
  98260. * @param projection Defines manually a projection if necessary
  98261. */
  98262. freezeProjectionMatrix(projection?: Matrix): void;
  98263. /**
  98264. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  98265. */
  98266. unfreezeProjectionMatrix(): void;
  98267. /**
  98268. * Gets the current projection matrix of the camera.
  98269. * @param force forces the camera to recompute the matrix without looking at the cached state
  98270. * @returns the projection matrix
  98271. */
  98272. getProjectionMatrix(force?: boolean): Matrix;
  98273. /**
  98274. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  98275. * @returns a Matrix
  98276. */
  98277. getTransformationMatrix(): Matrix;
  98278. private _updateFrustumPlanes;
  98279. /**
  98280. * Checks if a cullable object (mesh...) is in the camera frustum
  98281. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  98282. * @param target The object to check
  98283. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  98284. * @returns true if the object is in frustum otherwise false
  98285. */
  98286. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  98287. /**
  98288. * Checks if a cullable object (mesh...) is in the camera frustum
  98289. * Unlike isInFrustum this cheks the full bounding box
  98290. * @param target The object to check
  98291. * @returns true if the object is in frustum otherwise false
  98292. */
  98293. isCompletelyInFrustum(target: ICullable): boolean;
  98294. /**
  98295. * Gets a ray in the forward direction from the camera.
  98296. * @param length Defines the length of the ray to create
  98297. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  98298. * @param origin Defines the start point of the ray which defaults to the camera position
  98299. * @returns the forward ray
  98300. */
  98301. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  98302. /**
  98303. * Releases resources associated with this node.
  98304. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  98305. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  98306. */
  98307. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  98308. /** @hidden */
  98309. _isLeftCamera: boolean;
  98310. /**
  98311. * Gets the left camera of a rig setup in case of Rigged Camera
  98312. */
  98313. get isLeftCamera(): boolean;
  98314. /** @hidden */
  98315. _isRightCamera: boolean;
  98316. /**
  98317. * Gets the right camera of a rig setup in case of Rigged Camera
  98318. */
  98319. get isRightCamera(): boolean;
  98320. /**
  98321. * Gets the left camera of a rig setup in case of Rigged Camera
  98322. */
  98323. get leftCamera(): Nullable<FreeCamera>;
  98324. /**
  98325. * Gets the right camera of a rig setup in case of Rigged Camera
  98326. */
  98327. get rightCamera(): Nullable<FreeCamera>;
  98328. /**
  98329. * Gets the left camera target of a rig setup in case of Rigged Camera
  98330. * @returns the target position
  98331. */
  98332. getLeftTarget(): Nullable<Vector3>;
  98333. /**
  98334. * Gets the right camera target of a rig setup in case of Rigged Camera
  98335. * @returns the target position
  98336. */
  98337. getRightTarget(): Nullable<Vector3>;
  98338. /**
  98339. * @hidden
  98340. */
  98341. setCameraRigMode(mode: number, rigParams: any): void;
  98342. /** @hidden */
  98343. static _setStereoscopicRigMode(camera: Camera): void;
  98344. /** @hidden */
  98345. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  98346. /** @hidden */
  98347. static _setVRRigMode(camera: Camera, rigParams: any): void;
  98348. /** @hidden */
  98349. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  98350. /** @hidden */
  98351. _getVRProjectionMatrix(): Matrix;
  98352. protected _updateCameraRotationMatrix(): void;
  98353. protected _updateWebVRCameraRotationMatrix(): void;
  98354. /**
  98355. * This function MUST be overwritten by the different WebVR cameras available.
  98356. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  98357. * @hidden
  98358. */
  98359. _getWebVRProjectionMatrix(): Matrix;
  98360. /**
  98361. * This function MUST be overwritten by the different WebVR cameras available.
  98362. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  98363. * @hidden
  98364. */
  98365. _getWebVRViewMatrix(): Matrix;
  98366. /** @hidden */
  98367. setCameraRigParameter(name: string, value: any): void;
  98368. /**
  98369. * needs to be overridden by children so sub has required properties to be copied
  98370. * @hidden
  98371. */
  98372. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  98373. /**
  98374. * May need to be overridden by children
  98375. * @hidden
  98376. */
  98377. _updateRigCameras(): void;
  98378. /** @hidden */
  98379. _setupInputs(): void;
  98380. /**
  98381. * Serialiaze the camera setup to a json represention
  98382. * @returns the JSON representation
  98383. */
  98384. serialize(): any;
  98385. /**
  98386. * Clones the current camera.
  98387. * @param name The cloned camera name
  98388. * @returns the cloned camera
  98389. */
  98390. clone(name: string): Camera;
  98391. /**
  98392. * Gets the direction of the camera relative to a given local axis.
  98393. * @param localAxis Defines the reference axis to provide a relative direction.
  98394. * @return the direction
  98395. */
  98396. getDirection(localAxis: Vector3): Vector3;
  98397. /**
  98398. * Returns the current camera absolute rotation
  98399. */
  98400. get absoluteRotation(): Quaternion;
  98401. /**
  98402. * Gets the direction of the camera relative to a given local axis into a passed vector.
  98403. * @param localAxis Defines the reference axis to provide a relative direction.
  98404. * @param result Defines the vector to store the result in
  98405. */
  98406. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  98407. /**
  98408. * Gets a camera constructor for a given camera type
  98409. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  98410. * @param name The name of the camera the result will be able to instantiate
  98411. * @param scene The scene the result will construct the camera in
  98412. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  98413. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  98414. * @returns a factory method to construc the camera
  98415. */
  98416. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  98417. /**
  98418. * Compute the world matrix of the camera.
  98419. * @returns the camera world matrix
  98420. */
  98421. computeWorldMatrix(): Matrix;
  98422. /**
  98423. * Parse a JSON and creates the camera from the parsed information
  98424. * @param parsedCamera The JSON to parse
  98425. * @param scene The scene to instantiate the camera in
  98426. * @returns the newly constructed camera
  98427. */
  98428. static Parse(parsedCamera: any, scene: Scene): Camera;
  98429. }
  98430. }
  98431. declare module BABYLON {
  98432. /**
  98433. * Class containing static functions to help procedurally build meshes
  98434. */
  98435. export class DiscBuilder {
  98436. /**
  98437. * Creates a plane polygonal mesh. By default, this is a disc
  98438. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  98439. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  98440. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  98441. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  98442. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  98443. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  98444. * @param name defines the name of the mesh
  98445. * @param options defines the options used to create the mesh
  98446. * @param scene defines the hosting scene
  98447. * @returns the plane polygonal mesh
  98448. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  98449. */
  98450. static CreateDisc(name: string, options: {
  98451. radius?: number;
  98452. tessellation?: number;
  98453. arc?: number;
  98454. updatable?: boolean;
  98455. sideOrientation?: number;
  98456. frontUVs?: Vector4;
  98457. backUVs?: Vector4;
  98458. }, scene?: Nullable<Scene>): Mesh;
  98459. }
  98460. }
  98461. declare module BABYLON {
  98462. /**
  98463. * This represents all the required information to add a fresnel effect on a material:
  98464. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  98465. */
  98466. export class FresnelParameters {
  98467. private _isEnabled;
  98468. /**
  98469. * Define if the fresnel effect is enable or not.
  98470. */
  98471. get isEnabled(): boolean;
  98472. set isEnabled(value: boolean);
  98473. /**
  98474. * Define the color used on edges (grazing angle)
  98475. */
  98476. leftColor: Color3;
  98477. /**
  98478. * Define the color used on center
  98479. */
  98480. rightColor: Color3;
  98481. /**
  98482. * Define bias applied to computed fresnel term
  98483. */
  98484. bias: number;
  98485. /**
  98486. * Defined the power exponent applied to fresnel term
  98487. */
  98488. power: number;
  98489. /**
  98490. * Clones the current fresnel and its valuues
  98491. * @returns a clone fresnel configuration
  98492. */
  98493. clone(): FresnelParameters;
  98494. /**
  98495. * Serializes the current fresnel parameters to a JSON representation.
  98496. * @return the JSON serialization
  98497. */
  98498. serialize(): any;
  98499. /**
  98500. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  98501. * @param parsedFresnelParameters Define the JSON representation
  98502. * @returns the parsed parameters
  98503. */
  98504. static Parse(parsedFresnelParameters: any): FresnelParameters;
  98505. }
  98506. }
  98507. declare module BABYLON {
  98508. /**
  98509. * Base class of materials working in push mode in babylon JS
  98510. * @hidden
  98511. */
  98512. export class PushMaterial extends Material {
  98513. protected _activeEffect: Effect;
  98514. protected _normalMatrix: Matrix;
  98515. /**
  98516. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  98517. * This means that the material can keep using a previous shader while a new one is being compiled.
  98518. * This is mostly used when shader parallel compilation is supported (true by default)
  98519. */
  98520. allowShaderHotSwapping: boolean;
  98521. constructor(name: string, scene: Scene);
  98522. getEffect(): Effect;
  98523. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  98524. /**
  98525. * Binds the given world matrix to the active effect
  98526. *
  98527. * @param world the matrix to bind
  98528. */
  98529. bindOnlyWorldMatrix(world: Matrix): void;
  98530. /**
  98531. * Binds the given normal matrix to the active effect
  98532. *
  98533. * @param normalMatrix the matrix to bind
  98534. */
  98535. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  98536. bind(world: Matrix, mesh?: Mesh): void;
  98537. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  98538. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  98539. }
  98540. }
  98541. declare module BABYLON {
  98542. /**
  98543. * This groups all the flags used to control the materials channel.
  98544. */
  98545. export class MaterialFlags {
  98546. private static _DiffuseTextureEnabled;
  98547. /**
  98548. * Are diffuse textures enabled in the application.
  98549. */
  98550. static get DiffuseTextureEnabled(): boolean;
  98551. static set DiffuseTextureEnabled(value: boolean);
  98552. private static _AmbientTextureEnabled;
  98553. /**
  98554. * Are ambient textures enabled in the application.
  98555. */
  98556. static get AmbientTextureEnabled(): boolean;
  98557. static set AmbientTextureEnabled(value: boolean);
  98558. private static _OpacityTextureEnabled;
  98559. /**
  98560. * Are opacity textures enabled in the application.
  98561. */
  98562. static get OpacityTextureEnabled(): boolean;
  98563. static set OpacityTextureEnabled(value: boolean);
  98564. private static _ReflectionTextureEnabled;
  98565. /**
  98566. * Are reflection textures enabled in the application.
  98567. */
  98568. static get ReflectionTextureEnabled(): boolean;
  98569. static set ReflectionTextureEnabled(value: boolean);
  98570. private static _EmissiveTextureEnabled;
  98571. /**
  98572. * Are emissive textures enabled in the application.
  98573. */
  98574. static get EmissiveTextureEnabled(): boolean;
  98575. static set EmissiveTextureEnabled(value: boolean);
  98576. private static _SpecularTextureEnabled;
  98577. /**
  98578. * Are specular textures enabled in the application.
  98579. */
  98580. static get SpecularTextureEnabled(): boolean;
  98581. static set SpecularTextureEnabled(value: boolean);
  98582. private static _BumpTextureEnabled;
  98583. /**
  98584. * Are bump textures enabled in the application.
  98585. */
  98586. static get BumpTextureEnabled(): boolean;
  98587. static set BumpTextureEnabled(value: boolean);
  98588. private static _LightmapTextureEnabled;
  98589. /**
  98590. * Are lightmap textures enabled in the application.
  98591. */
  98592. static get LightmapTextureEnabled(): boolean;
  98593. static set LightmapTextureEnabled(value: boolean);
  98594. private static _RefractionTextureEnabled;
  98595. /**
  98596. * Are refraction textures enabled in the application.
  98597. */
  98598. static get RefractionTextureEnabled(): boolean;
  98599. static set RefractionTextureEnabled(value: boolean);
  98600. private static _ColorGradingTextureEnabled;
  98601. /**
  98602. * Are color grading textures enabled in the application.
  98603. */
  98604. static get ColorGradingTextureEnabled(): boolean;
  98605. static set ColorGradingTextureEnabled(value: boolean);
  98606. private static _FresnelEnabled;
  98607. /**
  98608. * Are fresnels enabled in the application.
  98609. */
  98610. static get FresnelEnabled(): boolean;
  98611. static set FresnelEnabled(value: boolean);
  98612. private static _ClearCoatTextureEnabled;
  98613. /**
  98614. * Are clear coat textures enabled in the application.
  98615. */
  98616. static get ClearCoatTextureEnabled(): boolean;
  98617. static set ClearCoatTextureEnabled(value: boolean);
  98618. private static _ClearCoatBumpTextureEnabled;
  98619. /**
  98620. * Are clear coat bump textures enabled in the application.
  98621. */
  98622. static get ClearCoatBumpTextureEnabled(): boolean;
  98623. static set ClearCoatBumpTextureEnabled(value: boolean);
  98624. private static _ClearCoatTintTextureEnabled;
  98625. /**
  98626. * Are clear coat tint textures enabled in the application.
  98627. */
  98628. static get ClearCoatTintTextureEnabled(): boolean;
  98629. static set ClearCoatTintTextureEnabled(value: boolean);
  98630. private static _SheenTextureEnabled;
  98631. /**
  98632. * Are sheen textures enabled in the application.
  98633. */
  98634. static get SheenTextureEnabled(): boolean;
  98635. static set SheenTextureEnabled(value: boolean);
  98636. private static _AnisotropicTextureEnabled;
  98637. /**
  98638. * Are anisotropic textures enabled in the application.
  98639. */
  98640. static get AnisotropicTextureEnabled(): boolean;
  98641. static set AnisotropicTextureEnabled(value: boolean);
  98642. private static _ThicknessTextureEnabled;
  98643. /**
  98644. * Are thickness textures enabled in the application.
  98645. */
  98646. static get ThicknessTextureEnabled(): boolean;
  98647. static set ThicknessTextureEnabled(value: boolean);
  98648. }
  98649. }
  98650. declare module BABYLON {
  98651. /** @hidden */
  98652. export var defaultFragmentDeclaration: {
  98653. name: string;
  98654. shader: string;
  98655. };
  98656. }
  98657. declare module BABYLON {
  98658. /** @hidden */
  98659. export var defaultUboDeclaration: {
  98660. name: string;
  98661. shader: string;
  98662. };
  98663. }
  98664. declare module BABYLON {
  98665. /** @hidden */
  98666. export var lightFragmentDeclaration: {
  98667. name: string;
  98668. shader: string;
  98669. };
  98670. }
  98671. declare module BABYLON {
  98672. /** @hidden */
  98673. export var lightUboDeclaration: {
  98674. name: string;
  98675. shader: string;
  98676. };
  98677. }
  98678. declare module BABYLON {
  98679. /** @hidden */
  98680. export var lightsFragmentFunctions: {
  98681. name: string;
  98682. shader: string;
  98683. };
  98684. }
  98685. declare module BABYLON {
  98686. /** @hidden */
  98687. export var shadowsFragmentFunctions: {
  98688. name: string;
  98689. shader: string;
  98690. };
  98691. }
  98692. declare module BABYLON {
  98693. /** @hidden */
  98694. export var fresnelFunction: {
  98695. name: string;
  98696. shader: string;
  98697. };
  98698. }
  98699. declare module BABYLON {
  98700. /** @hidden */
  98701. export var reflectionFunction: {
  98702. name: string;
  98703. shader: string;
  98704. };
  98705. }
  98706. declare module BABYLON {
  98707. /** @hidden */
  98708. export var bumpFragmentFunctions: {
  98709. name: string;
  98710. shader: string;
  98711. };
  98712. }
  98713. declare module BABYLON {
  98714. /** @hidden */
  98715. export var logDepthDeclaration: {
  98716. name: string;
  98717. shader: string;
  98718. };
  98719. }
  98720. declare module BABYLON {
  98721. /** @hidden */
  98722. export var bumpFragment: {
  98723. name: string;
  98724. shader: string;
  98725. };
  98726. }
  98727. declare module BABYLON {
  98728. /** @hidden */
  98729. export var depthPrePass: {
  98730. name: string;
  98731. shader: string;
  98732. };
  98733. }
  98734. declare module BABYLON {
  98735. /** @hidden */
  98736. export var lightFragment: {
  98737. name: string;
  98738. shader: string;
  98739. };
  98740. }
  98741. declare module BABYLON {
  98742. /** @hidden */
  98743. export var logDepthFragment: {
  98744. name: string;
  98745. shader: string;
  98746. };
  98747. }
  98748. declare module BABYLON {
  98749. /** @hidden */
  98750. export var defaultPixelShader: {
  98751. name: string;
  98752. shader: string;
  98753. };
  98754. }
  98755. declare module BABYLON {
  98756. /** @hidden */
  98757. export var defaultVertexDeclaration: {
  98758. name: string;
  98759. shader: string;
  98760. };
  98761. }
  98762. declare module BABYLON {
  98763. /** @hidden */
  98764. export var bumpVertexDeclaration: {
  98765. name: string;
  98766. shader: string;
  98767. };
  98768. }
  98769. declare module BABYLON {
  98770. /** @hidden */
  98771. export var bumpVertex: {
  98772. name: string;
  98773. shader: string;
  98774. };
  98775. }
  98776. declare module BABYLON {
  98777. /** @hidden */
  98778. export var fogVertex: {
  98779. name: string;
  98780. shader: string;
  98781. };
  98782. }
  98783. declare module BABYLON {
  98784. /** @hidden */
  98785. export var shadowsVertex: {
  98786. name: string;
  98787. shader: string;
  98788. };
  98789. }
  98790. declare module BABYLON {
  98791. /** @hidden */
  98792. export var pointCloudVertex: {
  98793. name: string;
  98794. shader: string;
  98795. };
  98796. }
  98797. declare module BABYLON {
  98798. /** @hidden */
  98799. export var logDepthVertex: {
  98800. name: string;
  98801. shader: string;
  98802. };
  98803. }
  98804. declare module BABYLON {
  98805. /** @hidden */
  98806. export var defaultVertexShader: {
  98807. name: string;
  98808. shader: string;
  98809. };
  98810. }
  98811. declare module BABYLON {
  98812. /** @hidden */
  98813. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  98814. MAINUV1: boolean;
  98815. MAINUV2: boolean;
  98816. DIFFUSE: boolean;
  98817. DIFFUSEDIRECTUV: number;
  98818. AMBIENT: boolean;
  98819. AMBIENTDIRECTUV: number;
  98820. OPACITY: boolean;
  98821. OPACITYDIRECTUV: number;
  98822. OPACITYRGB: boolean;
  98823. REFLECTION: boolean;
  98824. EMISSIVE: boolean;
  98825. EMISSIVEDIRECTUV: number;
  98826. SPECULAR: boolean;
  98827. SPECULARDIRECTUV: number;
  98828. BUMP: boolean;
  98829. BUMPDIRECTUV: number;
  98830. PARALLAX: boolean;
  98831. PARALLAXOCCLUSION: boolean;
  98832. SPECULAROVERALPHA: boolean;
  98833. CLIPPLANE: boolean;
  98834. CLIPPLANE2: boolean;
  98835. CLIPPLANE3: boolean;
  98836. CLIPPLANE4: boolean;
  98837. CLIPPLANE5: boolean;
  98838. CLIPPLANE6: boolean;
  98839. ALPHATEST: boolean;
  98840. DEPTHPREPASS: boolean;
  98841. ALPHAFROMDIFFUSE: boolean;
  98842. POINTSIZE: boolean;
  98843. FOG: boolean;
  98844. SPECULARTERM: boolean;
  98845. DIFFUSEFRESNEL: boolean;
  98846. OPACITYFRESNEL: boolean;
  98847. REFLECTIONFRESNEL: boolean;
  98848. REFRACTIONFRESNEL: boolean;
  98849. EMISSIVEFRESNEL: boolean;
  98850. FRESNEL: boolean;
  98851. NORMAL: boolean;
  98852. UV1: boolean;
  98853. UV2: boolean;
  98854. VERTEXCOLOR: boolean;
  98855. VERTEXALPHA: boolean;
  98856. NUM_BONE_INFLUENCERS: number;
  98857. BonesPerMesh: number;
  98858. BONETEXTURE: boolean;
  98859. INSTANCES: boolean;
  98860. GLOSSINESS: boolean;
  98861. ROUGHNESS: boolean;
  98862. EMISSIVEASILLUMINATION: boolean;
  98863. LINKEMISSIVEWITHDIFFUSE: boolean;
  98864. REFLECTIONFRESNELFROMSPECULAR: boolean;
  98865. LIGHTMAP: boolean;
  98866. LIGHTMAPDIRECTUV: number;
  98867. OBJECTSPACE_NORMALMAP: boolean;
  98868. USELIGHTMAPASSHADOWMAP: boolean;
  98869. REFLECTIONMAP_3D: boolean;
  98870. REFLECTIONMAP_SPHERICAL: boolean;
  98871. REFLECTIONMAP_PLANAR: boolean;
  98872. REFLECTIONMAP_CUBIC: boolean;
  98873. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  98874. REFLECTIONMAP_PROJECTION: boolean;
  98875. REFLECTIONMAP_SKYBOX: boolean;
  98876. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  98877. REFLECTIONMAP_EXPLICIT: boolean;
  98878. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  98879. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  98880. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  98881. INVERTCUBICMAP: boolean;
  98882. LOGARITHMICDEPTH: boolean;
  98883. REFRACTION: boolean;
  98884. REFRACTIONMAP_3D: boolean;
  98885. REFLECTIONOVERALPHA: boolean;
  98886. TWOSIDEDLIGHTING: boolean;
  98887. SHADOWFLOAT: boolean;
  98888. MORPHTARGETS: boolean;
  98889. MORPHTARGETS_NORMAL: boolean;
  98890. MORPHTARGETS_TANGENT: boolean;
  98891. MORPHTARGETS_UV: boolean;
  98892. NUM_MORPH_INFLUENCERS: number;
  98893. NONUNIFORMSCALING: boolean;
  98894. PREMULTIPLYALPHA: boolean;
  98895. IMAGEPROCESSING: boolean;
  98896. VIGNETTE: boolean;
  98897. VIGNETTEBLENDMODEMULTIPLY: boolean;
  98898. VIGNETTEBLENDMODEOPAQUE: boolean;
  98899. TONEMAPPING: boolean;
  98900. TONEMAPPING_ACES: boolean;
  98901. CONTRAST: boolean;
  98902. COLORCURVES: boolean;
  98903. COLORGRADING: boolean;
  98904. COLORGRADING3D: boolean;
  98905. SAMPLER3DGREENDEPTH: boolean;
  98906. SAMPLER3DBGRMAP: boolean;
  98907. IMAGEPROCESSINGPOSTPROCESS: boolean;
  98908. MULTIVIEW: boolean;
  98909. /**
  98910. * If the reflection texture on this material is in linear color space
  98911. * @hidden
  98912. */
  98913. IS_REFLECTION_LINEAR: boolean;
  98914. /**
  98915. * If the refraction texture on this material is in linear color space
  98916. * @hidden
  98917. */
  98918. IS_REFRACTION_LINEAR: boolean;
  98919. EXPOSURE: boolean;
  98920. constructor();
  98921. setReflectionMode(modeToEnable: string): void;
  98922. }
  98923. /**
  98924. * This is the default material used in Babylon. It is the best trade off between quality
  98925. * and performances.
  98926. * @see http://doc.babylonjs.com/babylon101/materials
  98927. */
  98928. export class StandardMaterial extends PushMaterial {
  98929. private _diffuseTexture;
  98930. /**
  98931. * The basic texture of the material as viewed under a light.
  98932. */
  98933. diffuseTexture: Nullable<BaseTexture>;
  98934. private _ambientTexture;
  98935. /**
  98936. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  98937. */
  98938. ambientTexture: Nullable<BaseTexture>;
  98939. private _opacityTexture;
  98940. /**
  98941. * Define the transparency of the material from a texture.
  98942. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  98943. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  98944. */
  98945. opacityTexture: Nullable<BaseTexture>;
  98946. private _reflectionTexture;
  98947. /**
  98948. * Define the texture used to display the reflection.
  98949. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  98950. */
  98951. reflectionTexture: Nullable<BaseTexture>;
  98952. private _emissiveTexture;
  98953. /**
  98954. * Define texture of the material as if self lit.
  98955. * This will be mixed in the final result even in the absence of light.
  98956. */
  98957. emissiveTexture: Nullable<BaseTexture>;
  98958. private _specularTexture;
  98959. /**
  98960. * Define how the color and intensity of the highlight given by the light in the material.
  98961. */
  98962. specularTexture: Nullable<BaseTexture>;
  98963. private _bumpTexture;
  98964. /**
  98965. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  98966. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  98967. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  98968. */
  98969. bumpTexture: Nullable<BaseTexture>;
  98970. private _lightmapTexture;
  98971. /**
  98972. * Complex lighting can be computationally expensive to compute at runtime.
  98973. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  98974. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  98975. */
  98976. lightmapTexture: Nullable<BaseTexture>;
  98977. private _refractionTexture;
  98978. /**
  98979. * Define the texture used to display the refraction.
  98980. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  98981. */
  98982. refractionTexture: Nullable<BaseTexture>;
  98983. /**
  98984. * The color of the material lit by the environmental background lighting.
  98985. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  98986. */
  98987. ambientColor: Color3;
  98988. /**
  98989. * The basic color of the material as viewed under a light.
  98990. */
  98991. diffuseColor: Color3;
  98992. /**
  98993. * Define how the color and intensity of the highlight given by the light in the material.
  98994. */
  98995. specularColor: Color3;
  98996. /**
  98997. * Define the color of the material as if self lit.
  98998. * This will be mixed in the final result even in the absence of light.
  98999. */
  99000. emissiveColor: Color3;
  99001. /**
  99002. * Defines how sharp are the highlights in the material.
  99003. * The bigger the value the sharper giving a more glossy feeling to the result.
  99004. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  99005. */
  99006. specularPower: number;
  99007. private _useAlphaFromDiffuseTexture;
  99008. /**
  99009. * Does the transparency come from the diffuse texture alpha channel.
  99010. */
  99011. useAlphaFromDiffuseTexture: boolean;
  99012. private _useEmissiveAsIllumination;
  99013. /**
  99014. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  99015. */
  99016. useEmissiveAsIllumination: boolean;
  99017. private _linkEmissiveWithDiffuse;
  99018. /**
  99019. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  99020. * the emissive level when the final color is close to one.
  99021. */
  99022. linkEmissiveWithDiffuse: boolean;
  99023. private _useSpecularOverAlpha;
  99024. /**
  99025. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  99026. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  99027. */
  99028. useSpecularOverAlpha: boolean;
  99029. private _useReflectionOverAlpha;
  99030. /**
  99031. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  99032. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  99033. */
  99034. useReflectionOverAlpha: boolean;
  99035. private _disableLighting;
  99036. /**
  99037. * Does lights from the scene impacts this material.
  99038. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  99039. */
  99040. disableLighting: boolean;
  99041. private _useObjectSpaceNormalMap;
  99042. /**
  99043. * Allows using an object space normal map (instead of tangent space).
  99044. */
  99045. useObjectSpaceNormalMap: boolean;
  99046. private _useParallax;
  99047. /**
  99048. * Is parallax enabled or not.
  99049. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  99050. */
  99051. useParallax: boolean;
  99052. private _useParallaxOcclusion;
  99053. /**
  99054. * Is parallax occlusion enabled or not.
  99055. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  99056. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  99057. */
  99058. useParallaxOcclusion: boolean;
  99059. /**
  99060. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  99061. */
  99062. parallaxScaleBias: number;
  99063. private _roughness;
  99064. /**
  99065. * Helps to define how blurry the reflections should appears in the material.
  99066. */
  99067. roughness: number;
  99068. /**
  99069. * In case of refraction, define the value of the index of refraction.
  99070. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  99071. */
  99072. indexOfRefraction: number;
  99073. /**
  99074. * Invert the refraction texture alongside the y axis.
  99075. * It can be useful with procedural textures or probe for instance.
  99076. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  99077. */
  99078. invertRefractionY: boolean;
  99079. /**
  99080. * Defines the alpha limits in alpha test mode.
  99081. */
  99082. alphaCutOff: number;
  99083. private _useLightmapAsShadowmap;
  99084. /**
  99085. * In case of light mapping, define whether the map contains light or shadow informations.
  99086. */
  99087. useLightmapAsShadowmap: boolean;
  99088. private _diffuseFresnelParameters;
  99089. /**
  99090. * Define the diffuse fresnel parameters of the material.
  99091. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99092. */
  99093. diffuseFresnelParameters: FresnelParameters;
  99094. private _opacityFresnelParameters;
  99095. /**
  99096. * Define the opacity fresnel parameters of the material.
  99097. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99098. */
  99099. opacityFresnelParameters: FresnelParameters;
  99100. private _reflectionFresnelParameters;
  99101. /**
  99102. * Define the reflection fresnel parameters of the material.
  99103. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99104. */
  99105. reflectionFresnelParameters: FresnelParameters;
  99106. private _refractionFresnelParameters;
  99107. /**
  99108. * Define the refraction fresnel parameters of the material.
  99109. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99110. */
  99111. refractionFresnelParameters: FresnelParameters;
  99112. private _emissiveFresnelParameters;
  99113. /**
  99114. * Define the emissive fresnel parameters of the material.
  99115. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99116. */
  99117. emissiveFresnelParameters: FresnelParameters;
  99118. private _useReflectionFresnelFromSpecular;
  99119. /**
  99120. * If true automatically deducts the fresnels values from the material specularity.
  99121. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99122. */
  99123. useReflectionFresnelFromSpecular: boolean;
  99124. private _useGlossinessFromSpecularMapAlpha;
  99125. /**
  99126. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  99127. */
  99128. useGlossinessFromSpecularMapAlpha: boolean;
  99129. private _maxSimultaneousLights;
  99130. /**
  99131. * Defines the maximum number of lights that can be used in the material
  99132. */
  99133. maxSimultaneousLights: number;
  99134. private _invertNormalMapX;
  99135. /**
  99136. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  99137. */
  99138. invertNormalMapX: boolean;
  99139. private _invertNormalMapY;
  99140. /**
  99141. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  99142. */
  99143. invertNormalMapY: boolean;
  99144. private _twoSidedLighting;
  99145. /**
  99146. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  99147. */
  99148. twoSidedLighting: boolean;
  99149. /**
  99150. * Default configuration related to image processing available in the standard Material.
  99151. */
  99152. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  99153. /**
  99154. * Gets the image processing configuration used either in this material.
  99155. */
  99156. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  99157. /**
  99158. * Sets the Default image processing configuration used either in the this material.
  99159. *
  99160. * If sets to null, the scene one is in use.
  99161. */
  99162. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  99163. /**
  99164. * Keep track of the image processing observer to allow dispose and replace.
  99165. */
  99166. private _imageProcessingObserver;
  99167. /**
  99168. * Attaches a new image processing configuration to the Standard Material.
  99169. * @param configuration
  99170. */
  99171. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  99172. /**
  99173. * Gets wether the color curves effect is enabled.
  99174. */
  99175. get cameraColorCurvesEnabled(): boolean;
  99176. /**
  99177. * Sets wether the color curves effect is enabled.
  99178. */
  99179. set cameraColorCurvesEnabled(value: boolean);
  99180. /**
  99181. * Gets wether the color grading effect is enabled.
  99182. */
  99183. get cameraColorGradingEnabled(): boolean;
  99184. /**
  99185. * Gets wether the color grading effect is enabled.
  99186. */
  99187. set cameraColorGradingEnabled(value: boolean);
  99188. /**
  99189. * Gets wether tonemapping is enabled or not.
  99190. */
  99191. get cameraToneMappingEnabled(): boolean;
  99192. /**
  99193. * Sets wether tonemapping is enabled or not
  99194. */
  99195. set cameraToneMappingEnabled(value: boolean);
  99196. /**
  99197. * The camera exposure used on this material.
  99198. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  99199. * This corresponds to a photographic exposure.
  99200. */
  99201. get cameraExposure(): number;
  99202. /**
  99203. * The camera exposure used on this material.
  99204. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  99205. * This corresponds to a photographic exposure.
  99206. */
  99207. set cameraExposure(value: number);
  99208. /**
  99209. * Gets The camera contrast used on this material.
  99210. */
  99211. get cameraContrast(): number;
  99212. /**
  99213. * Sets The camera contrast used on this material.
  99214. */
  99215. set cameraContrast(value: number);
  99216. /**
  99217. * Gets the Color Grading 2D Lookup Texture.
  99218. */
  99219. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  99220. /**
  99221. * Sets the Color Grading 2D Lookup Texture.
  99222. */
  99223. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  99224. /**
  99225. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  99226. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  99227. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  99228. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  99229. */
  99230. get cameraColorCurves(): Nullable<ColorCurves>;
  99231. /**
  99232. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  99233. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  99234. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  99235. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  99236. */
  99237. set cameraColorCurves(value: Nullable<ColorCurves>);
  99238. /**
  99239. * Custom callback helping to override the default shader used in the material.
  99240. */
  99241. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  99242. protected _renderTargets: SmartArray<RenderTargetTexture>;
  99243. protected _worldViewProjectionMatrix: Matrix;
  99244. protected _globalAmbientColor: Color3;
  99245. protected _useLogarithmicDepth: boolean;
  99246. protected _rebuildInParallel: boolean;
  99247. /**
  99248. * Instantiates a new standard material.
  99249. * This is the default material used in Babylon. It is the best trade off between quality
  99250. * and performances.
  99251. * @see http://doc.babylonjs.com/babylon101/materials
  99252. * @param name Define the name of the material in the scene
  99253. * @param scene Define the scene the material belong to
  99254. */
  99255. constructor(name: string, scene: Scene);
  99256. /**
  99257. * Gets a boolean indicating that current material needs to register RTT
  99258. */
  99259. get hasRenderTargetTextures(): boolean;
  99260. /**
  99261. * Gets the current class name of the material e.g. "StandardMaterial"
  99262. * Mainly use in serialization.
  99263. * @returns the class name
  99264. */
  99265. getClassName(): string;
  99266. /**
  99267. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  99268. * You can try switching to logarithmic depth.
  99269. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  99270. */
  99271. get useLogarithmicDepth(): boolean;
  99272. set useLogarithmicDepth(value: boolean);
  99273. /**
  99274. * Specifies if the material will require alpha blending
  99275. * @returns a boolean specifying if alpha blending is needed
  99276. */
  99277. needAlphaBlending(): boolean;
  99278. /**
  99279. * Specifies if this material should be rendered in alpha test mode
  99280. * @returns a boolean specifying if an alpha test is needed.
  99281. */
  99282. needAlphaTesting(): boolean;
  99283. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  99284. /**
  99285. * Get the texture used for alpha test purpose.
  99286. * @returns the diffuse texture in case of the standard material.
  99287. */
  99288. getAlphaTestTexture(): Nullable<BaseTexture>;
  99289. /**
  99290. * Get if the submesh is ready to be used and all its information available.
  99291. * Child classes can use it to update shaders
  99292. * @param mesh defines the mesh to check
  99293. * @param subMesh defines which submesh to check
  99294. * @param useInstances specifies that instances should be used
  99295. * @returns a boolean indicating that the submesh is ready or not
  99296. */
  99297. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  99298. /**
  99299. * Builds the material UBO layouts.
  99300. * Used internally during the effect preparation.
  99301. */
  99302. buildUniformLayout(): void;
  99303. /**
  99304. * Unbinds the material from the mesh
  99305. */
  99306. unbind(): void;
  99307. /**
  99308. * Binds the submesh to this material by preparing the effect and shader to draw
  99309. * @param world defines the world transformation matrix
  99310. * @param mesh defines the mesh containing the submesh
  99311. * @param subMesh defines the submesh to bind the material to
  99312. */
  99313. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  99314. /**
  99315. * Get the list of animatables in the material.
  99316. * @returns the list of animatables object used in the material
  99317. */
  99318. getAnimatables(): IAnimatable[];
  99319. /**
  99320. * Gets the active textures from the material
  99321. * @returns an array of textures
  99322. */
  99323. getActiveTextures(): BaseTexture[];
  99324. /**
  99325. * Specifies if the material uses a texture
  99326. * @param texture defines the texture to check against the material
  99327. * @returns a boolean specifying if the material uses the texture
  99328. */
  99329. hasTexture(texture: BaseTexture): boolean;
  99330. /**
  99331. * Disposes the material
  99332. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  99333. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  99334. */
  99335. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  99336. /**
  99337. * Makes a duplicate of the material, and gives it a new name
  99338. * @param name defines the new name for the duplicated material
  99339. * @returns the cloned material
  99340. */
  99341. clone(name: string): StandardMaterial;
  99342. /**
  99343. * Serializes this material in a JSON representation
  99344. * @returns the serialized material object
  99345. */
  99346. serialize(): any;
  99347. /**
  99348. * Creates a standard material from parsed material data
  99349. * @param source defines the JSON representation of the material
  99350. * @param scene defines the hosting scene
  99351. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  99352. * @returns a new standard material
  99353. */
  99354. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  99355. /**
  99356. * Are diffuse textures enabled in the application.
  99357. */
  99358. static get DiffuseTextureEnabled(): boolean;
  99359. static set DiffuseTextureEnabled(value: boolean);
  99360. /**
  99361. * Are ambient textures enabled in the application.
  99362. */
  99363. static get AmbientTextureEnabled(): boolean;
  99364. static set AmbientTextureEnabled(value: boolean);
  99365. /**
  99366. * Are opacity textures enabled in the application.
  99367. */
  99368. static get OpacityTextureEnabled(): boolean;
  99369. static set OpacityTextureEnabled(value: boolean);
  99370. /**
  99371. * Are reflection textures enabled in the application.
  99372. */
  99373. static get ReflectionTextureEnabled(): boolean;
  99374. static set ReflectionTextureEnabled(value: boolean);
  99375. /**
  99376. * Are emissive textures enabled in the application.
  99377. */
  99378. static get EmissiveTextureEnabled(): boolean;
  99379. static set EmissiveTextureEnabled(value: boolean);
  99380. /**
  99381. * Are specular textures enabled in the application.
  99382. */
  99383. static get SpecularTextureEnabled(): boolean;
  99384. static set SpecularTextureEnabled(value: boolean);
  99385. /**
  99386. * Are bump textures enabled in the application.
  99387. */
  99388. static get BumpTextureEnabled(): boolean;
  99389. static set BumpTextureEnabled(value: boolean);
  99390. /**
  99391. * Are lightmap textures enabled in the application.
  99392. */
  99393. static get LightmapTextureEnabled(): boolean;
  99394. static set LightmapTextureEnabled(value: boolean);
  99395. /**
  99396. * Are refraction textures enabled in the application.
  99397. */
  99398. static get RefractionTextureEnabled(): boolean;
  99399. static set RefractionTextureEnabled(value: boolean);
  99400. /**
  99401. * Are color grading textures enabled in the application.
  99402. */
  99403. static get ColorGradingTextureEnabled(): boolean;
  99404. static set ColorGradingTextureEnabled(value: boolean);
  99405. /**
  99406. * Are fresnels enabled in the application.
  99407. */
  99408. static get FresnelEnabled(): boolean;
  99409. static set FresnelEnabled(value: boolean);
  99410. }
  99411. }
  99412. declare module BABYLON {
  99413. /**
  99414. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  99415. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  99416. * The SPS is also a particle system. It provides some methods to manage the particles.
  99417. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  99418. *
  99419. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  99420. */
  99421. export class SolidParticleSystem implements IDisposable {
  99422. /**
  99423. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  99424. * Example : var p = SPS.particles[i];
  99425. */
  99426. particles: SolidParticle[];
  99427. /**
  99428. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  99429. */
  99430. nbParticles: number;
  99431. /**
  99432. * If the particles must ever face the camera (default false). Useful for planar particles.
  99433. */
  99434. billboard: boolean;
  99435. /**
  99436. * Recompute normals when adding a shape
  99437. */
  99438. recomputeNormals: boolean;
  99439. /**
  99440. * This a counter ofr your own usage. It's not set by any SPS functions.
  99441. */
  99442. counter: number;
  99443. /**
  99444. * The SPS name. This name is also given to the underlying mesh.
  99445. */
  99446. name: string;
  99447. /**
  99448. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  99449. */
  99450. mesh: Mesh;
  99451. /**
  99452. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  99453. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  99454. */
  99455. vars: any;
  99456. /**
  99457. * This array is populated when the SPS is set as 'pickable'.
  99458. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  99459. * Each element of this array is an object `{idx: int, faceId: int}`.
  99460. * `idx` is the picked particle index in the `SPS.particles` array
  99461. * `faceId` is the picked face index counted within this particle.
  99462. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  99463. */
  99464. pickedParticles: {
  99465. idx: number;
  99466. faceId: number;
  99467. }[];
  99468. /**
  99469. * This array is populated when `enableDepthSort` is set to true.
  99470. * Each element of this array is an instance of the class DepthSortedParticle.
  99471. */
  99472. depthSortedParticles: DepthSortedParticle[];
  99473. /**
  99474. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  99475. * @hidden
  99476. */
  99477. _bSphereOnly: boolean;
  99478. /**
  99479. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  99480. * @hidden
  99481. */
  99482. _bSphereRadiusFactor: number;
  99483. private _scene;
  99484. private _positions;
  99485. private _indices;
  99486. private _normals;
  99487. private _colors;
  99488. private _uvs;
  99489. private _indices32;
  99490. private _positions32;
  99491. private _normals32;
  99492. private _fixedNormal32;
  99493. private _colors32;
  99494. private _uvs32;
  99495. private _index;
  99496. private _updatable;
  99497. private _pickable;
  99498. private _isVisibilityBoxLocked;
  99499. private _alwaysVisible;
  99500. private _depthSort;
  99501. private _expandable;
  99502. private _shapeCounter;
  99503. private _copy;
  99504. private _color;
  99505. private _computeParticleColor;
  99506. private _computeParticleTexture;
  99507. private _computeParticleRotation;
  99508. private _computeParticleVertex;
  99509. private _computeBoundingBox;
  99510. private _depthSortParticles;
  99511. private _camera;
  99512. private _mustUnrotateFixedNormals;
  99513. private _particlesIntersect;
  99514. private _needs32Bits;
  99515. private _isNotBuilt;
  99516. private _lastParticleId;
  99517. private _idxOfId;
  99518. private _multimaterialEnabled;
  99519. private _useModelMaterial;
  99520. private _indicesByMaterial;
  99521. private _materialIndexes;
  99522. private _depthSortFunction;
  99523. private _materialSortFunction;
  99524. private _materials;
  99525. private _multimaterial;
  99526. private _materialIndexesById;
  99527. private _defaultMaterial;
  99528. private _autoUpdateSubMeshes;
  99529. /**
  99530. * Creates a SPS (Solid Particle System) object.
  99531. * @param name (String) is the SPS name, this will be the underlying mesh name.
  99532. * @param scene (Scene) is the scene in which the SPS is added.
  99533. * @param options defines the options of the sps e.g.
  99534. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  99535. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  99536. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  99537. * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.
  99538. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  99539. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  99540. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  99541. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  99542. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  99543. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  99544. */
  99545. constructor(name: string, scene: Scene, options?: {
  99546. updatable?: boolean;
  99547. isPickable?: boolean;
  99548. enableDepthSort?: boolean;
  99549. particleIntersection?: boolean;
  99550. boundingSphereOnly?: boolean;
  99551. bSphereRadiusFactor?: number;
  99552. expandable?: boolean;
  99553. useModelMaterial?: boolean;
  99554. enableMultiMaterial?: boolean;
  99555. });
  99556. /**
  99557. * Builds the SPS underlying mesh. Returns a standard Mesh.
  99558. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  99559. * @returns the created mesh
  99560. */
  99561. buildMesh(): Mesh;
  99562. /**
  99563. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  99564. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  99565. * Thus the particles generated from `digest()` have their property `position` set yet.
  99566. * @param mesh ( Mesh ) is the mesh to be digested
  99567. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  99568. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  99569. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  99570. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  99571. * @returns the current SPS
  99572. */
  99573. digest(mesh: Mesh, options?: {
  99574. facetNb?: number;
  99575. number?: number;
  99576. delta?: number;
  99577. storage?: [];
  99578. }): SolidParticleSystem;
  99579. /**
  99580. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  99581. * @hidden
  99582. */
  99583. private _unrotateFixedNormals;
  99584. /**
  99585. * Resets the temporary working copy particle
  99586. * @hidden
  99587. */
  99588. private _resetCopy;
  99589. /**
  99590. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  99591. * @param p the current index in the positions array to be updated
  99592. * @param ind the current index in the indices array
  99593. * @param shape a Vector3 array, the shape geometry
  99594. * @param positions the positions array to be updated
  99595. * @param meshInd the shape indices array
  99596. * @param indices the indices array to be updated
  99597. * @param meshUV the shape uv array
  99598. * @param uvs the uv array to be updated
  99599. * @param meshCol the shape color array
  99600. * @param colors the color array to be updated
  99601. * @param meshNor the shape normals array
  99602. * @param normals the normals array to be updated
  99603. * @param idx the particle index
  99604. * @param idxInShape the particle index in its shape
  99605. * @param options the addShape() method passed options
  99606. * @model the particle model
  99607. * @hidden
  99608. */
  99609. private _meshBuilder;
  99610. /**
  99611. * Returns a shape Vector3 array from positions float array
  99612. * @param positions float array
  99613. * @returns a vector3 array
  99614. * @hidden
  99615. */
  99616. private _posToShape;
  99617. /**
  99618. * Returns a shapeUV array from a float uvs (array deep copy)
  99619. * @param uvs as a float array
  99620. * @returns a shapeUV array
  99621. * @hidden
  99622. */
  99623. private _uvsToShapeUV;
  99624. /**
  99625. * Adds a new particle object in the particles array
  99626. * @param idx particle index in particles array
  99627. * @param id particle id
  99628. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  99629. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  99630. * @param model particle ModelShape object
  99631. * @param shapeId model shape identifier
  99632. * @param idxInShape index of the particle in the current model
  99633. * @param bInfo model bounding info object
  99634. * @param storage target storage array, if any
  99635. * @hidden
  99636. */
  99637. private _addParticle;
  99638. /**
  99639. * Adds some particles to the SPS from the model shape. Returns the shape id.
  99640. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  99641. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  99642. * @param nb (positive integer) the number of particles to be created from this model
  99643. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  99644. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  99645. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  99646. * @returns the number of shapes in the system
  99647. */
  99648. addShape(mesh: Mesh, nb: number, options?: {
  99649. positionFunction?: any;
  99650. vertexFunction?: any;
  99651. storage?: [];
  99652. }): number;
  99653. /**
  99654. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  99655. * @hidden
  99656. */
  99657. private _rebuildParticle;
  99658. /**
  99659. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  99660. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  99661. * @returns the SPS.
  99662. */
  99663. rebuildMesh(reset?: boolean): SolidParticleSystem;
  99664. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  99665. * Returns an array with the removed particles.
  99666. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  99667. * The SPS can't be empty so at least one particle needs to remain in place.
  99668. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  99669. * @param start index of the first particle to remove
  99670. * @param end index of the last particle to remove (included)
  99671. * @returns an array populated with the removed particles
  99672. */
  99673. removeParticles(start: number, end: number): SolidParticle[];
  99674. /**
  99675. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  99676. * @param solidParticleArray an array populated with Solid Particles objects
  99677. * @returns the SPS
  99678. */
  99679. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  99680. /**
  99681. * Creates a new particle and modifies the SPS mesh geometry :
  99682. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  99683. * - calls _addParticle() to populate the particle array
  99684. * factorized code from addShape() and insertParticlesFromArray()
  99685. * @param idx particle index in the particles array
  99686. * @param i particle index in its shape
  99687. * @param modelShape particle ModelShape object
  99688. * @param shape shape vertex array
  99689. * @param meshInd shape indices array
  99690. * @param meshUV shape uv array
  99691. * @param meshCol shape color array
  99692. * @param meshNor shape normals array
  99693. * @param bbInfo shape bounding info
  99694. * @param storage target particle storage
  99695. * @options addShape() passed options
  99696. * @hidden
  99697. */
  99698. private _insertNewParticle;
  99699. /**
  99700. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  99701. * This method calls `updateParticle()` for each particle of the SPS.
  99702. * For an animated SPS, it is usually called within the render loop.
  99703. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  99704. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  99705. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  99706. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  99707. * @returns the SPS.
  99708. */
  99709. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  99710. /**
  99711. * Disposes the SPS.
  99712. */
  99713. dispose(): void;
  99714. /**
  99715. * Returns a SolidParticle object from its identifier : particle.id
  99716. * @param id (integer) the particle Id
  99717. * @returns the searched particle or null if not found in the SPS.
  99718. */
  99719. getParticleById(id: number): Nullable<SolidParticle>;
  99720. /**
  99721. * Returns a new array populated with the particles having the passed shapeId.
  99722. * @param shapeId (integer) the shape identifier
  99723. * @returns a new solid particle array
  99724. */
  99725. getParticlesByShapeId(shapeId: number): SolidParticle[];
  99726. /**
  99727. * Populates the passed array "ref" with the particles having the passed shapeId.
  99728. * @param shapeId the shape identifier
  99729. * @returns the SPS
  99730. * @param ref
  99731. */
  99732. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  99733. /**
  99734. * Computes the required SubMeshes according the materials assigned to the particles.
  99735. * @returns the solid particle system.
  99736. * Does nothing if called before the SPS mesh is built.
  99737. */
  99738. computeSubMeshes(): SolidParticleSystem;
  99739. /**
  99740. * Sorts the solid particles by material when MultiMaterial is enabled.
  99741. * Updates the indices32 array.
  99742. * Updates the indicesByMaterial array.
  99743. * Updates the mesh indices array.
  99744. * @returns the SPS
  99745. * @hidden
  99746. */
  99747. private _sortParticlesByMaterial;
  99748. /**
  99749. * Sets the material indexes by id materialIndexesById[id] = materialIndex
  99750. * @hidden
  99751. */
  99752. private _setMaterialIndexesById;
  99753. /**
  99754. * Returns an array with unique values of Materials from the passed array
  99755. * @param array the material array to be checked and filtered
  99756. * @hidden
  99757. */
  99758. private _filterUniqueMaterialId;
  99759. /**
  99760. * Sets a new Standard Material as _defaultMaterial if not already set.
  99761. * @hidden
  99762. */
  99763. private _setDefaultMaterial;
  99764. /**
  99765. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  99766. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99767. * @returns the SPS.
  99768. */
  99769. refreshVisibleSize(): SolidParticleSystem;
  99770. /**
  99771. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  99772. * @param size the size (float) of the visibility box
  99773. * note : this doesn't lock the SPS mesh bounding box.
  99774. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99775. */
  99776. setVisibilityBox(size: number): void;
  99777. /**
  99778. * Gets whether the SPS as always visible or not
  99779. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99780. */
  99781. get isAlwaysVisible(): boolean;
  99782. /**
  99783. * Sets the SPS as always visible or not
  99784. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99785. */
  99786. set isAlwaysVisible(val: boolean);
  99787. /**
  99788. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  99789. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99790. */
  99791. set isVisibilityBoxLocked(val: boolean);
  99792. /**
  99793. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  99794. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99795. */
  99796. get isVisibilityBoxLocked(): boolean;
  99797. /**
  99798. * Tells to `setParticles()` to compute the particle rotations or not.
  99799. * Default value : true. The SPS is faster when it's set to false.
  99800. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  99801. */
  99802. set computeParticleRotation(val: boolean);
  99803. /**
  99804. * Tells to `setParticles()` to compute the particle colors or not.
  99805. * Default value : true. The SPS is faster when it's set to false.
  99806. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  99807. */
  99808. set computeParticleColor(val: boolean);
  99809. set computeParticleTexture(val: boolean);
  99810. /**
  99811. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  99812. * Default value : false. The SPS is faster when it's set to false.
  99813. * Note : the particle custom vertex positions aren't stored values.
  99814. */
  99815. set computeParticleVertex(val: boolean);
  99816. /**
  99817. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  99818. */
  99819. set computeBoundingBox(val: boolean);
  99820. /**
  99821. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  99822. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  99823. * Default : `true`
  99824. */
  99825. set depthSortParticles(val: boolean);
  99826. /**
  99827. * Gets if `setParticles()` computes the particle rotations or not.
  99828. * Default value : true. The SPS is faster when it's set to false.
  99829. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  99830. */
  99831. get computeParticleRotation(): boolean;
  99832. /**
  99833. * Gets if `setParticles()` computes the particle colors or not.
  99834. * Default value : true. The SPS is faster when it's set to false.
  99835. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  99836. */
  99837. get computeParticleColor(): boolean;
  99838. /**
  99839. * Gets if `setParticles()` computes the particle textures or not.
  99840. * Default value : true. The SPS is faster when it's set to false.
  99841. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  99842. */
  99843. get computeParticleTexture(): boolean;
  99844. /**
  99845. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  99846. * Default value : false. The SPS is faster when it's set to false.
  99847. * Note : the particle custom vertex positions aren't stored values.
  99848. */
  99849. get computeParticleVertex(): boolean;
  99850. /**
  99851. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  99852. */
  99853. get computeBoundingBox(): boolean;
  99854. /**
  99855. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  99856. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  99857. * Default : `true`
  99858. */
  99859. get depthSortParticles(): boolean;
  99860. /**
  99861. * Gets if the SPS is created as expandable at construction time.
  99862. * Default : `false`
  99863. */
  99864. get expandable(): boolean;
  99865. /**
  99866. * Gets if the SPS supports the Multi Materials
  99867. */
  99868. get multimaterialEnabled(): boolean;
  99869. /**
  99870. * Gets if the SPS uses the model materials for its own multimaterial.
  99871. */
  99872. get useModelMaterial(): boolean;
  99873. /**
  99874. * The SPS used material array.
  99875. */
  99876. get materials(): Material[];
  99877. /**
  99878. * Sets the SPS MultiMaterial from the passed materials.
  99879. * Note : the passed array is internally copied and not used then by reference.
  99880. * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.
  99881. */
  99882. setMultiMaterial(materials: Material[]): void;
  99883. /**
  99884. * The SPS computed multimaterial object
  99885. */
  99886. get multimaterial(): MultiMaterial;
  99887. set multimaterial(mm: MultiMaterial);
  99888. /**
  99889. * If the subMeshes must be updated on the next call to setParticles()
  99890. */
  99891. get autoUpdateSubMeshes(): boolean;
  99892. set autoUpdateSubMeshes(val: boolean);
  99893. /**
  99894. * This function does nothing. It may be overwritten to set all the particle first values.
  99895. * The SPS doesn't call this function, you may have to call it by your own.
  99896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99897. */
  99898. initParticles(): void;
  99899. /**
  99900. * This function does nothing. It may be overwritten to recycle a particle.
  99901. * The SPS doesn't call this function, you may have to call it by your own.
  99902. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99903. * @param particle The particle to recycle
  99904. * @returns the recycled particle
  99905. */
  99906. recycleParticle(particle: SolidParticle): SolidParticle;
  99907. /**
  99908. * Updates a particle : this function should be overwritten by the user.
  99909. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  99910. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99911. * @example : just set a particle position or velocity and recycle conditions
  99912. * @param particle The particle to update
  99913. * @returns the updated particle
  99914. */
  99915. updateParticle(particle: SolidParticle): SolidParticle;
  99916. /**
  99917. * Updates a vertex of a particle : it can be overwritten by the user.
  99918. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  99919. * @param particle the current particle
  99920. * @param vertex the current index of the current particle
  99921. * @param pt the index of the current vertex in the particle shape
  99922. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  99923. * @example : just set a vertex particle position
  99924. * @returns the updated vertex
  99925. */
  99926. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  99927. /**
  99928. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  99929. * This does nothing and may be overwritten by the user.
  99930. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99931. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99932. * @param update the boolean update value actually passed to setParticles()
  99933. */
  99934. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  99935. /**
  99936. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  99937. * This will be passed three parameters.
  99938. * This does nothing and may be overwritten by the user.
  99939. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99940. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99941. * @param update the boolean update value actually passed to setParticles()
  99942. */
  99943. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  99944. }
  99945. }
  99946. declare module BABYLON {
  99947. /**
  99948. * Represents one particle of a solid particle system.
  99949. */
  99950. export class SolidParticle {
  99951. /**
  99952. * particle global index
  99953. */
  99954. idx: number;
  99955. /**
  99956. * particle identifier
  99957. */
  99958. id: number;
  99959. /**
  99960. * The color of the particle
  99961. */
  99962. color: Nullable<Color4>;
  99963. /**
  99964. * The world space position of the particle.
  99965. */
  99966. position: Vector3;
  99967. /**
  99968. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  99969. */
  99970. rotation: Vector3;
  99971. /**
  99972. * The world space rotation quaternion of the particle.
  99973. */
  99974. rotationQuaternion: Nullable<Quaternion>;
  99975. /**
  99976. * The scaling of the particle.
  99977. */
  99978. scaling: Vector3;
  99979. /**
  99980. * The uvs of the particle.
  99981. */
  99982. uvs: Vector4;
  99983. /**
  99984. * The current speed of the particle.
  99985. */
  99986. velocity: Vector3;
  99987. /**
  99988. * The pivot point in the particle local space.
  99989. */
  99990. pivot: Vector3;
  99991. /**
  99992. * Must the particle be translated from its pivot point in its local space ?
  99993. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  99994. * Default : false
  99995. */
  99996. translateFromPivot: boolean;
  99997. /**
  99998. * Is the particle active or not ?
  99999. */
  100000. alive: boolean;
  100001. /**
  100002. * Is the particle visible or not ?
  100003. */
  100004. isVisible: boolean;
  100005. /**
  100006. * Index of this particle in the global "positions" array (Internal use)
  100007. * @hidden
  100008. */
  100009. _pos: number;
  100010. /**
  100011. * @hidden Index of this particle in the global "indices" array (Internal use)
  100012. */
  100013. _ind: number;
  100014. /**
  100015. * @hidden ModelShape of this particle (Internal use)
  100016. */
  100017. _model: ModelShape;
  100018. /**
  100019. * ModelShape id of this particle
  100020. */
  100021. shapeId: number;
  100022. /**
  100023. * Index of the particle in its shape id
  100024. */
  100025. idxInShape: number;
  100026. /**
  100027. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  100028. */
  100029. _modelBoundingInfo: BoundingInfo;
  100030. /**
  100031. * @hidden Particle BoundingInfo object (Internal use)
  100032. */
  100033. _boundingInfo: BoundingInfo;
  100034. /**
  100035. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  100036. */
  100037. _sps: SolidParticleSystem;
  100038. /**
  100039. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  100040. */
  100041. _stillInvisible: boolean;
  100042. /**
  100043. * @hidden Last computed particle rotation matrix
  100044. */
  100045. _rotationMatrix: number[];
  100046. /**
  100047. * Parent particle Id, if any.
  100048. * Default null.
  100049. */
  100050. parentId: Nullable<number>;
  100051. /**
  100052. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  100053. */
  100054. materialIndex: Nullable<number>;
  100055. /**
  100056. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  100057. * The possible values are :
  100058. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  100059. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100060. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  100061. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  100062. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100063. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  100064. * */
  100065. cullingStrategy: number;
  100066. /**
  100067. * @hidden Internal global position in the SPS.
  100068. */
  100069. _globalPosition: Vector3;
  100070. /**
  100071. * Creates a Solid Particle object.
  100072. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  100073. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  100074. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  100075. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  100076. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  100077. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  100078. * @param shapeId (integer) is the model shape identifier in the SPS.
  100079. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  100080. * @param sps defines the sps it is associated to
  100081. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  100082. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  100083. */
  100084. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  100085. /**
  100086. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  100087. * @param target the particle target
  100088. * @returns the current particle
  100089. */
  100090. copyToRef(target: SolidParticle): SolidParticle;
  100091. /**
  100092. * Legacy support, changed scale to scaling
  100093. */
  100094. get scale(): Vector3;
  100095. /**
  100096. * Legacy support, changed scale to scaling
  100097. */
  100098. set scale(scale: Vector3);
  100099. /**
  100100. * Legacy support, changed quaternion to rotationQuaternion
  100101. */
  100102. get quaternion(): Nullable<Quaternion>;
  100103. /**
  100104. * Legacy support, changed quaternion to rotationQuaternion
  100105. */
  100106. set quaternion(q: Nullable<Quaternion>);
  100107. /**
  100108. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  100109. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  100110. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  100111. * @returns true if it intersects
  100112. */
  100113. intersectsMesh(target: Mesh | SolidParticle): boolean;
  100114. /**
  100115. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  100116. * A particle is in the frustum if its bounding box intersects the frustum
  100117. * @param frustumPlanes defines the frustum to test
  100118. * @returns true if the particle is in the frustum planes
  100119. */
  100120. isInFrustum(frustumPlanes: Plane[]): boolean;
  100121. /**
  100122. * get the rotation matrix of the particle
  100123. * @hidden
  100124. */
  100125. getRotationMatrix(m: Matrix): void;
  100126. }
  100127. /**
  100128. * Represents the shape of the model used by one particle of a solid particle system.
  100129. * SPS internal tool, don't use it manually.
  100130. */
  100131. export class ModelShape {
  100132. /**
  100133. * The shape id
  100134. * @hidden
  100135. */
  100136. shapeID: number;
  100137. /**
  100138. * flat array of model positions (internal use)
  100139. * @hidden
  100140. */
  100141. _shape: Vector3[];
  100142. /**
  100143. * flat array of model UVs (internal use)
  100144. * @hidden
  100145. */
  100146. _shapeUV: number[];
  100147. /**
  100148. * color array of the model
  100149. * @hidden
  100150. */
  100151. _shapeColors: number[];
  100152. /**
  100153. * indices array of the model
  100154. * @hidden
  100155. */
  100156. _indices: number[];
  100157. /**
  100158. * normals array of the model
  100159. * @hidden
  100160. */
  100161. _normals: number[];
  100162. /**
  100163. * length of the shape in the model indices array (internal use)
  100164. * @hidden
  100165. */
  100166. _indicesLength: number;
  100167. /**
  100168. * Custom position function (internal use)
  100169. * @hidden
  100170. */
  100171. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  100172. /**
  100173. * Custom vertex function (internal use)
  100174. * @hidden
  100175. */
  100176. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  100177. /**
  100178. * Model material (internal use)
  100179. * @hidden
  100180. */
  100181. _material: Nullable<Material>;
  100182. /**
  100183. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  100184. * SPS internal tool, don't use it manually.
  100185. * @hidden
  100186. */
  100187. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>, material: Nullable<Material>);
  100188. }
  100189. /**
  100190. * Represents a Depth Sorted Particle in the solid particle system.
  100191. * @hidden
  100192. */
  100193. export class DepthSortedParticle {
  100194. /**
  100195. * Index of the particle in the "indices" array
  100196. */
  100197. ind: number;
  100198. /**
  100199. * Length of the particle shape in the "indices" array
  100200. */
  100201. indicesLength: number;
  100202. /**
  100203. * Squared distance from the particle to the camera
  100204. */
  100205. sqDistance: number;
  100206. /**
  100207. * Material index when used with MultiMaterials
  100208. */
  100209. materialIndex: number;
  100210. /**
  100211. * Creates a new sorted particle
  100212. * @param materialIndex
  100213. */
  100214. constructor(ind: number, indLength: number, materialIndex: number);
  100215. }
  100216. }
  100217. declare module BABYLON {
  100218. /**
  100219. * @hidden
  100220. */
  100221. export class _MeshCollisionData {
  100222. _checkCollisions: boolean;
  100223. _collisionMask: number;
  100224. _collisionGroup: number;
  100225. _collider: Nullable<Collider>;
  100226. _oldPositionForCollisions: Vector3;
  100227. _diffPositionForCollisions: Vector3;
  100228. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  100229. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  100230. }
  100231. }
  100232. declare module BABYLON {
  100233. /** @hidden */
  100234. class _FacetDataStorage {
  100235. facetPositions: Vector3[];
  100236. facetNormals: Vector3[];
  100237. facetPartitioning: number[][];
  100238. facetNb: number;
  100239. partitioningSubdivisions: number;
  100240. partitioningBBoxRatio: number;
  100241. facetDataEnabled: boolean;
  100242. facetParameters: any;
  100243. bbSize: Vector3;
  100244. subDiv: {
  100245. max: number;
  100246. X: number;
  100247. Y: number;
  100248. Z: number;
  100249. };
  100250. facetDepthSort: boolean;
  100251. facetDepthSortEnabled: boolean;
  100252. depthSortedIndices: IndicesArray;
  100253. depthSortedFacets: {
  100254. ind: number;
  100255. sqDistance: number;
  100256. }[];
  100257. facetDepthSortFunction: (f1: {
  100258. ind: number;
  100259. sqDistance: number;
  100260. }, f2: {
  100261. ind: number;
  100262. sqDistance: number;
  100263. }) => number;
  100264. facetDepthSortFrom: Vector3;
  100265. facetDepthSortOrigin: Vector3;
  100266. invertedMatrix: Matrix;
  100267. }
  100268. /**
  100269. * @hidden
  100270. **/
  100271. class _InternalAbstractMeshDataInfo {
  100272. _hasVertexAlpha: boolean;
  100273. _useVertexColors: boolean;
  100274. _numBoneInfluencers: number;
  100275. _applyFog: boolean;
  100276. _receiveShadows: boolean;
  100277. _facetData: _FacetDataStorage;
  100278. _visibility: number;
  100279. _skeleton: Nullable<Skeleton>;
  100280. _layerMask: number;
  100281. _computeBonesUsingShaders: boolean;
  100282. _isActive: boolean;
  100283. _onlyForInstances: boolean;
  100284. _isActiveIntermediate: boolean;
  100285. _onlyForInstancesIntermediate: boolean;
  100286. _actAsRegularMesh: boolean;
  100287. }
  100288. /**
  100289. * Class used to store all common mesh properties
  100290. */
  100291. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  100292. /** No occlusion */
  100293. static OCCLUSION_TYPE_NONE: number;
  100294. /** Occlusion set to optimisitic */
  100295. static OCCLUSION_TYPE_OPTIMISTIC: number;
  100296. /** Occlusion set to strict */
  100297. static OCCLUSION_TYPE_STRICT: number;
  100298. /** Use an accurante occlusion algorithm */
  100299. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  100300. /** Use a conservative occlusion algorithm */
  100301. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  100302. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  100303. * Test order :
  100304. * Is the bounding sphere outside the frustum ?
  100305. * If not, are the bounding box vertices outside the frustum ?
  100306. * It not, then the cullable object is in the frustum.
  100307. */
  100308. static readonly CULLINGSTRATEGY_STANDARD: number;
  100309. /** Culling strategy : Bounding Sphere Only.
  100310. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  100311. * It's also less accurate than the standard because some not visible objects can still be selected.
  100312. * Test : is the bounding sphere outside the frustum ?
  100313. * If not, then the cullable object is in the frustum.
  100314. */
  100315. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  100316. /** Culling strategy : Optimistic Inclusion.
  100317. * This in an inclusion test first, then the standard exclusion test.
  100318. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  100319. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  100320. * Anyway, it's as accurate as the standard strategy.
  100321. * Test :
  100322. * Is the cullable object bounding sphere center in the frustum ?
  100323. * If not, apply the default culling strategy.
  100324. */
  100325. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  100326. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  100327. * This in an inclusion test first, then the bounding sphere only exclusion test.
  100328. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  100329. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  100330. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  100331. * Test :
  100332. * Is the cullable object bounding sphere center in the frustum ?
  100333. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  100334. */
  100335. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  100336. /**
  100337. * No billboard
  100338. */
  100339. static get BILLBOARDMODE_NONE(): number;
  100340. /** Billboard on X axis */
  100341. static get BILLBOARDMODE_X(): number;
  100342. /** Billboard on Y axis */
  100343. static get BILLBOARDMODE_Y(): number;
  100344. /** Billboard on Z axis */
  100345. static get BILLBOARDMODE_Z(): number;
  100346. /** Billboard on all axes */
  100347. static get BILLBOARDMODE_ALL(): number;
  100348. /** Billboard on using position instead of orientation */
  100349. static get BILLBOARDMODE_USE_POSITION(): number;
  100350. /** @hidden */
  100351. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  100352. /**
  100353. * The culling strategy to use to check whether the mesh must be rendered or not.
  100354. * This value can be changed at any time and will be used on the next render mesh selection.
  100355. * The possible values are :
  100356. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  100357. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100358. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  100359. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  100360. * Please read each static variable documentation to get details about the culling process.
  100361. * */
  100362. cullingStrategy: number;
  100363. /**
  100364. * Gets the number of facets in the mesh
  100365. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  100366. */
  100367. get facetNb(): number;
  100368. /**
  100369. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  100370. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  100371. */
  100372. get partitioningSubdivisions(): number;
  100373. set partitioningSubdivisions(nb: number);
  100374. /**
  100375. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  100376. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  100377. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  100378. */
  100379. get partitioningBBoxRatio(): number;
  100380. set partitioningBBoxRatio(ratio: number);
  100381. /**
  100382. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  100383. * Works only for updatable meshes.
  100384. * Doesn't work with multi-materials
  100385. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  100386. */
  100387. get mustDepthSortFacets(): boolean;
  100388. set mustDepthSortFacets(sort: boolean);
  100389. /**
  100390. * The location (Vector3) where the facet depth sort must be computed from.
  100391. * By default, the active camera position.
  100392. * Used only when facet depth sort is enabled
  100393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  100394. */
  100395. get facetDepthSortFrom(): Vector3;
  100396. set facetDepthSortFrom(location: Vector3);
  100397. /**
  100398. * gets a boolean indicating if facetData is enabled
  100399. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  100400. */
  100401. get isFacetDataEnabled(): boolean;
  100402. /** @hidden */
  100403. _updateNonUniformScalingState(value: boolean): boolean;
  100404. /**
  100405. * An event triggered when this mesh collides with another one
  100406. */
  100407. onCollideObservable: Observable<AbstractMesh>;
  100408. /** Set a function to call when this mesh collides with another one */
  100409. set onCollide(callback: () => void);
  100410. /**
  100411. * An event triggered when the collision's position changes
  100412. */
  100413. onCollisionPositionChangeObservable: Observable<Vector3>;
  100414. /** Set a function to call when the collision's position changes */
  100415. set onCollisionPositionChange(callback: () => void);
  100416. /**
  100417. * An event triggered when material is changed
  100418. */
  100419. onMaterialChangedObservable: Observable<AbstractMesh>;
  100420. /**
  100421. * Gets or sets the orientation for POV movement & rotation
  100422. */
  100423. definedFacingForward: boolean;
  100424. /** @hidden */
  100425. _occlusionQuery: Nullable<WebGLQuery>;
  100426. /** @hidden */
  100427. _renderingGroup: Nullable<RenderingGroup>;
  100428. /**
  100429. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  100430. */
  100431. get visibility(): number;
  100432. /**
  100433. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  100434. */
  100435. set visibility(value: number);
  100436. /** Gets or sets the alpha index used to sort transparent meshes
  100437. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  100438. */
  100439. alphaIndex: number;
  100440. /**
  100441. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  100442. */
  100443. isVisible: boolean;
  100444. /**
  100445. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  100446. */
  100447. isPickable: boolean;
  100448. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  100449. showSubMeshesBoundingBox: boolean;
  100450. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  100451. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  100452. */
  100453. isBlocker: boolean;
  100454. /**
  100455. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  100456. */
  100457. enablePointerMoveEvents: boolean;
  100458. /**
  100459. * Specifies the rendering group id for this mesh (0 by default)
  100460. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  100461. */
  100462. renderingGroupId: number;
  100463. private _material;
  100464. /** Gets or sets current material */
  100465. get material(): Nullable<Material>;
  100466. set material(value: Nullable<Material>);
  100467. /**
  100468. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  100469. * @see http://doc.babylonjs.com/babylon101/shadows
  100470. */
  100471. get receiveShadows(): boolean;
  100472. set receiveShadows(value: boolean);
  100473. /** Defines color to use when rendering outline */
  100474. outlineColor: Color3;
  100475. /** Define width to use when rendering outline */
  100476. outlineWidth: number;
  100477. /** Defines color to use when rendering overlay */
  100478. overlayColor: Color3;
  100479. /** Defines alpha to use when rendering overlay */
  100480. overlayAlpha: number;
  100481. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  100482. get hasVertexAlpha(): boolean;
  100483. set hasVertexAlpha(value: boolean);
  100484. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  100485. get useVertexColors(): boolean;
  100486. set useVertexColors(value: boolean);
  100487. /**
  100488. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  100489. */
  100490. get computeBonesUsingShaders(): boolean;
  100491. set computeBonesUsingShaders(value: boolean);
  100492. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  100493. get numBoneInfluencers(): number;
  100494. set numBoneInfluencers(value: number);
  100495. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  100496. get applyFog(): boolean;
  100497. set applyFog(value: boolean);
  100498. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  100499. useOctreeForRenderingSelection: boolean;
  100500. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  100501. useOctreeForPicking: boolean;
  100502. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  100503. useOctreeForCollisions: boolean;
  100504. /**
  100505. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  100506. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  100507. */
  100508. get layerMask(): number;
  100509. set layerMask(value: number);
  100510. /**
  100511. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  100512. */
  100513. alwaysSelectAsActiveMesh: boolean;
  100514. /**
  100515. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  100516. */
  100517. doNotSyncBoundingInfo: boolean;
  100518. /**
  100519. * Gets or sets the current action manager
  100520. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100521. */
  100522. actionManager: Nullable<AbstractActionManager>;
  100523. private _meshCollisionData;
  100524. /**
  100525. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  100526. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100527. */
  100528. ellipsoid: Vector3;
  100529. /**
  100530. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  100531. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100532. */
  100533. ellipsoidOffset: Vector3;
  100534. /**
  100535. * Gets or sets a collision mask used to mask collisions (default is -1).
  100536. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  100537. */
  100538. get collisionMask(): number;
  100539. set collisionMask(mask: number);
  100540. /**
  100541. * Gets or sets the current collision group mask (-1 by default).
  100542. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  100543. */
  100544. get collisionGroup(): number;
  100545. set collisionGroup(mask: number);
  100546. /**
  100547. * Defines edge width used when edgesRenderer is enabled
  100548. * @see https://www.babylonjs-playground.com/#10OJSG#13
  100549. */
  100550. edgesWidth: number;
  100551. /**
  100552. * Defines edge color used when edgesRenderer is enabled
  100553. * @see https://www.babylonjs-playground.com/#10OJSG#13
  100554. */
  100555. edgesColor: Color4;
  100556. /** @hidden */
  100557. _edgesRenderer: Nullable<IEdgesRenderer>;
  100558. /** @hidden */
  100559. _masterMesh: Nullable<AbstractMesh>;
  100560. /** @hidden */
  100561. _boundingInfo: Nullable<BoundingInfo>;
  100562. /** @hidden */
  100563. _renderId: number;
  100564. /**
  100565. * Gets or sets the list of subMeshes
  100566. * @see http://doc.babylonjs.com/how_to/multi_materials
  100567. */
  100568. subMeshes: SubMesh[];
  100569. /** @hidden */
  100570. _intersectionsInProgress: AbstractMesh[];
  100571. /** @hidden */
  100572. _unIndexed: boolean;
  100573. /** @hidden */
  100574. _lightSources: Light[];
  100575. /** Gets the list of lights affecting that mesh */
  100576. get lightSources(): Light[];
  100577. /** @hidden */
  100578. get _positions(): Nullable<Vector3[]>;
  100579. /** @hidden */
  100580. _waitingData: {
  100581. lods: Nullable<any>;
  100582. actions: Nullable<any>;
  100583. freezeWorldMatrix: Nullable<boolean>;
  100584. };
  100585. /** @hidden */
  100586. _bonesTransformMatrices: Nullable<Float32Array>;
  100587. /** @hidden */
  100588. _transformMatrixTexture: Nullable<RawTexture>;
  100589. /**
  100590. * Gets or sets a skeleton to apply skining transformations
  100591. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100592. */
  100593. set skeleton(value: Nullable<Skeleton>);
  100594. get skeleton(): Nullable<Skeleton>;
  100595. /**
  100596. * An event triggered when the mesh is rebuilt.
  100597. */
  100598. onRebuildObservable: Observable<AbstractMesh>;
  100599. /**
  100600. * Creates a new AbstractMesh
  100601. * @param name defines the name of the mesh
  100602. * @param scene defines the hosting scene
  100603. */
  100604. constructor(name: string, scene?: Nullable<Scene>);
  100605. /**
  100606. * Returns the string "AbstractMesh"
  100607. * @returns "AbstractMesh"
  100608. */
  100609. getClassName(): string;
  100610. /**
  100611. * Gets a string representation of the current mesh
  100612. * @param fullDetails defines a boolean indicating if full details must be included
  100613. * @returns a string representation of the current mesh
  100614. */
  100615. toString(fullDetails?: boolean): string;
  100616. /**
  100617. * @hidden
  100618. */
  100619. protected _getEffectiveParent(): Nullable<Node>;
  100620. /** @hidden */
  100621. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  100622. /** @hidden */
  100623. _rebuild(): void;
  100624. /** @hidden */
  100625. _resyncLightSources(): void;
  100626. /** @hidden */
  100627. _resyncLightSource(light: Light): void;
  100628. /** @hidden */
  100629. _unBindEffect(): void;
  100630. /** @hidden */
  100631. _removeLightSource(light: Light, dispose: boolean): void;
  100632. private _markSubMeshesAsDirty;
  100633. /** @hidden */
  100634. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  100635. /** @hidden */
  100636. _markSubMeshesAsAttributesDirty(): void;
  100637. /** @hidden */
  100638. _markSubMeshesAsMiscDirty(): void;
  100639. /**
  100640. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  100641. */
  100642. get scaling(): Vector3;
  100643. set scaling(newScaling: Vector3);
  100644. /**
  100645. * Returns true if the mesh is blocked. Implemented by child classes
  100646. */
  100647. get isBlocked(): boolean;
  100648. /**
  100649. * Returns the mesh itself by default. Implemented by child classes
  100650. * @param camera defines the camera to use to pick the right LOD level
  100651. * @returns the currentAbstractMesh
  100652. */
  100653. getLOD(camera: Camera): Nullable<AbstractMesh>;
  100654. /**
  100655. * Returns 0 by default. Implemented by child classes
  100656. * @returns an integer
  100657. */
  100658. getTotalVertices(): number;
  100659. /**
  100660. * Returns a positive integer : the total number of indices in this mesh geometry.
  100661. * @returns the numner of indices or zero if the mesh has no geometry.
  100662. */
  100663. getTotalIndices(): number;
  100664. /**
  100665. * Returns null by default. Implemented by child classes
  100666. * @returns null
  100667. */
  100668. getIndices(): Nullable<IndicesArray>;
  100669. /**
  100670. * Returns the array of the requested vertex data kind. Implemented by child classes
  100671. * @param kind defines the vertex data kind to use
  100672. * @returns null
  100673. */
  100674. getVerticesData(kind: string): Nullable<FloatArray>;
  100675. /**
  100676. * Sets the vertex data of the mesh geometry for the requested `kind`.
  100677. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  100678. * Note that a new underlying VertexBuffer object is created each call.
  100679. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  100680. * @param kind defines vertex data kind:
  100681. * * VertexBuffer.PositionKind
  100682. * * VertexBuffer.UVKind
  100683. * * VertexBuffer.UV2Kind
  100684. * * VertexBuffer.UV3Kind
  100685. * * VertexBuffer.UV4Kind
  100686. * * VertexBuffer.UV5Kind
  100687. * * VertexBuffer.UV6Kind
  100688. * * VertexBuffer.ColorKind
  100689. * * VertexBuffer.MatricesIndicesKind
  100690. * * VertexBuffer.MatricesIndicesExtraKind
  100691. * * VertexBuffer.MatricesWeightsKind
  100692. * * VertexBuffer.MatricesWeightsExtraKind
  100693. * @param data defines the data source
  100694. * @param updatable defines if the data must be flagged as updatable (or static)
  100695. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  100696. * @returns the current mesh
  100697. */
  100698. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  100699. /**
  100700. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  100701. * If the mesh has no geometry, it is simply returned as it is.
  100702. * @param kind defines vertex data kind:
  100703. * * VertexBuffer.PositionKind
  100704. * * VertexBuffer.UVKind
  100705. * * VertexBuffer.UV2Kind
  100706. * * VertexBuffer.UV3Kind
  100707. * * VertexBuffer.UV4Kind
  100708. * * VertexBuffer.UV5Kind
  100709. * * VertexBuffer.UV6Kind
  100710. * * VertexBuffer.ColorKind
  100711. * * VertexBuffer.MatricesIndicesKind
  100712. * * VertexBuffer.MatricesIndicesExtraKind
  100713. * * VertexBuffer.MatricesWeightsKind
  100714. * * VertexBuffer.MatricesWeightsExtraKind
  100715. * @param data defines the data source
  100716. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  100717. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  100718. * @returns the current mesh
  100719. */
  100720. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  100721. /**
  100722. * Sets the mesh indices,
  100723. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  100724. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  100725. * @param totalVertices Defines the total number of vertices
  100726. * @returns the current mesh
  100727. */
  100728. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  100729. /**
  100730. * Gets a boolean indicating if specific vertex data is present
  100731. * @param kind defines the vertex data kind to use
  100732. * @returns true is data kind is present
  100733. */
  100734. isVerticesDataPresent(kind: string): boolean;
  100735. /**
  100736. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  100737. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  100738. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  100739. * @returns a BoundingInfo
  100740. */
  100741. getBoundingInfo(): BoundingInfo;
  100742. /**
  100743. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  100744. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  100745. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  100746. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  100747. * @returns the current mesh
  100748. */
  100749. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  100750. /**
  100751. * Overwrite the current bounding info
  100752. * @param boundingInfo defines the new bounding info
  100753. * @returns the current mesh
  100754. */
  100755. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  100756. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  100757. get useBones(): boolean;
  100758. /** @hidden */
  100759. _preActivate(): void;
  100760. /** @hidden */
  100761. _preActivateForIntermediateRendering(renderId: number): void;
  100762. /** @hidden */
  100763. _activate(renderId: number, intermediateRendering: boolean): boolean;
  100764. /** @hidden */
  100765. _postActivate(): void;
  100766. /** @hidden */
  100767. _freeze(): void;
  100768. /** @hidden */
  100769. _unFreeze(): void;
  100770. /**
  100771. * Gets the current world matrix
  100772. * @returns a Matrix
  100773. */
  100774. getWorldMatrix(): Matrix;
  100775. /** @hidden */
  100776. _getWorldMatrixDeterminant(): number;
  100777. /**
  100778. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  100779. */
  100780. get isAnInstance(): boolean;
  100781. /**
  100782. * Gets a boolean indicating if this mesh has instances
  100783. */
  100784. get hasInstances(): boolean;
  100785. /**
  100786. * Perform relative position change from the point of view of behind the front of the mesh.
  100787. * This is performed taking into account the meshes current rotation, so you do not have to care.
  100788. * Supports definition of mesh facing forward or backward
  100789. * @param amountRight defines the distance on the right axis
  100790. * @param amountUp defines the distance on the up axis
  100791. * @param amountForward defines the distance on the forward axis
  100792. * @returns the current mesh
  100793. */
  100794. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  100795. /**
  100796. * Calculate relative position change from the point of view of behind the front of the mesh.
  100797. * This is performed taking into account the meshes current rotation, so you do not have to care.
  100798. * Supports definition of mesh facing forward or backward
  100799. * @param amountRight defines the distance on the right axis
  100800. * @param amountUp defines the distance on the up axis
  100801. * @param amountForward defines the distance on the forward axis
  100802. * @returns the new displacement vector
  100803. */
  100804. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  100805. /**
  100806. * Perform relative rotation change from the point of view of behind the front of the mesh.
  100807. * Supports definition of mesh facing forward or backward
  100808. * @param flipBack defines the flip
  100809. * @param twirlClockwise defines the twirl
  100810. * @param tiltRight defines the tilt
  100811. * @returns the current mesh
  100812. */
  100813. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  100814. /**
  100815. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  100816. * Supports definition of mesh facing forward or backward.
  100817. * @param flipBack defines the flip
  100818. * @param twirlClockwise defines the twirl
  100819. * @param tiltRight defines the tilt
  100820. * @returns the new rotation vector
  100821. */
  100822. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  100823. /**
  100824. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  100825. * This means the mesh underlying bounding box and sphere are recomputed.
  100826. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  100827. * @returns the current mesh
  100828. */
  100829. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  100830. /** @hidden */
  100831. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  100832. /** @hidden */
  100833. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  100834. /** @hidden */
  100835. _updateBoundingInfo(): AbstractMesh;
  100836. /** @hidden */
  100837. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  100838. /** @hidden */
  100839. protected _afterComputeWorldMatrix(): void;
  100840. /** @hidden */
  100841. get _effectiveMesh(): AbstractMesh;
  100842. /**
  100843. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  100844. * A mesh is in the frustum if its bounding box intersects the frustum
  100845. * @param frustumPlanes defines the frustum to test
  100846. * @returns true if the mesh is in the frustum planes
  100847. */
  100848. isInFrustum(frustumPlanes: Plane[]): boolean;
  100849. /**
  100850. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  100851. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  100852. * @param frustumPlanes defines the frustum to test
  100853. * @returns true if the mesh is completely in the frustum planes
  100854. */
  100855. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  100856. /**
  100857. * True if the mesh intersects another mesh or a SolidParticle object
  100858. * @param mesh defines a target mesh or SolidParticle to test
  100859. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  100860. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  100861. * @returns true if there is an intersection
  100862. */
  100863. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  100864. /**
  100865. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  100866. * @param point defines the point to test
  100867. * @returns true if there is an intersection
  100868. */
  100869. intersectsPoint(point: Vector3): boolean;
  100870. /**
  100871. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  100872. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100873. */
  100874. get checkCollisions(): boolean;
  100875. set checkCollisions(collisionEnabled: boolean);
  100876. /**
  100877. * Gets Collider object used to compute collisions (not physics)
  100878. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100879. */
  100880. get collider(): Nullable<Collider>;
  100881. /**
  100882. * Move the mesh using collision engine
  100883. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100884. * @param displacement defines the requested displacement vector
  100885. * @returns the current mesh
  100886. */
  100887. moveWithCollisions(displacement: Vector3): AbstractMesh;
  100888. private _onCollisionPositionChange;
  100889. /** @hidden */
  100890. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  100891. /** @hidden */
  100892. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  100893. /** @hidden */
  100894. _checkCollision(collider: Collider): AbstractMesh;
  100895. /** @hidden */
  100896. _generatePointsArray(): boolean;
  100897. /**
  100898. * Checks if the passed Ray intersects with the mesh
  100899. * @param ray defines the ray to use
  100900. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  100901. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100902. * @returns the picking info
  100903. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  100904. */
  100905. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  100906. /**
  100907. * Clones the current mesh
  100908. * @param name defines the mesh name
  100909. * @param newParent defines the new mesh parent
  100910. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  100911. * @returns the new mesh
  100912. */
  100913. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  100914. /**
  100915. * Disposes all the submeshes of the current meshnp
  100916. * @returns the current mesh
  100917. */
  100918. releaseSubMeshes(): AbstractMesh;
  100919. /**
  100920. * Releases resources associated with this abstract mesh.
  100921. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  100922. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  100923. */
  100924. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  100925. /**
  100926. * Adds the passed mesh as a child to the current mesh
  100927. * @param mesh defines the child mesh
  100928. * @returns the current mesh
  100929. */
  100930. addChild(mesh: AbstractMesh): AbstractMesh;
  100931. /**
  100932. * Removes the passed mesh from the current mesh children list
  100933. * @param mesh defines the child mesh
  100934. * @returns the current mesh
  100935. */
  100936. removeChild(mesh: AbstractMesh): AbstractMesh;
  100937. /** @hidden */
  100938. private _initFacetData;
  100939. /**
  100940. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  100941. * This method can be called within the render loop.
  100942. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  100943. * @returns the current mesh
  100944. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100945. */
  100946. updateFacetData(): AbstractMesh;
  100947. /**
  100948. * Returns the facetLocalNormals array.
  100949. * The normals are expressed in the mesh local spac
  100950. * @returns an array of Vector3
  100951. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100952. */
  100953. getFacetLocalNormals(): Vector3[];
  100954. /**
  100955. * Returns the facetLocalPositions array.
  100956. * The facet positions are expressed in the mesh local space
  100957. * @returns an array of Vector3
  100958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100959. */
  100960. getFacetLocalPositions(): Vector3[];
  100961. /**
  100962. * Returns the facetLocalPartioning array
  100963. * @returns an array of array of numbers
  100964. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100965. */
  100966. getFacetLocalPartitioning(): number[][];
  100967. /**
  100968. * Returns the i-th facet position in the world system.
  100969. * This method allocates a new Vector3 per call
  100970. * @param i defines the facet index
  100971. * @returns a new Vector3
  100972. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100973. */
  100974. getFacetPosition(i: number): Vector3;
  100975. /**
  100976. * Sets the reference Vector3 with the i-th facet position in the world system
  100977. * @param i defines the facet index
  100978. * @param ref defines the target vector
  100979. * @returns the current mesh
  100980. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100981. */
  100982. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  100983. /**
  100984. * Returns the i-th facet normal in the world system.
  100985. * This method allocates a new Vector3 per call
  100986. * @param i defines the facet index
  100987. * @returns a new Vector3
  100988. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100989. */
  100990. getFacetNormal(i: number): Vector3;
  100991. /**
  100992. * Sets the reference Vector3 with the i-th facet normal in the world system
  100993. * @param i defines the facet index
  100994. * @param ref defines the target vector
  100995. * @returns the current mesh
  100996. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100997. */
  100998. getFacetNormalToRef(i: number, ref: Vector3): this;
  100999. /**
  101000. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  101001. * @param x defines x coordinate
  101002. * @param y defines y coordinate
  101003. * @param z defines z coordinate
  101004. * @returns the array of facet indexes
  101005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101006. */
  101007. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  101008. /**
  101009. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  101010. * @param projected sets as the (x,y,z) world projection on the facet
  101011. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  101012. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  101013. * @param x defines x coordinate
  101014. * @param y defines y coordinate
  101015. * @param z defines z coordinate
  101016. * @returns the face index if found (or null instead)
  101017. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101018. */
  101019. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  101020. /**
  101021. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  101022. * @param projected sets as the (x,y,z) local projection on the facet
  101023. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  101024. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  101025. * @param x defines x coordinate
  101026. * @param y defines y coordinate
  101027. * @param z defines z coordinate
  101028. * @returns the face index if found (or null instead)
  101029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101030. */
  101031. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  101032. /**
  101033. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  101034. * @returns the parameters
  101035. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101036. */
  101037. getFacetDataParameters(): any;
  101038. /**
  101039. * Disables the feature FacetData and frees the related memory
  101040. * @returns the current mesh
  101041. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101042. */
  101043. disableFacetData(): AbstractMesh;
  101044. /**
  101045. * Updates the AbstractMesh indices array
  101046. * @param indices defines the data source
  101047. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  101048. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  101049. * @returns the current mesh
  101050. */
  101051. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  101052. /**
  101053. * Creates new normals data for the mesh
  101054. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  101055. * @returns the current mesh
  101056. */
  101057. createNormals(updatable: boolean): AbstractMesh;
  101058. /**
  101059. * Align the mesh with a normal
  101060. * @param normal defines the normal to use
  101061. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  101062. * @returns the current mesh
  101063. */
  101064. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  101065. /** @hidden */
  101066. _checkOcclusionQuery(): boolean;
  101067. /**
  101068. * Disables the mesh edge rendering mode
  101069. * @returns the currentAbstractMesh
  101070. */
  101071. disableEdgesRendering(): AbstractMesh;
  101072. /**
  101073. * Enables the edge rendering mode on the mesh.
  101074. * This mode makes the mesh edges visible
  101075. * @param epsilon defines the maximal distance between two angles to detect a face
  101076. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  101077. * @returns the currentAbstractMesh
  101078. * @see https://www.babylonjs-playground.com/#19O9TU#0
  101079. */
  101080. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  101081. }
  101082. }
  101083. declare module BABYLON {
  101084. /**
  101085. * Interface used to define ActionEvent
  101086. */
  101087. export interface IActionEvent {
  101088. /** The mesh or sprite that triggered the action */
  101089. source: any;
  101090. /** The X mouse cursor position at the time of the event */
  101091. pointerX: number;
  101092. /** The Y mouse cursor position at the time of the event */
  101093. pointerY: number;
  101094. /** The mesh that is currently pointed at (can be null) */
  101095. meshUnderPointer: Nullable<AbstractMesh>;
  101096. /** the original (browser) event that triggered the ActionEvent */
  101097. sourceEvent?: any;
  101098. /** additional data for the event */
  101099. additionalData?: any;
  101100. }
  101101. /**
  101102. * ActionEvent is the event being sent when an action is triggered.
  101103. */
  101104. export class ActionEvent implements IActionEvent {
  101105. /** The mesh or sprite that triggered the action */
  101106. source: any;
  101107. /** The X mouse cursor position at the time of the event */
  101108. pointerX: number;
  101109. /** The Y mouse cursor position at the time of the event */
  101110. pointerY: number;
  101111. /** The mesh that is currently pointed at (can be null) */
  101112. meshUnderPointer: Nullable<AbstractMesh>;
  101113. /** the original (browser) event that triggered the ActionEvent */
  101114. sourceEvent?: any;
  101115. /** additional data for the event */
  101116. additionalData?: any;
  101117. /**
  101118. * Creates a new ActionEvent
  101119. * @param source The mesh or sprite that triggered the action
  101120. * @param pointerX The X mouse cursor position at the time of the event
  101121. * @param pointerY The Y mouse cursor position at the time of the event
  101122. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  101123. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  101124. * @param additionalData additional data for the event
  101125. */
  101126. constructor(
  101127. /** The mesh or sprite that triggered the action */
  101128. source: any,
  101129. /** The X mouse cursor position at the time of the event */
  101130. pointerX: number,
  101131. /** The Y mouse cursor position at the time of the event */
  101132. pointerY: number,
  101133. /** The mesh that is currently pointed at (can be null) */
  101134. meshUnderPointer: Nullable<AbstractMesh>,
  101135. /** the original (browser) event that triggered the ActionEvent */
  101136. sourceEvent?: any,
  101137. /** additional data for the event */
  101138. additionalData?: any);
  101139. /**
  101140. * Helper function to auto-create an ActionEvent from a source mesh.
  101141. * @param source The source mesh that triggered the event
  101142. * @param evt The original (browser) event
  101143. * @param additionalData additional data for the event
  101144. * @returns the new ActionEvent
  101145. */
  101146. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  101147. /**
  101148. * Helper function to auto-create an ActionEvent from a source sprite
  101149. * @param source The source sprite that triggered the event
  101150. * @param scene Scene associated with the sprite
  101151. * @param evt The original (browser) event
  101152. * @param additionalData additional data for the event
  101153. * @returns the new ActionEvent
  101154. */
  101155. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  101156. /**
  101157. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  101158. * @param scene the scene where the event occurred
  101159. * @param evt The original (browser) event
  101160. * @returns the new ActionEvent
  101161. */
  101162. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  101163. /**
  101164. * Helper function to auto-create an ActionEvent from a primitive
  101165. * @param prim defines the target primitive
  101166. * @param pointerPos defines the pointer position
  101167. * @param evt The original (browser) event
  101168. * @param additionalData additional data for the event
  101169. * @returns the new ActionEvent
  101170. */
  101171. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  101172. }
  101173. }
  101174. declare module BABYLON {
  101175. /**
  101176. * Abstract class used to decouple action Manager from scene and meshes.
  101177. * Do not instantiate.
  101178. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101179. */
  101180. export abstract class AbstractActionManager implements IDisposable {
  101181. /** Gets the list of active triggers */
  101182. static Triggers: {
  101183. [key: string]: number;
  101184. };
  101185. /** Gets the cursor to use when hovering items */
  101186. hoverCursor: string;
  101187. /** Gets the list of actions */
  101188. actions: IAction[];
  101189. /**
  101190. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  101191. */
  101192. isRecursive: boolean;
  101193. /**
  101194. * Releases all associated resources
  101195. */
  101196. abstract dispose(): void;
  101197. /**
  101198. * Does this action manager has pointer triggers
  101199. */
  101200. abstract get hasPointerTriggers(): boolean;
  101201. /**
  101202. * Does this action manager has pick triggers
  101203. */
  101204. abstract get hasPickTriggers(): boolean;
  101205. /**
  101206. * Process a specific trigger
  101207. * @param trigger defines the trigger to process
  101208. * @param evt defines the event details to be processed
  101209. */
  101210. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  101211. /**
  101212. * Does this action manager handles actions of any of the given triggers
  101213. * @param triggers defines the triggers to be tested
  101214. * @return a boolean indicating whether one (or more) of the triggers is handled
  101215. */
  101216. abstract hasSpecificTriggers(triggers: number[]): boolean;
  101217. /**
  101218. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  101219. * speed.
  101220. * @param triggerA defines the trigger to be tested
  101221. * @param triggerB defines the trigger to be tested
  101222. * @return a boolean indicating whether one (or more) of the triggers is handled
  101223. */
  101224. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  101225. /**
  101226. * Does this action manager handles actions of a given trigger
  101227. * @param trigger defines the trigger to be tested
  101228. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  101229. * @return whether the trigger is handled
  101230. */
  101231. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  101232. /**
  101233. * Serialize this manager to a JSON object
  101234. * @param name defines the property name to store this manager
  101235. * @returns a JSON representation of this manager
  101236. */
  101237. abstract serialize(name: string): any;
  101238. /**
  101239. * Registers an action to this action manager
  101240. * @param action defines the action to be registered
  101241. * @return the action amended (prepared) after registration
  101242. */
  101243. abstract registerAction(action: IAction): Nullable<IAction>;
  101244. /**
  101245. * Unregisters an action to this action manager
  101246. * @param action defines the action to be unregistered
  101247. * @return a boolean indicating whether the action has been unregistered
  101248. */
  101249. abstract unregisterAction(action: IAction): Boolean;
  101250. /**
  101251. * Does exist one action manager with at least one trigger
  101252. **/
  101253. static get HasTriggers(): boolean;
  101254. /**
  101255. * Does exist one action manager with at least one pick trigger
  101256. **/
  101257. static get HasPickTriggers(): boolean;
  101258. /**
  101259. * Does exist one action manager that handles actions of a given trigger
  101260. * @param trigger defines the trigger to be tested
  101261. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  101262. **/
  101263. static HasSpecificTrigger(trigger: number): boolean;
  101264. }
  101265. }
  101266. declare module BABYLON {
  101267. /**
  101268. * Defines how a node can be built from a string name.
  101269. */
  101270. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  101271. /**
  101272. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  101273. */
  101274. export class Node implements IBehaviorAware<Node> {
  101275. /** @hidden */
  101276. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  101277. private static _NodeConstructors;
  101278. /**
  101279. * Add a new node constructor
  101280. * @param type defines the type name of the node to construct
  101281. * @param constructorFunc defines the constructor function
  101282. */
  101283. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  101284. /**
  101285. * Returns a node constructor based on type name
  101286. * @param type defines the type name
  101287. * @param name defines the new node name
  101288. * @param scene defines the hosting scene
  101289. * @param options defines optional options to transmit to constructors
  101290. * @returns the new constructor or null
  101291. */
  101292. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  101293. /**
  101294. * Gets or sets the name of the node
  101295. */
  101296. name: string;
  101297. /**
  101298. * Gets or sets the id of the node
  101299. */
  101300. id: string;
  101301. /**
  101302. * Gets or sets the unique id of the node
  101303. */
  101304. uniqueId: number;
  101305. /**
  101306. * Gets or sets a string used to store user defined state for the node
  101307. */
  101308. state: string;
  101309. /**
  101310. * Gets or sets an object used to store user defined information for the node
  101311. */
  101312. metadata: any;
  101313. /**
  101314. * For internal use only. Please do not use.
  101315. */
  101316. reservedDataStore: any;
  101317. /**
  101318. * List of inspectable custom properties (used by the Inspector)
  101319. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  101320. */
  101321. inspectableCustomProperties: IInspectable[];
  101322. private _doNotSerialize;
  101323. /**
  101324. * Gets or sets a boolean used to define if the node must be serialized
  101325. */
  101326. get doNotSerialize(): boolean;
  101327. set doNotSerialize(value: boolean);
  101328. /** @hidden */
  101329. _isDisposed: boolean;
  101330. /**
  101331. * Gets a list of Animations associated with the node
  101332. */
  101333. animations: Animation[];
  101334. protected _ranges: {
  101335. [name: string]: Nullable<AnimationRange>;
  101336. };
  101337. /**
  101338. * Callback raised when the node is ready to be used
  101339. */
  101340. onReady: Nullable<(node: Node) => void>;
  101341. private _isEnabled;
  101342. private _isParentEnabled;
  101343. private _isReady;
  101344. /** @hidden */
  101345. _currentRenderId: number;
  101346. private _parentUpdateId;
  101347. /** @hidden */
  101348. _childUpdateId: number;
  101349. /** @hidden */
  101350. _waitingParentId: Nullable<string>;
  101351. /** @hidden */
  101352. _scene: Scene;
  101353. /** @hidden */
  101354. _cache: any;
  101355. private _parentNode;
  101356. private _children;
  101357. /** @hidden */
  101358. _worldMatrix: Matrix;
  101359. /** @hidden */
  101360. _worldMatrixDeterminant: number;
  101361. /** @hidden */
  101362. _worldMatrixDeterminantIsDirty: boolean;
  101363. /** @hidden */
  101364. private _sceneRootNodesIndex;
  101365. /**
  101366. * Gets a boolean indicating if the node has been disposed
  101367. * @returns true if the node was disposed
  101368. */
  101369. isDisposed(): boolean;
  101370. /**
  101371. * Gets or sets the parent of the node (without keeping the current position in the scene)
  101372. * @see https://doc.babylonjs.com/how_to/parenting
  101373. */
  101374. set parent(parent: Nullable<Node>);
  101375. get parent(): Nullable<Node>;
  101376. /** @hidden */
  101377. _addToSceneRootNodes(): void;
  101378. /** @hidden */
  101379. _removeFromSceneRootNodes(): void;
  101380. private _animationPropertiesOverride;
  101381. /**
  101382. * Gets or sets the animation properties override
  101383. */
  101384. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  101385. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  101386. /**
  101387. * Gets a string idenfifying the name of the class
  101388. * @returns "Node" string
  101389. */
  101390. getClassName(): string;
  101391. /** @hidden */
  101392. readonly _isNode: boolean;
  101393. /**
  101394. * An event triggered when the mesh is disposed
  101395. */
  101396. onDisposeObservable: Observable<Node>;
  101397. private _onDisposeObserver;
  101398. /**
  101399. * Sets a callback that will be raised when the node will be disposed
  101400. */
  101401. set onDispose(callback: () => void);
  101402. /**
  101403. * Creates a new Node
  101404. * @param name the name and id to be given to this node
  101405. * @param scene the scene this node will be added to
  101406. */
  101407. constructor(name: string, scene?: Nullable<Scene>);
  101408. /**
  101409. * Gets the scene of the node
  101410. * @returns a scene
  101411. */
  101412. getScene(): Scene;
  101413. /**
  101414. * Gets the engine of the node
  101415. * @returns a Engine
  101416. */
  101417. getEngine(): Engine;
  101418. private _behaviors;
  101419. /**
  101420. * Attach a behavior to the node
  101421. * @see http://doc.babylonjs.com/features/behaviour
  101422. * @param behavior defines the behavior to attach
  101423. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  101424. * @returns the current Node
  101425. */
  101426. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  101427. /**
  101428. * Remove an attached behavior
  101429. * @see http://doc.babylonjs.com/features/behaviour
  101430. * @param behavior defines the behavior to attach
  101431. * @returns the current Node
  101432. */
  101433. removeBehavior(behavior: Behavior<Node>): Node;
  101434. /**
  101435. * Gets the list of attached behaviors
  101436. * @see http://doc.babylonjs.com/features/behaviour
  101437. */
  101438. get behaviors(): Behavior<Node>[];
  101439. /**
  101440. * Gets an attached behavior by name
  101441. * @param name defines the name of the behavior to look for
  101442. * @see http://doc.babylonjs.com/features/behaviour
  101443. * @returns null if behavior was not found else the requested behavior
  101444. */
  101445. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  101446. /**
  101447. * Returns the latest update of the World matrix
  101448. * @returns a Matrix
  101449. */
  101450. getWorldMatrix(): Matrix;
  101451. /** @hidden */
  101452. _getWorldMatrixDeterminant(): number;
  101453. /**
  101454. * Returns directly the latest state of the mesh World matrix.
  101455. * A Matrix is returned.
  101456. */
  101457. get worldMatrixFromCache(): Matrix;
  101458. /** @hidden */
  101459. _initCache(): void;
  101460. /** @hidden */
  101461. updateCache(force?: boolean): void;
  101462. /** @hidden */
  101463. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  101464. /** @hidden */
  101465. _updateCache(ignoreParentClass?: boolean): void;
  101466. /** @hidden */
  101467. _isSynchronized(): boolean;
  101468. /** @hidden */
  101469. _markSyncedWithParent(): void;
  101470. /** @hidden */
  101471. isSynchronizedWithParent(): boolean;
  101472. /** @hidden */
  101473. isSynchronized(): boolean;
  101474. /**
  101475. * Is this node ready to be used/rendered
  101476. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  101477. * @return true if the node is ready
  101478. */
  101479. isReady(completeCheck?: boolean): boolean;
  101480. /**
  101481. * Is this node enabled?
  101482. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  101483. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  101484. * @return whether this node (and its parent) is enabled
  101485. */
  101486. isEnabled(checkAncestors?: boolean): boolean;
  101487. /** @hidden */
  101488. protected _syncParentEnabledState(): void;
  101489. /**
  101490. * Set the enabled state of this node
  101491. * @param value defines the new enabled state
  101492. */
  101493. setEnabled(value: boolean): void;
  101494. /**
  101495. * Is this node a descendant of the given node?
  101496. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  101497. * @param ancestor defines the parent node to inspect
  101498. * @returns a boolean indicating if this node is a descendant of the given node
  101499. */
  101500. isDescendantOf(ancestor: Node): boolean;
  101501. /** @hidden */
  101502. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  101503. /**
  101504. * Will return all nodes that have this node as ascendant
  101505. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  101506. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  101507. * @return all children nodes of all types
  101508. */
  101509. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  101510. /**
  101511. * Get all child-meshes of this node
  101512. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  101513. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  101514. * @returns an array of AbstractMesh
  101515. */
  101516. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  101517. /**
  101518. * Get all direct children of this node
  101519. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  101520. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  101521. * @returns an array of Node
  101522. */
  101523. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  101524. /** @hidden */
  101525. _setReady(state: boolean): void;
  101526. /**
  101527. * Get an animation by name
  101528. * @param name defines the name of the animation to look for
  101529. * @returns null if not found else the requested animation
  101530. */
  101531. getAnimationByName(name: string): Nullable<Animation>;
  101532. /**
  101533. * Creates an animation range for this node
  101534. * @param name defines the name of the range
  101535. * @param from defines the starting key
  101536. * @param to defines the end key
  101537. */
  101538. createAnimationRange(name: string, from: number, to: number): void;
  101539. /**
  101540. * Delete a specific animation range
  101541. * @param name defines the name of the range to delete
  101542. * @param deleteFrames defines if animation frames from the range must be deleted as well
  101543. */
  101544. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  101545. /**
  101546. * Get an animation range by name
  101547. * @param name defines the name of the animation range to look for
  101548. * @returns null if not found else the requested animation range
  101549. */
  101550. getAnimationRange(name: string): Nullable<AnimationRange>;
  101551. /**
  101552. * Gets the list of all animation ranges defined on this node
  101553. * @returns an array
  101554. */
  101555. getAnimationRanges(): Nullable<AnimationRange>[];
  101556. /**
  101557. * Will start the animation sequence
  101558. * @param name defines the range frames for animation sequence
  101559. * @param loop defines if the animation should loop (false by default)
  101560. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  101561. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  101562. * @returns the object created for this animation. If range does not exist, it will return null
  101563. */
  101564. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  101565. /**
  101566. * Serialize animation ranges into a JSON compatible object
  101567. * @returns serialization object
  101568. */
  101569. serializeAnimationRanges(): any;
  101570. /**
  101571. * Computes the world matrix of the node
  101572. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  101573. * @returns the world matrix
  101574. */
  101575. computeWorldMatrix(force?: boolean): Matrix;
  101576. /**
  101577. * Releases resources associated with this node.
  101578. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  101579. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  101580. */
  101581. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  101582. /**
  101583. * Parse animation range data from a serialization object and store them into a given node
  101584. * @param node defines where to store the animation ranges
  101585. * @param parsedNode defines the serialization object to read data from
  101586. * @param scene defines the hosting scene
  101587. */
  101588. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  101589. /**
  101590. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  101591. * @param includeDescendants Include bounding info from descendants as well (true by default)
  101592. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  101593. * @returns the new bounding vectors
  101594. */
  101595. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  101596. min: Vector3;
  101597. max: Vector3;
  101598. };
  101599. }
  101600. }
  101601. declare module BABYLON {
  101602. /**
  101603. * @hidden
  101604. */
  101605. export class _IAnimationState {
  101606. key: number;
  101607. repeatCount: number;
  101608. workValue?: any;
  101609. loopMode?: number;
  101610. offsetValue?: any;
  101611. highLimitValue?: any;
  101612. }
  101613. /**
  101614. * Class used to store any kind of animation
  101615. */
  101616. export class Animation {
  101617. /**Name of the animation */
  101618. name: string;
  101619. /**Property to animate */
  101620. targetProperty: string;
  101621. /**The frames per second of the animation */
  101622. framePerSecond: number;
  101623. /**The data type of the animation */
  101624. dataType: number;
  101625. /**The loop mode of the animation */
  101626. loopMode?: number | undefined;
  101627. /**Specifies if blending should be enabled */
  101628. enableBlending?: boolean | undefined;
  101629. /**
  101630. * Use matrix interpolation instead of using direct key value when animating matrices
  101631. */
  101632. static AllowMatricesInterpolation: boolean;
  101633. /**
  101634. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  101635. */
  101636. static AllowMatrixDecomposeForInterpolation: boolean;
  101637. /**
  101638. * Stores the key frames of the animation
  101639. */
  101640. private _keys;
  101641. /**
  101642. * Stores the easing function of the animation
  101643. */
  101644. private _easingFunction;
  101645. /**
  101646. * @hidden Internal use only
  101647. */
  101648. _runtimeAnimations: RuntimeAnimation[];
  101649. /**
  101650. * The set of event that will be linked to this animation
  101651. */
  101652. private _events;
  101653. /**
  101654. * Stores an array of target property paths
  101655. */
  101656. targetPropertyPath: string[];
  101657. /**
  101658. * Stores the blending speed of the animation
  101659. */
  101660. blendingSpeed: number;
  101661. /**
  101662. * Stores the animation ranges for the animation
  101663. */
  101664. private _ranges;
  101665. /**
  101666. * @hidden Internal use
  101667. */
  101668. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  101669. /**
  101670. * Sets up an animation
  101671. * @param property The property to animate
  101672. * @param animationType The animation type to apply
  101673. * @param framePerSecond The frames per second of the animation
  101674. * @param easingFunction The easing function used in the animation
  101675. * @returns The created animation
  101676. */
  101677. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  101678. /**
  101679. * Create and start an animation on a node
  101680. * @param name defines the name of the global animation that will be run on all nodes
  101681. * @param node defines the root node where the animation will take place
  101682. * @param targetProperty defines property to animate
  101683. * @param framePerSecond defines the number of frame per second yo use
  101684. * @param totalFrame defines the number of frames in total
  101685. * @param from defines the initial value
  101686. * @param to defines the final value
  101687. * @param loopMode defines which loop mode you want to use (off by default)
  101688. * @param easingFunction defines the easing function to use (linear by default)
  101689. * @param onAnimationEnd defines the callback to call when animation end
  101690. * @returns the animatable created for this animation
  101691. */
  101692. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  101693. /**
  101694. * Create and start an animation on a node and its descendants
  101695. * @param name defines the name of the global animation that will be run on all nodes
  101696. * @param node defines the root node where the animation will take place
  101697. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  101698. * @param targetProperty defines property to animate
  101699. * @param framePerSecond defines the number of frame per second to use
  101700. * @param totalFrame defines the number of frames in total
  101701. * @param from defines the initial value
  101702. * @param to defines the final value
  101703. * @param loopMode defines which loop mode you want to use (off by default)
  101704. * @param easingFunction defines the easing function to use (linear by default)
  101705. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  101706. * @returns the list of animatables created for all nodes
  101707. * @example https://www.babylonjs-playground.com/#MH0VLI
  101708. */
  101709. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  101710. /**
  101711. * Creates a new animation, merges it with the existing animations and starts it
  101712. * @param name Name of the animation
  101713. * @param node Node which contains the scene that begins the animations
  101714. * @param targetProperty Specifies which property to animate
  101715. * @param framePerSecond The frames per second of the animation
  101716. * @param totalFrame The total number of frames
  101717. * @param from The frame at the beginning of the animation
  101718. * @param to The frame at the end of the animation
  101719. * @param loopMode Specifies the loop mode of the animation
  101720. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  101721. * @param onAnimationEnd Callback to run once the animation is complete
  101722. * @returns Nullable animation
  101723. */
  101724. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  101725. /**
  101726. * Transition property of an host to the target Value
  101727. * @param property The property to transition
  101728. * @param targetValue The target Value of the property
  101729. * @param host The object where the property to animate belongs
  101730. * @param scene Scene used to run the animation
  101731. * @param frameRate Framerate (in frame/s) to use
  101732. * @param transition The transition type we want to use
  101733. * @param duration The duration of the animation, in milliseconds
  101734. * @param onAnimationEnd Callback trigger at the end of the animation
  101735. * @returns Nullable animation
  101736. */
  101737. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  101738. /**
  101739. * Return the array of runtime animations currently using this animation
  101740. */
  101741. get runtimeAnimations(): RuntimeAnimation[];
  101742. /**
  101743. * Specifies if any of the runtime animations are currently running
  101744. */
  101745. get hasRunningRuntimeAnimations(): boolean;
  101746. /**
  101747. * Initializes the animation
  101748. * @param name Name of the animation
  101749. * @param targetProperty Property to animate
  101750. * @param framePerSecond The frames per second of the animation
  101751. * @param dataType The data type of the animation
  101752. * @param loopMode The loop mode of the animation
  101753. * @param enableBlending Specifies if blending should be enabled
  101754. */
  101755. constructor(
  101756. /**Name of the animation */
  101757. name: string,
  101758. /**Property to animate */
  101759. targetProperty: string,
  101760. /**The frames per second of the animation */
  101761. framePerSecond: number,
  101762. /**The data type of the animation */
  101763. dataType: number,
  101764. /**The loop mode of the animation */
  101765. loopMode?: number | undefined,
  101766. /**Specifies if blending should be enabled */
  101767. enableBlending?: boolean | undefined);
  101768. /**
  101769. * Converts the animation to a string
  101770. * @param fullDetails support for multiple levels of logging within scene loading
  101771. * @returns String form of the animation
  101772. */
  101773. toString(fullDetails?: boolean): string;
  101774. /**
  101775. * Add an event to this animation
  101776. * @param event Event to add
  101777. */
  101778. addEvent(event: AnimationEvent): void;
  101779. /**
  101780. * Remove all events found at the given frame
  101781. * @param frame The frame to remove events from
  101782. */
  101783. removeEvents(frame: number): void;
  101784. /**
  101785. * Retrieves all the events from the animation
  101786. * @returns Events from the animation
  101787. */
  101788. getEvents(): AnimationEvent[];
  101789. /**
  101790. * Creates an animation range
  101791. * @param name Name of the animation range
  101792. * @param from Starting frame of the animation range
  101793. * @param to Ending frame of the animation
  101794. */
  101795. createRange(name: string, from: number, to: number): void;
  101796. /**
  101797. * Deletes an animation range by name
  101798. * @param name Name of the animation range to delete
  101799. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  101800. */
  101801. deleteRange(name: string, deleteFrames?: boolean): void;
  101802. /**
  101803. * Gets the animation range by name, or null if not defined
  101804. * @param name Name of the animation range
  101805. * @returns Nullable animation range
  101806. */
  101807. getRange(name: string): Nullable<AnimationRange>;
  101808. /**
  101809. * Gets the key frames from the animation
  101810. * @returns The key frames of the animation
  101811. */
  101812. getKeys(): Array<IAnimationKey>;
  101813. /**
  101814. * Gets the highest frame rate of the animation
  101815. * @returns Highest frame rate of the animation
  101816. */
  101817. getHighestFrame(): number;
  101818. /**
  101819. * Gets the easing function of the animation
  101820. * @returns Easing function of the animation
  101821. */
  101822. getEasingFunction(): IEasingFunction;
  101823. /**
  101824. * Sets the easing function of the animation
  101825. * @param easingFunction A custom mathematical formula for animation
  101826. */
  101827. setEasingFunction(easingFunction: EasingFunction): void;
  101828. /**
  101829. * Interpolates a scalar linearly
  101830. * @param startValue Start value of the animation curve
  101831. * @param endValue End value of the animation curve
  101832. * @param gradient Scalar amount to interpolate
  101833. * @returns Interpolated scalar value
  101834. */
  101835. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  101836. /**
  101837. * Interpolates a scalar cubically
  101838. * @param startValue Start value of the animation curve
  101839. * @param outTangent End tangent of the animation
  101840. * @param endValue End value of the animation curve
  101841. * @param inTangent Start tangent of the animation curve
  101842. * @param gradient Scalar amount to interpolate
  101843. * @returns Interpolated scalar value
  101844. */
  101845. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  101846. /**
  101847. * Interpolates a quaternion using a spherical linear interpolation
  101848. * @param startValue Start value of the animation curve
  101849. * @param endValue End value of the animation curve
  101850. * @param gradient Scalar amount to interpolate
  101851. * @returns Interpolated quaternion value
  101852. */
  101853. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  101854. /**
  101855. * Interpolates a quaternion cubically
  101856. * @param startValue Start value of the animation curve
  101857. * @param outTangent End tangent of the animation curve
  101858. * @param endValue End value of the animation curve
  101859. * @param inTangent Start tangent of the animation curve
  101860. * @param gradient Scalar amount to interpolate
  101861. * @returns Interpolated quaternion value
  101862. */
  101863. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  101864. /**
  101865. * Interpolates a Vector3 linearl
  101866. * @param startValue Start value of the animation curve
  101867. * @param endValue End value of the animation curve
  101868. * @param gradient Scalar amount to interpolate
  101869. * @returns Interpolated scalar value
  101870. */
  101871. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  101872. /**
  101873. * Interpolates a Vector3 cubically
  101874. * @param startValue Start value of the animation curve
  101875. * @param outTangent End tangent of the animation
  101876. * @param endValue End value of the animation curve
  101877. * @param inTangent Start tangent of the animation curve
  101878. * @param gradient Scalar amount to interpolate
  101879. * @returns InterpolatedVector3 value
  101880. */
  101881. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  101882. /**
  101883. * Interpolates a Vector2 linearly
  101884. * @param startValue Start value of the animation curve
  101885. * @param endValue End value of the animation curve
  101886. * @param gradient Scalar amount to interpolate
  101887. * @returns Interpolated Vector2 value
  101888. */
  101889. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  101890. /**
  101891. * Interpolates a Vector2 cubically
  101892. * @param startValue Start value of the animation curve
  101893. * @param outTangent End tangent of the animation
  101894. * @param endValue End value of the animation curve
  101895. * @param inTangent Start tangent of the animation curve
  101896. * @param gradient Scalar amount to interpolate
  101897. * @returns Interpolated Vector2 value
  101898. */
  101899. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  101900. /**
  101901. * Interpolates a size linearly
  101902. * @param startValue Start value of the animation curve
  101903. * @param endValue End value of the animation curve
  101904. * @param gradient Scalar amount to interpolate
  101905. * @returns Interpolated Size value
  101906. */
  101907. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  101908. /**
  101909. * Interpolates a Color3 linearly
  101910. * @param startValue Start value of the animation curve
  101911. * @param endValue End value of the animation curve
  101912. * @param gradient Scalar amount to interpolate
  101913. * @returns Interpolated Color3 value
  101914. */
  101915. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  101916. /**
  101917. * Interpolates a Color4 linearly
  101918. * @param startValue Start value of the animation curve
  101919. * @param endValue End value of the animation curve
  101920. * @param gradient Scalar amount to interpolate
  101921. * @returns Interpolated Color3 value
  101922. */
  101923. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  101924. /**
  101925. * @hidden Internal use only
  101926. */
  101927. _getKeyValue(value: any): any;
  101928. /**
  101929. * @hidden Internal use only
  101930. */
  101931. _interpolate(currentFrame: number, state: _IAnimationState): any;
  101932. /**
  101933. * Defines the function to use to interpolate matrices
  101934. * @param startValue defines the start matrix
  101935. * @param endValue defines the end matrix
  101936. * @param gradient defines the gradient between both matrices
  101937. * @param result defines an optional target matrix where to store the interpolation
  101938. * @returns the interpolated matrix
  101939. */
  101940. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  101941. /**
  101942. * Makes a copy of the animation
  101943. * @returns Cloned animation
  101944. */
  101945. clone(): Animation;
  101946. /**
  101947. * Sets the key frames of the animation
  101948. * @param values The animation key frames to set
  101949. */
  101950. setKeys(values: Array<IAnimationKey>): void;
  101951. /**
  101952. * Serializes the animation to an object
  101953. * @returns Serialized object
  101954. */
  101955. serialize(): any;
  101956. /**
  101957. * Float animation type
  101958. */
  101959. static readonly ANIMATIONTYPE_FLOAT: number;
  101960. /**
  101961. * Vector3 animation type
  101962. */
  101963. static readonly ANIMATIONTYPE_VECTOR3: number;
  101964. /**
  101965. * Quaternion animation type
  101966. */
  101967. static readonly ANIMATIONTYPE_QUATERNION: number;
  101968. /**
  101969. * Matrix animation type
  101970. */
  101971. static readonly ANIMATIONTYPE_MATRIX: number;
  101972. /**
  101973. * Color3 animation type
  101974. */
  101975. static readonly ANIMATIONTYPE_COLOR3: number;
  101976. /**
  101977. * Color3 animation type
  101978. */
  101979. static readonly ANIMATIONTYPE_COLOR4: number;
  101980. /**
  101981. * Vector2 animation type
  101982. */
  101983. static readonly ANIMATIONTYPE_VECTOR2: number;
  101984. /**
  101985. * Size animation type
  101986. */
  101987. static readonly ANIMATIONTYPE_SIZE: number;
  101988. /**
  101989. * Relative Loop Mode
  101990. */
  101991. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  101992. /**
  101993. * Cycle Loop Mode
  101994. */
  101995. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  101996. /**
  101997. * Constant Loop Mode
  101998. */
  101999. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  102000. /** @hidden */
  102001. static _UniversalLerp(left: any, right: any, amount: number): any;
  102002. /**
  102003. * Parses an animation object and creates an animation
  102004. * @param parsedAnimation Parsed animation object
  102005. * @returns Animation object
  102006. */
  102007. static Parse(parsedAnimation: any): Animation;
  102008. /**
  102009. * Appends the serialized animations from the source animations
  102010. * @param source Source containing the animations
  102011. * @param destination Target to store the animations
  102012. */
  102013. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  102014. }
  102015. }
  102016. declare module BABYLON {
  102017. /**
  102018. * Interface containing an array of animations
  102019. */
  102020. export interface IAnimatable {
  102021. /**
  102022. * Array of animations
  102023. */
  102024. animations: Nullable<Array<Animation>>;
  102025. }
  102026. }
  102027. declare module BABYLON {
  102028. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  102029. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102030. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102031. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102032. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102033. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102034. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102035. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102036. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102037. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102038. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102039. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102040. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102041. /**
  102042. * Decorator used to define property that can be serialized as reference to a camera
  102043. * @param sourceName defines the name of the property to decorate
  102044. */
  102045. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102046. /**
  102047. * Class used to help serialization objects
  102048. */
  102049. export class SerializationHelper {
  102050. /** @hidden */
  102051. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  102052. /** @hidden */
  102053. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  102054. /** @hidden */
  102055. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  102056. /** @hidden */
  102057. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  102058. /**
  102059. * Appends the serialized animations from the source animations
  102060. * @param source Source containing the animations
  102061. * @param destination Target to store the animations
  102062. */
  102063. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  102064. /**
  102065. * Static function used to serialized a specific entity
  102066. * @param entity defines the entity to serialize
  102067. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  102068. * @returns a JSON compatible object representing the serialization of the entity
  102069. */
  102070. static Serialize<T>(entity: T, serializationObject?: any): any;
  102071. /**
  102072. * Creates a new entity from a serialization data object
  102073. * @param creationFunction defines a function used to instanciated the new entity
  102074. * @param source defines the source serialization data
  102075. * @param scene defines the hosting scene
  102076. * @param rootUrl defines the root url for resources
  102077. * @returns a new entity
  102078. */
  102079. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  102080. /**
  102081. * Clones an object
  102082. * @param creationFunction defines the function used to instanciate the new object
  102083. * @param source defines the source object
  102084. * @returns the cloned object
  102085. */
  102086. static Clone<T>(creationFunction: () => T, source: T): T;
  102087. /**
  102088. * Instanciates a new object based on a source one (some data will be shared between both object)
  102089. * @param creationFunction defines the function used to instanciate the new object
  102090. * @param source defines the source object
  102091. * @returns the new object
  102092. */
  102093. static Instanciate<T>(creationFunction: () => T, source: T): T;
  102094. }
  102095. }
  102096. declare module BABYLON {
  102097. /**
  102098. * Class used to manipulate GUIDs
  102099. */
  102100. export class GUID {
  102101. /**
  102102. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  102103. * Be aware Math.random() could cause collisions, but:
  102104. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  102105. * @returns a pseudo random id
  102106. */
  102107. static RandomId(): string;
  102108. }
  102109. }
  102110. declare module BABYLON {
  102111. /**
  102112. * Base class of all the textures in babylon.
  102113. * It groups all the common properties the materials, post process, lights... might need
  102114. * in order to make a correct use of the texture.
  102115. */
  102116. export class BaseTexture implements IAnimatable {
  102117. /**
  102118. * Default anisotropic filtering level for the application.
  102119. * It is set to 4 as a good tradeoff between perf and quality.
  102120. */
  102121. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  102122. /**
  102123. * Gets or sets the unique id of the texture
  102124. */
  102125. uniqueId: number;
  102126. /**
  102127. * Define the name of the texture.
  102128. */
  102129. name: string;
  102130. /**
  102131. * Gets or sets an object used to store user defined information.
  102132. */
  102133. metadata: any;
  102134. /**
  102135. * For internal use only. Please do not use.
  102136. */
  102137. reservedDataStore: any;
  102138. private _hasAlpha;
  102139. /**
  102140. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  102141. */
  102142. set hasAlpha(value: boolean);
  102143. get hasAlpha(): boolean;
  102144. /**
  102145. * Defines if the alpha value should be determined via the rgb values.
  102146. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  102147. */
  102148. getAlphaFromRGB: boolean;
  102149. /**
  102150. * Intensity or strength of the texture.
  102151. * It is commonly used by materials to fine tune the intensity of the texture
  102152. */
  102153. level: number;
  102154. /**
  102155. * Define the UV chanel to use starting from 0 and defaulting to 0.
  102156. * This is part of the texture as textures usually maps to one uv set.
  102157. */
  102158. coordinatesIndex: number;
  102159. private _coordinatesMode;
  102160. /**
  102161. * How a texture is mapped.
  102162. *
  102163. * | Value | Type | Description |
  102164. * | ----- | ----------------------------------- | ----------- |
  102165. * | 0 | EXPLICIT_MODE | |
  102166. * | 1 | SPHERICAL_MODE | |
  102167. * | 2 | PLANAR_MODE | |
  102168. * | 3 | CUBIC_MODE | |
  102169. * | 4 | PROJECTION_MODE | |
  102170. * | 5 | SKYBOX_MODE | |
  102171. * | 6 | INVCUBIC_MODE | |
  102172. * | 7 | EQUIRECTANGULAR_MODE | |
  102173. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  102174. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  102175. */
  102176. set coordinatesMode(value: number);
  102177. get coordinatesMode(): number;
  102178. /**
  102179. * | Value | Type | Description |
  102180. * | ----- | ------------------ | ----------- |
  102181. * | 0 | CLAMP_ADDRESSMODE | |
  102182. * | 1 | WRAP_ADDRESSMODE | |
  102183. * | 2 | MIRROR_ADDRESSMODE | |
  102184. */
  102185. wrapU: number;
  102186. /**
  102187. * | Value | Type | Description |
  102188. * | ----- | ------------------ | ----------- |
  102189. * | 0 | CLAMP_ADDRESSMODE | |
  102190. * | 1 | WRAP_ADDRESSMODE | |
  102191. * | 2 | MIRROR_ADDRESSMODE | |
  102192. */
  102193. wrapV: number;
  102194. /**
  102195. * | Value | Type | Description |
  102196. * | ----- | ------------------ | ----------- |
  102197. * | 0 | CLAMP_ADDRESSMODE | |
  102198. * | 1 | WRAP_ADDRESSMODE | |
  102199. * | 2 | MIRROR_ADDRESSMODE | |
  102200. */
  102201. wrapR: number;
  102202. /**
  102203. * With compliant hardware and browser (supporting anisotropic filtering)
  102204. * this defines the level of anisotropic filtering in the texture.
  102205. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  102206. */
  102207. anisotropicFilteringLevel: number;
  102208. /**
  102209. * Define if the texture is a cube texture or if false a 2d texture.
  102210. */
  102211. get isCube(): boolean;
  102212. set isCube(value: boolean);
  102213. /**
  102214. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  102215. */
  102216. get is3D(): boolean;
  102217. set is3D(value: boolean);
  102218. /**
  102219. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  102220. */
  102221. get is2DArray(): boolean;
  102222. set is2DArray(value: boolean);
  102223. /**
  102224. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  102225. * HDR texture are usually stored in linear space.
  102226. * This only impacts the PBR and Background materials
  102227. */
  102228. gammaSpace: boolean;
  102229. /**
  102230. * Gets or sets whether or not the texture contains RGBD data.
  102231. */
  102232. get isRGBD(): boolean;
  102233. set isRGBD(value: boolean);
  102234. /**
  102235. * Is Z inverted in the texture (useful in a cube texture).
  102236. */
  102237. invertZ: boolean;
  102238. /**
  102239. * Are mip maps generated for this texture or not.
  102240. */
  102241. get noMipmap(): boolean;
  102242. /**
  102243. * @hidden
  102244. */
  102245. lodLevelInAlpha: boolean;
  102246. /**
  102247. * With prefiltered texture, defined the offset used during the prefiltering steps.
  102248. */
  102249. get lodGenerationOffset(): number;
  102250. set lodGenerationOffset(value: number);
  102251. /**
  102252. * With prefiltered texture, defined the scale used during the prefiltering steps.
  102253. */
  102254. get lodGenerationScale(): number;
  102255. set lodGenerationScale(value: number);
  102256. /**
  102257. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  102258. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  102259. * average roughness values.
  102260. */
  102261. get linearSpecularLOD(): boolean;
  102262. set linearSpecularLOD(value: boolean);
  102263. /**
  102264. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  102265. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  102266. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  102267. */
  102268. get irradianceTexture(): Nullable<BaseTexture>;
  102269. set irradianceTexture(value: Nullable<BaseTexture>);
  102270. /**
  102271. * Define if the texture is a render target.
  102272. */
  102273. isRenderTarget: boolean;
  102274. /**
  102275. * Define the unique id of the texture in the scene.
  102276. */
  102277. get uid(): string;
  102278. /**
  102279. * Return a string representation of the texture.
  102280. * @returns the texture as a string
  102281. */
  102282. toString(): string;
  102283. /**
  102284. * Get the class name of the texture.
  102285. * @returns "BaseTexture"
  102286. */
  102287. getClassName(): string;
  102288. /**
  102289. * Define the list of animation attached to the texture.
  102290. */
  102291. animations: Animation[];
  102292. /**
  102293. * An event triggered when the texture is disposed.
  102294. */
  102295. onDisposeObservable: Observable<BaseTexture>;
  102296. private _onDisposeObserver;
  102297. /**
  102298. * Callback triggered when the texture has been disposed.
  102299. * Kept for back compatibility, you can use the onDisposeObservable instead.
  102300. */
  102301. set onDispose(callback: () => void);
  102302. /**
  102303. * Define the current state of the loading sequence when in delayed load mode.
  102304. */
  102305. delayLoadState: number;
  102306. private _scene;
  102307. /** @hidden */
  102308. _texture: Nullable<InternalTexture>;
  102309. private _uid;
  102310. /**
  102311. * Define if the texture is preventinga material to render or not.
  102312. * If not and the texture is not ready, the engine will use a default black texture instead.
  102313. */
  102314. get isBlocking(): boolean;
  102315. /**
  102316. * Instantiates a new BaseTexture.
  102317. * Base class of all the textures in babylon.
  102318. * It groups all the common properties the materials, post process, lights... might need
  102319. * in order to make a correct use of the texture.
  102320. * @param scene Define the scene the texture blongs to
  102321. */
  102322. constructor(scene: Nullable<Scene>);
  102323. /**
  102324. * Get the scene the texture belongs to.
  102325. * @returns the scene or null if undefined
  102326. */
  102327. getScene(): Nullable<Scene>;
  102328. /**
  102329. * Get the texture transform matrix used to offset tile the texture for istance.
  102330. * @returns the transformation matrix
  102331. */
  102332. getTextureMatrix(): Matrix;
  102333. /**
  102334. * Get the texture reflection matrix used to rotate/transform the reflection.
  102335. * @returns the reflection matrix
  102336. */
  102337. getReflectionTextureMatrix(): Matrix;
  102338. /**
  102339. * Get the underlying lower level texture from Babylon.
  102340. * @returns the insternal texture
  102341. */
  102342. getInternalTexture(): Nullable<InternalTexture>;
  102343. /**
  102344. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  102345. * @returns true if ready or not blocking
  102346. */
  102347. isReadyOrNotBlocking(): boolean;
  102348. /**
  102349. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  102350. * @returns true if fully ready
  102351. */
  102352. isReady(): boolean;
  102353. private _cachedSize;
  102354. /**
  102355. * Get the size of the texture.
  102356. * @returns the texture size.
  102357. */
  102358. getSize(): ISize;
  102359. /**
  102360. * Get the base size of the texture.
  102361. * It can be different from the size if the texture has been resized for POT for instance
  102362. * @returns the base size
  102363. */
  102364. getBaseSize(): ISize;
  102365. /**
  102366. * Update the sampling mode of the texture.
  102367. * Default is Trilinear mode.
  102368. *
  102369. * | Value | Type | Description |
  102370. * | ----- | ------------------ | ----------- |
  102371. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  102372. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  102373. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  102374. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  102375. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  102376. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  102377. * | 7 | NEAREST_LINEAR | |
  102378. * | 8 | NEAREST_NEAREST | |
  102379. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  102380. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  102381. * | 11 | LINEAR_LINEAR | |
  102382. * | 12 | LINEAR_NEAREST | |
  102383. *
  102384. * > _mag_: magnification filter (close to the viewer)
  102385. * > _min_: minification filter (far from the viewer)
  102386. * > _mip_: filter used between mip map levels
  102387. *@param samplingMode Define the new sampling mode of the texture
  102388. */
  102389. updateSamplingMode(samplingMode: number): void;
  102390. /**
  102391. * Scales the texture if is `canRescale()`
  102392. * @param ratio the resize factor we want to use to rescale
  102393. */
  102394. scale(ratio: number): void;
  102395. /**
  102396. * Get if the texture can rescale.
  102397. */
  102398. get canRescale(): boolean;
  102399. /** @hidden */
  102400. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  102401. /** @hidden */
  102402. _rebuild(): void;
  102403. /**
  102404. * Triggers the load sequence in delayed load mode.
  102405. */
  102406. delayLoad(): void;
  102407. /**
  102408. * Clones the texture.
  102409. * @returns the cloned texture
  102410. */
  102411. clone(): Nullable<BaseTexture>;
  102412. /**
  102413. * Get the texture underlying type (INT, FLOAT...)
  102414. */
  102415. get textureType(): number;
  102416. /**
  102417. * Get the texture underlying format (RGB, RGBA...)
  102418. */
  102419. get textureFormat(): number;
  102420. /**
  102421. * Indicates that textures need to be re-calculated for all materials
  102422. */
  102423. protected _markAllSubMeshesAsTexturesDirty(): void;
  102424. /**
  102425. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  102426. * This will returns an RGBA array buffer containing either in values (0-255) or
  102427. * float values (0-1) depending of the underlying buffer type.
  102428. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  102429. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  102430. * @param buffer defines a user defined buffer to fill with data (can be null)
  102431. * @returns The Array buffer containing the pixels data.
  102432. */
  102433. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  102434. /**
  102435. * Release and destroy the underlying lower level texture aka internalTexture.
  102436. */
  102437. releaseInternalTexture(): void;
  102438. /** @hidden */
  102439. get _lodTextureHigh(): Nullable<BaseTexture>;
  102440. /** @hidden */
  102441. get _lodTextureMid(): Nullable<BaseTexture>;
  102442. /** @hidden */
  102443. get _lodTextureLow(): Nullable<BaseTexture>;
  102444. /**
  102445. * Dispose the texture and release its associated resources.
  102446. */
  102447. dispose(): void;
  102448. /**
  102449. * Serialize the texture into a JSON representation that can be parsed later on.
  102450. * @returns the JSON representation of the texture
  102451. */
  102452. serialize(): any;
  102453. /**
  102454. * Helper function to be called back once a list of texture contains only ready textures.
  102455. * @param textures Define the list of textures to wait for
  102456. * @param callback Define the callback triggered once the entire list will be ready
  102457. */
  102458. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  102459. }
  102460. }
  102461. declare module BABYLON {
  102462. /**
  102463. * Options to be used when creating an effect.
  102464. */
  102465. export interface IEffectCreationOptions {
  102466. /**
  102467. * Atrributes that will be used in the shader.
  102468. */
  102469. attributes: string[];
  102470. /**
  102471. * Uniform varible names that will be set in the shader.
  102472. */
  102473. uniformsNames: string[];
  102474. /**
  102475. * Uniform buffer variable names that will be set in the shader.
  102476. */
  102477. uniformBuffersNames: string[];
  102478. /**
  102479. * Sampler texture variable names that will be set in the shader.
  102480. */
  102481. samplers: string[];
  102482. /**
  102483. * Define statements that will be set in the shader.
  102484. */
  102485. defines: any;
  102486. /**
  102487. * Possible fallbacks for this effect to improve performance when needed.
  102488. */
  102489. fallbacks: Nullable<IEffectFallbacks>;
  102490. /**
  102491. * Callback that will be called when the shader is compiled.
  102492. */
  102493. onCompiled: Nullable<(effect: Effect) => void>;
  102494. /**
  102495. * Callback that will be called if an error occurs during shader compilation.
  102496. */
  102497. onError: Nullable<(effect: Effect, errors: string) => void>;
  102498. /**
  102499. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  102500. */
  102501. indexParameters?: any;
  102502. /**
  102503. * Max number of lights that can be used in the shader.
  102504. */
  102505. maxSimultaneousLights?: number;
  102506. /**
  102507. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  102508. */
  102509. transformFeedbackVaryings?: Nullable<string[]>;
  102510. }
  102511. /**
  102512. * Effect containing vertex and fragment shader that can be executed on an object.
  102513. */
  102514. export class Effect implements IDisposable {
  102515. /**
  102516. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  102517. */
  102518. static ShadersRepository: string;
  102519. /**
  102520. * Name of the effect.
  102521. */
  102522. name: any;
  102523. /**
  102524. * String container all the define statements that should be set on the shader.
  102525. */
  102526. defines: string;
  102527. /**
  102528. * Callback that will be called when the shader is compiled.
  102529. */
  102530. onCompiled: Nullable<(effect: Effect) => void>;
  102531. /**
  102532. * Callback that will be called if an error occurs during shader compilation.
  102533. */
  102534. onError: Nullable<(effect: Effect, errors: string) => void>;
  102535. /**
  102536. * Callback that will be called when effect is bound.
  102537. */
  102538. onBind: Nullable<(effect: Effect) => void>;
  102539. /**
  102540. * Unique ID of the effect.
  102541. */
  102542. uniqueId: number;
  102543. /**
  102544. * Observable that will be called when the shader is compiled.
  102545. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  102546. */
  102547. onCompileObservable: Observable<Effect>;
  102548. /**
  102549. * Observable that will be called if an error occurs during shader compilation.
  102550. */
  102551. onErrorObservable: Observable<Effect>;
  102552. /** @hidden */
  102553. _onBindObservable: Nullable<Observable<Effect>>;
  102554. /**
  102555. * @hidden
  102556. * Specifies if the effect was previously ready
  102557. */
  102558. _wasPreviouslyReady: boolean;
  102559. /**
  102560. * Observable that will be called when effect is bound.
  102561. */
  102562. get onBindObservable(): Observable<Effect>;
  102563. /** @hidden */
  102564. _bonesComputationForcedToCPU: boolean;
  102565. private static _uniqueIdSeed;
  102566. private _engine;
  102567. private _uniformBuffersNames;
  102568. private _uniformsNames;
  102569. private _samplerList;
  102570. private _samplers;
  102571. private _isReady;
  102572. private _compilationError;
  102573. private _allFallbacksProcessed;
  102574. private _attributesNames;
  102575. private _attributes;
  102576. private _attributeLocationByName;
  102577. private _uniforms;
  102578. /**
  102579. * Key for the effect.
  102580. * @hidden
  102581. */
  102582. _key: string;
  102583. private _indexParameters;
  102584. private _fallbacks;
  102585. private _vertexSourceCode;
  102586. private _fragmentSourceCode;
  102587. private _vertexSourceCodeOverride;
  102588. private _fragmentSourceCodeOverride;
  102589. private _transformFeedbackVaryings;
  102590. /**
  102591. * Compiled shader to webGL program.
  102592. * @hidden
  102593. */
  102594. _pipelineContext: Nullable<IPipelineContext>;
  102595. private _valueCache;
  102596. private static _baseCache;
  102597. /**
  102598. * Instantiates an effect.
  102599. * An effect can be used to create/manage/execute vertex and fragment shaders.
  102600. * @param baseName Name of the effect.
  102601. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  102602. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  102603. * @param samplers List of sampler variables that will be passed to the shader.
  102604. * @param engine Engine to be used to render the effect
  102605. * @param defines Define statements to be added to the shader.
  102606. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  102607. * @param onCompiled Callback that will be called when the shader is compiled.
  102608. * @param onError Callback that will be called if an error occurs during shader compilation.
  102609. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  102610. */
  102611. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  102612. private _useFinalCode;
  102613. /**
  102614. * Unique key for this effect
  102615. */
  102616. get key(): string;
  102617. /**
  102618. * If the effect has been compiled and prepared.
  102619. * @returns if the effect is compiled and prepared.
  102620. */
  102621. isReady(): boolean;
  102622. private _isReadyInternal;
  102623. /**
  102624. * The engine the effect was initialized with.
  102625. * @returns the engine.
  102626. */
  102627. getEngine(): Engine;
  102628. /**
  102629. * The pipeline context for this effect
  102630. * @returns the associated pipeline context
  102631. */
  102632. getPipelineContext(): Nullable<IPipelineContext>;
  102633. /**
  102634. * The set of names of attribute variables for the shader.
  102635. * @returns An array of attribute names.
  102636. */
  102637. getAttributesNames(): string[];
  102638. /**
  102639. * Returns the attribute at the given index.
  102640. * @param index The index of the attribute.
  102641. * @returns The location of the attribute.
  102642. */
  102643. getAttributeLocation(index: number): number;
  102644. /**
  102645. * Returns the attribute based on the name of the variable.
  102646. * @param name of the attribute to look up.
  102647. * @returns the attribute location.
  102648. */
  102649. getAttributeLocationByName(name: string): number;
  102650. /**
  102651. * The number of attributes.
  102652. * @returns the numnber of attributes.
  102653. */
  102654. getAttributesCount(): number;
  102655. /**
  102656. * Gets the index of a uniform variable.
  102657. * @param uniformName of the uniform to look up.
  102658. * @returns the index.
  102659. */
  102660. getUniformIndex(uniformName: string): number;
  102661. /**
  102662. * Returns the attribute based on the name of the variable.
  102663. * @param uniformName of the uniform to look up.
  102664. * @returns the location of the uniform.
  102665. */
  102666. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  102667. /**
  102668. * Returns an array of sampler variable names
  102669. * @returns The array of sampler variable neames.
  102670. */
  102671. getSamplers(): string[];
  102672. /**
  102673. * The error from the last compilation.
  102674. * @returns the error string.
  102675. */
  102676. getCompilationError(): string;
  102677. /**
  102678. * Gets a boolean indicating that all fallbacks were used during compilation
  102679. * @returns true if all fallbacks were used
  102680. */
  102681. allFallbacksProcessed(): boolean;
  102682. /**
  102683. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  102684. * @param func The callback to be used.
  102685. */
  102686. executeWhenCompiled(func: (effect: Effect) => void): void;
  102687. private _checkIsReady;
  102688. private _loadShader;
  102689. /**
  102690. * Recompiles the webGL program
  102691. * @param vertexSourceCode The source code for the vertex shader.
  102692. * @param fragmentSourceCode The source code for the fragment shader.
  102693. * @param onCompiled Callback called when completed.
  102694. * @param onError Callback called on error.
  102695. * @hidden
  102696. */
  102697. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  102698. /**
  102699. * Prepares the effect
  102700. * @hidden
  102701. */
  102702. _prepareEffect(): void;
  102703. private _processCompilationErrors;
  102704. /**
  102705. * Checks if the effect is supported. (Must be called after compilation)
  102706. */
  102707. get isSupported(): boolean;
  102708. /**
  102709. * Binds a texture to the engine to be used as output of the shader.
  102710. * @param channel Name of the output variable.
  102711. * @param texture Texture to bind.
  102712. * @hidden
  102713. */
  102714. _bindTexture(channel: string, texture: Nullable<InternalTexture>): void;
  102715. /**
  102716. * Sets a texture on the engine to be used in the shader.
  102717. * @param channel Name of the sampler variable.
  102718. * @param texture Texture to set.
  102719. */
  102720. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  102721. /**
  102722. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  102723. * @param channel Name of the sampler variable.
  102724. * @param texture Texture to set.
  102725. */
  102726. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  102727. /**
  102728. * Sets an array of textures on the engine to be used in the shader.
  102729. * @param channel Name of the variable.
  102730. * @param textures Textures to set.
  102731. */
  102732. setTextureArray(channel: string, textures: BaseTexture[]): void;
  102733. /**
  102734. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  102735. * @param channel Name of the sampler variable.
  102736. * @param postProcess Post process to get the input texture from.
  102737. */
  102738. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  102739. /**
  102740. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  102741. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  102742. * @param channel Name of the sampler variable.
  102743. * @param postProcess Post process to get the output texture from.
  102744. */
  102745. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  102746. /** @hidden */
  102747. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  102748. /** @hidden */
  102749. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  102750. /** @hidden */
  102751. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  102752. /** @hidden */
  102753. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  102754. /**
  102755. * Binds a buffer to a uniform.
  102756. * @param buffer Buffer to bind.
  102757. * @param name Name of the uniform variable to bind to.
  102758. */
  102759. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  102760. /**
  102761. * Binds block to a uniform.
  102762. * @param blockName Name of the block to bind.
  102763. * @param index Index to bind.
  102764. */
  102765. bindUniformBlock(blockName: string, index: number): void;
  102766. /**
  102767. * Sets an interger value on a uniform variable.
  102768. * @param uniformName Name of the variable.
  102769. * @param value Value to be set.
  102770. * @returns this effect.
  102771. */
  102772. setInt(uniformName: string, value: number): Effect;
  102773. /**
  102774. * Sets an int array on a uniform variable.
  102775. * @param uniformName Name of the variable.
  102776. * @param array array to be set.
  102777. * @returns this effect.
  102778. */
  102779. setIntArray(uniformName: string, array: Int32Array): Effect;
  102780. /**
  102781. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  102782. * @param uniformName Name of the variable.
  102783. * @param array array to be set.
  102784. * @returns this effect.
  102785. */
  102786. setIntArray2(uniformName: string, array: Int32Array): Effect;
  102787. /**
  102788. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  102789. * @param uniformName Name of the variable.
  102790. * @param array array to be set.
  102791. * @returns this effect.
  102792. */
  102793. setIntArray3(uniformName: string, array: Int32Array): Effect;
  102794. /**
  102795. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  102796. * @param uniformName Name of the variable.
  102797. * @param array array to be set.
  102798. * @returns this effect.
  102799. */
  102800. setIntArray4(uniformName: string, array: Int32Array): Effect;
  102801. /**
  102802. * Sets an float array on a uniform variable.
  102803. * @param uniformName Name of the variable.
  102804. * @param array array to be set.
  102805. * @returns this effect.
  102806. */
  102807. setFloatArray(uniformName: string, array: Float32Array): Effect;
  102808. /**
  102809. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  102810. * @param uniformName Name of the variable.
  102811. * @param array array to be set.
  102812. * @returns this effect.
  102813. */
  102814. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  102815. /**
  102816. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  102817. * @param uniformName Name of the variable.
  102818. * @param array array to be set.
  102819. * @returns this effect.
  102820. */
  102821. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  102822. /**
  102823. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  102824. * @param uniformName Name of the variable.
  102825. * @param array array to be set.
  102826. * @returns this effect.
  102827. */
  102828. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  102829. /**
  102830. * Sets an array on a uniform variable.
  102831. * @param uniformName Name of the variable.
  102832. * @param array array to be set.
  102833. * @returns this effect.
  102834. */
  102835. setArray(uniformName: string, array: number[]): Effect;
  102836. /**
  102837. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  102838. * @param uniformName Name of the variable.
  102839. * @param array array to be set.
  102840. * @returns this effect.
  102841. */
  102842. setArray2(uniformName: string, array: number[]): Effect;
  102843. /**
  102844. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  102845. * @param uniformName Name of the variable.
  102846. * @param array array to be set.
  102847. * @returns this effect.
  102848. */
  102849. setArray3(uniformName: string, array: number[]): Effect;
  102850. /**
  102851. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  102852. * @param uniformName Name of the variable.
  102853. * @param array array to be set.
  102854. * @returns this effect.
  102855. */
  102856. setArray4(uniformName: string, array: number[]): Effect;
  102857. /**
  102858. * Sets matrices on a uniform variable.
  102859. * @param uniformName Name of the variable.
  102860. * @param matrices matrices to be set.
  102861. * @returns this effect.
  102862. */
  102863. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  102864. /**
  102865. * Sets matrix on a uniform variable.
  102866. * @param uniformName Name of the variable.
  102867. * @param matrix matrix to be set.
  102868. * @returns this effect.
  102869. */
  102870. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  102871. /**
  102872. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  102873. * @param uniformName Name of the variable.
  102874. * @param matrix matrix to be set.
  102875. * @returns this effect.
  102876. */
  102877. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  102878. /**
  102879. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  102880. * @param uniformName Name of the variable.
  102881. * @param matrix matrix to be set.
  102882. * @returns this effect.
  102883. */
  102884. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  102885. /**
  102886. * Sets a float on a uniform variable.
  102887. * @param uniformName Name of the variable.
  102888. * @param value value to be set.
  102889. * @returns this effect.
  102890. */
  102891. setFloat(uniformName: string, value: number): Effect;
  102892. /**
  102893. * Sets a boolean on a uniform variable.
  102894. * @param uniformName Name of the variable.
  102895. * @param bool value to be set.
  102896. * @returns this effect.
  102897. */
  102898. setBool(uniformName: string, bool: boolean): Effect;
  102899. /**
  102900. * Sets a Vector2 on a uniform variable.
  102901. * @param uniformName Name of the variable.
  102902. * @param vector2 vector2 to be set.
  102903. * @returns this effect.
  102904. */
  102905. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  102906. /**
  102907. * Sets a float2 on a uniform variable.
  102908. * @param uniformName Name of the variable.
  102909. * @param x First float in float2.
  102910. * @param y Second float in float2.
  102911. * @returns this effect.
  102912. */
  102913. setFloat2(uniformName: string, x: number, y: number): Effect;
  102914. /**
  102915. * Sets a Vector3 on a uniform variable.
  102916. * @param uniformName Name of the variable.
  102917. * @param vector3 Value to be set.
  102918. * @returns this effect.
  102919. */
  102920. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  102921. /**
  102922. * Sets a float3 on a uniform variable.
  102923. * @param uniformName Name of the variable.
  102924. * @param x First float in float3.
  102925. * @param y Second float in float3.
  102926. * @param z Third float in float3.
  102927. * @returns this effect.
  102928. */
  102929. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  102930. /**
  102931. * Sets a Vector4 on a uniform variable.
  102932. * @param uniformName Name of the variable.
  102933. * @param vector4 Value to be set.
  102934. * @returns this effect.
  102935. */
  102936. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  102937. /**
  102938. * Sets a float4 on a uniform variable.
  102939. * @param uniformName Name of the variable.
  102940. * @param x First float in float4.
  102941. * @param y Second float in float4.
  102942. * @param z Third float in float4.
  102943. * @param w Fourth float in float4.
  102944. * @returns this effect.
  102945. */
  102946. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  102947. /**
  102948. * Sets a Color3 on a uniform variable.
  102949. * @param uniformName Name of the variable.
  102950. * @param color3 Value to be set.
  102951. * @returns this effect.
  102952. */
  102953. setColor3(uniformName: string, color3: IColor3Like): Effect;
  102954. /**
  102955. * Sets a Color4 on a uniform variable.
  102956. * @param uniformName Name of the variable.
  102957. * @param color3 Value to be set.
  102958. * @param alpha Alpha value to be set.
  102959. * @returns this effect.
  102960. */
  102961. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  102962. /**
  102963. * Sets a Color4 on a uniform variable
  102964. * @param uniformName defines the name of the variable
  102965. * @param color4 defines the value to be set
  102966. * @returns this effect.
  102967. */
  102968. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  102969. /** Release all associated resources */
  102970. dispose(): void;
  102971. /**
  102972. * This function will add a new shader to the shader store
  102973. * @param name the name of the shader
  102974. * @param pixelShader optional pixel shader content
  102975. * @param vertexShader optional vertex shader content
  102976. */
  102977. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  102978. /**
  102979. * Store of each shader (The can be looked up using effect.key)
  102980. */
  102981. static ShadersStore: {
  102982. [key: string]: string;
  102983. };
  102984. /**
  102985. * Store of each included file for a shader (The can be looked up using effect.key)
  102986. */
  102987. static IncludesShadersStore: {
  102988. [key: string]: string;
  102989. };
  102990. /**
  102991. * Resets the cache of effects.
  102992. */
  102993. static ResetCache(): void;
  102994. }
  102995. }
  102996. declare module BABYLON {
  102997. /**
  102998. * Interface used to describe the capabilities of the engine relatively to the current browser
  102999. */
  103000. export interface EngineCapabilities {
  103001. /** Maximum textures units per fragment shader */
  103002. maxTexturesImageUnits: number;
  103003. /** Maximum texture units per vertex shader */
  103004. maxVertexTextureImageUnits: number;
  103005. /** Maximum textures units in the entire pipeline */
  103006. maxCombinedTexturesImageUnits: number;
  103007. /** Maximum texture size */
  103008. maxTextureSize: number;
  103009. /** Maximum texture samples */
  103010. maxSamples?: number;
  103011. /** Maximum cube texture size */
  103012. maxCubemapTextureSize: number;
  103013. /** Maximum render texture size */
  103014. maxRenderTextureSize: number;
  103015. /** Maximum number of vertex attributes */
  103016. maxVertexAttribs: number;
  103017. /** Maximum number of varyings */
  103018. maxVaryingVectors: number;
  103019. /** Maximum number of uniforms per vertex shader */
  103020. maxVertexUniformVectors: number;
  103021. /** Maximum number of uniforms per fragment shader */
  103022. maxFragmentUniformVectors: number;
  103023. /** Defines if standard derivates (dx/dy) are supported */
  103024. standardDerivatives: boolean;
  103025. /** Defines if s3tc texture compression is supported */
  103026. s3tc?: WEBGL_compressed_texture_s3tc;
  103027. /** Defines if pvrtc texture compression is supported */
  103028. pvrtc: any;
  103029. /** Defines if etc1 texture compression is supported */
  103030. etc1: any;
  103031. /** Defines if etc2 texture compression is supported */
  103032. etc2: any;
  103033. /** Defines if astc texture compression is supported */
  103034. astc: any;
  103035. /** Defines if float textures are supported */
  103036. textureFloat: boolean;
  103037. /** Defines if vertex array objects are supported */
  103038. vertexArrayObject: boolean;
  103039. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  103040. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  103041. /** Gets the maximum level of anisotropy supported */
  103042. maxAnisotropy: number;
  103043. /** Defines if instancing is supported */
  103044. instancedArrays: boolean;
  103045. /** Defines if 32 bits indices are supported */
  103046. uintIndices: boolean;
  103047. /** Defines if high precision shaders are supported */
  103048. highPrecisionShaderSupported: boolean;
  103049. /** Defines if depth reading in the fragment shader is supported */
  103050. fragmentDepthSupported: boolean;
  103051. /** Defines if float texture linear filtering is supported*/
  103052. textureFloatLinearFiltering: boolean;
  103053. /** Defines if rendering to float textures is supported */
  103054. textureFloatRender: boolean;
  103055. /** Defines if half float textures are supported*/
  103056. textureHalfFloat: boolean;
  103057. /** Defines if half float texture linear filtering is supported*/
  103058. textureHalfFloatLinearFiltering: boolean;
  103059. /** Defines if rendering to half float textures is supported */
  103060. textureHalfFloatRender: boolean;
  103061. /** Defines if textureLOD shader command is supported */
  103062. textureLOD: boolean;
  103063. /** Defines if draw buffers extension is supported */
  103064. drawBuffersExtension: boolean;
  103065. /** Defines if depth textures are supported */
  103066. depthTextureExtension: boolean;
  103067. /** Defines if float color buffer are supported */
  103068. colorBufferFloat: boolean;
  103069. /** Gets disjoint timer query extension (null if not supported) */
  103070. timerQuery?: EXT_disjoint_timer_query;
  103071. /** Defines if timestamp can be used with timer query */
  103072. canUseTimestampForTimerQuery: boolean;
  103073. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  103074. multiview?: any;
  103075. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  103076. oculusMultiview?: any;
  103077. /** Function used to let the system compiles shaders in background */
  103078. parallelShaderCompile?: {
  103079. COMPLETION_STATUS_KHR: number;
  103080. };
  103081. /** Max number of texture samples for MSAA */
  103082. maxMSAASamples: number;
  103083. /** Defines if the blend min max extension is supported */
  103084. blendMinMax: boolean;
  103085. }
  103086. }
  103087. declare module BABYLON {
  103088. /**
  103089. * @hidden
  103090. **/
  103091. export class DepthCullingState {
  103092. private _isDepthTestDirty;
  103093. private _isDepthMaskDirty;
  103094. private _isDepthFuncDirty;
  103095. private _isCullFaceDirty;
  103096. private _isCullDirty;
  103097. private _isZOffsetDirty;
  103098. private _isFrontFaceDirty;
  103099. private _depthTest;
  103100. private _depthMask;
  103101. private _depthFunc;
  103102. private _cull;
  103103. private _cullFace;
  103104. private _zOffset;
  103105. private _frontFace;
  103106. /**
  103107. * Initializes the state.
  103108. */
  103109. constructor();
  103110. get isDirty(): boolean;
  103111. get zOffset(): number;
  103112. set zOffset(value: number);
  103113. get cullFace(): Nullable<number>;
  103114. set cullFace(value: Nullable<number>);
  103115. get cull(): Nullable<boolean>;
  103116. set cull(value: Nullable<boolean>);
  103117. get depthFunc(): Nullable<number>;
  103118. set depthFunc(value: Nullable<number>);
  103119. get depthMask(): boolean;
  103120. set depthMask(value: boolean);
  103121. get depthTest(): boolean;
  103122. set depthTest(value: boolean);
  103123. get frontFace(): Nullable<number>;
  103124. set frontFace(value: Nullable<number>);
  103125. reset(): void;
  103126. apply(gl: WebGLRenderingContext): void;
  103127. }
  103128. }
  103129. declare module BABYLON {
  103130. /**
  103131. * @hidden
  103132. **/
  103133. export class StencilState {
  103134. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  103135. static readonly ALWAYS: number;
  103136. /** Passed to stencilOperation to specify that stencil value must be kept */
  103137. static readonly KEEP: number;
  103138. /** Passed to stencilOperation to specify that stencil value must be replaced */
  103139. static readonly REPLACE: number;
  103140. private _isStencilTestDirty;
  103141. private _isStencilMaskDirty;
  103142. private _isStencilFuncDirty;
  103143. private _isStencilOpDirty;
  103144. private _stencilTest;
  103145. private _stencilMask;
  103146. private _stencilFunc;
  103147. private _stencilFuncRef;
  103148. private _stencilFuncMask;
  103149. private _stencilOpStencilFail;
  103150. private _stencilOpDepthFail;
  103151. private _stencilOpStencilDepthPass;
  103152. get isDirty(): boolean;
  103153. get stencilFunc(): number;
  103154. set stencilFunc(value: number);
  103155. get stencilFuncRef(): number;
  103156. set stencilFuncRef(value: number);
  103157. get stencilFuncMask(): number;
  103158. set stencilFuncMask(value: number);
  103159. get stencilOpStencilFail(): number;
  103160. set stencilOpStencilFail(value: number);
  103161. get stencilOpDepthFail(): number;
  103162. set stencilOpDepthFail(value: number);
  103163. get stencilOpStencilDepthPass(): number;
  103164. set stencilOpStencilDepthPass(value: number);
  103165. get stencilMask(): number;
  103166. set stencilMask(value: number);
  103167. get stencilTest(): boolean;
  103168. set stencilTest(value: boolean);
  103169. constructor();
  103170. reset(): void;
  103171. apply(gl: WebGLRenderingContext): void;
  103172. }
  103173. }
  103174. declare module BABYLON {
  103175. /**
  103176. * @hidden
  103177. **/
  103178. export class AlphaState {
  103179. private _isAlphaBlendDirty;
  103180. private _isBlendFunctionParametersDirty;
  103181. private _isBlendEquationParametersDirty;
  103182. private _isBlendConstantsDirty;
  103183. private _alphaBlend;
  103184. private _blendFunctionParameters;
  103185. private _blendEquationParameters;
  103186. private _blendConstants;
  103187. /**
  103188. * Initializes the state.
  103189. */
  103190. constructor();
  103191. get isDirty(): boolean;
  103192. get alphaBlend(): boolean;
  103193. set alphaBlend(value: boolean);
  103194. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  103195. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  103196. setAlphaEquationParameters(rgb: number, alpha: number): void;
  103197. reset(): void;
  103198. apply(gl: WebGLRenderingContext): void;
  103199. }
  103200. }
  103201. declare module BABYLON {
  103202. /** @hidden */
  103203. export class WebGL2ShaderProcessor implements IShaderProcessor {
  103204. attributeProcessor(attribute: string): string;
  103205. varyingProcessor(varying: string, isFragment: boolean): string;
  103206. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  103207. }
  103208. }
  103209. declare module BABYLON {
  103210. /**
  103211. * Interface for attribute information associated with buffer instanciation
  103212. */
  103213. export interface InstancingAttributeInfo {
  103214. /**
  103215. * Name of the GLSL attribute
  103216. * if attribute index is not specified, this is used to retrieve the index from the effect
  103217. */
  103218. attributeName: string;
  103219. /**
  103220. * Index/offset of the attribute in the vertex shader
  103221. * if not specified, this will be computes from the name.
  103222. */
  103223. index?: number;
  103224. /**
  103225. * size of the attribute, 1, 2, 3 or 4
  103226. */
  103227. attributeSize: number;
  103228. /**
  103229. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  103230. */
  103231. offset: number;
  103232. /**
  103233. * Modifies the rate at which generic vertex attributes advance when rendering multiple instances
  103234. * default to 1
  103235. */
  103236. divisor?: number;
  103237. /**
  103238. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  103239. * default is FLOAT
  103240. */
  103241. attributeType?: number;
  103242. /**
  103243. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  103244. */
  103245. normalized?: boolean;
  103246. }
  103247. }
  103248. declare module BABYLON {
  103249. interface ThinEngine {
  103250. /**
  103251. * Update a video texture
  103252. * @param texture defines the texture to update
  103253. * @param video defines the video element to use
  103254. * @param invertY defines if data must be stored with Y axis inverted
  103255. */
  103256. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  103257. }
  103258. }
  103259. declare module BABYLON {
  103260. /**
  103261. * Settings for finer control over video usage
  103262. */
  103263. export interface VideoTextureSettings {
  103264. /**
  103265. * Applies `autoplay` to video, if specified
  103266. */
  103267. autoPlay?: boolean;
  103268. /**
  103269. * Applies `loop` to video, if specified
  103270. */
  103271. loop?: boolean;
  103272. /**
  103273. * Automatically updates internal texture from video at every frame in the render loop
  103274. */
  103275. autoUpdateTexture: boolean;
  103276. /**
  103277. * Image src displayed during the video loading or until the user interacts with the video.
  103278. */
  103279. poster?: string;
  103280. }
  103281. /**
  103282. * If you want to display a video in your scene, this is the special texture for that.
  103283. * This special texture works similar to other textures, with the exception of a few parameters.
  103284. * @see https://doc.babylonjs.com/how_to/video_texture
  103285. */
  103286. export class VideoTexture extends Texture {
  103287. /**
  103288. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  103289. */
  103290. readonly autoUpdateTexture: boolean;
  103291. /**
  103292. * The video instance used by the texture internally
  103293. */
  103294. readonly video: HTMLVideoElement;
  103295. private _onUserActionRequestedObservable;
  103296. /**
  103297. * Event triggerd when a dom action is required by the user to play the video.
  103298. * This happens due to recent changes in browser policies preventing video to auto start.
  103299. */
  103300. get onUserActionRequestedObservable(): Observable<Texture>;
  103301. private _generateMipMaps;
  103302. private _engine;
  103303. private _stillImageCaptured;
  103304. private _displayingPosterTexture;
  103305. private _settings;
  103306. private _createInternalTextureOnEvent;
  103307. private _frameId;
  103308. private _currentSrc;
  103309. /**
  103310. * Creates a video texture.
  103311. * If you want to display a video in your scene, this is the special texture for that.
  103312. * This special texture works similar to other textures, with the exception of a few parameters.
  103313. * @see https://doc.babylonjs.com/how_to/video_texture
  103314. * @param name optional name, will detect from video source, if not defined
  103315. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  103316. * @param scene is obviously the current scene.
  103317. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  103318. * @param invertY is false by default but can be used to invert video on Y axis
  103319. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  103320. * @param settings allows finer control over video usage
  103321. */
  103322. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  103323. private _getName;
  103324. private _getVideo;
  103325. private _createInternalTexture;
  103326. private reset;
  103327. /**
  103328. * @hidden Internal method to initiate `update`.
  103329. */
  103330. _rebuild(): void;
  103331. /**
  103332. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  103333. */
  103334. update(): void;
  103335. /**
  103336. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  103337. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  103338. */
  103339. updateTexture(isVisible: boolean): void;
  103340. protected _updateInternalTexture: () => void;
  103341. /**
  103342. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  103343. * @param url New url.
  103344. */
  103345. updateURL(url: string): void;
  103346. /**
  103347. * Clones the texture.
  103348. * @returns the cloned texture
  103349. */
  103350. clone(): VideoTexture;
  103351. /**
  103352. * Dispose the texture and release its associated resources.
  103353. */
  103354. dispose(): void;
  103355. /**
  103356. * Creates a video texture straight from a stream.
  103357. * @param scene Define the scene the texture should be created in
  103358. * @param stream Define the stream the texture should be created from
  103359. * @returns The created video texture as a promise
  103360. */
  103361. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  103362. /**
  103363. * Creates a video texture straight from your WebCam video feed.
  103364. * @param scene Define the scene the texture should be created in
  103365. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  103366. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  103367. * @returns The created video texture as a promise
  103368. */
  103369. static CreateFromWebCamAsync(scene: Scene, constraints: {
  103370. minWidth: number;
  103371. maxWidth: number;
  103372. minHeight: number;
  103373. maxHeight: number;
  103374. deviceId: string;
  103375. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  103376. /**
  103377. * Creates a video texture straight from your WebCam video feed.
  103378. * @param scene Define the scene the texture should be created in
  103379. * @param onReady Define a callback to triggered once the texture will be ready
  103380. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  103381. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  103382. */
  103383. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  103384. minWidth: number;
  103385. maxWidth: number;
  103386. minHeight: number;
  103387. maxHeight: number;
  103388. deviceId: string;
  103389. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  103390. }
  103391. }
  103392. declare module BABYLON {
  103393. /**
  103394. * Defines the interface used by objects working like Scene
  103395. * @hidden
  103396. */
  103397. interface ISceneLike {
  103398. _addPendingData(data: any): void;
  103399. _removePendingData(data: any): void;
  103400. offlineProvider: IOfflineProvider;
  103401. }
  103402. /** Interface defining initialization parameters for Engine class */
  103403. export interface EngineOptions extends WebGLContextAttributes {
  103404. /**
  103405. * Defines if the engine should no exceed a specified device ratio
  103406. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  103407. */
  103408. limitDeviceRatio?: number;
  103409. /**
  103410. * Defines if webvr should be enabled automatically
  103411. * @see http://doc.babylonjs.com/how_to/webvr_camera
  103412. */
  103413. autoEnableWebVR?: boolean;
  103414. /**
  103415. * Defines if webgl2 should be turned off even if supported
  103416. * @see http://doc.babylonjs.com/features/webgl2
  103417. */
  103418. disableWebGL2Support?: boolean;
  103419. /**
  103420. * Defines if webaudio should be initialized as well
  103421. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103422. */
  103423. audioEngine?: boolean;
  103424. /**
  103425. * Defines if animations should run using a deterministic lock step
  103426. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  103427. */
  103428. deterministicLockstep?: boolean;
  103429. /** Defines the maximum steps to use with deterministic lock step mode */
  103430. lockstepMaxSteps?: number;
  103431. /** Defines the seconds between each deterministic lock step */
  103432. timeStep?: number;
  103433. /**
  103434. * Defines that engine should ignore context lost events
  103435. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  103436. */
  103437. doNotHandleContextLost?: boolean;
  103438. /**
  103439. * Defines that engine should ignore modifying touch action attribute and style
  103440. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  103441. */
  103442. doNotHandleTouchAction?: boolean;
  103443. /**
  103444. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  103445. */
  103446. useHighPrecisionFloats?: boolean;
  103447. }
  103448. /**
  103449. * The base engine class (root of all engines)
  103450. */
  103451. export class ThinEngine {
  103452. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  103453. static ExceptionList: ({
  103454. key: string;
  103455. capture: string;
  103456. captureConstraint: number;
  103457. targets: string[];
  103458. } | {
  103459. key: string;
  103460. capture: null;
  103461. captureConstraint: null;
  103462. targets: string[];
  103463. })[];
  103464. /** @hidden */
  103465. static _TextureLoaders: IInternalTextureLoader[];
  103466. /**
  103467. * Returns the current npm package of the sdk
  103468. */
  103469. static get NpmPackage(): string;
  103470. /**
  103471. * Returns the current version of the framework
  103472. */
  103473. static get Version(): string;
  103474. /**
  103475. * Returns a string describing the current engine
  103476. */
  103477. get description(): string;
  103478. /**
  103479. * Gets or sets the epsilon value used by collision engine
  103480. */
  103481. static CollisionsEpsilon: number;
  103482. /**
  103483. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  103484. */
  103485. static get ShadersRepository(): string;
  103486. static set ShadersRepository(value: string);
  103487. /**
  103488. * Gets or sets the textures that the engine should not attempt to load as compressed
  103489. */
  103490. protected _excludedCompressedTextures: string[];
  103491. /**
  103492. * Filters the compressed texture formats to only include
  103493. * files that are not included in the skippable list
  103494. *
  103495. * @param url the current extension
  103496. * @param textureFormatInUse the current compressed texture format
  103497. * @returns "format" string
  103498. */
  103499. excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string>;
  103500. /** @hidden */
  103501. _shaderProcessor: IShaderProcessor;
  103502. /**
  103503. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  103504. */
  103505. forcePOTTextures: boolean;
  103506. /**
  103507. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  103508. */
  103509. isFullscreen: boolean;
  103510. /**
  103511. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  103512. */
  103513. cullBackFaces: boolean;
  103514. /**
  103515. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  103516. */
  103517. renderEvenInBackground: boolean;
  103518. /**
  103519. * Gets or sets a boolean indicating that cache can be kept between frames
  103520. */
  103521. preventCacheWipeBetweenFrames: boolean;
  103522. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  103523. validateShaderPrograms: boolean;
  103524. /**
  103525. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  103526. * This can provide greater z depth for distant objects.
  103527. */
  103528. useReverseDepthBuffer: boolean;
  103529. /**
  103530. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  103531. */
  103532. disableUniformBuffers: boolean;
  103533. /** @hidden */
  103534. _uniformBuffers: UniformBuffer[];
  103535. /**
  103536. * Gets a boolean indicating that the engine supports uniform buffers
  103537. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  103538. */
  103539. get supportsUniformBuffers(): boolean;
  103540. /** @hidden */
  103541. _gl: WebGLRenderingContext;
  103542. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  103543. protected _windowIsBackground: boolean;
  103544. protected _webGLVersion: number;
  103545. protected _creationOptions: EngineOptions;
  103546. protected _highPrecisionShadersAllowed: boolean;
  103547. /** @hidden */
  103548. get _shouldUseHighPrecisionShader(): boolean;
  103549. /**
  103550. * Gets a boolean indicating that only power of 2 textures are supported
  103551. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  103552. */
  103553. get needPOTTextures(): boolean;
  103554. /** @hidden */
  103555. _badOS: boolean;
  103556. /** @hidden */
  103557. _badDesktopOS: boolean;
  103558. private _hardwareScalingLevel;
  103559. /** @hidden */
  103560. _caps: EngineCapabilities;
  103561. private _isStencilEnable;
  103562. private _glVersion;
  103563. private _glRenderer;
  103564. private _glVendor;
  103565. /** @hidden */
  103566. _videoTextureSupported: boolean;
  103567. protected _renderingQueueLaunched: boolean;
  103568. protected _activeRenderLoops: (() => void)[];
  103569. /**
  103570. * Observable signaled when a context lost event is raised
  103571. */
  103572. onContextLostObservable: Observable<ThinEngine>;
  103573. /**
  103574. * Observable signaled when a context restored event is raised
  103575. */
  103576. onContextRestoredObservable: Observable<ThinEngine>;
  103577. private _onContextLost;
  103578. private _onContextRestored;
  103579. protected _contextWasLost: boolean;
  103580. /** @hidden */
  103581. _doNotHandleContextLost: boolean;
  103582. /**
  103583. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  103584. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  103585. */
  103586. get doNotHandleContextLost(): boolean;
  103587. set doNotHandleContextLost(value: boolean);
  103588. /**
  103589. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  103590. */
  103591. disableVertexArrayObjects: boolean;
  103592. /** @hidden */
  103593. protected _colorWrite: boolean;
  103594. /** @hidden */
  103595. protected _colorWriteChanged: boolean;
  103596. /** @hidden */
  103597. protected _depthCullingState: DepthCullingState;
  103598. /** @hidden */
  103599. protected _stencilState: StencilState;
  103600. /** @hidden */
  103601. _alphaState: AlphaState;
  103602. /** @hidden */
  103603. _alphaMode: number;
  103604. /** @hidden */
  103605. _alphaEquation: number;
  103606. /** @hidden */
  103607. _internalTexturesCache: InternalTexture[];
  103608. /** @hidden */
  103609. protected _activeChannel: number;
  103610. private _currentTextureChannel;
  103611. /** @hidden */
  103612. protected _boundTexturesCache: {
  103613. [key: string]: Nullable<InternalTexture>;
  103614. };
  103615. /** @hidden */
  103616. protected _currentEffect: Nullable<Effect>;
  103617. /** @hidden */
  103618. protected _currentProgram: Nullable<WebGLProgram>;
  103619. private _compiledEffects;
  103620. private _vertexAttribArraysEnabled;
  103621. /** @hidden */
  103622. protected _cachedViewport: Nullable<IViewportLike>;
  103623. private _cachedVertexArrayObject;
  103624. /** @hidden */
  103625. protected _cachedVertexBuffers: any;
  103626. /** @hidden */
  103627. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  103628. /** @hidden */
  103629. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  103630. /** @hidden */
  103631. _currentRenderTarget: Nullable<InternalTexture>;
  103632. private _uintIndicesCurrentlySet;
  103633. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  103634. /** @hidden */
  103635. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  103636. private _currentBufferPointers;
  103637. private _currentInstanceLocations;
  103638. private _currentInstanceBuffers;
  103639. private _textureUnits;
  103640. /** @hidden */
  103641. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  103642. /** @hidden */
  103643. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  103644. /** @hidden */
  103645. _boundRenderFunction: any;
  103646. private _vaoRecordInProgress;
  103647. private _mustWipeVertexAttributes;
  103648. private _emptyTexture;
  103649. private _emptyCubeTexture;
  103650. private _emptyTexture3D;
  103651. private _emptyTexture2DArray;
  103652. /** @hidden */
  103653. _frameHandler: number;
  103654. private _nextFreeTextureSlots;
  103655. private _maxSimultaneousTextures;
  103656. private _activeRequests;
  103657. protected _texturesSupported: string[];
  103658. /** @hidden */
  103659. _textureFormatInUse: Nullable<string>;
  103660. protected get _supportsHardwareTextureRescaling(): boolean;
  103661. /**
  103662. * Gets the list of texture formats supported
  103663. */
  103664. get texturesSupported(): Array<string>;
  103665. /**
  103666. * Gets the list of texture formats in use
  103667. */
  103668. get textureFormatInUse(): Nullable<string>;
  103669. /**
  103670. * Gets the current viewport
  103671. */
  103672. get currentViewport(): Nullable<IViewportLike>;
  103673. /**
  103674. * Gets the default empty texture
  103675. */
  103676. get emptyTexture(): InternalTexture;
  103677. /**
  103678. * Gets the default empty 3D texture
  103679. */
  103680. get emptyTexture3D(): InternalTexture;
  103681. /**
  103682. * Gets the default empty 2D array texture
  103683. */
  103684. get emptyTexture2DArray(): InternalTexture;
  103685. /**
  103686. * Gets the default empty cube texture
  103687. */
  103688. get emptyCubeTexture(): InternalTexture;
  103689. /**
  103690. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  103691. */
  103692. readonly premultipliedAlpha: boolean;
  103693. /**
  103694. * Observable event triggered before each texture is initialized
  103695. */
  103696. onBeforeTextureInitObservable: Observable<Texture>;
  103697. /**
  103698. * Creates a new engine
  103699. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  103700. * @param antialias defines enable antialiasing (default: false)
  103701. * @param options defines further options to be sent to the getContext() function
  103702. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  103703. */
  103704. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  103705. private _rebuildInternalTextures;
  103706. private _rebuildEffects;
  103707. /**
  103708. * Gets a boolean indicating if all created effects are ready
  103709. * @returns true if all effects are ready
  103710. */
  103711. areAllEffectsReady(): boolean;
  103712. protected _rebuildBuffers(): void;
  103713. private _initGLContext;
  103714. /**
  103715. * Gets version of the current webGL context
  103716. */
  103717. get webGLVersion(): number;
  103718. /**
  103719. * Gets a string idenfifying the name of the class
  103720. * @returns "Engine" string
  103721. */
  103722. getClassName(): string;
  103723. /**
  103724. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  103725. */
  103726. get isStencilEnable(): boolean;
  103727. /** @hidden */
  103728. _prepareWorkingCanvas(): void;
  103729. /**
  103730. * Reset the texture cache to empty state
  103731. */
  103732. resetTextureCache(): void;
  103733. /**
  103734. * Gets an object containing information about the current webGL context
  103735. * @returns an object containing the vender, the renderer and the version of the current webGL context
  103736. */
  103737. getGlInfo(): {
  103738. vendor: string;
  103739. renderer: string;
  103740. version: string;
  103741. };
  103742. /**
  103743. * Defines the hardware scaling level.
  103744. * By default the hardware scaling level is computed from the window device ratio.
  103745. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  103746. * @param level defines the level to use
  103747. */
  103748. setHardwareScalingLevel(level: number): void;
  103749. /**
  103750. * Gets the current hardware scaling level.
  103751. * By default the hardware scaling level is computed from the window device ratio.
  103752. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  103753. * @returns a number indicating the current hardware scaling level
  103754. */
  103755. getHardwareScalingLevel(): number;
  103756. /**
  103757. * Gets the list of loaded textures
  103758. * @returns an array containing all loaded textures
  103759. */
  103760. getLoadedTexturesCache(): InternalTexture[];
  103761. /**
  103762. * Gets the object containing all engine capabilities
  103763. * @returns the EngineCapabilities object
  103764. */
  103765. getCaps(): EngineCapabilities;
  103766. /**
  103767. * stop executing a render loop function and remove it from the execution array
  103768. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  103769. */
  103770. stopRenderLoop(renderFunction?: () => void): void;
  103771. /** @hidden */
  103772. _renderLoop(): void;
  103773. /**
  103774. * Gets the HTML canvas attached with the current webGL context
  103775. * @returns a HTML canvas
  103776. */
  103777. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  103778. /**
  103779. * Gets host window
  103780. * @returns the host window object
  103781. */
  103782. getHostWindow(): Nullable<Window>;
  103783. /**
  103784. * Gets the current render width
  103785. * @param useScreen defines if screen size must be used (or the current render target if any)
  103786. * @returns a number defining the current render width
  103787. */
  103788. getRenderWidth(useScreen?: boolean): number;
  103789. /**
  103790. * Gets the current render height
  103791. * @param useScreen defines if screen size must be used (or the current render target if any)
  103792. * @returns a number defining the current render height
  103793. */
  103794. getRenderHeight(useScreen?: boolean): number;
  103795. /**
  103796. * Can be used to override the current requestAnimationFrame requester.
  103797. * @hidden
  103798. */
  103799. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  103800. /**
  103801. * Register and execute a render loop. The engine can have more than one render function
  103802. * @param renderFunction defines the function to continuously execute
  103803. */
  103804. runRenderLoop(renderFunction: () => void): void;
  103805. /**
  103806. * Clear the current render buffer or the current render target (if any is set up)
  103807. * @param color defines the color to use
  103808. * @param backBuffer defines if the back buffer must be cleared
  103809. * @param depth defines if the depth buffer must be cleared
  103810. * @param stencil defines if the stencil buffer must be cleared
  103811. */
  103812. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  103813. private _viewportCached;
  103814. /** @hidden */
  103815. _viewport(x: number, y: number, width: number, height: number): void;
  103816. /**
  103817. * Set the WebGL's viewport
  103818. * @param viewport defines the viewport element to be used
  103819. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  103820. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  103821. */
  103822. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  103823. /**
  103824. * Begin a new frame
  103825. */
  103826. beginFrame(): void;
  103827. /**
  103828. * Enf the current frame
  103829. */
  103830. endFrame(): void;
  103831. /**
  103832. * Resize the view according to the canvas' size
  103833. */
  103834. resize(): void;
  103835. /**
  103836. * Force a specific size of the canvas
  103837. * @param width defines the new canvas' width
  103838. * @param height defines the new canvas' height
  103839. */
  103840. setSize(width: number, height: number): void;
  103841. /**
  103842. * Binds the frame buffer to the specified texture.
  103843. * @param texture The texture to render to or null for the default canvas
  103844. * @param faceIndex The face of the texture to render to in case of cube texture
  103845. * @param requiredWidth The width of the target to render to
  103846. * @param requiredHeight The height of the target to render to
  103847. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  103848. * @param lodLevel defines the lod level to bind to the frame buffer
  103849. * @param layer defines the 2d array index to bind to frame buffer to
  103850. */
  103851. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
  103852. /** @hidden */
  103853. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  103854. /**
  103855. * Unbind the current render target texture from the webGL context
  103856. * @param texture defines the render target texture to unbind
  103857. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  103858. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  103859. */
  103860. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  103861. /**
  103862. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  103863. */
  103864. flushFramebuffer(): void;
  103865. /**
  103866. * Unbind the current render target and bind the default framebuffer
  103867. */
  103868. restoreDefaultFramebuffer(): void;
  103869. /** @hidden */
  103870. protected _resetVertexBufferBinding(): void;
  103871. /**
  103872. * Creates a vertex buffer
  103873. * @param data the data for the vertex buffer
  103874. * @returns the new WebGL static buffer
  103875. */
  103876. createVertexBuffer(data: DataArray): DataBuffer;
  103877. private _createVertexBuffer;
  103878. /**
  103879. * Creates a dynamic vertex buffer
  103880. * @param data the data for the dynamic vertex buffer
  103881. * @returns the new WebGL dynamic buffer
  103882. */
  103883. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  103884. protected _resetIndexBufferBinding(): void;
  103885. /**
  103886. * Creates a new index buffer
  103887. * @param indices defines the content of the index buffer
  103888. * @param updatable defines if the index buffer must be updatable
  103889. * @returns a new webGL buffer
  103890. */
  103891. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  103892. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  103893. /**
  103894. * Bind a webGL buffer to the webGL context
  103895. * @param buffer defines the buffer to bind
  103896. */
  103897. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  103898. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  103899. private bindBuffer;
  103900. /**
  103901. * update the bound buffer with the given data
  103902. * @param data defines the data to update
  103903. */
  103904. updateArrayBuffer(data: Float32Array): void;
  103905. private _vertexAttribPointer;
  103906. private _bindIndexBufferWithCache;
  103907. private _bindVertexBuffersAttributes;
  103908. /**
  103909. * Records a vertex array object
  103910. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  103911. * @param vertexBuffers defines the list of vertex buffers to store
  103912. * @param indexBuffer defines the index buffer to store
  103913. * @param effect defines the effect to store
  103914. * @returns the new vertex array object
  103915. */
  103916. recordVertexArrayObject(vertexBuffers: {
  103917. [key: string]: VertexBuffer;
  103918. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  103919. /**
  103920. * Bind a specific vertex array object
  103921. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  103922. * @param vertexArrayObject defines the vertex array object to bind
  103923. * @param indexBuffer defines the index buffer to bind
  103924. */
  103925. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  103926. /**
  103927. * Bind webGl buffers directly to the webGL context
  103928. * @param vertexBuffer defines the vertex buffer to bind
  103929. * @param indexBuffer defines the index buffer to bind
  103930. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  103931. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  103932. * @param effect defines the effect associated with the vertex buffer
  103933. */
  103934. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  103935. private _unbindVertexArrayObject;
  103936. /**
  103937. * Bind a list of vertex buffers to the webGL context
  103938. * @param vertexBuffers defines the list of vertex buffers to bind
  103939. * @param indexBuffer defines the index buffer to bind
  103940. * @param effect defines the effect associated with the vertex buffers
  103941. */
  103942. bindBuffers(vertexBuffers: {
  103943. [key: string]: Nullable<VertexBuffer>;
  103944. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  103945. /**
  103946. * Unbind all instance attributes
  103947. */
  103948. unbindInstanceAttributes(): void;
  103949. /**
  103950. * Release and free the memory of a vertex array object
  103951. * @param vao defines the vertex array object to delete
  103952. */
  103953. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  103954. /** @hidden */
  103955. _releaseBuffer(buffer: DataBuffer): boolean;
  103956. protected _deleteBuffer(buffer: DataBuffer): void;
  103957. /**
  103958. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  103959. * @param instancesBuffer defines the webGL buffer to update and bind
  103960. * @param data defines the data to store in the buffer
  103961. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  103962. */
  103963. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  103964. /**
  103965. * Bind the content of a webGL buffer used with instanciation
  103966. * @param instancesBuffer defines the webGL buffer to bind
  103967. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  103968. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  103969. */
  103970. bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride?: boolean): void;
  103971. /**
  103972. * Disable the instance attribute corresponding to the name in parameter
  103973. * @param name defines the name of the attribute to disable
  103974. */
  103975. disableInstanceAttributeByName(name: string): void;
  103976. /**
  103977. * Disable the instance attribute corresponding to the location in parameter
  103978. * @param attributeLocation defines the attribute location of the attribute to disable
  103979. */
  103980. disableInstanceAttribute(attributeLocation: number): void;
  103981. /**
  103982. * Disable the attribute corresponding to the location in parameter
  103983. * @param attributeLocation defines the attribute location of the attribute to disable
  103984. */
  103985. disableAttributeByIndex(attributeLocation: number): void;
  103986. /**
  103987. * Send a draw order
  103988. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  103989. * @param indexStart defines the starting index
  103990. * @param indexCount defines the number of index to draw
  103991. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103992. */
  103993. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  103994. /**
  103995. * Draw a list of points
  103996. * @param verticesStart defines the index of first vertex to draw
  103997. * @param verticesCount defines the count of vertices to draw
  103998. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103999. */
  104000. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  104001. /**
  104002. * Draw a list of unindexed primitives
  104003. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  104004. * @param verticesStart defines the index of first vertex to draw
  104005. * @param verticesCount defines the count of vertices to draw
  104006. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  104007. */
  104008. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  104009. /**
  104010. * Draw a list of indexed primitives
  104011. * @param fillMode defines the primitive to use
  104012. * @param indexStart defines the starting index
  104013. * @param indexCount defines the number of index to draw
  104014. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  104015. */
  104016. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  104017. /**
  104018. * Draw a list of unindexed primitives
  104019. * @param fillMode defines the primitive to use
  104020. * @param verticesStart defines the index of first vertex to draw
  104021. * @param verticesCount defines the count of vertices to draw
  104022. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  104023. */
  104024. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  104025. private _drawMode;
  104026. /** @hidden */
  104027. protected _reportDrawCall(): void;
  104028. /** @hidden */
  104029. _releaseEffect(effect: Effect): void;
  104030. /** @hidden */
  104031. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  104032. /**
  104033. * Create a new effect (used to store vertex/fragment shaders)
  104034. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  104035. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  104036. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  104037. * @param samplers defines an array of string used to represent textures
  104038. * @param defines defines the string containing the defines to use to compile the shaders
  104039. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  104040. * @param onCompiled defines a function to call when the effect creation is successful
  104041. * @param onError defines a function to call when the effect creation has failed
  104042. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  104043. * @returns the new Effect
  104044. */
  104045. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  104046. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  104047. private _compileShader;
  104048. private _compileRawShader;
  104049. /**
  104050. * Directly creates a webGL program
  104051. * @param pipelineContext defines the pipeline context to attach to
  104052. * @param vertexCode defines the vertex shader code to use
  104053. * @param fragmentCode defines the fragment shader code to use
  104054. * @param context defines the webGL context to use (if not set, the current one will be used)
  104055. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  104056. * @returns the new webGL program
  104057. */
  104058. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104059. /**
  104060. * Creates a webGL program
  104061. * @param pipelineContext defines the pipeline context to attach to
  104062. * @param vertexCode defines the vertex shader code to use
  104063. * @param fragmentCode defines the fragment shader code to use
  104064. * @param defines defines the string containing the defines to use to compile the shaders
  104065. * @param context defines the webGL context to use (if not set, the current one will be used)
  104066. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  104067. * @returns the new webGL program
  104068. */
  104069. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104070. /**
  104071. * Creates a new pipeline context
  104072. * @returns the new pipeline
  104073. */
  104074. createPipelineContext(): IPipelineContext;
  104075. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104076. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  104077. /** @hidden */
  104078. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  104079. /** @hidden */
  104080. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  104081. /** @hidden */
  104082. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  104083. /**
  104084. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  104085. * @param pipelineContext defines the pipeline context to use
  104086. * @param uniformsNames defines the list of uniform names
  104087. * @returns an array of webGL uniform locations
  104088. */
  104089. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  104090. /**
  104091. * Gets the lsit of active attributes for a given webGL program
  104092. * @param pipelineContext defines the pipeline context to use
  104093. * @param attributesNames defines the list of attribute names to get
  104094. * @returns an array of indices indicating the offset of each attribute
  104095. */
  104096. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  104097. /**
  104098. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  104099. * @param effect defines the effect to activate
  104100. */
  104101. enableEffect(effect: Nullable<Effect>): void;
  104102. /**
  104103. * Set the value of an uniform to a number (int)
  104104. * @param uniform defines the webGL uniform location where to store the value
  104105. * @param value defines the int number to store
  104106. */
  104107. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  104108. /**
  104109. * Set the value of an uniform to an array of int32
  104110. * @param uniform defines the webGL uniform location where to store the value
  104111. * @param array defines the array of int32 to store
  104112. */
  104113. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104114. /**
  104115. * Set the value of an uniform to an array of int32 (stored as vec2)
  104116. * @param uniform defines the webGL uniform location where to store the value
  104117. * @param array defines the array of int32 to store
  104118. */
  104119. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104120. /**
  104121. * Set the value of an uniform to an array of int32 (stored as vec3)
  104122. * @param uniform defines the webGL uniform location where to store the value
  104123. * @param array defines the array of int32 to store
  104124. */
  104125. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104126. /**
  104127. * Set the value of an uniform to an array of int32 (stored as vec4)
  104128. * @param uniform defines the webGL uniform location where to store the value
  104129. * @param array defines the array of int32 to store
  104130. */
  104131. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104132. /**
  104133. * Set the value of an uniform to an array of number
  104134. * @param uniform defines the webGL uniform location where to store the value
  104135. * @param array defines the array of number to store
  104136. */
  104137. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104138. /**
  104139. * Set the value of an uniform to an array of number (stored as vec2)
  104140. * @param uniform defines the webGL uniform location where to store the value
  104141. * @param array defines the array of number to store
  104142. */
  104143. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104144. /**
  104145. * Set the value of an uniform to an array of number (stored as vec3)
  104146. * @param uniform defines the webGL uniform location where to store the value
  104147. * @param array defines the array of number to store
  104148. */
  104149. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104150. /**
  104151. * Set the value of an uniform to an array of number (stored as vec4)
  104152. * @param uniform defines the webGL uniform location where to store the value
  104153. * @param array defines the array of number to store
  104154. */
  104155. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104156. /**
  104157. * Set the value of an uniform to an array of float32 (stored as matrices)
  104158. * @param uniform defines the webGL uniform location where to store the value
  104159. * @param matrices defines the array of float32 to store
  104160. */
  104161. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  104162. /**
  104163. * Set the value of an uniform to a matrix (3x3)
  104164. * @param uniform defines the webGL uniform location where to store the value
  104165. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  104166. */
  104167. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  104168. /**
  104169. * Set the value of an uniform to a matrix (2x2)
  104170. * @param uniform defines the webGL uniform location where to store the value
  104171. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  104172. */
  104173. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  104174. /**
  104175. * Set the value of an uniform to a number (float)
  104176. * @param uniform defines the webGL uniform location where to store the value
  104177. * @param value defines the float number to store
  104178. */
  104179. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  104180. /**
  104181. * Set the value of an uniform to a vec2
  104182. * @param uniform defines the webGL uniform location where to store the value
  104183. * @param x defines the 1st component of the value
  104184. * @param y defines the 2nd component of the value
  104185. */
  104186. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  104187. /**
  104188. * Set the value of an uniform to a vec3
  104189. * @param uniform defines the webGL uniform location where to store the value
  104190. * @param x defines the 1st component of the value
  104191. * @param y defines the 2nd component of the value
  104192. * @param z defines the 3rd component of the value
  104193. */
  104194. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  104195. /**
  104196. * Set the value of an uniform to a vec4
  104197. * @param uniform defines the webGL uniform location where to store the value
  104198. * @param x defines the 1st component of the value
  104199. * @param y defines the 2nd component of the value
  104200. * @param z defines the 3rd component of the value
  104201. * @param w defines the 4th component of the value
  104202. */
  104203. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  104204. /**
  104205. * Apply all cached states (depth, culling, stencil and alpha)
  104206. */
  104207. applyStates(): void;
  104208. /**
  104209. * Enable or disable color writing
  104210. * @param enable defines the state to set
  104211. */
  104212. setColorWrite(enable: boolean): void;
  104213. /**
  104214. * Gets a boolean indicating if color writing is enabled
  104215. * @returns the current color writing state
  104216. */
  104217. getColorWrite(): boolean;
  104218. /**
  104219. * Gets the depth culling state manager
  104220. */
  104221. get depthCullingState(): DepthCullingState;
  104222. /**
  104223. * Gets the alpha state manager
  104224. */
  104225. get alphaState(): AlphaState;
  104226. /**
  104227. * Gets the stencil state manager
  104228. */
  104229. get stencilState(): StencilState;
  104230. /**
  104231. * Clears the list of texture accessible through engine.
  104232. * This can help preventing texture load conflict due to name collision.
  104233. */
  104234. clearInternalTexturesCache(): void;
  104235. /**
  104236. * Force the entire cache to be cleared
  104237. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  104238. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  104239. */
  104240. wipeCaches(bruteForce?: boolean): void;
  104241. /** @hidden */
  104242. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  104243. min: number;
  104244. mag: number;
  104245. };
  104246. /** @hidden */
  104247. _createTexture(): WebGLTexture;
  104248. /**
  104249. * Usually called from Texture.ts.
  104250. * Passed information to create a WebGLTexture
  104251. * @param urlArg defines a value which contains one of the following:
  104252. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  104253. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  104254. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  104255. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  104256. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  104257. * @param scene needed for loading to the correct scene
  104258. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  104259. * @param onLoad optional callback to be called upon successful completion
  104260. * @param onError optional callback to be called upon failure
  104261. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  104262. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  104263. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  104264. * @param forcedExtension defines the extension to use to pick the right loader
  104265. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  104266. * @param mimeType defines an optional mime type
  104267. * @returns a InternalTexture for assignment back into BABYLON.Texture
  104268. */
  104269. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  104270. /**
  104271. * Loads an image as an HTMLImageElement.
  104272. * @param input url string, ArrayBuffer, or Blob to load
  104273. * @param onLoad callback called when the image successfully loads
  104274. * @param onError callback called when the image fails to load
  104275. * @param offlineProvider offline provider for caching
  104276. * @param mimeType optional mime type
  104277. * @returns the HTMLImageElement of the loaded image
  104278. * @hidden
  104279. */
  104280. static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  104281. /**
  104282. * @hidden
  104283. */
  104284. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  104285. /**
  104286. * Creates a raw texture
  104287. * @param data defines the data to store in the texture
  104288. * @param width defines the width of the texture
  104289. * @param height defines the height of the texture
  104290. * @param format defines the format of the data
  104291. * @param generateMipMaps defines if the engine should generate the mip levels
  104292. * @param invertY defines if data must be stored with Y axis inverted
  104293. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  104294. * @param compression defines the compression used (null by default)
  104295. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  104296. * @returns the raw texture inside an InternalTexture
  104297. */
  104298. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  104299. /**
  104300. * Creates a new raw cube texture
  104301. * @param data defines the array of data to use to create each face
  104302. * @param size defines the size of the textures
  104303. * @param format defines the format of the data
  104304. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  104305. * @param generateMipMaps defines if the engine should generate the mip levels
  104306. * @param invertY defines if data must be stored with Y axis inverted
  104307. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104308. * @param compression defines the compression used (null by default)
  104309. * @returns the cube texture as an InternalTexture
  104310. */
  104311. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  104312. /**
  104313. * Creates a new raw 3D texture
  104314. * @param data defines the data used to create the texture
  104315. * @param width defines the width of the texture
  104316. * @param height defines the height of the texture
  104317. * @param depth defines the depth of the texture
  104318. * @param format defines the format of the texture
  104319. * @param generateMipMaps defines if the engine must generate mip levels
  104320. * @param invertY defines if data must be stored with Y axis inverted
  104321. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104322. * @param compression defines the compressed used (can be null)
  104323. * @param textureType defines the compressed used (can be null)
  104324. * @returns a new raw 3D texture (stored in an InternalTexture)
  104325. */
  104326. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  104327. /**
  104328. * Creates a new raw 2D array texture
  104329. * @param data defines the data used to create the texture
  104330. * @param width defines the width of the texture
  104331. * @param height defines the height of the texture
  104332. * @param depth defines the number of layers of the texture
  104333. * @param format defines the format of the texture
  104334. * @param generateMipMaps defines if the engine must generate mip levels
  104335. * @param invertY defines if data must be stored with Y axis inverted
  104336. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104337. * @param compression defines the compressed used (can be null)
  104338. * @param textureType defines the compressed used (can be null)
  104339. * @returns a new raw 2D array texture (stored in an InternalTexture)
  104340. */
  104341. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  104342. private _unpackFlipYCached;
  104343. /**
  104344. * In case you are sharing the context with other applications, it might
  104345. * be interested to not cache the unpack flip y state to ensure a consistent
  104346. * value would be set.
  104347. */
  104348. enableUnpackFlipYCached: boolean;
  104349. /** @hidden */
  104350. _unpackFlipY(value: boolean): void;
  104351. /** @hidden */
  104352. _getUnpackAlignement(): number;
  104353. private _getTextureTarget;
  104354. /**
  104355. * Update the sampling mode of a given texture
  104356. * @param samplingMode defines the required sampling mode
  104357. * @param texture defines the texture to update
  104358. * @param generateMipMaps defines whether to generate mipmaps for the texture
  104359. */
  104360. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps?: boolean): void;
  104361. /**
  104362. * Update the sampling mode of a given texture
  104363. * @param texture defines the texture to update
  104364. * @param wrapU defines the texture wrap mode of the u coordinates
  104365. * @param wrapV defines the texture wrap mode of the v coordinates
  104366. * @param wrapR defines the texture wrap mode of the r coordinates
  104367. */
  104368. updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV?: Nullable<number>, wrapR?: Nullable<number>): void;
  104369. /** @hidden */
  104370. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  104371. width: number;
  104372. height: number;
  104373. layers?: number;
  104374. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  104375. /** @hidden */
  104376. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  104377. /** @hidden */
  104378. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  104379. /**
  104380. * Update a portion of an internal texture
  104381. * @param texture defines the texture to update
  104382. * @param imageData defines the data to store into the texture
  104383. * @param xOffset defines the x coordinates of the update rectangle
  104384. * @param yOffset defines the y coordinates of the update rectangle
  104385. * @param width defines the width of the update rectangle
  104386. * @param height defines the height of the update rectangle
  104387. * @param faceIndex defines the face index if texture is a cube (0 by default)
  104388. * @param lod defines the lod level to update (0 by default)
  104389. */
  104390. updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex?: number, lod?: number): void;
  104391. /** @hidden */
  104392. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  104393. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  104394. private _prepareWebGLTexture;
  104395. /** @hidden */
  104396. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  104397. private _getDepthStencilBuffer;
  104398. /** @hidden */
  104399. _releaseFramebufferObjects(texture: InternalTexture): void;
  104400. /** @hidden */
  104401. _releaseTexture(texture: InternalTexture): void;
  104402. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  104403. protected _setProgram(program: WebGLProgram): void;
  104404. protected _boundUniforms: {
  104405. [key: number]: WebGLUniformLocation;
  104406. };
  104407. /**
  104408. * Binds an effect to the webGL context
  104409. * @param effect defines the effect to bind
  104410. */
  104411. bindSamplers(effect: Effect): void;
  104412. private _activateCurrentTexture;
  104413. /** @hidden */
  104414. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  104415. /** @hidden */
  104416. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  104417. /**
  104418. * Unbind all textures from the webGL context
  104419. */
  104420. unbindAllTextures(): void;
  104421. /**
  104422. * Sets a texture to the according uniform.
  104423. * @param channel The texture channel
  104424. * @param uniform The uniform to set
  104425. * @param texture The texture to apply
  104426. */
  104427. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  104428. private _bindSamplerUniformToChannel;
  104429. private _getTextureWrapMode;
  104430. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  104431. /**
  104432. * Sets an array of texture to the webGL context
  104433. * @param channel defines the channel where the texture array must be set
  104434. * @param uniform defines the associated uniform location
  104435. * @param textures defines the array of textures to bind
  104436. */
  104437. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  104438. /** @hidden */
  104439. _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number): void;
  104440. private _setTextureParameterFloat;
  104441. private _setTextureParameterInteger;
  104442. /**
  104443. * Unbind all vertex attributes from the webGL context
  104444. */
  104445. unbindAllAttributes(): void;
  104446. /**
  104447. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  104448. */
  104449. releaseEffects(): void;
  104450. /**
  104451. * Dispose and release all associated resources
  104452. */
  104453. dispose(): void;
  104454. /**
  104455. * Attach a new callback raised when context lost event is fired
  104456. * @param callback defines the callback to call
  104457. */
  104458. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  104459. /**
  104460. * Attach a new callback raised when context restored event is fired
  104461. * @param callback defines the callback to call
  104462. */
  104463. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  104464. /**
  104465. * Get the current error code of the webGL context
  104466. * @returns the error code
  104467. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  104468. */
  104469. getError(): number;
  104470. private _canRenderToFloatFramebuffer;
  104471. private _canRenderToHalfFloatFramebuffer;
  104472. private _canRenderToFramebuffer;
  104473. /** @hidden */
  104474. _getWebGLTextureType(type: number): number;
  104475. /** @hidden */
  104476. _getInternalFormat(format: number): number;
  104477. /** @hidden */
  104478. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  104479. /** @hidden */
  104480. _getRGBAMultiSampleBufferFormat(type: number): number;
  104481. /** @hidden */
  104482. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  104483. /**
  104484. * Loads a file from a url
  104485. * @param url url to load
  104486. * @param onSuccess callback called when the file successfully loads
  104487. * @param onProgress callback called while file is loading (if the server supports this mode)
  104488. * @param offlineProvider defines the offline provider for caching
  104489. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  104490. * @param onError callback called when the file fails to load
  104491. * @returns a file request object
  104492. * @hidden
  104493. */
  104494. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  104495. /**
  104496. * Reads pixels from the current frame buffer. Please note that this function can be slow
  104497. * @param x defines the x coordinate of the rectangle where pixels must be read
  104498. * @param y defines the y coordinate of the rectangle where pixels must be read
  104499. * @param width defines the width of the rectangle where pixels must be read
  104500. * @param height defines the height of the rectangle where pixels must be read
  104501. * @param hasAlpha defines wether the output should have alpha or not (defaults to true)
  104502. * @returns a Uint8Array containing RGBA colors
  104503. */
  104504. readPixels(x: number, y: number, width: number, height: number, hasAlpha?: boolean): Uint8Array;
  104505. private static _isSupported;
  104506. /**
  104507. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  104508. * @returns true if the engine can be created
  104509. * @ignorenaming
  104510. */
  104511. static isSupported(): boolean;
  104512. /**
  104513. * Find the next highest power of two.
  104514. * @param x Number to start search from.
  104515. * @return Next highest power of two.
  104516. */
  104517. static CeilingPOT(x: number): number;
  104518. /**
  104519. * Find the next lowest power of two.
  104520. * @param x Number to start search from.
  104521. * @return Next lowest power of two.
  104522. */
  104523. static FloorPOT(x: number): number;
  104524. /**
  104525. * Find the nearest power of two.
  104526. * @param x Number to start search from.
  104527. * @return Next nearest power of two.
  104528. */
  104529. static NearestPOT(x: number): number;
  104530. /**
  104531. * Get the closest exponent of two
  104532. * @param value defines the value to approximate
  104533. * @param max defines the maximum value to return
  104534. * @param mode defines how to define the closest value
  104535. * @returns closest exponent of two of the given value
  104536. */
  104537. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  104538. /**
  104539. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  104540. * @param func - the function to be called
  104541. * @param requester - the object that will request the next frame. Falls back to window.
  104542. * @returns frame number
  104543. */
  104544. static QueueNewFrame(func: () => void, requester?: any): number;
  104545. /**
  104546. * Gets host document
  104547. * @returns the host document object
  104548. */
  104549. getHostDocument(): Nullable<Document>;
  104550. }
  104551. }
  104552. declare module BABYLON {
  104553. /**
  104554. * Class representing spherical harmonics coefficients to the 3rd degree
  104555. */
  104556. export class SphericalHarmonics {
  104557. /**
  104558. * Defines whether or not the harmonics have been prescaled for rendering.
  104559. */
  104560. preScaled: boolean;
  104561. /**
  104562. * The l0,0 coefficients of the spherical harmonics
  104563. */
  104564. l00: Vector3;
  104565. /**
  104566. * The l1,-1 coefficients of the spherical harmonics
  104567. */
  104568. l1_1: Vector3;
  104569. /**
  104570. * The l1,0 coefficients of the spherical harmonics
  104571. */
  104572. l10: Vector3;
  104573. /**
  104574. * The l1,1 coefficients of the spherical harmonics
  104575. */
  104576. l11: Vector3;
  104577. /**
  104578. * The l2,-2 coefficients of the spherical harmonics
  104579. */
  104580. l2_2: Vector3;
  104581. /**
  104582. * The l2,-1 coefficients of the spherical harmonics
  104583. */
  104584. l2_1: Vector3;
  104585. /**
  104586. * The l2,0 coefficients of the spherical harmonics
  104587. */
  104588. l20: Vector3;
  104589. /**
  104590. * The l2,1 coefficients of the spherical harmonics
  104591. */
  104592. l21: Vector3;
  104593. /**
  104594. * The l2,2 coefficients of the spherical harmonics
  104595. */
  104596. l22: Vector3;
  104597. /**
  104598. * Adds a light to the spherical harmonics
  104599. * @param direction the direction of the light
  104600. * @param color the color of the light
  104601. * @param deltaSolidAngle the delta solid angle of the light
  104602. */
  104603. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  104604. /**
  104605. * Scales the spherical harmonics by the given amount
  104606. * @param scale the amount to scale
  104607. */
  104608. scaleInPlace(scale: number): void;
  104609. /**
  104610. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  104611. *
  104612. * ```
  104613. * E_lm = A_l * L_lm
  104614. * ```
  104615. *
  104616. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  104617. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  104618. * the scaling factors are given in equation 9.
  104619. */
  104620. convertIncidentRadianceToIrradiance(): void;
  104621. /**
  104622. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  104623. *
  104624. * ```
  104625. * L = (1/pi) * E * rho
  104626. * ```
  104627. *
  104628. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  104629. */
  104630. convertIrradianceToLambertianRadiance(): void;
  104631. /**
  104632. * Integrates the reconstruction coefficients directly in to the SH preventing further
  104633. * required operations at run time.
  104634. *
  104635. * This is simply done by scaling back the SH with Ylm constants parameter.
  104636. * The trigonometric part being applied by the shader at run time.
  104637. */
  104638. preScaleForRendering(): void;
  104639. /**
  104640. * Constructs a spherical harmonics from an array.
  104641. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  104642. * @returns the spherical harmonics
  104643. */
  104644. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  104645. /**
  104646. * Gets the spherical harmonics from polynomial
  104647. * @param polynomial the spherical polynomial
  104648. * @returns the spherical harmonics
  104649. */
  104650. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  104651. }
  104652. /**
  104653. * Class representing spherical polynomial coefficients to the 3rd degree
  104654. */
  104655. export class SphericalPolynomial {
  104656. private _harmonics;
  104657. /**
  104658. * The spherical harmonics used to create the polynomials.
  104659. */
  104660. get preScaledHarmonics(): SphericalHarmonics;
  104661. /**
  104662. * The x coefficients of the spherical polynomial
  104663. */
  104664. x: Vector3;
  104665. /**
  104666. * The y coefficients of the spherical polynomial
  104667. */
  104668. y: Vector3;
  104669. /**
  104670. * The z coefficients of the spherical polynomial
  104671. */
  104672. z: Vector3;
  104673. /**
  104674. * The xx coefficients of the spherical polynomial
  104675. */
  104676. xx: Vector3;
  104677. /**
  104678. * The yy coefficients of the spherical polynomial
  104679. */
  104680. yy: Vector3;
  104681. /**
  104682. * The zz coefficients of the spherical polynomial
  104683. */
  104684. zz: Vector3;
  104685. /**
  104686. * The xy coefficients of the spherical polynomial
  104687. */
  104688. xy: Vector3;
  104689. /**
  104690. * The yz coefficients of the spherical polynomial
  104691. */
  104692. yz: Vector3;
  104693. /**
  104694. * The zx coefficients of the spherical polynomial
  104695. */
  104696. zx: Vector3;
  104697. /**
  104698. * Adds an ambient color to the spherical polynomial
  104699. * @param color the color to add
  104700. */
  104701. addAmbient(color: Color3): void;
  104702. /**
  104703. * Scales the spherical polynomial by the given amount
  104704. * @param scale the amount to scale
  104705. */
  104706. scaleInPlace(scale: number): void;
  104707. /**
  104708. * Gets the spherical polynomial from harmonics
  104709. * @param harmonics the spherical harmonics
  104710. * @returns the spherical polynomial
  104711. */
  104712. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  104713. /**
  104714. * Constructs a spherical polynomial from an array.
  104715. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  104716. * @returns the spherical polynomial
  104717. */
  104718. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  104719. }
  104720. }
  104721. declare module BABYLON {
  104722. /**
  104723. * Defines the source of the internal texture
  104724. */
  104725. export enum InternalTextureSource {
  104726. /**
  104727. * The source of the texture data is unknown
  104728. */
  104729. Unknown = 0,
  104730. /**
  104731. * Texture data comes from an URL
  104732. */
  104733. Url = 1,
  104734. /**
  104735. * Texture data is only used for temporary storage
  104736. */
  104737. Temp = 2,
  104738. /**
  104739. * Texture data comes from raw data (ArrayBuffer)
  104740. */
  104741. Raw = 3,
  104742. /**
  104743. * Texture content is dynamic (video or dynamic texture)
  104744. */
  104745. Dynamic = 4,
  104746. /**
  104747. * Texture content is generated by rendering to it
  104748. */
  104749. RenderTarget = 5,
  104750. /**
  104751. * Texture content is part of a multi render target process
  104752. */
  104753. MultiRenderTarget = 6,
  104754. /**
  104755. * Texture data comes from a cube data file
  104756. */
  104757. Cube = 7,
  104758. /**
  104759. * Texture data comes from a raw cube data
  104760. */
  104761. CubeRaw = 8,
  104762. /**
  104763. * Texture data come from a prefiltered cube data file
  104764. */
  104765. CubePrefiltered = 9,
  104766. /**
  104767. * Texture content is raw 3D data
  104768. */
  104769. Raw3D = 10,
  104770. /**
  104771. * Texture content is raw 2D array data
  104772. */
  104773. Raw2DArray = 11,
  104774. /**
  104775. * Texture content is a depth texture
  104776. */
  104777. Depth = 12,
  104778. /**
  104779. * Texture data comes from a raw cube data encoded with RGBD
  104780. */
  104781. CubeRawRGBD = 13
  104782. }
  104783. /**
  104784. * Class used to store data associated with WebGL texture data for the engine
  104785. * This class should not be used directly
  104786. */
  104787. export class InternalTexture {
  104788. /** @hidden */
  104789. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  104790. /**
  104791. * Defines if the texture is ready
  104792. */
  104793. isReady: boolean;
  104794. /**
  104795. * Defines if the texture is a cube texture
  104796. */
  104797. isCube: boolean;
  104798. /**
  104799. * Defines if the texture contains 3D data
  104800. */
  104801. is3D: boolean;
  104802. /**
  104803. * Defines if the texture contains 2D array data
  104804. */
  104805. is2DArray: boolean;
  104806. /**
  104807. * Defines if the texture contains multiview data
  104808. */
  104809. isMultiview: boolean;
  104810. /**
  104811. * Gets the URL used to load this texture
  104812. */
  104813. url: string;
  104814. /**
  104815. * Gets the sampling mode of the texture
  104816. */
  104817. samplingMode: number;
  104818. /**
  104819. * Gets a boolean indicating if the texture needs mipmaps generation
  104820. */
  104821. generateMipMaps: boolean;
  104822. /**
  104823. * Gets the number of samples used by the texture (WebGL2+ only)
  104824. */
  104825. samples: number;
  104826. /**
  104827. * Gets the type of the texture (int, float...)
  104828. */
  104829. type: number;
  104830. /**
  104831. * Gets the format of the texture (RGB, RGBA...)
  104832. */
  104833. format: number;
  104834. /**
  104835. * Observable called when the texture is loaded
  104836. */
  104837. onLoadedObservable: Observable<InternalTexture>;
  104838. /**
  104839. * Gets the width of the texture
  104840. */
  104841. width: number;
  104842. /**
  104843. * Gets the height of the texture
  104844. */
  104845. height: number;
  104846. /**
  104847. * Gets the depth of the texture
  104848. */
  104849. depth: number;
  104850. /**
  104851. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  104852. */
  104853. baseWidth: number;
  104854. /**
  104855. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  104856. */
  104857. baseHeight: number;
  104858. /**
  104859. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  104860. */
  104861. baseDepth: number;
  104862. /**
  104863. * Gets a boolean indicating if the texture is inverted on Y axis
  104864. */
  104865. invertY: boolean;
  104866. /** @hidden */
  104867. _invertVScale: boolean;
  104868. /** @hidden */
  104869. _associatedChannel: number;
  104870. /** @hidden */
  104871. _source: InternalTextureSource;
  104872. /** @hidden */
  104873. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  104874. /** @hidden */
  104875. _bufferView: Nullable<ArrayBufferView>;
  104876. /** @hidden */
  104877. _bufferViewArray: Nullable<ArrayBufferView[]>;
  104878. /** @hidden */
  104879. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  104880. /** @hidden */
  104881. _size: number;
  104882. /** @hidden */
  104883. _extension: string;
  104884. /** @hidden */
  104885. _files: Nullable<string[]>;
  104886. /** @hidden */
  104887. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  104888. /** @hidden */
  104889. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  104890. /** @hidden */
  104891. _framebuffer: Nullable<WebGLFramebuffer>;
  104892. /** @hidden */
  104893. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  104894. /** @hidden */
  104895. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  104896. /** @hidden */
  104897. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  104898. /** @hidden */
  104899. _attachments: Nullable<number[]>;
  104900. /** @hidden */
  104901. _cachedCoordinatesMode: Nullable<number>;
  104902. /** @hidden */
  104903. _cachedWrapU: Nullable<number>;
  104904. /** @hidden */
  104905. _cachedWrapV: Nullable<number>;
  104906. /** @hidden */
  104907. _cachedWrapR: Nullable<number>;
  104908. /** @hidden */
  104909. _cachedAnisotropicFilteringLevel: Nullable<number>;
  104910. /** @hidden */
  104911. _isDisabled: boolean;
  104912. /** @hidden */
  104913. _compression: Nullable<string>;
  104914. /** @hidden */
  104915. _generateStencilBuffer: boolean;
  104916. /** @hidden */
  104917. _generateDepthBuffer: boolean;
  104918. /** @hidden */
  104919. _comparisonFunction: number;
  104920. /** @hidden */
  104921. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  104922. /** @hidden */
  104923. _lodGenerationScale: number;
  104924. /** @hidden */
  104925. _lodGenerationOffset: number;
  104926. /** @hidden */
  104927. _depthStencilTexture: Nullable<InternalTexture>;
  104928. /** @hidden */
  104929. _colorTextureArray: Nullable<WebGLTexture>;
  104930. /** @hidden */
  104931. _depthStencilTextureArray: Nullable<WebGLTexture>;
  104932. /** @hidden */
  104933. _lodTextureHigh: Nullable<BaseTexture>;
  104934. /** @hidden */
  104935. _lodTextureMid: Nullable<BaseTexture>;
  104936. /** @hidden */
  104937. _lodTextureLow: Nullable<BaseTexture>;
  104938. /** @hidden */
  104939. _isRGBD: boolean;
  104940. /** @hidden */
  104941. _linearSpecularLOD: boolean;
  104942. /** @hidden */
  104943. _irradianceTexture: Nullable<BaseTexture>;
  104944. /** @hidden */
  104945. _webGLTexture: Nullable<WebGLTexture>;
  104946. /** @hidden */
  104947. _references: number;
  104948. private _engine;
  104949. /**
  104950. * Gets the Engine the texture belongs to.
  104951. * @returns The babylon engine
  104952. */
  104953. getEngine(): ThinEngine;
  104954. /**
  104955. * Gets the data source type of the texture
  104956. */
  104957. get source(): InternalTextureSource;
  104958. /**
  104959. * Creates a new InternalTexture
  104960. * @param engine defines the engine to use
  104961. * @param source defines the type of data that will be used
  104962. * @param delayAllocation if the texture allocation should be delayed (default: false)
  104963. */
  104964. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  104965. /**
  104966. * Increments the number of references (ie. the number of Texture that point to it)
  104967. */
  104968. incrementReferences(): void;
  104969. /**
  104970. * Change the size of the texture (not the size of the content)
  104971. * @param width defines the new width
  104972. * @param height defines the new height
  104973. * @param depth defines the new depth (1 by default)
  104974. */
  104975. updateSize(width: int, height: int, depth?: int): void;
  104976. /** @hidden */
  104977. _rebuild(): void;
  104978. /** @hidden */
  104979. _swapAndDie(target: InternalTexture): void;
  104980. /**
  104981. * Dispose the current allocated resources
  104982. */
  104983. dispose(): void;
  104984. }
  104985. }
  104986. declare module BABYLON {
  104987. /**
  104988. * Class used to work with sound analyzer using fast fourier transform (FFT)
  104989. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104990. */
  104991. export class Analyser {
  104992. /**
  104993. * Gets or sets the smoothing
  104994. * @ignorenaming
  104995. */
  104996. SMOOTHING: number;
  104997. /**
  104998. * Gets or sets the FFT table size
  104999. * @ignorenaming
  105000. */
  105001. FFT_SIZE: number;
  105002. /**
  105003. * Gets or sets the bar graph amplitude
  105004. * @ignorenaming
  105005. */
  105006. BARGRAPHAMPLITUDE: number;
  105007. /**
  105008. * Gets or sets the position of the debug canvas
  105009. * @ignorenaming
  105010. */
  105011. DEBUGCANVASPOS: {
  105012. x: number;
  105013. y: number;
  105014. };
  105015. /**
  105016. * Gets or sets the debug canvas size
  105017. * @ignorenaming
  105018. */
  105019. DEBUGCANVASSIZE: {
  105020. width: number;
  105021. height: number;
  105022. };
  105023. private _byteFreqs;
  105024. private _byteTime;
  105025. private _floatFreqs;
  105026. private _webAudioAnalyser;
  105027. private _debugCanvas;
  105028. private _debugCanvasContext;
  105029. private _scene;
  105030. private _registerFunc;
  105031. private _audioEngine;
  105032. /**
  105033. * Creates a new analyser
  105034. * @param scene defines hosting scene
  105035. */
  105036. constructor(scene: Scene);
  105037. /**
  105038. * Get the number of data values you will have to play with for the visualization
  105039. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  105040. * @returns a number
  105041. */
  105042. getFrequencyBinCount(): number;
  105043. /**
  105044. * Gets the current frequency data as a byte array
  105045. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  105046. * @returns a Uint8Array
  105047. */
  105048. getByteFrequencyData(): Uint8Array;
  105049. /**
  105050. * Gets the current waveform as a byte array
  105051. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  105052. * @returns a Uint8Array
  105053. */
  105054. getByteTimeDomainData(): Uint8Array;
  105055. /**
  105056. * Gets the current frequency data as a float array
  105057. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  105058. * @returns a Float32Array
  105059. */
  105060. getFloatFrequencyData(): Float32Array;
  105061. /**
  105062. * Renders the debug canvas
  105063. */
  105064. drawDebugCanvas(): void;
  105065. /**
  105066. * Stops rendering the debug canvas and removes it
  105067. */
  105068. stopDebugCanvas(): void;
  105069. /**
  105070. * Connects two audio nodes
  105071. * @param inputAudioNode defines first node to connect
  105072. * @param outputAudioNode defines second node to connect
  105073. */
  105074. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  105075. /**
  105076. * Releases all associated resources
  105077. */
  105078. dispose(): void;
  105079. }
  105080. }
  105081. declare module BABYLON {
  105082. /**
  105083. * This represents an audio engine and it is responsible
  105084. * to play, synchronize and analyse sounds throughout the application.
  105085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105086. */
  105087. export interface IAudioEngine extends IDisposable {
  105088. /**
  105089. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  105090. */
  105091. readonly canUseWebAudio: boolean;
  105092. /**
  105093. * Gets the current AudioContext if available.
  105094. */
  105095. readonly audioContext: Nullable<AudioContext>;
  105096. /**
  105097. * The master gain node defines the global audio volume of your audio engine.
  105098. */
  105099. readonly masterGain: GainNode;
  105100. /**
  105101. * Gets whether or not mp3 are supported by your browser.
  105102. */
  105103. readonly isMP3supported: boolean;
  105104. /**
  105105. * Gets whether or not ogg are supported by your browser.
  105106. */
  105107. readonly isOGGsupported: boolean;
  105108. /**
  105109. * Defines if Babylon should emit a warning if WebAudio is not supported.
  105110. * @ignoreNaming
  105111. */
  105112. WarnedWebAudioUnsupported: boolean;
  105113. /**
  105114. * Defines if the audio engine relies on a custom unlocked button.
  105115. * In this case, the embedded button will not be displayed.
  105116. */
  105117. useCustomUnlockedButton: boolean;
  105118. /**
  105119. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  105120. */
  105121. readonly unlocked: boolean;
  105122. /**
  105123. * Event raised when audio has been unlocked on the browser.
  105124. */
  105125. onAudioUnlockedObservable: Observable<AudioEngine>;
  105126. /**
  105127. * Event raised when audio has been locked on the browser.
  105128. */
  105129. onAudioLockedObservable: Observable<AudioEngine>;
  105130. /**
  105131. * Flags the audio engine in Locked state.
  105132. * This happens due to new browser policies preventing audio to autoplay.
  105133. */
  105134. lock(): void;
  105135. /**
  105136. * Unlocks the audio engine once a user action has been done on the dom.
  105137. * This is helpful to resume play once browser policies have been satisfied.
  105138. */
  105139. unlock(): void;
  105140. }
  105141. /**
  105142. * This represents the default audio engine used in babylon.
  105143. * It is responsible to play, synchronize and analyse sounds throughout the application.
  105144. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105145. */
  105146. export class AudioEngine implements IAudioEngine {
  105147. private _audioContext;
  105148. private _audioContextInitialized;
  105149. private _muteButton;
  105150. private _hostElement;
  105151. /**
  105152. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  105153. */
  105154. canUseWebAudio: boolean;
  105155. /**
  105156. * The master gain node defines the global audio volume of your audio engine.
  105157. */
  105158. masterGain: GainNode;
  105159. /**
  105160. * Defines if Babylon should emit a warning if WebAudio is not supported.
  105161. * @ignoreNaming
  105162. */
  105163. WarnedWebAudioUnsupported: boolean;
  105164. /**
  105165. * Gets whether or not mp3 are supported by your browser.
  105166. */
  105167. isMP3supported: boolean;
  105168. /**
  105169. * Gets whether or not ogg are supported by your browser.
  105170. */
  105171. isOGGsupported: boolean;
  105172. /**
  105173. * Gets whether audio has been unlocked on the device.
  105174. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  105175. * a user interaction has happened.
  105176. */
  105177. unlocked: boolean;
  105178. /**
  105179. * Defines if the audio engine relies on a custom unlocked button.
  105180. * In this case, the embedded button will not be displayed.
  105181. */
  105182. useCustomUnlockedButton: boolean;
  105183. /**
  105184. * Event raised when audio has been unlocked on the browser.
  105185. */
  105186. onAudioUnlockedObservable: Observable<AudioEngine>;
  105187. /**
  105188. * Event raised when audio has been locked on the browser.
  105189. */
  105190. onAudioLockedObservable: Observable<AudioEngine>;
  105191. /**
  105192. * Gets the current AudioContext if available.
  105193. */
  105194. get audioContext(): Nullable<AudioContext>;
  105195. private _connectedAnalyser;
  105196. /**
  105197. * Instantiates a new audio engine.
  105198. *
  105199. * There should be only one per page as some browsers restrict the number
  105200. * of audio contexts you can create.
  105201. * @param hostElement defines the host element where to display the mute icon if necessary
  105202. */
  105203. constructor(hostElement?: Nullable<HTMLElement>);
  105204. /**
  105205. * Flags the audio engine in Locked state.
  105206. * This happens due to new browser policies preventing audio to autoplay.
  105207. */
  105208. lock(): void;
  105209. /**
  105210. * Unlocks the audio engine once a user action has been done on the dom.
  105211. * This is helpful to resume play once browser policies have been satisfied.
  105212. */
  105213. unlock(): void;
  105214. private _resumeAudioContext;
  105215. private _initializeAudioContext;
  105216. private _tryToRun;
  105217. private _triggerRunningState;
  105218. private _triggerSuspendedState;
  105219. private _displayMuteButton;
  105220. private _moveButtonToTopLeft;
  105221. private _onResize;
  105222. private _hideMuteButton;
  105223. /**
  105224. * Destroy and release the resources associated with the audio ccontext.
  105225. */
  105226. dispose(): void;
  105227. /**
  105228. * Gets the global volume sets on the master gain.
  105229. * @returns the global volume if set or -1 otherwise
  105230. */
  105231. getGlobalVolume(): number;
  105232. /**
  105233. * Sets the global volume of your experience (sets on the master gain).
  105234. * @param newVolume Defines the new global volume of the application
  105235. */
  105236. setGlobalVolume(newVolume: number): void;
  105237. /**
  105238. * Connect the audio engine to an audio analyser allowing some amazing
  105239. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  105240. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  105241. * @param analyser The analyser to connect to the engine
  105242. */
  105243. connectToAnalyser(analyser: Analyser): void;
  105244. }
  105245. }
  105246. declare module BABYLON {
  105247. /**
  105248. * Interface used to present a loading screen while loading a scene
  105249. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  105250. */
  105251. export interface ILoadingScreen {
  105252. /**
  105253. * Function called to display the loading screen
  105254. */
  105255. displayLoadingUI: () => void;
  105256. /**
  105257. * Function called to hide the loading screen
  105258. */
  105259. hideLoadingUI: () => void;
  105260. /**
  105261. * Gets or sets the color to use for the background
  105262. */
  105263. loadingUIBackgroundColor: string;
  105264. /**
  105265. * Gets or sets the text to display while loading
  105266. */
  105267. loadingUIText: string;
  105268. }
  105269. /**
  105270. * Class used for the default loading screen
  105271. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  105272. */
  105273. export class DefaultLoadingScreen implements ILoadingScreen {
  105274. private _renderingCanvas;
  105275. private _loadingText;
  105276. private _loadingDivBackgroundColor;
  105277. private _loadingDiv;
  105278. private _loadingTextDiv;
  105279. /** Gets or sets the logo url to use for the default loading screen */
  105280. static DefaultLogoUrl: string;
  105281. /** Gets or sets the spinner url to use for the default loading screen */
  105282. static DefaultSpinnerUrl: string;
  105283. /**
  105284. * Creates a new default loading screen
  105285. * @param _renderingCanvas defines the canvas used to render the scene
  105286. * @param _loadingText defines the default text to display
  105287. * @param _loadingDivBackgroundColor defines the default background color
  105288. */
  105289. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  105290. /**
  105291. * Function called to display the loading screen
  105292. */
  105293. displayLoadingUI(): void;
  105294. /**
  105295. * Function called to hide the loading screen
  105296. */
  105297. hideLoadingUI(): void;
  105298. /**
  105299. * Gets or sets the text to display while loading
  105300. */
  105301. set loadingUIText(text: string);
  105302. get loadingUIText(): string;
  105303. /**
  105304. * Gets or sets the color to use for the background
  105305. */
  105306. get loadingUIBackgroundColor(): string;
  105307. set loadingUIBackgroundColor(color: string);
  105308. private _resizeLoadingUI;
  105309. }
  105310. }
  105311. declare module BABYLON {
  105312. /**
  105313. * Interface for any object that can request an animation frame
  105314. */
  105315. export interface ICustomAnimationFrameRequester {
  105316. /**
  105317. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  105318. */
  105319. renderFunction?: Function;
  105320. /**
  105321. * Called to request the next frame to render to
  105322. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  105323. */
  105324. requestAnimationFrame: Function;
  105325. /**
  105326. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  105327. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  105328. */
  105329. requestID?: number;
  105330. }
  105331. }
  105332. declare module BABYLON {
  105333. /**
  105334. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  105335. */
  105336. export class PerformanceMonitor {
  105337. private _enabled;
  105338. private _rollingFrameTime;
  105339. private _lastFrameTimeMs;
  105340. /**
  105341. * constructor
  105342. * @param frameSampleSize The number of samples required to saturate the sliding window
  105343. */
  105344. constructor(frameSampleSize?: number);
  105345. /**
  105346. * Samples current frame
  105347. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  105348. */
  105349. sampleFrame(timeMs?: number): void;
  105350. /**
  105351. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  105352. */
  105353. get averageFrameTime(): number;
  105354. /**
  105355. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  105356. */
  105357. get averageFrameTimeVariance(): number;
  105358. /**
  105359. * Returns the frame time of the most recent frame
  105360. */
  105361. get instantaneousFrameTime(): number;
  105362. /**
  105363. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  105364. */
  105365. get averageFPS(): number;
  105366. /**
  105367. * Returns the average framerate in frames per second using the most recent frame time
  105368. */
  105369. get instantaneousFPS(): number;
  105370. /**
  105371. * Returns true if enough samples have been taken to completely fill the sliding window
  105372. */
  105373. get isSaturated(): boolean;
  105374. /**
  105375. * Enables contributions to the sliding window sample set
  105376. */
  105377. enable(): void;
  105378. /**
  105379. * Disables contributions to the sliding window sample set
  105380. * Samples will not be interpolated over the disabled period
  105381. */
  105382. disable(): void;
  105383. /**
  105384. * Returns true if sampling is enabled
  105385. */
  105386. get isEnabled(): boolean;
  105387. /**
  105388. * Resets performance monitor
  105389. */
  105390. reset(): void;
  105391. }
  105392. /**
  105393. * RollingAverage
  105394. *
  105395. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  105396. */
  105397. export class RollingAverage {
  105398. /**
  105399. * Current average
  105400. */
  105401. average: number;
  105402. /**
  105403. * Current variance
  105404. */
  105405. variance: number;
  105406. protected _samples: Array<number>;
  105407. protected _sampleCount: number;
  105408. protected _pos: number;
  105409. protected _m2: number;
  105410. /**
  105411. * constructor
  105412. * @param length The number of samples required to saturate the sliding window
  105413. */
  105414. constructor(length: number);
  105415. /**
  105416. * Adds a sample to the sample set
  105417. * @param v The sample value
  105418. */
  105419. add(v: number): void;
  105420. /**
  105421. * Returns previously added values or null if outside of history or outside the sliding window domain
  105422. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  105423. * @return Value previously recorded with add() or null if outside of range
  105424. */
  105425. history(i: number): number;
  105426. /**
  105427. * Returns true if enough samples have been taken to completely fill the sliding window
  105428. * @return true if sample-set saturated
  105429. */
  105430. isSaturated(): boolean;
  105431. /**
  105432. * Resets the rolling average (equivalent to 0 samples taken so far)
  105433. */
  105434. reset(): void;
  105435. /**
  105436. * Wraps a value around the sample range boundaries
  105437. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  105438. * @return Wrapped position in sample range
  105439. */
  105440. protected _wrapPosition(i: number): number;
  105441. }
  105442. }
  105443. declare module BABYLON {
  105444. /**
  105445. * This class is used to track a performance counter which is number based.
  105446. * The user has access to many properties which give statistics of different nature.
  105447. *
  105448. * The implementer can track two kinds of Performance Counter: time and count.
  105449. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  105450. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  105451. */
  105452. export class PerfCounter {
  105453. /**
  105454. * Gets or sets a global boolean to turn on and off all the counters
  105455. */
  105456. static Enabled: boolean;
  105457. /**
  105458. * Returns the smallest value ever
  105459. */
  105460. get min(): number;
  105461. /**
  105462. * Returns the biggest value ever
  105463. */
  105464. get max(): number;
  105465. /**
  105466. * Returns the average value since the performance counter is running
  105467. */
  105468. get average(): number;
  105469. /**
  105470. * Returns the average value of the last second the counter was monitored
  105471. */
  105472. get lastSecAverage(): number;
  105473. /**
  105474. * Returns the current value
  105475. */
  105476. get current(): number;
  105477. /**
  105478. * Gets the accumulated total
  105479. */
  105480. get total(): number;
  105481. /**
  105482. * Gets the total value count
  105483. */
  105484. get count(): number;
  105485. /**
  105486. * Creates a new counter
  105487. */
  105488. constructor();
  105489. /**
  105490. * Call this method to start monitoring a new frame.
  105491. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  105492. */
  105493. fetchNewFrame(): void;
  105494. /**
  105495. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  105496. * @param newCount the count value to add to the monitored count
  105497. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  105498. */
  105499. addCount(newCount: number, fetchResult: boolean): void;
  105500. /**
  105501. * Start monitoring this performance counter
  105502. */
  105503. beginMonitoring(): void;
  105504. /**
  105505. * Compute the time lapsed since the previous beginMonitoring() call.
  105506. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  105507. */
  105508. endMonitoring(newFrame?: boolean): void;
  105509. private _fetchResult;
  105510. private _startMonitoringTime;
  105511. private _min;
  105512. private _max;
  105513. private _average;
  105514. private _current;
  105515. private _totalValueCount;
  105516. private _totalAccumulated;
  105517. private _lastSecAverage;
  105518. private _lastSecAccumulated;
  105519. private _lastSecTime;
  105520. private _lastSecValueCount;
  105521. }
  105522. }
  105523. declare module BABYLON {
  105524. interface ThinEngine {
  105525. /**
  105526. * Sets alpha constants used by some alpha blending modes
  105527. * @param r defines the red component
  105528. * @param g defines the green component
  105529. * @param b defines the blue component
  105530. * @param a defines the alpha component
  105531. */
  105532. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  105533. /**
  105534. * Sets the current alpha mode
  105535. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  105536. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  105537. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  105538. */
  105539. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  105540. /**
  105541. * Gets the current alpha mode
  105542. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  105543. * @returns the current alpha mode
  105544. */
  105545. getAlphaMode(): number;
  105546. /**
  105547. * Sets the current alpha equation
  105548. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  105549. */
  105550. setAlphaEquation(equation: number): void;
  105551. /**
  105552. * Gets the current alpha equation.
  105553. * @returns the current alpha equation
  105554. */
  105555. getAlphaEquation(): number;
  105556. }
  105557. }
  105558. declare module BABYLON {
  105559. /**
  105560. * Defines the interface used by display changed events
  105561. */
  105562. export interface IDisplayChangedEventArgs {
  105563. /** Gets the vrDisplay object (if any) */
  105564. vrDisplay: Nullable<any>;
  105565. /** Gets a boolean indicating if webVR is supported */
  105566. vrSupported: boolean;
  105567. }
  105568. /**
  105569. * Defines the interface used by objects containing a viewport (like a camera)
  105570. */
  105571. interface IViewportOwnerLike {
  105572. /**
  105573. * Gets or sets the viewport
  105574. */
  105575. viewport: IViewportLike;
  105576. }
  105577. /**
  105578. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  105579. */
  105580. export class Engine extends ThinEngine {
  105581. /** Defines that alpha blending is disabled */
  105582. static readonly ALPHA_DISABLE: number;
  105583. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  105584. static readonly ALPHA_ADD: number;
  105585. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  105586. static readonly ALPHA_COMBINE: number;
  105587. /** Defines that alpha blending to DEST - SRC * DEST */
  105588. static readonly ALPHA_SUBTRACT: number;
  105589. /** Defines that alpha blending to SRC * DEST */
  105590. static readonly ALPHA_MULTIPLY: number;
  105591. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  105592. static readonly ALPHA_MAXIMIZED: number;
  105593. /** Defines that alpha blending to SRC + DEST */
  105594. static readonly ALPHA_ONEONE: number;
  105595. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  105596. static readonly ALPHA_PREMULTIPLIED: number;
  105597. /**
  105598. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  105599. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  105600. */
  105601. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  105602. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  105603. static readonly ALPHA_INTERPOLATE: number;
  105604. /**
  105605. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  105606. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  105607. */
  105608. static readonly ALPHA_SCREENMODE: number;
  105609. /** Defines that the ressource is not delayed*/
  105610. static readonly DELAYLOADSTATE_NONE: number;
  105611. /** Defines that the ressource was successfully delay loaded */
  105612. static readonly DELAYLOADSTATE_LOADED: number;
  105613. /** Defines that the ressource is currently delay loading */
  105614. static readonly DELAYLOADSTATE_LOADING: number;
  105615. /** Defines that the ressource is delayed and has not started loading */
  105616. static readonly DELAYLOADSTATE_NOTLOADED: number;
  105617. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  105618. static readonly NEVER: number;
  105619. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  105620. static readonly ALWAYS: number;
  105621. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  105622. static readonly LESS: number;
  105623. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  105624. static readonly EQUAL: number;
  105625. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  105626. static readonly LEQUAL: number;
  105627. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  105628. static readonly GREATER: number;
  105629. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  105630. static readonly GEQUAL: number;
  105631. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  105632. static readonly NOTEQUAL: number;
  105633. /** Passed to stencilOperation to specify that stencil value must be kept */
  105634. static readonly KEEP: number;
  105635. /** Passed to stencilOperation to specify that stencil value must be replaced */
  105636. static readonly REPLACE: number;
  105637. /** Passed to stencilOperation to specify that stencil value must be incremented */
  105638. static readonly INCR: number;
  105639. /** Passed to stencilOperation to specify that stencil value must be decremented */
  105640. static readonly DECR: number;
  105641. /** Passed to stencilOperation to specify that stencil value must be inverted */
  105642. static readonly INVERT: number;
  105643. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  105644. static readonly INCR_WRAP: number;
  105645. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  105646. static readonly DECR_WRAP: number;
  105647. /** Texture is not repeating outside of 0..1 UVs */
  105648. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  105649. /** Texture is repeating outside of 0..1 UVs */
  105650. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  105651. /** Texture is repeating and mirrored */
  105652. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  105653. /** ALPHA */
  105654. static readonly TEXTUREFORMAT_ALPHA: number;
  105655. /** LUMINANCE */
  105656. static readonly TEXTUREFORMAT_LUMINANCE: number;
  105657. /** LUMINANCE_ALPHA */
  105658. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  105659. /** RGB */
  105660. static readonly TEXTUREFORMAT_RGB: number;
  105661. /** RGBA */
  105662. static readonly TEXTUREFORMAT_RGBA: number;
  105663. /** RED */
  105664. static readonly TEXTUREFORMAT_RED: number;
  105665. /** RED (2nd reference) */
  105666. static readonly TEXTUREFORMAT_R: number;
  105667. /** RG */
  105668. static readonly TEXTUREFORMAT_RG: number;
  105669. /** RED_INTEGER */
  105670. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  105671. /** RED_INTEGER (2nd reference) */
  105672. static readonly TEXTUREFORMAT_R_INTEGER: number;
  105673. /** RG_INTEGER */
  105674. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  105675. /** RGB_INTEGER */
  105676. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  105677. /** RGBA_INTEGER */
  105678. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  105679. /** UNSIGNED_BYTE */
  105680. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  105681. /** UNSIGNED_BYTE (2nd reference) */
  105682. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  105683. /** FLOAT */
  105684. static readonly TEXTURETYPE_FLOAT: number;
  105685. /** HALF_FLOAT */
  105686. static readonly TEXTURETYPE_HALF_FLOAT: number;
  105687. /** BYTE */
  105688. static readonly TEXTURETYPE_BYTE: number;
  105689. /** SHORT */
  105690. static readonly TEXTURETYPE_SHORT: number;
  105691. /** UNSIGNED_SHORT */
  105692. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  105693. /** INT */
  105694. static readonly TEXTURETYPE_INT: number;
  105695. /** UNSIGNED_INT */
  105696. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  105697. /** UNSIGNED_SHORT_4_4_4_4 */
  105698. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  105699. /** UNSIGNED_SHORT_5_5_5_1 */
  105700. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  105701. /** UNSIGNED_SHORT_5_6_5 */
  105702. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  105703. /** UNSIGNED_INT_2_10_10_10_REV */
  105704. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  105705. /** UNSIGNED_INT_24_8 */
  105706. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  105707. /** UNSIGNED_INT_10F_11F_11F_REV */
  105708. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  105709. /** UNSIGNED_INT_5_9_9_9_REV */
  105710. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  105711. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  105712. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  105713. /** nearest is mag = nearest and min = nearest and mip = linear */
  105714. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  105715. /** Bilinear is mag = linear and min = linear and mip = nearest */
  105716. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  105717. /** Trilinear is mag = linear and min = linear and mip = linear */
  105718. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  105719. /** nearest is mag = nearest and min = nearest and mip = linear */
  105720. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  105721. /** Bilinear is mag = linear and min = linear and mip = nearest */
  105722. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  105723. /** Trilinear is mag = linear and min = linear and mip = linear */
  105724. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  105725. /** mag = nearest and min = nearest and mip = nearest */
  105726. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  105727. /** mag = nearest and min = linear and mip = nearest */
  105728. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  105729. /** mag = nearest and min = linear and mip = linear */
  105730. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  105731. /** mag = nearest and min = linear and mip = none */
  105732. static readonly TEXTURE_NEAREST_LINEAR: number;
  105733. /** mag = nearest and min = nearest and mip = none */
  105734. static readonly TEXTURE_NEAREST_NEAREST: number;
  105735. /** mag = linear and min = nearest and mip = nearest */
  105736. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  105737. /** mag = linear and min = nearest and mip = linear */
  105738. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  105739. /** mag = linear and min = linear and mip = none */
  105740. static readonly TEXTURE_LINEAR_LINEAR: number;
  105741. /** mag = linear and min = nearest and mip = none */
  105742. static readonly TEXTURE_LINEAR_NEAREST: number;
  105743. /** Explicit coordinates mode */
  105744. static readonly TEXTURE_EXPLICIT_MODE: number;
  105745. /** Spherical coordinates mode */
  105746. static readonly TEXTURE_SPHERICAL_MODE: number;
  105747. /** Planar coordinates mode */
  105748. static readonly TEXTURE_PLANAR_MODE: number;
  105749. /** Cubic coordinates mode */
  105750. static readonly TEXTURE_CUBIC_MODE: number;
  105751. /** Projection coordinates mode */
  105752. static readonly TEXTURE_PROJECTION_MODE: number;
  105753. /** Skybox coordinates mode */
  105754. static readonly TEXTURE_SKYBOX_MODE: number;
  105755. /** Inverse Cubic coordinates mode */
  105756. static readonly TEXTURE_INVCUBIC_MODE: number;
  105757. /** Equirectangular coordinates mode */
  105758. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  105759. /** Equirectangular Fixed coordinates mode */
  105760. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  105761. /** Equirectangular Fixed Mirrored coordinates mode */
  105762. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  105763. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  105764. static readonly SCALEMODE_FLOOR: number;
  105765. /** Defines that texture rescaling will look for the nearest power of 2 size */
  105766. static readonly SCALEMODE_NEAREST: number;
  105767. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  105768. static readonly SCALEMODE_CEILING: number;
  105769. /**
  105770. * Returns the current npm package of the sdk
  105771. */
  105772. static get NpmPackage(): string;
  105773. /**
  105774. * Returns the current version of the framework
  105775. */
  105776. static get Version(): string;
  105777. /** Gets the list of created engines */
  105778. static get Instances(): Engine[];
  105779. /**
  105780. * Gets the latest created engine
  105781. */
  105782. static get LastCreatedEngine(): Nullable<Engine>;
  105783. /**
  105784. * Gets the latest created scene
  105785. */
  105786. static get LastCreatedScene(): Nullable<Scene>;
  105787. /**
  105788. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  105789. * @param flag defines which part of the materials must be marked as dirty
  105790. * @param predicate defines a predicate used to filter which materials should be affected
  105791. */
  105792. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  105793. /**
  105794. * Method called to create the default loading screen.
  105795. * This can be overriden in your own app.
  105796. * @param canvas The rendering canvas element
  105797. * @returns The loading screen
  105798. */
  105799. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  105800. /**
  105801. * Method called to create the default rescale post process on each engine.
  105802. */
  105803. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  105804. /**
  105805. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  105806. **/
  105807. enableOfflineSupport: boolean;
  105808. /**
  105809. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  105810. **/
  105811. disableManifestCheck: boolean;
  105812. /**
  105813. * Gets the list of created scenes
  105814. */
  105815. scenes: Scene[];
  105816. /**
  105817. * Event raised when a new scene is created
  105818. */
  105819. onNewSceneAddedObservable: Observable<Scene>;
  105820. /**
  105821. * Gets the list of created postprocesses
  105822. */
  105823. postProcesses: PostProcess[];
  105824. /**
  105825. * Gets a boolean indicating if the pointer is currently locked
  105826. */
  105827. isPointerLock: boolean;
  105828. /**
  105829. * Observable event triggered each time the rendering canvas is resized
  105830. */
  105831. onResizeObservable: Observable<Engine>;
  105832. /**
  105833. * Observable event triggered each time the canvas loses focus
  105834. */
  105835. onCanvasBlurObservable: Observable<Engine>;
  105836. /**
  105837. * Observable event triggered each time the canvas gains focus
  105838. */
  105839. onCanvasFocusObservable: Observable<Engine>;
  105840. /**
  105841. * Observable event triggered each time the canvas receives pointerout event
  105842. */
  105843. onCanvasPointerOutObservable: Observable<PointerEvent>;
  105844. /**
  105845. * Observable raised when the engine begins a new frame
  105846. */
  105847. onBeginFrameObservable: Observable<Engine>;
  105848. /**
  105849. * If set, will be used to request the next animation frame for the render loop
  105850. */
  105851. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  105852. /**
  105853. * Observable raised when the engine ends the current frame
  105854. */
  105855. onEndFrameObservable: Observable<Engine>;
  105856. /**
  105857. * Observable raised when the engine is about to compile a shader
  105858. */
  105859. onBeforeShaderCompilationObservable: Observable<Engine>;
  105860. /**
  105861. * Observable raised when the engine has jsut compiled a shader
  105862. */
  105863. onAfterShaderCompilationObservable: Observable<Engine>;
  105864. /**
  105865. * Gets the audio engine
  105866. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105867. * @ignorenaming
  105868. */
  105869. static audioEngine: IAudioEngine;
  105870. /**
  105871. * Default AudioEngine factory responsible of creating the Audio Engine.
  105872. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  105873. */
  105874. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  105875. /**
  105876. * Default offline support factory responsible of creating a tool used to store data locally.
  105877. * By default, this will create a Database object if the workload has been embedded.
  105878. */
  105879. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  105880. private _loadingScreen;
  105881. private _pointerLockRequested;
  105882. private _dummyFramebuffer;
  105883. private _rescalePostProcess;
  105884. private _deterministicLockstep;
  105885. private _lockstepMaxSteps;
  105886. private _timeStep;
  105887. protected get _supportsHardwareTextureRescaling(): boolean;
  105888. private _fps;
  105889. private _deltaTime;
  105890. /** @hidden */
  105891. _drawCalls: PerfCounter;
  105892. /**
  105893. * Turn this value on if you want to pause FPS computation when in background
  105894. */
  105895. disablePerformanceMonitorInBackground: boolean;
  105896. private _performanceMonitor;
  105897. /**
  105898. * Gets the performance monitor attached to this engine
  105899. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  105900. */
  105901. get performanceMonitor(): PerformanceMonitor;
  105902. private _onFocus;
  105903. private _onBlur;
  105904. private _onCanvasPointerOut;
  105905. private _onCanvasBlur;
  105906. private _onCanvasFocus;
  105907. private _onFullscreenChange;
  105908. private _onPointerLockChange;
  105909. /**
  105910. * Gets the HTML element used to attach event listeners
  105911. * @returns a HTML element
  105912. */
  105913. getInputElement(): Nullable<HTMLElement>;
  105914. /**
  105915. * Creates a new engine
  105916. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  105917. * @param antialias defines enable antialiasing (default: false)
  105918. * @param options defines further options to be sent to the getContext() function
  105919. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  105920. */
  105921. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  105922. /**
  105923. * Gets current aspect ratio
  105924. * @param viewportOwner defines the camera to use to get the aspect ratio
  105925. * @param useScreen defines if screen size must be used (or the current render target if any)
  105926. * @returns a number defining the aspect ratio
  105927. */
  105928. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  105929. /**
  105930. * Gets current screen aspect ratio
  105931. * @returns a number defining the aspect ratio
  105932. */
  105933. getScreenAspectRatio(): number;
  105934. /**
  105935. * Gets the client rect of the HTML canvas attached with the current webGL context
  105936. * @returns a client rectanglee
  105937. */
  105938. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  105939. /**
  105940. * Gets the client rect of the HTML element used for events
  105941. * @returns a client rectanglee
  105942. */
  105943. getInputElementClientRect(): Nullable<ClientRect>;
  105944. /**
  105945. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  105946. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  105947. * @returns true if engine is in deterministic lock step mode
  105948. */
  105949. isDeterministicLockStep(): boolean;
  105950. /**
  105951. * Gets the max steps when engine is running in deterministic lock step
  105952. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  105953. * @returns the max steps
  105954. */
  105955. getLockstepMaxSteps(): number;
  105956. /**
  105957. * Returns the time in ms between steps when using deterministic lock step.
  105958. * @returns time step in (ms)
  105959. */
  105960. getTimeStep(): number;
  105961. /**
  105962. * Force the mipmap generation for the given render target texture
  105963. * @param texture defines the render target texture to use
  105964. * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
  105965. */
  105966. generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
  105967. /** States */
  105968. /**
  105969. * Set various states to the webGL context
  105970. * @param culling defines backface culling state
  105971. * @param zOffset defines the value to apply to zOffset (0 by default)
  105972. * @param force defines if states must be applied even if cache is up to date
  105973. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  105974. */
  105975. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  105976. /**
  105977. * Set the z offset to apply to current rendering
  105978. * @param value defines the offset to apply
  105979. */
  105980. setZOffset(value: number): void;
  105981. /**
  105982. * Gets the current value of the zOffset
  105983. * @returns the current zOffset state
  105984. */
  105985. getZOffset(): number;
  105986. /**
  105987. * Enable or disable depth buffering
  105988. * @param enable defines the state to set
  105989. */
  105990. setDepthBuffer(enable: boolean): void;
  105991. /**
  105992. * Gets a boolean indicating if depth writing is enabled
  105993. * @returns the current depth writing state
  105994. */
  105995. getDepthWrite(): boolean;
  105996. /**
  105997. * Enable or disable depth writing
  105998. * @param enable defines the state to set
  105999. */
  106000. setDepthWrite(enable: boolean): void;
  106001. /**
  106002. * Gets a boolean indicating if stencil buffer is enabled
  106003. * @returns the current stencil buffer state
  106004. */
  106005. getStencilBuffer(): boolean;
  106006. /**
  106007. * Enable or disable the stencil buffer
  106008. * @param enable defines if the stencil buffer must be enabled or disabled
  106009. */
  106010. setStencilBuffer(enable: boolean): void;
  106011. /**
  106012. * Gets the current stencil mask
  106013. * @returns a number defining the new stencil mask to use
  106014. */
  106015. getStencilMask(): number;
  106016. /**
  106017. * Sets the current stencil mask
  106018. * @param mask defines the new stencil mask to use
  106019. */
  106020. setStencilMask(mask: number): void;
  106021. /**
  106022. * Gets the current stencil function
  106023. * @returns a number defining the stencil function to use
  106024. */
  106025. getStencilFunction(): number;
  106026. /**
  106027. * Gets the current stencil reference value
  106028. * @returns a number defining the stencil reference value to use
  106029. */
  106030. getStencilFunctionReference(): number;
  106031. /**
  106032. * Gets the current stencil mask
  106033. * @returns a number defining the stencil mask to use
  106034. */
  106035. getStencilFunctionMask(): number;
  106036. /**
  106037. * Sets the current stencil function
  106038. * @param stencilFunc defines the new stencil function to use
  106039. */
  106040. setStencilFunction(stencilFunc: number): void;
  106041. /**
  106042. * Sets the current stencil reference
  106043. * @param reference defines the new stencil reference to use
  106044. */
  106045. setStencilFunctionReference(reference: number): void;
  106046. /**
  106047. * Sets the current stencil mask
  106048. * @param mask defines the new stencil mask to use
  106049. */
  106050. setStencilFunctionMask(mask: number): void;
  106051. /**
  106052. * Gets the current stencil operation when stencil fails
  106053. * @returns a number defining stencil operation to use when stencil fails
  106054. */
  106055. getStencilOperationFail(): number;
  106056. /**
  106057. * Gets the current stencil operation when depth fails
  106058. * @returns a number defining stencil operation to use when depth fails
  106059. */
  106060. getStencilOperationDepthFail(): number;
  106061. /**
  106062. * Gets the current stencil operation when stencil passes
  106063. * @returns a number defining stencil operation to use when stencil passes
  106064. */
  106065. getStencilOperationPass(): number;
  106066. /**
  106067. * Sets the stencil operation to use when stencil fails
  106068. * @param operation defines the stencil operation to use when stencil fails
  106069. */
  106070. setStencilOperationFail(operation: number): void;
  106071. /**
  106072. * Sets the stencil operation to use when depth fails
  106073. * @param operation defines the stencil operation to use when depth fails
  106074. */
  106075. setStencilOperationDepthFail(operation: number): void;
  106076. /**
  106077. * Sets the stencil operation to use when stencil passes
  106078. * @param operation defines the stencil operation to use when stencil passes
  106079. */
  106080. setStencilOperationPass(operation: number): void;
  106081. /**
  106082. * Sets a boolean indicating if the dithering state is enabled or disabled
  106083. * @param value defines the dithering state
  106084. */
  106085. setDitheringState(value: boolean): void;
  106086. /**
  106087. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  106088. * @param value defines the rasterizer state
  106089. */
  106090. setRasterizerState(value: boolean): void;
  106091. /**
  106092. * Gets the current depth function
  106093. * @returns a number defining the depth function
  106094. */
  106095. getDepthFunction(): Nullable<number>;
  106096. /**
  106097. * Sets the current depth function
  106098. * @param depthFunc defines the function to use
  106099. */
  106100. setDepthFunction(depthFunc: number): void;
  106101. /**
  106102. * Sets the current depth function to GREATER
  106103. */
  106104. setDepthFunctionToGreater(): void;
  106105. /**
  106106. * Sets the current depth function to GEQUAL
  106107. */
  106108. setDepthFunctionToGreaterOrEqual(): void;
  106109. /**
  106110. * Sets the current depth function to LESS
  106111. */
  106112. setDepthFunctionToLess(): void;
  106113. /**
  106114. * Sets the current depth function to LEQUAL
  106115. */
  106116. setDepthFunctionToLessOrEqual(): void;
  106117. private _cachedStencilBuffer;
  106118. private _cachedStencilFunction;
  106119. private _cachedStencilMask;
  106120. private _cachedStencilOperationPass;
  106121. private _cachedStencilOperationFail;
  106122. private _cachedStencilOperationDepthFail;
  106123. private _cachedStencilReference;
  106124. /**
  106125. * Caches the the state of the stencil buffer
  106126. */
  106127. cacheStencilState(): void;
  106128. /**
  106129. * Restores the state of the stencil buffer
  106130. */
  106131. restoreStencilState(): void;
  106132. /**
  106133. * Directly set the WebGL Viewport
  106134. * @param x defines the x coordinate of the viewport (in screen space)
  106135. * @param y defines the y coordinate of the viewport (in screen space)
  106136. * @param width defines the width of the viewport (in screen space)
  106137. * @param height defines the height of the viewport (in screen space)
  106138. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  106139. */
  106140. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  106141. /**
  106142. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  106143. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  106144. * @param y defines the y-coordinate of the corner of the clear rectangle
  106145. * @param width defines the width of the clear rectangle
  106146. * @param height defines the height of the clear rectangle
  106147. * @param clearColor defines the clear color
  106148. */
  106149. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  106150. /**
  106151. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  106152. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  106153. * @param y defines the y-coordinate of the corner of the clear rectangle
  106154. * @param width defines the width of the clear rectangle
  106155. * @param height defines the height of the clear rectangle
  106156. */
  106157. enableScissor(x: number, y: number, width: number, height: number): void;
  106158. /**
  106159. * Disable previously set scissor test rectangle
  106160. */
  106161. disableScissor(): void;
  106162. protected _reportDrawCall(): void;
  106163. /**
  106164. * Initializes a webVR display and starts listening to display change events
  106165. * The onVRDisplayChangedObservable will be notified upon these changes
  106166. * @returns The onVRDisplayChangedObservable
  106167. */
  106168. initWebVR(): Observable<IDisplayChangedEventArgs>;
  106169. /** @hidden */
  106170. _prepareVRComponent(): void;
  106171. /** @hidden */
  106172. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  106173. /** @hidden */
  106174. _submitVRFrame(): void;
  106175. /**
  106176. * Call this function to leave webVR mode
  106177. * Will do nothing if webVR is not supported or if there is no webVR device
  106178. * @see http://doc.babylonjs.com/how_to/webvr_camera
  106179. */
  106180. disableVR(): void;
  106181. /**
  106182. * Gets a boolean indicating that the system is in VR mode and is presenting
  106183. * @returns true if VR mode is engaged
  106184. */
  106185. isVRPresenting(): boolean;
  106186. /** @hidden */
  106187. _requestVRFrame(): void;
  106188. /** @hidden */
  106189. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  106190. /**
  106191. * Gets the source code of the vertex shader associated with a specific webGL program
  106192. * @param program defines the program to use
  106193. * @returns a string containing the source code of the vertex shader associated with the program
  106194. */
  106195. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  106196. /**
  106197. * Gets the source code of the fragment shader associated with a specific webGL program
  106198. * @param program defines the program to use
  106199. * @returns a string containing the source code of the fragment shader associated with the program
  106200. */
  106201. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  106202. /**
  106203. * Sets a depth stencil texture from a render target to the according uniform.
  106204. * @param channel The texture channel
  106205. * @param uniform The uniform to set
  106206. * @param texture The render target texture containing the depth stencil texture to apply
  106207. */
  106208. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  106209. /**
  106210. * Sets a texture to the webGL context from a postprocess
  106211. * @param channel defines the channel to use
  106212. * @param postProcess defines the source postprocess
  106213. */
  106214. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  106215. /**
  106216. * Binds the output of the passed in post process to the texture channel specified
  106217. * @param channel The channel the texture should be bound to
  106218. * @param postProcess The post process which's output should be bound
  106219. */
  106220. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  106221. /** @hidden */
  106222. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  106223. protected _rebuildBuffers(): void;
  106224. /** @hidden */
  106225. _renderFrame(): void;
  106226. _renderLoop(): void;
  106227. /** @hidden */
  106228. _renderViews(): boolean;
  106229. /**
  106230. * Toggle full screen mode
  106231. * @param requestPointerLock defines if a pointer lock should be requested from the user
  106232. */
  106233. switchFullscreen(requestPointerLock: boolean): void;
  106234. /**
  106235. * Enters full screen mode
  106236. * @param requestPointerLock defines if a pointer lock should be requested from the user
  106237. */
  106238. enterFullscreen(requestPointerLock: boolean): void;
  106239. /**
  106240. * Exits full screen mode
  106241. */
  106242. exitFullscreen(): void;
  106243. /**
  106244. * Enters Pointerlock mode
  106245. */
  106246. enterPointerlock(): void;
  106247. /**
  106248. * Exits Pointerlock mode
  106249. */
  106250. exitPointerlock(): void;
  106251. /**
  106252. * Begin a new frame
  106253. */
  106254. beginFrame(): void;
  106255. /**
  106256. * Enf the current frame
  106257. */
  106258. endFrame(): void;
  106259. resize(): void;
  106260. /**
  106261. * Set the compressed texture format to use, based on the formats you have, and the formats
  106262. * supported by the hardware / browser.
  106263. *
  106264. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  106265. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  106266. * to API arguments needed to compressed textures. This puts the burden on the container
  106267. * generator to house the arcane code for determining these for current & future formats.
  106268. *
  106269. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  106270. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  106271. *
  106272. * Note: The result of this call is not taken into account when a texture is base64.
  106273. *
  106274. * @param formatsAvailable defines the list of those format families you have created
  106275. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  106276. *
  106277. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  106278. * @returns The extension selected.
  106279. */
  106280. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  106281. /**
  106282. * Set the compressed texture extensions or file names to skip.
  106283. *
  106284. * @param skippedFiles defines the list of those texture files you want to skip
  106285. * Example: [".dds", ".env", "myfile.png"]
  106286. */
  106287. setCompressedTextureExclusions(skippedFiles: Array<string>): void;
  106288. /**
  106289. * Force a specific size of the canvas
  106290. * @param width defines the new canvas' width
  106291. * @param height defines the new canvas' height
  106292. */
  106293. setSize(width: number, height: number): void;
  106294. /**
  106295. * Updates a dynamic vertex buffer.
  106296. * @param vertexBuffer the vertex buffer to update
  106297. * @param data the data used to update the vertex buffer
  106298. * @param byteOffset the byte offset of the data
  106299. * @param byteLength the byte length of the data
  106300. */
  106301. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  106302. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  106303. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  106304. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  106305. _releaseTexture(texture: InternalTexture): void;
  106306. /**
  106307. * @hidden
  106308. * Rescales a texture
  106309. * @param source input texutre
  106310. * @param destination destination texture
  106311. * @param scene scene to use to render the resize
  106312. * @param internalFormat format to use when resizing
  106313. * @param onComplete callback to be called when resize has completed
  106314. */
  106315. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  106316. /**
  106317. * Gets the current framerate
  106318. * @returns a number representing the framerate
  106319. */
  106320. getFps(): number;
  106321. /**
  106322. * Gets the time spent between current and previous frame
  106323. * @returns a number representing the delta time in ms
  106324. */
  106325. getDeltaTime(): number;
  106326. private _measureFps;
  106327. /** @hidden */
  106328. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  106329. /**
  106330. * Update a dynamic index buffer
  106331. * @param indexBuffer defines the target index buffer
  106332. * @param indices defines the data to update
  106333. * @param offset defines the offset in the target index buffer where update should start
  106334. */
  106335. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  106336. /**
  106337. * Updates the sample count of a render target texture
  106338. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  106339. * @param texture defines the texture to update
  106340. * @param samples defines the sample count to set
  106341. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  106342. */
  106343. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  106344. /**
  106345. * Updates a depth texture Comparison Mode and Function.
  106346. * If the comparison Function is equal to 0, the mode will be set to none.
  106347. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  106348. * @param texture The texture to set the comparison function for
  106349. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  106350. */
  106351. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  106352. /**
  106353. * Creates a webGL buffer to use with instanciation
  106354. * @param capacity defines the size of the buffer
  106355. * @returns the webGL buffer
  106356. */
  106357. createInstancesBuffer(capacity: number): DataBuffer;
  106358. /**
  106359. * Delete a webGL buffer used with instanciation
  106360. * @param buffer defines the webGL buffer to delete
  106361. */
  106362. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  106363. /** @hidden */
  106364. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  106365. dispose(): void;
  106366. private _disableTouchAction;
  106367. /**
  106368. * Display the loading screen
  106369. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106370. */
  106371. displayLoadingUI(): void;
  106372. /**
  106373. * Hide the loading screen
  106374. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106375. */
  106376. hideLoadingUI(): void;
  106377. /**
  106378. * Gets the current loading screen object
  106379. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106380. */
  106381. get loadingScreen(): ILoadingScreen;
  106382. /**
  106383. * Sets the current loading screen object
  106384. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106385. */
  106386. set loadingScreen(loadingScreen: ILoadingScreen);
  106387. /**
  106388. * Sets the current loading screen text
  106389. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106390. */
  106391. set loadingUIText(text: string);
  106392. /**
  106393. * Sets the current loading screen background color
  106394. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106395. */
  106396. set loadingUIBackgroundColor(color: string);
  106397. /** Pointerlock and fullscreen */
  106398. /**
  106399. * Ask the browser to promote the current element to pointerlock mode
  106400. * @param element defines the DOM element to promote
  106401. */
  106402. static _RequestPointerlock(element: HTMLElement): void;
  106403. /**
  106404. * Asks the browser to exit pointerlock mode
  106405. */
  106406. static _ExitPointerlock(): void;
  106407. /**
  106408. * Ask the browser to promote the current element to fullscreen rendering mode
  106409. * @param element defines the DOM element to promote
  106410. */
  106411. static _RequestFullscreen(element: HTMLElement): void;
  106412. /**
  106413. * Asks the browser to exit fullscreen mode
  106414. */
  106415. static _ExitFullscreen(): void;
  106416. }
  106417. }
  106418. declare module BABYLON {
  106419. /**
  106420. * The engine store class is responsible to hold all the instances of Engine and Scene created
  106421. * during the life time of the application.
  106422. */
  106423. export class EngineStore {
  106424. /** Gets the list of created engines */
  106425. static Instances: Engine[];
  106426. /** @hidden */
  106427. static _LastCreatedScene: Nullable<Scene>;
  106428. /**
  106429. * Gets the latest created engine
  106430. */
  106431. static get LastCreatedEngine(): Nullable<Engine>;
  106432. /**
  106433. * Gets the latest created scene
  106434. */
  106435. static get LastCreatedScene(): Nullable<Scene>;
  106436. /**
  106437. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  106438. * @ignorenaming
  106439. */
  106440. static UseFallbackTexture: boolean;
  106441. /**
  106442. * Texture content used if a texture cannot loaded
  106443. * @ignorenaming
  106444. */
  106445. static FallbackTexture: string;
  106446. }
  106447. }
  106448. declare module BABYLON {
  106449. /**
  106450. * Helper class that provides a small promise polyfill
  106451. */
  106452. export class PromisePolyfill {
  106453. /**
  106454. * Static function used to check if the polyfill is required
  106455. * If this is the case then the function will inject the polyfill to window.Promise
  106456. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  106457. */
  106458. static Apply(force?: boolean): void;
  106459. }
  106460. }
  106461. declare module BABYLON {
  106462. /**
  106463. * Interface for screenshot methods with describe argument called `size` as object with options
  106464. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  106465. */
  106466. export interface IScreenshotSize {
  106467. /**
  106468. * number in pixels for canvas height
  106469. */
  106470. height?: number;
  106471. /**
  106472. * multiplier allowing render at a higher or lower resolution
  106473. * If value is defined then height and width will be ignored and taken from camera
  106474. */
  106475. precision?: number;
  106476. /**
  106477. * number in pixels for canvas width
  106478. */
  106479. width?: number;
  106480. }
  106481. }
  106482. declare module BABYLON {
  106483. interface IColor4Like {
  106484. r: float;
  106485. g: float;
  106486. b: float;
  106487. a: float;
  106488. }
  106489. /**
  106490. * Class containing a set of static utilities functions
  106491. */
  106492. export class Tools {
  106493. /**
  106494. * Gets or sets the base URL to use to load assets
  106495. */
  106496. static get BaseUrl(): string;
  106497. static set BaseUrl(value: string);
  106498. /**
  106499. * Enable/Disable Custom HTTP Request Headers globally.
  106500. * default = false
  106501. * @see CustomRequestHeaders
  106502. */
  106503. static UseCustomRequestHeaders: boolean;
  106504. /**
  106505. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  106506. * i.e. when loading files, where the server/service expects an Authorization header
  106507. */
  106508. static CustomRequestHeaders: {
  106509. [key: string]: string;
  106510. };
  106511. /**
  106512. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  106513. */
  106514. static get DefaultRetryStrategy(): (url: string, request: WebRequest, retryIndex: number) => number;
  106515. static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number);
  106516. /**
  106517. * Default behaviour for cors in the application.
  106518. * It can be a string if the expected behavior is identical in the entire app.
  106519. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  106520. */
  106521. static CorsBehavior: string | ((url: string | string[]) => string);
  106522. /**
  106523. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  106524. * @ignorenaming
  106525. */
  106526. static get UseFallbackTexture(): boolean;
  106527. static set UseFallbackTexture(value: boolean);
  106528. /**
  106529. * Use this object to register external classes like custom textures or material
  106530. * to allow the laoders to instantiate them
  106531. */
  106532. static get RegisteredExternalClasses(): {
  106533. [key: string]: Object;
  106534. };
  106535. static set RegisteredExternalClasses(classes: {
  106536. [key: string]: Object;
  106537. });
  106538. /**
  106539. * Texture content used if a texture cannot loaded
  106540. * @ignorenaming
  106541. */
  106542. static get fallbackTexture(): string;
  106543. static set fallbackTexture(value: string);
  106544. /**
  106545. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  106546. * @param u defines the coordinate on X axis
  106547. * @param v defines the coordinate on Y axis
  106548. * @param width defines the width of the source data
  106549. * @param height defines the height of the source data
  106550. * @param pixels defines the source byte array
  106551. * @param color defines the output color
  106552. */
  106553. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  106554. /**
  106555. * Interpolates between a and b via alpha
  106556. * @param a The lower value (returned when alpha = 0)
  106557. * @param b The upper value (returned when alpha = 1)
  106558. * @param alpha The interpolation-factor
  106559. * @return The mixed value
  106560. */
  106561. static Mix(a: number, b: number, alpha: number): number;
  106562. /**
  106563. * Tries to instantiate a new object from a given class name
  106564. * @param className defines the class name to instantiate
  106565. * @returns the new object or null if the system was not able to do the instantiation
  106566. */
  106567. static Instantiate(className: string): any;
  106568. /**
  106569. * Provides a slice function that will work even on IE
  106570. * @param data defines the array to slice
  106571. * @param start defines the start of the data (optional)
  106572. * @param end defines the end of the data (optional)
  106573. * @returns the new sliced array
  106574. */
  106575. static Slice<T>(data: T, start?: number, end?: number): T;
  106576. /**
  106577. * Polyfill for setImmediate
  106578. * @param action defines the action to execute after the current execution block
  106579. */
  106580. static SetImmediate(action: () => void): void;
  106581. /**
  106582. * Function indicating if a number is an exponent of 2
  106583. * @param value defines the value to test
  106584. * @returns true if the value is an exponent of 2
  106585. */
  106586. static IsExponentOfTwo(value: number): boolean;
  106587. private static _tmpFloatArray;
  106588. /**
  106589. * Returns the nearest 32-bit single precision float representation of a Number
  106590. * @param value A Number. If the parameter is of a different type, it will get converted
  106591. * to a number or to NaN if it cannot be converted
  106592. * @returns number
  106593. */
  106594. static FloatRound(value: number): number;
  106595. /**
  106596. * Extracts the filename from a path
  106597. * @param path defines the path to use
  106598. * @returns the filename
  106599. */
  106600. static GetFilename(path: string): string;
  106601. /**
  106602. * Extracts the "folder" part of a path (everything before the filename).
  106603. * @param uri The URI to extract the info from
  106604. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  106605. * @returns The "folder" part of the path
  106606. */
  106607. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  106608. /**
  106609. * Extracts text content from a DOM element hierarchy
  106610. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  106611. */
  106612. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  106613. /**
  106614. * Convert an angle in radians to degrees
  106615. * @param angle defines the angle to convert
  106616. * @returns the angle in degrees
  106617. */
  106618. static ToDegrees(angle: number): number;
  106619. /**
  106620. * Convert an angle in degrees to radians
  106621. * @param angle defines the angle to convert
  106622. * @returns the angle in radians
  106623. */
  106624. static ToRadians(angle: number): number;
  106625. /**
  106626. * Returns an array if obj is not an array
  106627. * @param obj defines the object to evaluate as an array
  106628. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  106629. * @returns either obj directly if obj is an array or a new array containing obj
  106630. */
  106631. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  106632. /**
  106633. * Gets the pointer prefix to use
  106634. * @returns "pointer" if touch is enabled. Else returns "mouse"
  106635. */
  106636. static GetPointerPrefix(): string;
  106637. /**
  106638. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  106639. * @param url define the url we are trying
  106640. * @param element define the dom element where to configure the cors policy
  106641. */
  106642. static SetCorsBehavior(url: string | string[], element: {
  106643. crossOrigin: string | null;
  106644. }): void;
  106645. /**
  106646. * Removes unwanted characters from an url
  106647. * @param url defines the url to clean
  106648. * @returns the cleaned url
  106649. */
  106650. static CleanUrl(url: string): string;
  106651. /**
  106652. * Gets or sets a function used to pre-process url before using them to load assets
  106653. */
  106654. static get PreprocessUrl(): (url: string) => string;
  106655. static set PreprocessUrl(processor: (url: string) => string);
  106656. /**
  106657. * Loads an image as an HTMLImageElement.
  106658. * @param input url string, ArrayBuffer, or Blob to load
  106659. * @param onLoad callback called when the image successfully loads
  106660. * @param onError callback called when the image fails to load
  106661. * @param offlineProvider offline provider for caching
  106662. * @param mimeType optional mime type
  106663. * @returns the HTMLImageElement of the loaded image
  106664. */
  106665. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  106666. /**
  106667. * Loads a file from a url
  106668. * @param url url string, ArrayBuffer, or Blob to load
  106669. * @param onSuccess callback called when the file successfully loads
  106670. * @param onProgress callback called while file is loading (if the server supports this mode)
  106671. * @param offlineProvider defines the offline provider for caching
  106672. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  106673. * @param onError callback called when the file fails to load
  106674. * @returns a file request object
  106675. */
  106676. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  106677. /**
  106678. * Loads a file from a url
  106679. * @param url the file url to load
  106680. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  106681. */
  106682. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  106683. /**
  106684. * Load a script (identified by an url). When the url returns, the
  106685. * content of this file is added into a new script element, attached to the DOM (body element)
  106686. * @param scriptUrl defines the url of the script to laod
  106687. * @param onSuccess defines the callback called when the script is loaded
  106688. * @param onError defines the callback to call if an error occurs
  106689. * @param scriptId defines the id of the script element
  106690. */
  106691. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  106692. /**
  106693. * Load an asynchronous script (identified by an url). When the url returns, the
  106694. * content of this file is added into a new script element, attached to the DOM (body element)
  106695. * @param scriptUrl defines the url of the script to laod
  106696. * @param scriptId defines the id of the script element
  106697. * @returns a promise request object
  106698. */
  106699. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<void>;
  106700. /**
  106701. * Loads a file from a blob
  106702. * @param fileToLoad defines the blob to use
  106703. * @param callback defines the callback to call when data is loaded
  106704. * @param progressCallback defines the callback to call during loading process
  106705. * @returns a file request object
  106706. */
  106707. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  106708. /**
  106709. * Reads a file from a File object
  106710. * @param file defines the file to load
  106711. * @param onSuccess defines the callback to call when data is loaded
  106712. * @param onProgress defines the callback to call during loading process
  106713. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  106714. * @param onError defines the callback to call when an error occurs
  106715. * @returns a file request object
  106716. */
  106717. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  106718. /**
  106719. * Creates a data url from a given string content
  106720. * @param content defines the content to convert
  106721. * @returns the new data url link
  106722. */
  106723. static FileAsURL(content: string): string;
  106724. /**
  106725. * Format the given number to a specific decimal format
  106726. * @param value defines the number to format
  106727. * @param decimals defines the number of decimals to use
  106728. * @returns the formatted string
  106729. */
  106730. static Format(value: number, decimals?: number): string;
  106731. /**
  106732. * Tries to copy an object by duplicating every property
  106733. * @param source defines the source object
  106734. * @param destination defines the target object
  106735. * @param doNotCopyList defines a list of properties to avoid
  106736. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  106737. */
  106738. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  106739. /**
  106740. * Gets a boolean indicating if the given object has no own property
  106741. * @param obj defines the object to test
  106742. * @returns true if object has no own property
  106743. */
  106744. static IsEmpty(obj: any): boolean;
  106745. /**
  106746. * Function used to register events at window level
  106747. * @param windowElement defines the Window object to use
  106748. * @param events defines the events to register
  106749. */
  106750. static RegisterTopRootEvents(windowElement: Window, events: {
  106751. name: string;
  106752. handler: Nullable<(e: FocusEvent) => any>;
  106753. }[]): void;
  106754. /**
  106755. * Function used to unregister events from window level
  106756. * @param windowElement defines the Window object to use
  106757. * @param events defines the events to unregister
  106758. */
  106759. static UnregisterTopRootEvents(windowElement: Window, events: {
  106760. name: string;
  106761. handler: Nullable<(e: FocusEvent) => any>;
  106762. }[]): void;
  106763. /**
  106764. * @ignore
  106765. */
  106766. static _ScreenshotCanvas: HTMLCanvasElement;
  106767. /**
  106768. * Dumps the current bound framebuffer
  106769. * @param width defines the rendering width
  106770. * @param height defines the rendering height
  106771. * @param engine defines the hosting engine
  106772. * @param successCallback defines the callback triggered once the data are available
  106773. * @param mimeType defines the mime type of the result
  106774. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  106775. */
  106776. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  106777. /**
  106778. * Converts the canvas data to blob.
  106779. * This acts as a polyfill for browsers not supporting the to blob function.
  106780. * @param canvas Defines the canvas to extract the data from
  106781. * @param successCallback Defines the callback triggered once the data are available
  106782. * @param mimeType Defines the mime type of the result
  106783. */
  106784. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  106785. /**
  106786. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  106787. * @param successCallback defines the callback triggered once the data are available
  106788. * @param mimeType defines the mime type of the result
  106789. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  106790. */
  106791. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  106792. /**
  106793. * Downloads a blob in the browser
  106794. * @param blob defines the blob to download
  106795. * @param fileName defines the name of the downloaded file
  106796. */
  106797. static Download(blob: Blob, fileName: string): void;
  106798. /**
  106799. * Captures a screenshot of the current rendering
  106800. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106801. * @param engine defines the rendering engine
  106802. * @param camera defines the source camera
  106803. * @param size This parameter can be set to a single number or to an object with the
  106804. * following (optional) properties: precision, width, height. If a single number is passed,
  106805. * it will be used for both width and height. If an object is passed, the screenshot size
  106806. * will be derived from the parameters. The precision property is a multiplier allowing
  106807. * rendering at a higher or lower resolution
  106808. * @param successCallback defines the callback receives a single parameter which contains the
  106809. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  106810. * src parameter of an <img> to display it
  106811. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  106812. * Check your browser for supported MIME types
  106813. */
  106814. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  106815. /**
  106816. * Captures a screenshot of the current rendering
  106817. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106818. * @param engine defines the rendering engine
  106819. * @param camera defines the source camera
  106820. * @param size This parameter can be set to a single number or to an object with the
  106821. * following (optional) properties: precision, width, height. If a single number is passed,
  106822. * it will be used for both width and height. If an object is passed, the screenshot size
  106823. * will be derived from the parameters. The precision property is a multiplier allowing
  106824. * rendering at a higher or lower resolution
  106825. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  106826. * Check your browser for supported MIME types
  106827. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  106828. * to the src parameter of an <img> to display it
  106829. */
  106830. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  106831. /**
  106832. * Generates an image screenshot from the specified camera.
  106833. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106834. * @param engine The engine to use for rendering
  106835. * @param camera The camera to use for rendering
  106836. * @param size This parameter can be set to a single number or to an object with the
  106837. * following (optional) properties: precision, width, height. If a single number is passed,
  106838. * it will be used for both width and height. If an object is passed, the screenshot size
  106839. * will be derived from the parameters. The precision property is a multiplier allowing
  106840. * rendering at a higher or lower resolution
  106841. * @param successCallback The callback receives a single parameter which contains the
  106842. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  106843. * src parameter of an <img> to display it
  106844. * @param mimeType The MIME type of the screenshot image (default: image/png).
  106845. * Check your browser for supported MIME types
  106846. * @param samples Texture samples (default: 1)
  106847. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  106848. * @param fileName A name for for the downloaded file.
  106849. */
  106850. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  106851. /**
  106852. * Generates an image screenshot from the specified camera.
  106853. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106854. * @param engine The engine to use for rendering
  106855. * @param camera The camera to use for rendering
  106856. * @param size This parameter can be set to a single number or to an object with the
  106857. * following (optional) properties: precision, width, height. If a single number is passed,
  106858. * it will be used for both width and height. If an object is passed, the screenshot size
  106859. * will be derived from the parameters. The precision property is a multiplier allowing
  106860. * rendering at a higher or lower resolution
  106861. * @param mimeType The MIME type of the screenshot image (default: image/png).
  106862. * Check your browser for supported MIME types
  106863. * @param samples Texture samples (default: 1)
  106864. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  106865. * @param fileName A name for for the downloaded file.
  106866. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  106867. * to the src parameter of an <img> to display it
  106868. */
  106869. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  106870. /**
  106871. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  106872. * Be aware Math.random() could cause collisions, but:
  106873. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  106874. * @returns a pseudo random id
  106875. */
  106876. static RandomId(): string;
  106877. /**
  106878. * Test if the given uri is a base64 string
  106879. * @param uri The uri to test
  106880. * @return True if the uri is a base64 string or false otherwise
  106881. */
  106882. static IsBase64(uri: string): boolean;
  106883. /**
  106884. * Decode the given base64 uri.
  106885. * @param uri The uri to decode
  106886. * @return The decoded base64 data.
  106887. */
  106888. static DecodeBase64(uri: string): ArrayBuffer;
  106889. /**
  106890. * Gets the absolute url.
  106891. * @param url the input url
  106892. * @return the absolute url
  106893. */
  106894. static GetAbsoluteUrl(url: string): string;
  106895. /**
  106896. * No log
  106897. */
  106898. static readonly NoneLogLevel: number;
  106899. /**
  106900. * Only message logs
  106901. */
  106902. static readonly MessageLogLevel: number;
  106903. /**
  106904. * Only warning logs
  106905. */
  106906. static readonly WarningLogLevel: number;
  106907. /**
  106908. * Only error logs
  106909. */
  106910. static readonly ErrorLogLevel: number;
  106911. /**
  106912. * All logs
  106913. */
  106914. static readonly AllLogLevel: number;
  106915. /**
  106916. * Gets a value indicating the number of loading errors
  106917. * @ignorenaming
  106918. */
  106919. static get errorsCount(): number;
  106920. /**
  106921. * Callback called when a new log is added
  106922. */
  106923. static OnNewCacheEntry: (entry: string) => void;
  106924. /**
  106925. * Log a message to the console
  106926. * @param message defines the message to log
  106927. */
  106928. static Log(message: string): void;
  106929. /**
  106930. * Write a warning message to the console
  106931. * @param message defines the message to log
  106932. */
  106933. static Warn(message: string): void;
  106934. /**
  106935. * Write an error message to the console
  106936. * @param message defines the message to log
  106937. */
  106938. static Error(message: string): void;
  106939. /**
  106940. * Gets current log cache (list of logs)
  106941. */
  106942. static get LogCache(): string;
  106943. /**
  106944. * Clears the log cache
  106945. */
  106946. static ClearLogCache(): void;
  106947. /**
  106948. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  106949. */
  106950. static set LogLevels(level: number);
  106951. /**
  106952. * Checks if the window object exists
  106953. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  106954. */
  106955. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  106956. /**
  106957. * No performance log
  106958. */
  106959. static readonly PerformanceNoneLogLevel: number;
  106960. /**
  106961. * Use user marks to log performance
  106962. */
  106963. static readonly PerformanceUserMarkLogLevel: number;
  106964. /**
  106965. * Log performance to the console
  106966. */
  106967. static readonly PerformanceConsoleLogLevel: number;
  106968. private static _performance;
  106969. /**
  106970. * Sets the current performance log level
  106971. */
  106972. static set PerformanceLogLevel(level: number);
  106973. private static _StartPerformanceCounterDisabled;
  106974. private static _EndPerformanceCounterDisabled;
  106975. private static _StartUserMark;
  106976. private static _EndUserMark;
  106977. private static _StartPerformanceConsole;
  106978. private static _EndPerformanceConsole;
  106979. /**
  106980. * Starts a performance counter
  106981. */
  106982. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  106983. /**
  106984. * Ends a specific performance coutner
  106985. */
  106986. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  106987. /**
  106988. * Gets either window.performance.now() if supported or Date.now() else
  106989. */
  106990. static get Now(): number;
  106991. /**
  106992. * This method will return the name of the class used to create the instance of the given object.
  106993. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  106994. * @param object the object to get the class name from
  106995. * @param isType defines if the object is actually a type
  106996. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  106997. */
  106998. static GetClassName(object: any, isType?: boolean): string;
  106999. /**
  107000. * Gets the first element of an array satisfying a given predicate
  107001. * @param array defines the array to browse
  107002. * @param predicate defines the predicate to use
  107003. * @returns null if not found or the element
  107004. */
  107005. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  107006. /**
  107007. * This method will return the name of the full name of the class, including its owning module (if any).
  107008. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  107009. * @param object the object to get the class name from
  107010. * @param isType defines if the object is actually a type
  107011. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  107012. * @ignorenaming
  107013. */
  107014. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  107015. /**
  107016. * Returns a promise that resolves after the given amount of time.
  107017. * @param delay Number of milliseconds to delay
  107018. * @returns Promise that resolves after the given amount of time
  107019. */
  107020. static DelayAsync(delay: number): Promise<void>;
  107021. /**
  107022. * Utility function to detect if the current user agent is Safari
  107023. * @returns whether or not the current user agent is safari
  107024. */
  107025. static IsSafari(): boolean;
  107026. }
  107027. /**
  107028. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  107029. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  107030. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  107031. * @param name The name of the class, case should be preserved
  107032. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  107033. */
  107034. export function className(name: string, module?: string): (target: Object) => void;
  107035. /**
  107036. * An implementation of a loop for asynchronous functions.
  107037. */
  107038. export class AsyncLoop {
  107039. /**
  107040. * Defines the number of iterations for the loop
  107041. */
  107042. iterations: number;
  107043. /**
  107044. * Defines the current index of the loop.
  107045. */
  107046. index: number;
  107047. private _done;
  107048. private _fn;
  107049. private _successCallback;
  107050. /**
  107051. * Constructor.
  107052. * @param iterations the number of iterations.
  107053. * @param func the function to run each iteration
  107054. * @param successCallback the callback that will be called upon succesful execution
  107055. * @param offset starting offset.
  107056. */
  107057. constructor(
  107058. /**
  107059. * Defines the number of iterations for the loop
  107060. */
  107061. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  107062. /**
  107063. * Execute the next iteration. Must be called after the last iteration was finished.
  107064. */
  107065. executeNext(): void;
  107066. /**
  107067. * Break the loop and run the success callback.
  107068. */
  107069. breakLoop(): void;
  107070. /**
  107071. * Create and run an async loop.
  107072. * @param iterations the number of iterations.
  107073. * @param fn the function to run each iteration
  107074. * @param successCallback the callback that will be called upon succesful execution
  107075. * @param offset starting offset.
  107076. * @returns the created async loop object
  107077. */
  107078. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  107079. /**
  107080. * A for-loop that will run a given number of iterations synchronous and the rest async.
  107081. * @param iterations total number of iterations
  107082. * @param syncedIterations number of synchronous iterations in each async iteration.
  107083. * @param fn the function to call each iteration.
  107084. * @param callback a success call back that will be called when iterating stops.
  107085. * @param breakFunction a break condition (optional)
  107086. * @param timeout timeout settings for the setTimeout function. default - 0.
  107087. * @returns the created async loop object
  107088. */
  107089. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  107090. }
  107091. }
  107092. declare module BABYLON {
  107093. /**
  107094. * This class implement a typical dictionary using a string as key and the generic type T as value.
  107095. * The underlying implementation relies on an associative array to ensure the best performances.
  107096. * The value can be anything including 'null' but except 'undefined'
  107097. */
  107098. export class StringDictionary<T> {
  107099. /**
  107100. * This will clear this dictionary and copy the content from the 'source' one.
  107101. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  107102. * @param source the dictionary to take the content from and copy to this dictionary
  107103. */
  107104. copyFrom(source: StringDictionary<T>): void;
  107105. /**
  107106. * Get a value based from its key
  107107. * @param key the given key to get the matching value from
  107108. * @return the value if found, otherwise undefined is returned
  107109. */
  107110. get(key: string): T | undefined;
  107111. /**
  107112. * Get a value from its key or add it if it doesn't exist.
  107113. * This method will ensure you that a given key/data will be present in the dictionary.
  107114. * @param key the given key to get the matching value from
  107115. * @param factory the factory that will create the value if the key is not present in the dictionary.
  107116. * The factory will only be invoked if there's no data for the given key.
  107117. * @return the value corresponding to the key.
  107118. */
  107119. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  107120. /**
  107121. * Get a value from its key if present in the dictionary otherwise add it
  107122. * @param key the key to get the value from
  107123. * @param val if there's no such key/value pair in the dictionary add it with this value
  107124. * @return the value corresponding to the key
  107125. */
  107126. getOrAdd(key: string, val: T): T;
  107127. /**
  107128. * Check if there's a given key in the dictionary
  107129. * @param key the key to check for
  107130. * @return true if the key is present, false otherwise
  107131. */
  107132. contains(key: string): boolean;
  107133. /**
  107134. * Add a new key and its corresponding value
  107135. * @param key the key to add
  107136. * @param value the value corresponding to the key
  107137. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  107138. */
  107139. add(key: string, value: T): boolean;
  107140. /**
  107141. * Update a specific value associated to a key
  107142. * @param key defines the key to use
  107143. * @param value defines the value to store
  107144. * @returns true if the value was updated (or false if the key was not found)
  107145. */
  107146. set(key: string, value: T): boolean;
  107147. /**
  107148. * Get the element of the given key and remove it from the dictionary
  107149. * @param key defines the key to search
  107150. * @returns the value associated with the key or null if not found
  107151. */
  107152. getAndRemove(key: string): Nullable<T>;
  107153. /**
  107154. * Remove a key/value from the dictionary.
  107155. * @param key the key to remove
  107156. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  107157. */
  107158. remove(key: string): boolean;
  107159. /**
  107160. * Clear the whole content of the dictionary
  107161. */
  107162. clear(): void;
  107163. /**
  107164. * Gets the current count
  107165. */
  107166. get count(): number;
  107167. /**
  107168. * Execute a callback on each key/val of the dictionary.
  107169. * Note that you can remove any element in this dictionary in the callback implementation
  107170. * @param callback the callback to execute on a given key/value pair
  107171. */
  107172. forEach(callback: (key: string, val: T) => void): void;
  107173. /**
  107174. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  107175. * If the callback returns null or undefined the method will iterate to the next key/value pair
  107176. * Note that you can remove any element in this dictionary in the callback implementation
  107177. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  107178. * @returns the first item
  107179. */
  107180. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  107181. private _count;
  107182. private _data;
  107183. }
  107184. }
  107185. declare module BABYLON {
  107186. /** @hidden */
  107187. export interface ICollisionCoordinator {
  107188. createCollider(): Collider;
  107189. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  107190. init(scene: Scene): void;
  107191. }
  107192. /** @hidden */
  107193. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  107194. private _scene;
  107195. private _scaledPosition;
  107196. private _scaledVelocity;
  107197. private _finalPosition;
  107198. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  107199. createCollider(): Collider;
  107200. init(scene: Scene): void;
  107201. private _collideWithWorld;
  107202. }
  107203. }
  107204. declare module BABYLON {
  107205. /**
  107206. * Class used to manage all inputs for the scene.
  107207. */
  107208. export class InputManager {
  107209. /** The distance in pixel that you have to move to prevent some events */
  107210. static DragMovementThreshold: number;
  107211. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  107212. static LongPressDelay: number;
  107213. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  107214. static DoubleClickDelay: number;
  107215. /** If you need to check double click without raising a single click at first click, enable this flag */
  107216. static ExclusiveDoubleClickMode: boolean;
  107217. private _wheelEventName;
  107218. private _onPointerMove;
  107219. private _onPointerDown;
  107220. private _onPointerUp;
  107221. private _initClickEvent;
  107222. private _initActionManager;
  107223. private _delayedSimpleClick;
  107224. private _delayedSimpleClickTimeout;
  107225. private _previousDelayedSimpleClickTimeout;
  107226. private _meshPickProceed;
  107227. private _previousButtonPressed;
  107228. private _currentPickResult;
  107229. private _previousPickResult;
  107230. private _totalPointersPressed;
  107231. private _doubleClickOccured;
  107232. private _pointerOverMesh;
  107233. private _pickedDownMesh;
  107234. private _pickedUpMesh;
  107235. private _pointerX;
  107236. private _pointerY;
  107237. private _unTranslatedPointerX;
  107238. private _unTranslatedPointerY;
  107239. private _startingPointerPosition;
  107240. private _previousStartingPointerPosition;
  107241. private _startingPointerTime;
  107242. private _previousStartingPointerTime;
  107243. private _pointerCaptures;
  107244. private _onKeyDown;
  107245. private _onKeyUp;
  107246. private _onCanvasFocusObserver;
  107247. private _onCanvasBlurObserver;
  107248. private _scene;
  107249. /**
  107250. * Creates a new InputManager
  107251. * @param scene defines the hosting scene
  107252. */
  107253. constructor(scene: Scene);
  107254. /**
  107255. * Gets the mesh that is currently under the pointer
  107256. */
  107257. get meshUnderPointer(): Nullable<AbstractMesh>;
  107258. /**
  107259. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  107260. */
  107261. get unTranslatedPointer(): Vector2;
  107262. /**
  107263. * Gets or sets the current on-screen X position of the pointer
  107264. */
  107265. get pointerX(): number;
  107266. set pointerX(value: number);
  107267. /**
  107268. * Gets or sets the current on-screen Y position of the pointer
  107269. */
  107270. get pointerY(): number;
  107271. set pointerY(value: number);
  107272. private _updatePointerPosition;
  107273. private _processPointerMove;
  107274. private _setRayOnPointerInfo;
  107275. private _checkPrePointerObservable;
  107276. /**
  107277. * Use this method to simulate a pointer move on a mesh
  107278. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107279. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107280. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107281. */
  107282. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  107283. /**
  107284. * Use this method to simulate a pointer down on a mesh
  107285. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107286. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107287. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107288. */
  107289. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  107290. private _processPointerDown;
  107291. /** @hidden */
  107292. _isPointerSwiping(): boolean;
  107293. /**
  107294. * Use this method to simulate a pointer up on a mesh
  107295. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107296. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107297. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107298. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  107299. */
  107300. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  107301. private _processPointerUp;
  107302. /**
  107303. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  107304. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  107305. * @returns true if the pointer was captured
  107306. */
  107307. isPointerCaptured(pointerId?: number): boolean;
  107308. /**
  107309. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  107310. * @param attachUp defines if you want to attach events to pointerup
  107311. * @param attachDown defines if you want to attach events to pointerdown
  107312. * @param attachMove defines if you want to attach events to pointermove
  107313. * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
  107314. */
  107315. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
  107316. /**
  107317. * Detaches all event handlers
  107318. */
  107319. detachControl(): void;
  107320. /**
  107321. * Force the value of meshUnderPointer
  107322. * @param mesh defines the mesh to use
  107323. */
  107324. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  107325. /**
  107326. * Gets the mesh under the pointer
  107327. * @returns a Mesh or null if no mesh is under the pointer
  107328. */
  107329. getPointerOverMesh(): Nullable<AbstractMesh>;
  107330. }
  107331. }
  107332. declare module BABYLON {
  107333. /**
  107334. * Helper class used to generate session unique ID
  107335. */
  107336. export class UniqueIdGenerator {
  107337. private static _UniqueIdCounter;
  107338. /**
  107339. * Gets an unique (relatively to the current scene) Id
  107340. */
  107341. static get UniqueId(): number;
  107342. }
  107343. }
  107344. declare module BABYLON {
  107345. /**
  107346. * This class defines the direct association between an animation and a target
  107347. */
  107348. export class TargetedAnimation {
  107349. /**
  107350. * Animation to perform
  107351. */
  107352. animation: Animation;
  107353. /**
  107354. * Target to animate
  107355. */
  107356. target: any;
  107357. /**
  107358. * Serialize the object
  107359. * @returns the JSON object representing the current entity
  107360. */
  107361. serialize(): any;
  107362. }
  107363. /**
  107364. * Use this class to create coordinated animations on multiple targets
  107365. */
  107366. export class AnimationGroup implements IDisposable {
  107367. /** The name of the animation group */
  107368. name: string;
  107369. private _scene;
  107370. private _targetedAnimations;
  107371. private _animatables;
  107372. private _from;
  107373. private _to;
  107374. private _isStarted;
  107375. private _isPaused;
  107376. private _speedRatio;
  107377. private _loopAnimation;
  107378. /**
  107379. * Gets or sets the unique id of the node
  107380. */
  107381. uniqueId: number;
  107382. /**
  107383. * This observable will notify when one animation have ended
  107384. */
  107385. onAnimationEndObservable: Observable<TargetedAnimation>;
  107386. /**
  107387. * Observer raised when one animation loops
  107388. */
  107389. onAnimationLoopObservable: Observable<TargetedAnimation>;
  107390. /**
  107391. * Observer raised when all animations have looped
  107392. */
  107393. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  107394. /**
  107395. * This observable will notify when all animations have ended.
  107396. */
  107397. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  107398. /**
  107399. * This observable will notify when all animations have paused.
  107400. */
  107401. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  107402. /**
  107403. * This observable will notify when all animations are playing.
  107404. */
  107405. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  107406. /**
  107407. * Gets the first frame
  107408. */
  107409. get from(): number;
  107410. /**
  107411. * Gets the last frame
  107412. */
  107413. get to(): number;
  107414. /**
  107415. * Define if the animations are started
  107416. */
  107417. get isStarted(): boolean;
  107418. /**
  107419. * Gets a value indicating that the current group is playing
  107420. */
  107421. get isPlaying(): boolean;
  107422. /**
  107423. * Gets or sets the speed ratio to use for all animations
  107424. */
  107425. get speedRatio(): number;
  107426. /**
  107427. * Gets or sets the speed ratio to use for all animations
  107428. */
  107429. set speedRatio(value: number);
  107430. /**
  107431. * Gets or sets if all animations should loop or not
  107432. */
  107433. get loopAnimation(): boolean;
  107434. set loopAnimation(value: boolean);
  107435. /**
  107436. * Gets the targeted animations for this animation group
  107437. */
  107438. get targetedAnimations(): Array<TargetedAnimation>;
  107439. /**
  107440. * returning the list of animatables controlled by this animation group.
  107441. */
  107442. get animatables(): Array<Animatable>;
  107443. /**
  107444. * Instantiates a new Animation Group.
  107445. * This helps managing several animations at once.
  107446. * @see http://doc.babylonjs.com/how_to/group
  107447. * @param name Defines the name of the group
  107448. * @param scene Defines the scene the group belongs to
  107449. */
  107450. constructor(
  107451. /** The name of the animation group */
  107452. name: string, scene?: Nullable<Scene>);
  107453. /**
  107454. * Add an animation (with its target) in the group
  107455. * @param animation defines the animation we want to add
  107456. * @param target defines the target of the animation
  107457. * @returns the TargetedAnimation object
  107458. */
  107459. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  107460. /**
  107461. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  107462. * It can add constant keys at begin or end
  107463. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  107464. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  107465. * @returns the animation group
  107466. */
  107467. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  107468. private _animationLoopCount;
  107469. private _animationLoopFlags;
  107470. private _processLoop;
  107471. /**
  107472. * Start all animations on given targets
  107473. * @param loop defines if animations must loop
  107474. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  107475. * @param from defines the from key (optional)
  107476. * @param to defines the to key (optional)
  107477. * @returns the current animation group
  107478. */
  107479. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  107480. /**
  107481. * Pause all animations
  107482. * @returns the animation group
  107483. */
  107484. pause(): AnimationGroup;
  107485. /**
  107486. * Play all animations to initial state
  107487. * This function will start() the animations if they were not started or will restart() them if they were paused
  107488. * @param loop defines if animations must loop
  107489. * @returns the animation group
  107490. */
  107491. play(loop?: boolean): AnimationGroup;
  107492. /**
  107493. * Reset all animations to initial state
  107494. * @returns the animation group
  107495. */
  107496. reset(): AnimationGroup;
  107497. /**
  107498. * Restart animations from key 0
  107499. * @returns the animation group
  107500. */
  107501. restart(): AnimationGroup;
  107502. /**
  107503. * Stop all animations
  107504. * @returns the animation group
  107505. */
  107506. stop(): AnimationGroup;
  107507. /**
  107508. * Set animation weight for all animatables
  107509. * @param weight defines the weight to use
  107510. * @return the animationGroup
  107511. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  107512. */
  107513. setWeightForAllAnimatables(weight: number): AnimationGroup;
  107514. /**
  107515. * Synchronize and normalize all animatables with a source animatable
  107516. * @param root defines the root animatable to synchronize with
  107517. * @return the animationGroup
  107518. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  107519. */
  107520. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  107521. /**
  107522. * Goes to a specific frame in this animation group
  107523. * @param frame the frame number to go to
  107524. * @return the animationGroup
  107525. */
  107526. goToFrame(frame: number): AnimationGroup;
  107527. /**
  107528. * Dispose all associated resources
  107529. */
  107530. dispose(): void;
  107531. private _checkAnimationGroupEnded;
  107532. /**
  107533. * Clone the current animation group and returns a copy
  107534. * @param newName defines the name of the new group
  107535. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  107536. * @returns the new aniamtion group
  107537. */
  107538. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  107539. /**
  107540. * Serializes the animationGroup to an object
  107541. * @returns Serialized object
  107542. */
  107543. serialize(): any;
  107544. /**
  107545. * Returns a new AnimationGroup object parsed from the source provided.
  107546. * @param parsedAnimationGroup defines the source
  107547. * @param scene defines the scene that will receive the animationGroup
  107548. * @returns a new AnimationGroup
  107549. */
  107550. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  107551. /**
  107552. * Returns the string "AnimationGroup"
  107553. * @returns "AnimationGroup"
  107554. */
  107555. getClassName(): string;
  107556. /**
  107557. * Creates a detailled string about the object
  107558. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  107559. * @returns a string representing the object
  107560. */
  107561. toString(fullDetails?: boolean): string;
  107562. }
  107563. }
  107564. declare module BABYLON {
  107565. /**
  107566. * Define an interface for all classes that will hold resources
  107567. */
  107568. export interface IDisposable {
  107569. /**
  107570. * Releases all held resources
  107571. */
  107572. dispose(): void;
  107573. }
  107574. /** Interface defining initialization parameters for Scene class */
  107575. export interface SceneOptions {
  107576. /**
  107577. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  107578. * It will improve performance when the number of geometries becomes important.
  107579. */
  107580. useGeometryUniqueIdsMap?: boolean;
  107581. /**
  107582. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  107583. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  107584. */
  107585. useMaterialMeshMap?: boolean;
  107586. /**
  107587. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  107588. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  107589. */
  107590. useClonedMeshMap?: boolean;
  107591. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  107592. virtual?: boolean;
  107593. }
  107594. /**
  107595. * Represents a scene to be rendered by the engine.
  107596. * @see http://doc.babylonjs.com/features/scene
  107597. */
  107598. export class Scene extends AbstractScene implements IAnimatable {
  107599. /** The fog is deactivated */
  107600. static readonly FOGMODE_NONE: number;
  107601. /** The fog density is following an exponential function */
  107602. static readonly FOGMODE_EXP: number;
  107603. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  107604. static readonly FOGMODE_EXP2: number;
  107605. /** The fog density is following a linear function. */
  107606. static readonly FOGMODE_LINEAR: number;
  107607. /**
  107608. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  107609. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107610. */
  107611. static MinDeltaTime: number;
  107612. /**
  107613. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  107614. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107615. */
  107616. static MaxDeltaTime: number;
  107617. /**
  107618. * Factory used to create the default material.
  107619. * @param name The name of the material to create
  107620. * @param scene The scene to create the material for
  107621. * @returns The default material
  107622. */
  107623. static DefaultMaterialFactory(scene: Scene): Material;
  107624. /**
  107625. * Factory used to create the a collision coordinator.
  107626. * @returns The collision coordinator
  107627. */
  107628. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  107629. /** @hidden */
  107630. _inputManager: InputManager;
  107631. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  107632. cameraToUseForPointers: Nullable<Camera>;
  107633. /** @hidden */
  107634. readonly _isScene: boolean;
  107635. /**
  107636. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  107637. */
  107638. autoClear: boolean;
  107639. /**
  107640. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  107641. */
  107642. autoClearDepthAndStencil: boolean;
  107643. /**
  107644. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  107645. */
  107646. clearColor: Color4;
  107647. /**
  107648. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  107649. */
  107650. ambientColor: Color3;
  107651. /**
  107652. * This is use to store the default BRDF lookup for PBR materials in your scene.
  107653. * It should only be one of the following (if not the default embedded one):
  107654. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  107655. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  107656. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  107657. * The material properties need to be setup according to the type of texture in use.
  107658. */
  107659. environmentBRDFTexture: BaseTexture;
  107660. /** @hidden */
  107661. protected _environmentTexture: Nullable<BaseTexture>;
  107662. /**
  107663. * Texture used in all pbr material as the reflection texture.
  107664. * As in the majority of the scene they are the same (exception for multi room and so on),
  107665. * this is easier to reference from here than from all the materials.
  107666. */
  107667. get environmentTexture(): Nullable<BaseTexture>;
  107668. /**
  107669. * Texture used in all pbr material as the reflection texture.
  107670. * As in the majority of the scene they are the same (exception for multi room and so on),
  107671. * this is easier to set here than in all the materials.
  107672. */
  107673. set environmentTexture(value: Nullable<BaseTexture>);
  107674. /** @hidden */
  107675. protected _environmentIntensity: number;
  107676. /**
  107677. * Intensity of the environment in all pbr material.
  107678. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  107679. * As in the majority of the scene they are the same (exception for multi room and so on),
  107680. * this is easier to reference from here than from all the materials.
  107681. */
  107682. get environmentIntensity(): number;
  107683. /**
  107684. * Intensity of the environment in all pbr material.
  107685. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  107686. * As in the majority of the scene they are the same (exception for multi room and so on),
  107687. * this is easier to set here than in all the materials.
  107688. */
  107689. set environmentIntensity(value: number);
  107690. /** @hidden */
  107691. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  107692. /**
  107693. * Default image processing configuration used either in the rendering
  107694. * Forward main pass or through the imageProcessingPostProcess if present.
  107695. * As in the majority of the scene they are the same (exception for multi camera),
  107696. * this is easier to reference from here than from all the materials and post process.
  107697. *
  107698. * No setter as we it is a shared configuration, you can set the values instead.
  107699. */
  107700. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  107701. private _forceWireframe;
  107702. /**
  107703. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  107704. */
  107705. set forceWireframe(value: boolean);
  107706. get forceWireframe(): boolean;
  107707. private _skipFrustumClipping;
  107708. /**
  107709. * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
  107710. */
  107711. set skipFrustumClipping(value: boolean);
  107712. get skipFrustumClipping(): boolean;
  107713. private _forcePointsCloud;
  107714. /**
  107715. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  107716. */
  107717. set forcePointsCloud(value: boolean);
  107718. get forcePointsCloud(): boolean;
  107719. /**
  107720. * Gets or sets the active clipplane 1
  107721. */
  107722. clipPlane: Nullable<Plane>;
  107723. /**
  107724. * Gets or sets the active clipplane 2
  107725. */
  107726. clipPlane2: Nullable<Plane>;
  107727. /**
  107728. * Gets or sets the active clipplane 3
  107729. */
  107730. clipPlane3: Nullable<Plane>;
  107731. /**
  107732. * Gets or sets the active clipplane 4
  107733. */
  107734. clipPlane4: Nullable<Plane>;
  107735. /**
  107736. * Gets or sets the active clipplane 5
  107737. */
  107738. clipPlane5: Nullable<Plane>;
  107739. /**
  107740. * Gets or sets the active clipplane 6
  107741. */
  107742. clipPlane6: Nullable<Plane>;
  107743. /**
  107744. * Gets or sets a boolean indicating if animations are enabled
  107745. */
  107746. animationsEnabled: boolean;
  107747. private _animationPropertiesOverride;
  107748. /**
  107749. * Gets or sets the animation properties override
  107750. */
  107751. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  107752. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  107753. /**
  107754. * Gets or sets a boolean indicating if a constant deltatime has to be used
  107755. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  107756. */
  107757. useConstantAnimationDeltaTime: boolean;
  107758. /**
  107759. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  107760. * Please note that it requires to run a ray cast through the scene on every frame
  107761. */
  107762. constantlyUpdateMeshUnderPointer: boolean;
  107763. /**
  107764. * Defines the HTML cursor to use when hovering over interactive elements
  107765. */
  107766. hoverCursor: string;
  107767. /**
  107768. * Defines the HTML default cursor to use (empty by default)
  107769. */
  107770. defaultCursor: string;
  107771. /**
  107772. * Defines wether cursors are handled by the scene.
  107773. */
  107774. doNotHandleCursors: boolean;
  107775. /**
  107776. * This is used to call preventDefault() on pointer down
  107777. * in order to block unwanted artifacts like system double clicks
  107778. */
  107779. preventDefaultOnPointerDown: boolean;
  107780. /**
  107781. * This is used to call preventDefault() on pointer up
  107782. * in order to block unwanted artifacts like system double clicks
  107783. */
  107784. preventDefaultOnPointerUp: boolean;
  107785. /**
  107786. * Gets or sets user defined metadata
  107787. */
  107788. metadata: any;
  107789. /**
  107790. * For internal use only. Please do not use.
  107791. */
  107792. reservedDataStore: any;
  107793. /**
  107794. * Gets the name of the plugin used to load this scene (null by default)
  107795. */
  107796. loadingPluginName: string;
  107797. /**
  107798. * Use this array to add regular expressions used to disable offline support for specific urls
  107799. */
  107800. disableOfflineSupportExceptionRules: RegExp[];
  107801. /**
  107802. * An event triggered when the scene is disposed.
  107803. */
  107804. onDisposeObservable: Observable<Scene>;
  107805. private _onDisposeObserver;
  107806. /** Sets a function to be executed when this scene is disposed. */
  107807. set onDispose(callback: () => void);
  107808. /**
  107809. * An event triggered before rendering the scene (right after animations and physics)
  107810. */
  107811. onBeforeRenderObservable: Observable<Scene>;
  107812. private _onBeforeRenderObserver;
  107813. /** Sets a function to be executed before rendering this scene */
  107814. set beforeRender(callback: Nullable<() => void>);
  107815. /**
  107816. * An event triggered after rendering the scene
  107817. */
  107818. onAfterRenderObservable: Observable<Scene>;
  107819. /**
  107820. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  107821. */
  107822. onAfterRenderCameraObservable: Observable<Camera>;
  107823. private _onAfterRenderObserver;
  107824. /** Sets a function to be executed after rendering this scene */
  107825. set afterRender(callback: Nullable<() => void>);
  107826. /**
  107827. * An event triggered before animating the scene
  107828. */
  107829. onBeforeAnimationsObservable: Observable<Scene>;
  107830. /**
  107831. * An event triggered after animations processing
  107832. */
  107833. onAfterAnimationsObservable: Observable<Scene>;
  107834. /**
  107835. * An event triggered before draw calls are ready to be sent
  107836. */
  107837. onBeforeDrawPhaseObservable: Observable<Scene>;
  107838. /**
  107839. * An event triggered after draw calls have been sent
  107840. */
  107841. onAfterDrawPhaseObservable: Observable<Scene>;
  107842. /**
  107843. * An event triggered when the scene is ready
  107844. */
  107845. onReadyObservable: Observable<Scene>;
  107846. /**
  107847. * An event triggered before rendering a camera
  107848. */
  107849. onBeforeCameraRenderObservable: Observable<Camera>;
  107850. private _onBeforeCameraRenderObserver;
  107851. /** Sets a function to be executed before rendering a camera*/
  107852. set beforeCameraRender(callback: () => void);
  107853. /**
  107854. * An event triggered after rendering a camera
  107855. */
  107856. onAfterCameraRenderObservable: Observable<Camera>;
  107857. private _onAfterCameraRenderObserver;
  107858. /** Sets a function to be executed after rendering a camera*/
  107859. set afterCameraRender(callback: () => void);
  107860. /**
  107861. * An event triggered when active meshes evaluation is about to start
  107862. */
  107863. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  107864. /**
  107865. * An event triggered when active meshes evaluation is done
  107866. */
  107867. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  107868. /**
  107869. * An event triggered when particles rendering is about to start
  107870. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  107871. */
  107872. onBeforeParticlesRenderingObservable: Observable<Scene>;
  107873. /**
  107874. * An event triggered when particles rendering is done
  107875. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  107876. */
  107877. onAfterParticlesRenderingObservable: Observable<Scene>;
  107878. /**
  107879. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  107880. */
  107881. onDataLoadedObservable: Observable<Scene>;
  107882. /**
  107883. * An event triggered when a camera is created
  107884. */
  107885. onNewCameraAddedObservable: Observable<Camera>;
  107886. /**
  107887. * An event triggered when a camera is removed
  107888. */
  107889. onCameraRemovedObservable: Observable<Camera>;
  107890. /**
  107891. * An event triggered when a light is created
  107892. */
  107893. onNewLightAddedObservable: Observable<Light>;
  107894. /**
  107895. * An event triggered when a light is removed
  107896. */
  107897. onLightRemovedObservable: Observable<Light>;
  107898. /**
  107899. * An event triggered when a geometry is created
  107900. */
  107901. onNewGeometryAddedObservable: Observable<Geometry>;
  107902. /**
  107903. * An event triggered when a geometry is removed
  107904. */
  107905. onGeometryRemovedObservable: Observable<Geometry>;
  107906. /**
  107907. * An event triggered when a transform node is created
  107908. */
  107909. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  107910. /**
  107911. * An event triggered when a transform node is removed
  107912. */
  107913. onTransformNodeRemovedObservable: Observable<TransformNode>;
  107914. /**
  107915. * An event triggered when a mesh is created
  107916. */
  107917. onNewMeshAddedObservable: Observable<AbstractMesh>;
  107918. /**
  107919. * An event triggered when a mesh is removed
  107920. */
  107921. onMeshRemovedObservable: Observable<AbstractMesh>;
  107922. /**
  107923. * An event triggered when a skeleton is created
  107924. */
  107925. onNewSkeletonAddedObservable: Observable<Skeleton>;
  107926. /**
  107927. * An event triggered when a skeleton is removed
  107928. */
  107929. onSkeletonRemovedObservable: Observable<Skeleton>;
  107930. /**
  107931. * An event triggered when a material is created
  107932. */
  107933. onNewMaterialAddedObservable: Observable<Material>;
  107934. /**
  107935. * An event triggered when a material is removed
  107936. */
  107937. onMaterialRemovedObservable: Observable<Material>;
  107938. /**
  107939. * An event triggered when a texture is created
  107940. */
  107941. onNewTextureAddedObservable: Observable<BaseTexture>;
  107942. /**
  107943. * An event triggered when a texture is removed
  107944. */
  107945. onTextureRemovedObservable: Observable<BaseTexture>;
  107946. /**
  107947. * An event triggered when render targets are about to be rendered
  107948. * Can happen multiple times per frame.
  107949. */
  107950. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  107951. /**
  107952. * An event triggered when render targets were rendered.
  107953. * Can happen multiple times per frame.
  107954. */
  107955. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  107956. /**
  107957. * An event triggered before calculating deterministic simulation step
  107958. */
  107959. onBeforeStepObservable: Observable<Scene>;
  107960. /**
  107961. * An event triggered after calculating deterministic simulation step
  107962. */
  107963. onAfterStepObservable: Observable<Scene>;
  107964. /**
  107965. * An event triggered when the activeCamera property is updated
  107966. */
  107967. onActiveCameraChanged: Observable<Scene>;
  107968. /**
  107969. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  107970. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  107971. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  107972. */
  107973. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  107974. /**
  107975. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  107976. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  107977. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  107978. */
  107979. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  107980. /**
  107981. * This Observable will when a mesh has been imported into the scene.
  107982. */
  107983. onMeshImportedObservable: Observable<AbstractMesh>;
  107984. /**
  107985. * This Observable will when an animation file has been imported into the scene.
  107986. */
  107987. onAnimationFileImportedObservable: Observable<Scene>;
  107988. /**
  107989. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  107990. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  107991. */
  107992. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  107993. /** @hidden */
  107994. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  107995. /**
  107996. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  107997. */
  107998. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  107999. /**
  108000. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  108001. */
  108002. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  108003. /**
  108004. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  108005. */
  108006. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  108007. /** Callback called when a pointer move is detected */
  108008. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  108009. /** Callback called when a pointer down is detected */
  108010. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  108011. /** Callback called when a pointer up is detected */
  108012. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  108013. /** Callback called when a pointer pick is detected */
  108014. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  108015. /**
  108016. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  108017. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  108018. */
  108019. onPrePointerObservable: Observable<PointerInfoPre>;
  108020. /**
  108021. * Observable event triggered each time an input event is received from the rendering canvas
  108022. */
  108023. onPointerObservable: Observable<PointerInfo>;
  108024. /**
  108025. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  108026. */
  108027. get unTranslatedPointer(): Vector2;
  108028. /**
  108029. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  108030. */
  108031. static get DragMovementThreshold(): number;
  108032. static set DragMovementThreshold(value: number);
  108033. /**
  108034. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  108035. */
  108036. static get LongPressDelay(): number;
  108037. static set LongPressDelay(value: number);
  108038. /**
  108039. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  108040. */
  108041. static get DoubleClickDelay(): number;
  108042. static set DoubleClickDelay(value: number);
  108043. /** If you need to check double click without raising a single click at first click, enable this flag */
  108044. static get ExclusiveDoubleClickMode(): boolean;
  108045. static set ExclusiveDoubleClickMode(value: boolean);
  108046. /** @hidden */
  108047. _mirroredCameraPosition: Nullable<Vector3>;
  108048. /**
  108049. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  108050. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  108051. */
  108052. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  108053. /**
  108054. * Observable event triggered each time an keyboard event is received from the hosting window
  108055. */
  108056. onKeyboardObservable: Observable<KeyboardInfo>;
  108057. private _useRightHandedSystem;
  108058. /**
  108059. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  108060. */
  108061. set useRightHandedSystem(value: boolean);
  108062. get useRightHandedSystem(): boolean;
  108063. private _timeAccumulator;
  108064. private _currentStepId;
  108065. private _currentInternalStep;
  108066. /**
  108067. * Sets the step Id used by deterministic lock step
  108068. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108069. * @param newStepId defines the step Id
  108070. */
  108071. setStepId(newStepId: number): void;
  108072. /**
  108073. * Gets the step Id used by deterministic lock step
  108074. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108075. * @returns the step Id
  108076. */
  108077. getStepId(): number;
  108078. /**
  108079. * Gets the internal step used by deterministic lock step
  108080. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108081. * @returns the internal step
  108082. */
  108083. getInternalStep(): number;
  108084. private _fogEnabled;
  108085. /**
  108086. * Gets or sets a boolean indicating if fog is enabled on this scene
  108087. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108088. * (Default is true)
  108089. */
  108090. set fogEnabled(value: boolean);
  108091. get fogEnabled(): boolean;
  108092. private _fogMode;
  108093. /**
  108094. * Gets or sets the fog mode to use
  108095. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108096. * | mode | value |
  108097. * | --- | --- |
  108098. * | FOGMODE_NONE | 0 |
  108099. * | FOGMODE_EXP | 1 |
  108100. * | FOGMODE_EXP2 | 2 |
  108101. * | FOGMODE_LINEAR | 3 |
  108102. */
  108103. set fogMode(value: number);
  108104. get fogMode(): number;
  108105. /**
  108106. * Gets or sets the fog color to use
  108107. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108108. * (Default is Color3(0.2, 0.2, 0.3))
  108109. */
  108110. fogColor: Color3;
  108111. /**
  108112. * Gets or sets the fog density to use
  108113. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108114. * (Default is 0.1)
  108115. */
  108116. fogDensity: number;
  108117. /**
  108118. * Gets or sets the fog start distance to use
  108119. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108120. * (Default is 0)
  108121. */
  108122. fogStart: number;
  108123. /**
  108124. * Gets or sets the fog end distance to use
  108125. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108126. * (Default is 1000)
  108127. */
  108128. fogEnd: number;
  108129. private _shadowsEnabled;
  108130. /**
  108131. * Gets or sets a boolean indicating if shadows are enabled on this scene
  108132. */
  108133. set shadowsEnabled(value: boolean);
  108134. get shadowsEnabled(): boolean;
  108135. private _lightsEnabled;
  108136. /**
  108137. * Gets or sets a boolean indicating if lights are enabled on this scene
  108138. */
  108139. set lightsEnabled(value: boolean);
  108140. get lightsEnabled(): boolean;
  108141. /** All of the active cameras added to this scene. */
  108142. activeCameras: Camera[];
  108143. /** @hidden */
  108144. _activeCamera: Nullable<Camera>;
  108145. /** Gets or sets the current active camera */
  108146. get activeCamera(): Nullable<Camera>;
  108147. set activeCamera(value: Nullable<Camera>);
  108148. private _defaultMaterial;
  108149. /** The default material used on meshes when no material is affected */
  108150. get defaultMaterial(): Material;
  108151. /** The default material used on meshes when no material is affected */
  108152. set defaultMaterial(value: Material);
  108153. private _texturesEnabled;
  108154. /**
  108155. * Gets or sets a boolean indicating if textures are enabled on this scene
  108156. */
  108157. set texturesEnabled(value: boolean);
  108158. get texturesEnabled(): boolean;
  108159. /**
  108160. * Gets or sets a boolean indicating if particles are enabled on this scene
  108161. */
  108162. particlesEnabled: boolean;
  108163. /**
  108164. * Gets or sets a boolean indicating if sprites are enabled on this scene
  108165. */
  108166. spritesEnabled: boolean;
  108167. private _skeletonsEnabled;
  108168. /**
  108169. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  108170. */
  108171. set skeletonsEnabled(value: boolean);
  108172. get skeletonsEnabled(): boolean;
  108173. /**
  108174. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  108175. */
  108176. lensFlaresEnabled: boolean;
  108177. /**
  108178. * Gets or sets a boolean indicating if collisions are enabled on this scene
  108179. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  108180. */
  108181. collisionsEnabled: boolean;
  108182. private _collisionCoordinator;
  108183. /** @hidden */
  108184. get collisionCoordinator(): ICollisionCoordinator;
  108185. /**
  108186. * Defines the gravity applied to this scene (used only for collisions)
  108187. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  108188. */
  108189. gravity: Vector3;
  108190. /**
  108191. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  108192. */
  108193. postProcessesEnabled: boolean;
  108194. /**
  108195. * The list of postprocesses added to the scene
  108196. */
  108197. postProcesses: PostProcess[];
  108198. /**
  108199. * Gets the current postprocess manager
  108200. */
  108201. postProcessManager: PostProcessManager;
  108202. /**
  108203. * Gets or sets a boolean indicating if render targets are enabled on this scene
  108204. */
  108205. renderTargetsEnabled: boolean;
  108206. /**
  108207. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  108208. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  108209. */
  108210. dumpNextRenderTargets: boolean;
  108211. /**
  108212. * The list of user defined render targets added to the scene
  108213. */
  108214. customRenderTargets: RenderTargetTexture[];
  108215. /**
  108216. * Defines if texture loading must be delayed
  108217. * If true, textures will only be loaded when they need to be rendered
  108218. */
  108219. useDelayedTextureLoading: boolean;
  108220. /**
  108221. * Gets the list of meshes imported to the scene through SceneLoader
  108222. */
  108223. importedMeshesFiles: String[];
  108224. /**
  108225. * Gets or sets a boolean indicating if probes are enabled on this scene
  108226. */
  108227. probesEnabled: boolean;
  108228. /**
  108229. * Gets or sets the current offline provider to use to store scene data
  108230. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  108231. */
  108232. offlineProvider: IOfflineProvider;
  108233. /**
  108234. * Gets or sets the action manager associated with the scene
  108235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  108236. */
  108237. actionManager: AbstractActionManager;
  108238. private _meshesForIntersections;
  108239. /**
  108240. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  108241. */
  108242. proceduralTexturesEnabled: boolean;
  108243. private _engine;
  108244. private _totalVertices;
  108245. /** @hidden */
  108246. _activeIndices: PerfCounter;
  108247. /** @hidden */
  108248. _activeParticles: PerfCounter;
  108249. /** @hidden */
  108250. _activeBones: PerfCounter;
  108251. private _animationRatio;
  108252. /** @hidden */
  108253. _animationTimeLast: number;
  108254. /** @hidden */
  108255. _animationTime: number;
  108256. /**
  108257. * Gets or sets a general scale for animation speed
  108258. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  108259. */
  108260. animationTimeScale: number;
  108261. /** @hidden */
  108262. _cachedMaterial: Nullable<Material>;
  108263. /** @hidden */
  108264. _cachedEffect: Nullable<Effect>;
  108265. /** @hidden */
  108266. _cachedVisibility: Nullable<number>;
  108267. private _renderId;
  108268. private _frameId;
  108269. private _executeWhenReadyTimeoutId;
  108270. private _intermediateRendering;
  108271. private _viewUpdateFlag;
  108272. private _projectionUpdateFlag;
  108273. /** @hidden */
  108274. _toBeDisposed: Nullable<IDisposable>[];
  108275. private _activeRequests;
  108276. /** @hidden */
  108277. _pendingData: any[];
  108278. private _isDisposed;
  108279. /**
  108280. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  108281. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  108282. */
  108283. dispatchAllSubMeshesOfActiveMeshes: boolean;
  108284. private _activeMeshes;
  108285. private _processedMaterials;
  108286. private _renderTargets;
  108287. /** @hidden */
  108288. _activeParticleSystems: SmartArray<IParticleSystem>;
  108289. private _activeSkeletons;
  108290. private _softwareSkinnedMeshes;
  108291. private _renderingManager;
  108292. /** @hidden */
  108293. _activeAnimatables: Animatable[];
  108294. private _transformMatrix;
  108295. private _sceneUbo;
  108296. /** @hidden */
  108297. _viewMatrix: Matrix;
  108298. private _projectionMatrix;
  108299. /** @hidden */
  108300. _forcedViewPosition: Nullable<Vector3>;
  108301. /** @hidden */
  108302. _frustumPlanes: Plane[];
  108303. /**
  108304. * Gets the list of frustum planes (built from the active camera)
  108305. */
  108306. get frustumPlanes(): Plane[];
  108307. /**
  108308. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  108309. * This is useful if there are more lights that the maximum simulteanous authorized
  108310. */
  108311. requireLightSorting: boolean;
  108312. /** @hidden */
  108313. readonly useMaterialMeshMap: boolean;
  108314. /** @hidden */
  108315. readonly useClonedMeshMap: boolean;
  108316. private _externalData;
  108317. private _uid;
  108318. /**
  108319. * @hidden
  108320. * Backing store of defined scene components.
  108321. */
  108322. _components: ISceneComponent[];
  108323. /**
  108324. * @hidden
  108325. * Backing store of defined scene components.
  108326. */
  108327. _serializableComponents: ISceneSerializableComponent[];
  108328. /**
  108329. * List of components to register on the next registration step.
  108330. */
  108331. private _transientComponents;
  108332. /**
  108333. * Registers the transient components if needed.
  108334. */
  108335. private _registerTransientComponents;
  108336. /**
  108337. * @hidden
  108338. * Add a component to the scene.
  108339. * Note that the ccomponent could be registered on th next frame if this is called after
  108340. * the register component stage.
  108341. * @param component Defines the component to add to the scene
  108342. */
  108343. _addComponent(component: ISceneComponent): void;
  108344. /**
  108345. * @hidden
  108346. * Gets a component from the scene.
  108347. * @param name defines the name of the component to retrieve
  108348. * @returns the component or null if not present
  108349. */
  108350. _getComponent(name: string): Nullable<ISceneComponent>;
  108351. /**
  108352. * @hidden
  108353. * Defines the actions happening before camera updates.
  108354. */
  108355. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  108356. /**
  108357. * @hidden
  108358. * Defines the actions happening before clear the canvas.
  108359. */
  108360. _beforeClearStage: Stage<SimpleStageAction>;
  108361. /**
  108362. * @hidden
  108363. * Defines the actions when collecting render targets for the frame.
  108364. */
  108365. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  108366. /**
  108367. * @hidden
  108368. * Defines the actions happening for one camera in the frame.
  108369. */
  108370. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  108371. /**
  108372. * @hidden
  108373. * Defines the actions happening during the per mesh ready checks.
  108374. */
  108375. _isReadyForMeshStage: Stage<MeshStageAction>;
  108376. /**
  108377. * @hidden
  108378. * Defines the actions happening before evaluate active mesh checks.
  108379. */
  108380. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  108381. /**
  108382. * @hidden
  108383. * Defines the actions happening during the evaluate sub mesh checks.
  108384. */
  108385. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  108386. /**
  108387. * @hidden
  108388. * Defines the actions happening during the active mesh stage.
  108389. */
  108390. _activeMeshStage: Stage<ActiveMeshStageAction>;
  108391. /**
  108392. * @hidden
  108393. * Defines the actions happening during the per camera render target step.
  108394. */
  108395. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  108396. /**
  108397. * @hidden
  108398. * Defines the actions happening just before the active camera is drawing.
  108399. */
  108400. _beforeCameraDrawStage: Stage<CameraStageAction>;
  108401. /**
  108402. * @hidden
  108403. * Defines the actions happening just before a render target is drawing.
  108404. */
  108405. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  108406. /**
  108407. * @hidden
  108408. * Defines the actions happening just before a rendering group is drawing.
  108409. */
  108410. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  108411. /**
  108412. * @hidden
  108413. * Defines the actions happening just before a mesh is drawing.
  108414. */
  108415. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  108416. /**
  108417. * @hidden
  108418. * Defines the actions happening just after a mesh has been drawn.
  108419. */
  108420. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  108421. /**
  108422. * @hidden
  108423. * Defines the actions happening just after a rendering group has been drawn.
  108424. */
  108425. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  108426. /**
  108427. * @hidden
  108428. * Defines the actions happening just after the active camera has been drawn.
  108429. */
  108430. _afterCameraDrawStage: Stage<CameraStageAction>;
  108431. /**
  108432. * @hidden
  108433. * Defines the actions happening just after a render target has been drawn.
  108434. */
  108435. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  108436. /**
  108437. * @hidden
  108438. * Defines the actions happening just after rendering all cameras and computing intersections.
  108439. */
  108440. _afterRenderStage: Stage<SimpleStageAction>;
  108441. /**
  108442. * @hidden
  108443. * Defines the actions happening when a pointer move event happens.
  108444. */
  108445. _pointerMoveStage: Stage<PointerMoveStageAction>;
  108446. /**
  108447. * @hidden
  108448. * Defines the actions happening when a pointer down event happens.
  108449. */
  108450. _pointerDownStage: Stage<PointerUpDownStageAction>;
  108451. /**
  108452. * @hidden
  108453. * Defines the actions happening when a pointer up event happens.
  108454. */
  108455. _pointerUpStage: Stage<PointerUpDownStageAction>;
  108456. /**
  108457. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  108458. */
  108459. private geometriesByUniqueId;
  108460. /**
  108461. * Creates a new Scene
  108462. * @param engine defines the engine to use to render this scene
  108463. * @param options defines the scene options
  108464. */
  108465. constructor(engine: Engine, options?: SceneOptions);
  108466. /**
  108467. * Gets a string idenfifying the name of the class
  108468. * @returns "Scene" string
  108469. */
  108470. getClassName(): string;
  108471. private _defaultMeshCandidates;
  108472. /**
  108473. * @hidden
  108474. */
  108475. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108476. private _defaultSubMeshCandidates;
  108477. /**
  108478. * @hidden
  108479. */
  108480. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108481. /**
  108482. * Sets the default candidate providers for the scene.
  108483. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  108484. * and getCollidingSubMeshCandidates to their default function
  108485. */
  108486. setDefaultCandidateProviders(): void;
  108487. /**
  108488. * Gets the mesh that is currently under the pointer
  108489. */
  108490. get meshUnderPointer(): Nullable<AbstractMesh>;
  108491. /**
  108492. * Gets or sets the current on-screen X position of the pointer
  108493. */
  108494. get pointerX(): number;
  108495. set pointerX(value: number);
  108496. /**
  108497. * Gets or sets the current on-screen Y position of the pointer
  108498. */
  108499. get pointerY(): number;
  108500. set pointerY(value: number);
  108501. /**
  108502. * Gets the cached material (ie. the latest rendered one)
  108503. * @returns the cached material
  108504. */
  108505. getCachedMaterial(): Nullable<Material>;
  108506. /**
  108507. * Gets the cached effect (ie. the latest rendered one)
  108508. * @returns the cached effect
  108509. */
  108510. getCachedEffect(): Nullable<Effect>;
  108511. /**
  108512. * Gets the cached visibility state (ie. the latest rendered one)
  108513. * @returns the cached visibility state
  108514. */
  108515. getCachedVisibility(): Nullable<number>;
  108516. /**
  108517. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  108518. * @param material defines the current material
  108519. * @param effect defines the current effect
  108520. * @param visibility defines the current visibility state
  108521. * @returns true if one parameter is not cached
  108522. */
  108523. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  108524. /**
  108525. * Gets the engine associated with the scene
  108526. * @returns an Engine
  108527. */
  108528. getEngine(): Engine;
  108529. /**
  108530. * Gets the total number of vertices rendered per frame
  108531. * @returns the total number of vertices rendered per frame
  108532. */
  108533. getTotalVertices(): number;
  108534. /**
  108535. * Gets the performance counter for total vertices
  108536. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108537. */
  108538. get totalVerticesPerfCounter(): PerfCounter;
  108539. /**
  108540. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  108541. * @returns the total number of active indices rendered per frame
  108542. */
  108543. getActiveIndices(): number;
  108544. /**
  108545. * Gets the performance counter for active indices
  108546. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108547. */
  108548. get totalActiveIndicesPerfCounter(): PerfCounter;
  108549. /**
  108550. * Gets the total number of active particles rendered per frame
  108551. * @returns the total number of active particles rendered per frame
  108552. */
  108553. getActiveParticles(): number;
  108554. /**
  108555. * Gets the performance counter for active particles
  108556. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108557. */
  108558. get activeParticlesPerfCounter(): PerfCounter;
  108559. /**
  108560. * Gets the total number of active bones rendered per frame
  108561. * @returns the total number of active bones rendered per frame
  108562. */
  108563. getActiveBones(): number;
  108564. /**
  108565. * Gets the performance counter for active bones
  108566. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108567. */
  108568. get activeBonesPerfCounter(): PerfCounter;
  108569. /**
  108570. * Gets the array of active meshes
  108571. * @returns an array of AbstractMesh
  108572. */
  108573. getActiveMeshes(): SmartArray<AbstractMesh>;
  108574. /**
  108575. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  108576. * @returns a number
  108577. */
  108578. getAnimationRatio(): number;
  108579. /**
  108580. * Gets an unique Id for the current render phase
  108581. * @returns a number
  108582. */
  108583. getRenderId(): number;
  108584. /**
  108585. * Gets an unique Id for the current frame
  108586. * @returns a number
  108587. */
  108588. getFrameId(): number;
  108589. /** Call this function if you want to manually increment the render Id*/
  108590. incrementRenderId(): void;
  108591. private _createUbo;
  108592. /**
  108593. * Use this method to simulate a pointer move on a mesh
  108594. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108595. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108596. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108597. * @returns the current scene
  108598. */
  108599. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  108600. /**
  108601. * Use this method to simulate a pointer down on a mesh
  108602. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108603. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108604. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108605. * @returns the current scene
  108606. */
  108607. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  108608. /**
  108609. * Use this method to simulate a pointer up on a mesh
  108610. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108611. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108612. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108613. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  108614. * @returns the current scene
  108615. */
  108616. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  108617. /**
  108618. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  108619. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  108620. * @returns true if the pointer was captured
  108621. */
  108622. isPointerCaptured(pointerId?: number): boolean;
  108623. /**
  108624. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  108625. * @param attachUp defines if you want to attach events to pointerup
  108626. * @param attachDown defines if you want to attach events to pointerdown
  108627. * @param attachMove defines if you want to attach events to pointermove
  108628. */
  108629. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  108630. /** Detaches all event handlers*/
  108631. detachControl(): void;
  108632. /**
  108633. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  108634. * Delay loaded resources are not taking in account
  108635. * @return true if all required resources are ready
  108636. */
  108637. isReady(): boolean;
  108638. /** Resets all cached information relative to material (including effect and visibility) */
  108639. resetCachedMaterial(): void;
  108640. /**
  108641. * Registers a function to be called before every frame render
  108642. * @param func defines the function to register
  108643. */
  108644. registerBeforeRender(func: () => void): void;
  108645. /**
  108646. * Unregisters a function called before every frame render
  108647. * @param func defines the function to unregister
  108648. */
  108649. unregisterBeforeRender(func: () => void): void;
  108650. /**
  108651. * Registers a function to be called after every frame render
  108652. * @param func defines the function to register
  108653. */
  108654. registerAfterRender(func: () => void): void;
  108655. /**
  108656. * Unregisters a function called after every frame render
  108657. * @param func defines the function to unregister
  108658. */
  108659. unregisterAfterRender(func: () => void): void;
  108660. private _executeOnceBeforeRender;
  108661. /**
  108662. * The provided function will run before render once and will be disposed afterwards.
  108663. * A timeout delay can be provided so that the function will be executed in N ms.
  108664. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  108665. * @param func The function to be executed.
  108666. * @param timeout optional delay in ms
  108667. */
  108668. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  108669. /** @hidden */
  108670. _addPendingData(data: any): void;
  108671. /** @hidden */
  108672. _removePendingData(data: any): void;
  108673. /**
  108674. * Returns the number of items waiting to be loaded
  108675. * @returns the number of items waiting to be loaded
  108676. */
  108677. getWaitingItemsCount(): number;
  108678. /**
  108679. * Returns a boolean indicating if the scene is still loading data
  108680. */
  108681. get isLoading(): boolean;
  108682. /**
  108683. * Registers a function to be executed when the scene is ready
  108684. * @param {Function} func - the function to be executed
  108685. */
  108686. executeWhenReady(func: () => void): void;
  108687. /**
  108688. * Returns a promise that resolves when the scene is ready
  108689. * @returns A promise that resolves when the scene is ready
  108690. */
  108691. whenReadyAsync(): Promise<void>;
  108692. /** @hidden */
  108693. _checkIsReady(): void;
  108694. /**
  108695. * Gets all animatable attached to the scene
  108696. */
  108697. get animatables(): Animatable[];
  108698. /**
  108699. * Resets the last animation time frame.
  108700. * Useful to override when animations start running when loading a scene for the first time.
  108701. */
  108702. resetLastAnimationTimeFrame(): void;
  108703. /**
  108704. * Gets the current view matrix
  108705. * @returns a Matrix
  108706. */
  108707. getViewMatrix(): Matrix;
  108708. /**
  108709. * Gets the current projection matrix
  108710. * @returns a Matrix
  108711. */
  108712. getProjectionMatrix(): Matrix;
  108713. /**
  108714. * Gets the current transform matrix
  108715. * @returns a Matrix made of View * Projection
  108716. */
  108717. getTransformMatrix(): Matrix;
  108718. /**
  108719. * Sets the current transform matrix
  108720. * @param viewL defines the View matrix to use
  108721. * @param projectionL defines the Projection matrix to use
  108722. * @param viewR defines the right View matrix to use (if provided)
  108723. * @param projectionR defines the right Projection matrix to use (if provided)
  108724. */
  108725. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  108726. /**
  108727. * Gets the uniform buffer used to store scene data
  108728. * @returns a UniformBuffer
  108729. */
  108730. getSceneUniformBuffer(): UniformBuffer;
  108731. /**
  108732. * Gets an unique (relatively to the current scene) Id
  108733. * @returns an unique number for the scene
  108734. */
  108735. getUniqueId(): number;
  108736. /**
  108737. * Add a mesh to the list of scene's meshes
  108738. * @param newMesh defines the mesh to add
  108739. * @param recursive if all child meshes should also be added to the scene
  108740. */
  108741. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  108742. /**
  108743. * Remove a mesh for the list of scene's meshes
  108744. * @param toRemove defines the mesh to remove
  108745. * @param recursive if all child meshes should also be removed from the scene
  108746. * @returns the index where the mesh was in the mesh list
  108747. */
  108748. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  108749. /**
  108750. * Add a transform node to the list of scene's transform nodes
  108751. * @param newTransformNode defines the transform node to add
  108752. */
  108753. addTransformNode(newTransformNode: TransformNode): void;
  108754. /**
  108755. * Remove a transform node for the list of scene's transform nodes
  108756. * @param toRemove defines the transform node to remove
  108757. * @returns the index where the transform node was in the transform node list
  108758. */
  108759. removeTransformNode(toRemove: TransformNode): number;
  108760. /**
  108761. * Remove a skeleton for the list of scene's skeletons
  108762. * @param toRemove defines the skeleton to remove
  108763. * @returns the index where the skeleton was in the skeleton list
  108764. */
  108765. removeSkeleton(toRemove: Skeleton): number;
  108766. /**
  108767. * Remove a morph target for the list of scene's morph targets
  108768. * @param toRemove defines the morph target to remove
  108769. * @returns the index where the morph target was in the morph target list
  108770. */
  108771. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  108772. /**
  108773. * Remove a light for the list of scene's lights
  108774. * @param toRemove defines the light to remove
  108775. * @returns the index where the light was in the light list
  108776. */
  108777. removeLight(toRemove: Light): number;
  108778. /**
  108779. * Remove a camera for the list of scene's cameras
  108780. * @param toRemove defines the camera to remove
  108781. * @returns the index where the camera was in the camera list
  108782. */
  108783. removeCamera(toRemove: Camera): number;
  108784. /**
  108785. * Remove a particle system for the list of scene's particle systems
  108786. * @param toRemove defines the particle system to remove
  108787. * @returns the index where the particle system was in the particle system list
  108788. */
  108789. removeParticleSystem(toRemove: IParticleSystem): number;
  108790. /**
  108791. * Remove a animation for the list of scene's animations
  108792. * @param toRemove defines the animation to remove
  108793. * @returns the index where the animation was in the animation list
  108794. */
  108795. removeAnimation(toRemove: Animation): number;
  108796. /**
  108797. * Will stop the animation of the given target
  108798. * @param target - the target
  108799. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  108800. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  108801. */
  108802. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  108803. /**
  108804. * Removes the given animation group from this scene.
  108805. * @param toRemove The animation group to remove
  108806. * @returns The index of the removed animation group
  108807. */
  108808. removeAnimationGroup(toRemove: AnimationGroup): number;
  108809. /**
  108810. * Removes the given multi-material from this scene.
  108811. * @param toRemove The multi-material to remove
  108812. * @returns The index of the removed multi-material
  108813. */
  108814. removeMultiMaterial(toRemove: MultiMaterial): number;
  108815. /**
  108816. * Removes the given material from this scene.
  108817. * @param toRemove The material to remove
  108818. * @returns The index of the removed material
  108819. */
  108820. removeMaterial(toRemove: Material): number;
  108821. /**
  108822. * Removes the given action manager from this scene.
  108823. * @param toRemove The action manager to remove
  108824. * @returns The index of the removed action manager
  108825. */
  108826. removeActionManager(toRemove: AbstractActionManager): number;
  108827. /**
  108828. * Removes the given texture from this scene.
  108829. * @param toRemove The texture to remove
  108830. * @returns The index of the removed texture
  108831. */
  108832. removeTexture(toRemove: BaseTexture): number;
  108833. /**
  108834. * Adds the given light to this scene
  108835. * @param newLight The light to add
  108836. */
  108837. addLight(newLight: Light): void;
  108838. /**
  108839. * Sorts the list list based on light priorities
  108840. */
  108841. sortLightsByPriority(): void;
  108842. /**
  108843. * Adds the given camera to this scene
  108844. * @param newCamera The camera to add
  108845. */
  108846. addCamera(newCamera: Camera): void;
  108847. /**
  108848. * Adds the given skeleton to this scene
  108849. * @param newSkeleton The skeleton to add
  108850. */
  108851. addSkeleton(newSkeleton: Skeleton): void;
  108852. /**
  108853. * Adds the given particle system to this scene
  108854. * @param newParticleSystem The particle system to add
  108855. */
  108856. addParticleSystem(newParticleSystem: IParticleSystem): void;
  108857. /**
  108858. * Adds the given animation to this scene
  108859. * @param newAnimation The animation to add
  108860. */
  108861. addAnimation(newAnimation: Animation): void;
  108862. /**
  108863. * Adds the given animation group to this scene.
  108864. * @param newAnimationGroup The animation group to add
  108865. */
  108866. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  108867. /**
  108868. * Adds the given multi-material to this scene
  108869. * @param newMultiMaterial The multi-material to add
  108870. */
  108871. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  108872. /**
  108873. * Adds the given material to this scene
  108874. * @param newMaterial The material to add
  108875. */
  108876. addMaterial(newMaterial: Material): void;
  108877. /**
  108878. * Adds the given morph target to this scene
  108879. * @param newMorphTargetManager The morph target to add
  108880. */
  108881. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  108882. /**
  108883. * Adds the given geometry to this scene
  108884. * @param newGeometry The geometry to add
  108885. */
  108886. addGeometry(newGeometry: Geometry): void;
  108887. /**
  108888. * Adds the given action manager to this scene
  108889. * @param newActionManager The action manager to add
  108890. */
  108891. addActionManager(newActionManager: AbstractActionManager): void;
  108892. /**
  108893. * Adds the given texture to this scene.
  108894. * @param newTexture The texture to add
  108895. */
  108896. addTexture(newTexture: BaseTexture): void;
  108897. /**
  108898. * Switch active camera
  108899. * @param newCamera defines the new active camera
  108900. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  108901. */
  108902. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  108903. /**
  108904. * sets the active camera of the scene using its ID
  108905. * @param id defines the camera's ID
  108906. * @return the new active camera or null if none found.
  108907. */
  108908. setActiveCameraByID(id: string): Nullable<Camera>;
  108909. /**
  108910. * sets the active camera of the scene using its name
  108911. * @param name defines the camera's name
  108912. * @returns the new active camera or null if none found.
  108913. */
  108914. setActiveCameraByName(name: string): Nullable<Camera>;
  108915. /**
  108916. * get an animation group using its name
  108917. * @param name defines the material's name
  108918. * @return the animation group or null if none found.
  108919. */
  108920. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  108921. /**
  108922. * Get a material using its unique id
  108923. * @param uniqueId defines the material's unique id
  108924. * @return the material or null if none found.
  108925. */
  108926. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  108927. /**
  108928. * get a material using its id
  108929. * @param id defines the material's ID
  108930. * @return the material or null if none found.
  108931. */
  108932. getMaterialByID(id: string): Nullable<Material>;
  108933. /**
  108934. * Gets a the last added material using a given id
  108935. * @param id defines the material's ID
  108936. * @return the last material with the given id or null if none found.
  108937. */
  108938. getLastMaterialByID(id: string): Nullable<Material>;
  108939. /**
  108940. * Gets a material using its name
  108941. * @param name defines the material's name
  108942. * @return the material or null if none found.
  108943. */
  108944. getMaterialByName(name: string): Nullable<Material>;
  108945. /**
  108946. * Get a texture using its unique id
  108947. * @param uniqueId defines the texture's unique id
  108948. * @return the texture or null if none found.
  108949. */
  108950. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  108951. /**
  108952. * Gets a camera using its id
  108953. * @param id defines the id to look for
  108954. * @returns the camera or null if not found
  108955. */
  108956. getCameraByID(id: string): Nullable<Camera>;
  108957. /**
  108958. * Gets a camera using its unique id
  108959. * @param uniqueId defines the unique id to look for
  108960. * @returns the camera or null if not found
  108961. */
  108962. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  108963. /**
  108964. * Gets a camera using its name
  108965. * @param name defines the camera's name
  108966. * @return the camera or null if none found.
  108967. */
  108968. getCameraByName(name: string): Nullable<Camera>;
  108969. /**
  108970. * Gets a bone using its id
  108971. * @param id defines the bone's id
  108972. * @return the bone or null if not found
  108973. */
  108974. getBoneByID(id: string): Nullable<Bone>;
  108975. /**
  108976. * Gets a bone using its id
  108977. * @param name defines the bone's name
  108978. * @return the bone or null if not found
  108979. */
  108980. getBoneByName(name: string): Nullable<Bone>;
  108981. /**
  108982. * Gets a light node using its name
  108983. * @param name defines the the light's name
  108984. * @return the light or null if none found.
  108985. */
  108986. getLightByName(name: string): Nullable<Light>;
  108987. /**
  108988. * Gets a light node using its id
  108989. * @param id defines the light's id
  108990. * @return the light or null if none found.
  108991. */
  108992. getLightByID(id: string): Nullable<Light>;
  108993. /**
  108994. * Gets a light node using its scene-generated unique ID
  108995. * @param uniqueId defines the light's unique id
  108996. * @return the light or null if none found.
  108997. */
  108998. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  108999. /**
  109000. * Gets a particle system by id
  109001. * @param id defines the particle system id
  109002. * @return the corresponding system or null if none found
  109003. */
  109004. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  109005. /**
  109006. * Gets a geometry using its ID
  109007. * @param id defines the geometry's id
  109008. * @return the geometry or null if none found.
  109009. */
  109010. getGeometryByID(id: string): Nullable<Geometry>;
  109011. private _getGeometryByUniqueID;
  109012. /**
  109013. * Add a new geometry to this scene
  109014. * @param geometry defines the geometry to be added to the scene.
  109015. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  109016. * @return a boolean defining if the geometry was added or not
  109017. */
  109018. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  109019. /**
  109020. * Removes an existing geometry
  109021. * @param geometry defines the geometry to be removed from the scene
  109022. * @return a boolean defining if the geometry was removed or not
  109023. */
  109024. removeGeometry(geometry: Geometry): boolean;
  109025. /**
  109026. * Gets the list of geometries attached to the scene
  109027. * @returns an array of Geometry
  109028. */
  109029. getGeometries(): Geometry[];
  109030. /**
  109031. * Gets the first added mesh found of a given ID
  109032. * @param id defines the id to search for
  109033. * @return the mesh found or null if not found at all
  109034. */
  109035. getMeshByID(id: string): Nullable<AbstractMesh>;
  109036. /**
  109037. * Gets a list of meshes using their id
  109038. * @param id defines the id to search for
  109039. * @returns a list of meshes
  109040. */
  109041. getMeshesByID(id: string): Array<AbstractMesh>;
  109042. /**
  109043. * Gets the first added transform node found of a given ID
  109044. * @param id defines the id to search for
  109045. * @return the found transform node or null if not found at all.
  109046. */
  109047. getTransformNodeByID(id: string): Nullable<TransformNode>;
  109048. /**
  109049. * Gets a transform node with its auto-generated unique id
  109050. * @param uniqueId efines the unique id to search for
  109051. * @return the found transform node or null if not found at all.
  109052. */
  109053. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  109054. /**
  109055. * Gets a list of transform nodes using their id
  109056. * @param id defines the id to search for
  109057. * @returns a list of transform nodes
  109058. */
  109059. getTransformNodesByID(id: string): Array<TransformNode>;
  109060. /**
  109061. * Gets a mesh with its auto-generated unique id
  109062. * @param uniqueId defines the unique id to search for
  109063. * @return the found mesh or null if not found at all.
  109064. */
  109065. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  109066. /**
  109067. * Gets a the last added mesh using a given id
  109068. * @param id defines the id to search for
  109069. * @return the found mesh or null if not found at all.
  109070. */
  109071. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  109072. /**
  109073. * Gets a the last added node (Mesh, Camera, Light) using a given id
  109074. * @param id defines the id to search for
  109075. * @return the found node or null if not found at all
  109076. */
  109077. getLastEntryByID(id: string): Nullable<Node>;
  109078. /**
  109079. * Gets a node (Mesh, Camera, Light) using a given id
  109080. * @param id defines the id to search for
  109081. * @return the found node or null if not found at all
  109082. */
  109083. getNodeByID(id: string): Nullable<Node>;
  109084. /**
  109085. * Gets a node (Mesh, Camera, Light) using a given name
  109086. * @param name defines the name to search for
  109087. * @return the found node or null if not found at all.
  109088. */
  109089. getNodeByName(name: string): Nullable<Node>;
  109090. /**
  109091. * Gets a mesh using a given name
  109092. * @param name defines the name to search for
  109093. * @return the found mesh or null if not found at all.
  109094. */
  109095. getMeshByName(name: string): Nullable<AbstractMesh>;
  109096. /**
  109097. * Gets a transform node using a given name
  109098. * @param name defines the name to search for
  109099. * @return the found transform node or null if not found at all.
  109100. */
  109101. getTransformNodeByName(name: string): Nullable<TransformNode>;
  109102. /**
  109103. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  109104. * @param id defines the id to search for
  109105. * @return the found skeleton or null if not found at all.
  109106. */
  109107. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  109108. /**
  109109. * Gets a skeleton using a given auto generated unique id
  109110. * @param uniqueId defines the unique id to search for
  109111. * @return the found skeleton or null if not found at all.
  109112. */
  109113. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  109114. /**
  109115. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  109116. * @param id defines the id to search for
  109117. * @return the found skeleton or null if not found at all.
  109118. */
  109119. getSkeletonById(id: string): Nullable<Skeleton>;
  109120. /**
  109121. * Gets a skeleton using a given name
  109122. * @param name defines the name to search for
  109123. * @return the found skeleton or null if not found at all.
  109124. */
  109125. getSkeletonByName(name: string): Nullable<Skeleton>;
  109126. /**
  109127. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  109128. * @param id defines the id to search for
  109129. * @return the found morph target manager or null if not found at all.
  109130. */
  109131. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  109132. /**
  109133. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  109134. * @param id defines the id to search for
  109135. * @return the found morph target or null if not found at all.
  109136. */
  109137. getMorphTargetById(id: string): Nullable<MorphTarget>;
  109138. /**
  109139. * Gets a boolean indicating if the given mesh is active
  109140. * @param mesh defines the mesh to look for
  109141. * @returns true if the mesh is in the active list
  109142. */
  109143. isActiveMesh(mesh: AbstractMesh): boolean;
  109144. /**
  109145. * Return a unique id as a string which can serve as an identifier for the scene
  109146. */
  109147. get uid(): string;
  109148. /**
  109149. * Add an externaly attached data from its key.
  109150. * This method call will fail and return false, if such key already exists.
  109151. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  109152. * @param key the unique key that identifies the data
  109153. * @param data the data object to associate to the key for this Engine instance
  109154. * @return true if no such key were already present and the data was added successfully, false otherwise
  109155. */
  109156. addExternalData<T>(key: string, data: T): boolean;
  109157. /**
  109158. * Get an externaly attached data from its key
  109159. * @param key the unique key that identifies the data
  109160. * @return the associated data, if present (can be null), or undefined if not present
  109161. */
  109162. getExternalData<T>(key: string): Nullable<T>;
  109163. /**
  109164. * Get an externaly attached data from its key, create it using a factory if it's not already present
  109165. * @param key the unique key that identifies the data
  109166. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  109167. * @return the associated data, can be null if the factory returned null.
  109168. */
  109169. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  109170. /**
  109171. * Remove an externaly attached data from the Engine instance
  109172. * @param key the unique key that identifies the data
  109173. * @return true if the data was successfully removed, false if it doesn't exist
  109174. */
  109175. removeExternalData(key: string): boolean;
  109176. private _evaluateSubMesh;
  109177. /**
  109178. * Clear the processed materials smart array preventing retention point in material dispose.
  109179. */
  109180. freeProcessedMaterials(): void;
  109181. private _preventFreeActiveMeshesAndRenderingGroups;
  109182. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  109183. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  109184. * when disposing several meshes in a row or a hierarchy of meshes.
  109185. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  109186. */
  109187. get blockfreeActiveMeshesAndRenderingGroups(): boolean;
  109188. set blockfreeActiveMeshesAndRenderingGroups(value: boolean);
  109189. /**
  109190. * Clear the active meshes smart array preventing retention point in mesh dispose.
  109191. */
  109192. freeActiveMeshes(): void;
  109193. /**
  109194. * Clear the info related to rendering groups preventing retention points during dispose.
  109195. */
  109196. freeRenderingGroups(): void;
  109197. /** @hidden */
  109198. _isInIntermediateRendering(): boolean;
  109199. /**
  109200. * Lambda returning the list of potentially active meshes.
  109201. */
  109202. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  109203. /**
  109204. * Lambda returning the list of potentially active sub meshes.
  109205. */
  109206. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  109207. /**
  109208. * Lambda returning the list of potentially intersecting sub meshes.
  109209. */
  109210. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  109211. /**
  109212. * Lambda returning the list of potentially colliding sub meshes.
  109213. */
  109214. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  109215. private _activeMeshesFrozen;
  109216. private _skipEvaluateActiveMeshesCompletely;
  109217. /**
  109218. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  109219. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  109220. * @returns the current scene
  109221. */
  109222. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  109223. /**
  109224. * Use this function to restart evaluating active meshes on every frame
  109225. * @returns the current scene
  109226. */
  109227. unfreezeActiveMeshes(): Scene;
  109228. private _evaluateActiveMeshes;
  109229. private _activeMesh;
  109230. /**
  109231. * Update the transform matrix to update from the current active camera
  109232. * @param force defines a boolean used to force the update even if cache is up to date
  109233. */
  109234. updateTransformMatrix(force?: boolean): void;
  109235. private _bindFrameBuffer;
  109236. /** @hidden */
  109237. _allowPostProcessClearColor: boolean;
  109238. /** @hidden */
  109239. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  109240. private _processSubCameras;
  109241. private _checkIntersections;
  109242. /** @hidden */
  109243. _advancePhysicsEngineStep(step: number): void;
  109244. /**
  109245. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  109246. */
  109247. getDeterministicFrameTime: () => number;
  109248. /** @hidden */
  109249. _animate(): void;
  109250. /** Execute all animations (for a frame) */
  109251. animate(): void;
  109252. /**
  109253. * Render the scene
  109254. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  109255. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  109256. */
  109257. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  109258. /**
  109259. * Freeze all materials
  109260. * A frozen material will not be updatable but should be faster to render
  109261. */
  109262. freezeMaterials(): void;
  109263. /**
  109264. * Unfreeze all materials
  109265. * A frozen material will not be updatable but should be faster to render
  109266. */
  109267. unfreezeMaterials(): void;
  109268. /**
  109269. * Releases all held ressources
  109270. */
  109271. dispose(): void;
  109272. /**
  109273. * Gets if the scene is already disposed
  109274. */
  109275. get isDisposed(): boolean;
  109276. /**
  109277. * Call this function to reduce memory footprint of the scene.
  109278. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  109279. */
  109280. clearCachedVertexData(): void;
  109281. /**
  109282. * This function will remove the local cached buffer data from texture.
  109283. * It will save memory but will prevent the texture from being rebuilt
  109284. */
  109285. cleanCachedTextureBuffer(): void;
  109286. /**
  109287. * Get the world extend vectors with an optional filter
  109288. *
  109289. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  109290. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  109291. */
  109292. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  109293. min: Vector3;
  109294. max: Vector3;
  109295. };
  109296. /**
  109297. * Creates a ray that can be used to pick in the scene
  109298. * @param x defines the x coordinate of the origin (on-screen)
  109299. * @param y defines the y coordinate of the origin (on-screen)
  109300. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  109301. * @param camera defines the camera to use for the picking
  109302. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  109303. * @returns a Ray
  109304. */
  109305. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  109306. /**
  109307. * Creates a ray that can be used to pick in the scene
  109308. * @param x defines the x coordinate of the origin (on-screen)
  109309. * @param y defines the y coordinate of the origin (on-screen)
  109310. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  109311. * @param result defines the ray where to store the picking ray
  109312. * @param camera defines the camera to use for the picking
  109313. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  109314. * @returns the current scene
  109315. */
  109316. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  109317. /**
  109318. * Creates a ray that can be used to pick in the scene
  109319. * @param x defines the x coordinate of the origin (on-screen)
  109320. * @param y defines the y coordinate of the origin (on-screen)
  109321. * @param camera defines the camera to use for the picking
  109322. * @returns a Ray
  109323. */
  109324. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  109325. /**
  109326. * Creates a ray that can be used to pick in the scene
  109327. * @param x defines the x coordinate of the origin (on-screen)
  109328. * @param y defines the y coordinate of the origin (on-screen)
  109329. * @param result defines the ray where to store the picking ray
  109330. * @param camera defines the camera to use for the picking
  109331. * @returns the current scene
  109332. */
  109333. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  109334. /** Launch a ray to try to pick a mesh in the scene
  109335. * @param x position on screen
  109336. * @param y position on screen
  109337. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  109338. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  109339. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  109340. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109341. * @returns a PickingInfo
  109342. */
  109343. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  109344. /** Use the given ray to pick a mesh in the scene
  109345. * @param ray The ray to use to pick meshes
  109346. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  109347. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  109348. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109349. * @returns a PickingInfo
  109350. */
  109351. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  109352. /**
  109353. * Launch a ray to try to pick a mesh in the scene
  109354. * @param x X position on screen
  109355. * @param y Y position on screen
  109356. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  109357. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  109358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109359. * @returns an array of PickingInfo
  109360. */
  109361. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  109362. /**
  109363. * Launch a ray to try to pick a mesh in the scene
  109364. * @param ray Ray to use
  109365. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  109366. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109367. * @returns an array of PickingInfo
  109368. */
  109369. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  109370. /**
  109371. * Force the value of meshUnderPointer
  109372. * @param mesh defines the mesh to use
  109373. */
  109374. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  109375. /**
  109376. * Gets the mesh under the pointer
  109377. * @returns a Mesh or null if no mesh is under the pointer
  109378. */
  109379. getPointerOverMesh(): Nullable<AbstractMesh>;
  109380. /** @hidden */
  109381. _rebuildGeometries(): void;
  109382. /** @hidden */
  109383. _rebuildTextures(): void;
  109384. private _getByTags;
  109385. /**
  109386. * Get a list of meshes by tags
  109387. * @param tagsQuery defines the tags query to use
  109388. * @param forEach defines a predicate used to filter results
  109389. * @returns an array of Mesh
  109390. */
  109391. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  109392. /**
  109393. * Get a list of cameras by tags
  109394. * @param tagsQuery defines the tags query to use
  109395. * @param forEach defines a predicate used to filter results
  109396. * @returns an array of Camera
  109397. */
  109398. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  109399. /**
  109400. * Get a list of lights by tags
  109401. * @param tagsQuery defines the tags query to use
  109402. * @param forEach defines a predicate used to filter results
  109403. * @returns an array of Light
  109404. */
  109405. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  109406. /**
  109407. * Get a list of materials by tags
  109408. * @param tagsQuery defines the tags query to use
  109409. * @param forEach defines a predicate used to filter results
  109410. * @returns an array of Material
  109411. */
  109412. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  109413. /**
  109414. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  109415. * This allowed control for front to back rendering or reversly depending of the special needs.
  109416. *
  109417. * @param renderingGroupId The rendering group id corresponding to its index
  109418. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  109419. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  109420. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  109421. */
  109422. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  109423. /**
  109424. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  109425. *
  109426. * @param renderingGroupId The rendering group id corresponding to its index
  109427. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  109428. * @param depth Automatically clears depth between groups if true and autoClear is true.
  109429. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  109430. */
  109431. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  109432. /**
  109433. * Gets the current auto clear configuration for one rendering group of the rendering
  109434. * manager.
  109435. * @param index the rendering group index to get the information for
  109436. * @returns The auto clear setup for the requested rendering group
  109437. */
  109438. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  109439. private _blockMaterialDirtyMechanism;
  109440. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  109441. get blockMaterialDirtyMechanism(): boolean;
  109442. set blockMaterialDirtyMechanism(value: boolean);
  109443. /**
  109444. * Will flag all materials as dirty to trigger new shader compilation
  109445. * @param flag defines the flag used to specify which material part must be marked as dirty
  109446. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  109447. */
  109448. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  109449. /** @hidden */
  109450. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  109451. /** @hidden */
  109452. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  109453. /** @hidden */
  109454. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  109455. /** @hidden */
  109456. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  109457. /** @hidden */
  109458. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  109459. /** @hidden */
  109460. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  109461. }
  109462. }
  109463. declare module BABYLON {
  109464. /**
  109465. * Set of assets to keep when moving a scene into an asset container.
  109466. */
  109467. export class KeepAssets extends AbstractScene {
  109468. }
  109469. /**
  109470. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  109471. */
  109472. export class InstantiatedEntries {
  109473. /**
  109474. * List of new root nodes (eg. nodes with no parent)
  109475. */
  109476. rootNodes: TransformNode[];
  109477. /**
  109478. * List of new skeletons
  109479. */
  109480. skeletons: Skeleton[];
  109481. /**
  109482. * List of new animation groups
  109483. */
  109484. animationGroups: AnimationGroup[];
  109485. }
  109486. /**
  109487. * Container with a set of assets that can be added or removed from a scene.
  109488. */
  109489. export class AssetContainer extends AbstractScene {
  109490. /**
  109491. * The scene the AssetContainer belongs to.
  109492. */
  109493. scene: Scene;
  109494. /**
  109495. * Instantiates an AssetContainer.
  109496. * @param scene The scene the AssetContainer belongs to.
  109497. */
  109498. constructor(scene: Scene);
  109499. /**
  109500. * Instantiate or clone all meshes and add the new ones to the scene.
  109501. * Skeletons and animation groups will all be cloned
  109502. * @param nameFunction defines an optional function used to get new names for clones
  109503. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  109504. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  109505. */
  109506. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  109507. /**
  109508. * Adds all the assets from the container to the scene.
  109509. */
  109510. addAllToScene(): void;
  109511. /**
  109512. * Removes all the assets in the container from the scene
  109513. */
  109514. removeAllFromScene(): void;
  109515. /**
  109516. * Disposes all the assets in the container
  109517. */
  109518. dispose(): void;
  109519. private _moveAssets;
  109520. /**
  109521. * Removes all the assets contained in the scene and adds them to the container.
  109522. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  109523. */
  109524. moveAllFromScene(keepAssets?: KeepAssets): void;
  109525. /**
  109526. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  109527. * @returns the root mesh
  109528. */
  109529. createRootMesh(): Mesh;
  109530. /**
  109531. * Merge animations from this asset container into a scene
  109532. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  109533. * @param animatables set of animatables to retarget to a node from the scene
  109534. * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)
  109535. */
  109536. mergeAnimationsTo(scene: Scene | null | undefined, animatables: Animatable[], targetConverter?: Nullable<(target: any) => Nullable<Node>>): void;
  109537. }
  109538. }
  109539. declare module BABYLON {
  109540. /**
  109541. * Defines how the parser contract is defined.
  109542. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  109543. */
  109544. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  109545. /**
  109546. * Defines how the individual parser contract is defined.
  109547. * These parser can parse an individual asset
  109548. */
  109549. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  109550. /**
  109551. * Base class of the scene acting as a container for the different elements composing a scene.
  109552. * This class is dynamically extended by the different components of the scene increasing
  109553. * flexibility and reducing coupling
  109554. */
  109555. export abstract class AbstractScene {
  109556. /**
  109557. * Stores the list of available parsers in the application.
  109558. */
  109559. private static _BabylonFileParsers;
  109560. /**
  109561. * Stores the list of available individual parsers in the application.
  109562. */
  109563. private static _IndividualBabylonFileParsers;
  109564. /**
  109565. * Adds a parser in the list of available ones
  109566. * @param name Defines the name of the parser
  109567. * @param parser Defines the parser to add
  109568. */
  109569. static AddParser(name: string, parser: BabylonFileParser): void;
  109570. /**
  109571. * Gets a general parser from the list of avaialble ones
  109572. * @param name Defines the name of the parser
  109573. * @returns the requested parser or null
  109574. */
  109575. static GetParser(name: string): Nullable<BabylonFileParser>;
  109576. /**
  109577. * Adds n individual parser in the list of available ones
  109578. * @param name Defines the name of the parser
  109579. * @param parser Defines the parser to add
  109580. */
  109581. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  109582. /**
  109583. * Gets an individual parser from the list of avaialble ones
  109584. * @param name Defines the name of the parser
  109585. * @returns the requested parser or null
  109586. */
  109587. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  109588. /**
  109589. * Parser json data and populate both a scene and its associated container object
  109590. * @param jsonData Defines the data to parse
  109591. * @param scene Defines the scene to parse the data for
  109592. * @param container Defines the container attached to the parsing sequence
  109593. * @param rootUrl Defines the root url of the data
  109594. */
  109595. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  109596. /**
  109597. * Gets the list of root nodes (ie. nodes with no parent)
  109598. */
  109599. rootNodes: Node[];
  109600. /** All of the cameras added to this scene
  109601. * @see http://doc.babylonjs.com/babylon101/cameras
  109602. */
  109603. cameras: Camera[];
  109604. /**
  109605. * All of the lights added to this scene
  109606. * @see http://doc.babylonjs.com/babylon101/lights
  109607. */
  109608. lights: Light[];
  109609. /**
  109610. * All of the (abstract) meshes added to this scene
  109611. */
  109612. meshes: AbstractMesh[];
  109613. /**
  109614. * The list of skeletons added to the scene
  109615. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  109616. */
  109617. skeletons: Skeleton[];
  109618. /**
  109619. * All of the particle systems added to this scene
  109620. * @see http://doc.babylonjs.com/babylon101/particles
  109621. */
  109622. particleSystems: IParticleSystem[];
  109623. /**
  109624. * Gets a list of Animations associated with the scene
  109625. */
  109626. animations: Animation[];
  109627. /**
  109628. * All of the animation groups added to this scene
  109629. * @see http://doc.babylonjs.com/how_to/group
  109630. */
  109631. animationGroups: AnimationGroup[];
  109632. /**
  109633. * All of the multi-materials added to this scene
  109634. * @see http://doc.babylonjs.com/how_to/multi_materials
  109635. */
  109636. multiMaterials: MultiMaterial[];
  109637. /**
  109638. * All of the materials added to this scene
  109639. * In the context of a Scene, it is not supposed to be modified manually.
  109640. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  109641. * Note also that the order of the Material within the array is not significant and might change.
  109642. * @see http://doc.babylonjs.com/babylon101/materials
  109643. */
  109644. materials: Material[];
  109645. /**
  109646. * The list of morph target managers added to the scene
  109647. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  109648. */
  109649. morphTargetManagers: MorphTargetManager[];
  109650. /**
  109651. * The list of geometries used in the scene.
  109652. */
  109653. geometries: Geometry[];
  109654. /**
  109655. * All of the tranform nodes added to this scene
  109656. * In the context of a Scene, it is not supposed to be modified manually.
  109657. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  109658. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  109659. * @see http://doc.babylonjs.com/how_to/transformnode
  109660. */
  109661. transformNodes: TransformNode[];
  109662. /**
  109663. * ActionManagers available on the scene.
  109664. */
  109665. actionManagers: AbstractActionManager[];
  109666. /**
  109667. * Textures to keep.
  109668. */
  109669. textures: BaseTexture[];
  109670. /**
  109671. * Environment texture for the scene
  109672. */
  109673. environmentTexture: Nullable<BaseTexture>;
  109674. /**
  109675. * @returns all meshes, lights, cameras, transformNodes and bones
  109676. */
  109677. getNodes(): Array<Node>;
  109678. }
  109679. }
  109680. declare module BABYLON {
  109681. /**
  109682. * Interface used to define options for Sound class
  109683. */
  109684. export interface ISoundOptions {
  109685. /**
  109686. * Does the sound autoplay once loaded.
  109687. */
  109688. autoplay?: boolean;
  109689. /**
  109690. * Does the sound loop after it finishes playing once.
  109691. */
  109692. loop?: boolean;
  109693. /**
  109694. * Sound's volume
  109695. */
  109696. volume?: number;
  109697. /**
  109698. * Is it a spatial sound?
  109699. */
  109700. spatialSound?: boolean;
  109701. /**
  109702. * Maximum distance to hear that sound
  109703. */
  109704. maxDistance?: number;
  109705. /**
  109706. * Uses user defined attenuation function
  109707. */
  109708. useCustomAttenuation?: boolean;
  109709. /**
  109710. * Define the roll off factor of spatial sounds.
  109711. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109712. */
  109713. rolloffFactor?: number;
  109714. /**
  109715. * Define the reference distance the sound should be heard perfectly.
  109716. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109717. */
  109718. refDistance?: number;
  109719. /**
  109720. * Define the distance attenuation model the sound will follow.
  109721. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109722. */
  109723. distanceModel?: string;
  109724. /**
  109725. * Defines the playback speed (1 by default)
  109726. */
  109727. playbackRate?: number;
  109728. /**
  109729. * Defines if the sound is from a streaming source
  109730. */
  109731. streaming?: boolean;
  109732. /**
  109733. * Defines an optional length (in seconds) inside the sound file
  109734. */
  109735. length?: number;
  109736. /**
  109737. * Defines an optional offset (in seconds) inside the sound file
  109738. */
  109739. offset?: number;
  109740. /**
  109741. * If true, URLs will not be required to state the audio file codec to use.
  109742. */
  109743. skipCodecCheck?: boolean;
  109744. }
  109745. /**
  109746. * Defines a sound that can be played in the application.
  109747. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  109748. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  109749. */
  109750. export class Sound {
  109751. /**
  109752. * The name of the sound in the scene.
  109753. */
  109754. name: string;
  109755. /**
  109756. * Does the sound autoplay once loaded.
  109757. */
  109758. autoplay: boolean;
  109759. /**
  109760. * Does the sound loop after it finishes playing once.
  109761. */
  109762. loop: boolean;
  109763. /**
  109764. * Does the sound use a custom attenuation curve to simulate the falloff
  109765. * happening when the source gets further away from the camera.
  109766. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  109767. */
  109768. useCustomAttenuation: boolean;
  109769. /**
  109770. * The sound track id this sound belongs to.
  109771. */
  109772. soundTrackId: number;
  109773. /**
  109774. * Is this sound currently played.
  109775. */
  109776. isPlaying: boolean;
  109777. /**
  109778. * Is this sound currently paused.
  109779. */
  109780. isPaused: boolean;
  109781. /**
  109782. * Does this sound enables spatial sound.
  109783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109784. */
  109785. spatialSound: boolean;
  109786. /**
  109787. * Define the reference distance the sound should be heard perfectly.
  109788. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109789. */
  109790. refDistance: number;
  109791. /**
  109792. * Define the roll off factor of spatial sounds.
  109793. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109794. */
  109795. rolloffFactor: number;
  109796. /**
  109797. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  109798. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109799. */
  109800. maxDistance: number;
  109801. /**
  109802. * Define the distance attenuation model the sound will follow.
  109803. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109804. */
  109805. distanceModel: string;
  109806. /**
  109807. * @hidden
  109808. * Back Compat
  109809. **/
  109810. onended: () => any;
  109811. /**
  109812. * Observable event when the current playing sound finishes.
  109813. */
  109814. onEndedObservable: Observable<Sound>;
  109815. private _panningModel;
  109816. private _playbackRate;
  109817. private _streaming;
  109818. private _startTime;
  109819. private _startOffset;
  109820. private _position;
  109821. /** @hidden */
  109822. _positionInEmitterSpace: boolean;
  109823. private _localDirection;
  109824. private _volume;
  109825. private _isReadyToPlay;
  109826. private _isDirectional;
  109827. private _readyToPlayCallback;
  109828. private _audioBuffer;
  109829. private _soundSource;
  109830. private _streamingSource;
  109831. private _soundPanner;
  109832. private _soundGain;
  109833. private _inputAudioNode;
  109834. private _outputAudioNode;
  109835. private _coneInnerAngle;
  109836. private _coneOuterAngle;
  109837. private _coneOuterGain;
  109838. private _scene;
  109839. private _connectedTransformNode;
  109840. private _customAttenuationFunction;
  109841. private _registerFunc;
  109842. private _isOutputConnected;
  109843. private _htmlAudioElement;
  109844. private _urlType;
  109845. private _length?;
  109846. private _offset?;
  109847. /** @hidden */
  109848. static _SceneComponentInitialization: (scene: Scene) => void;
  109849. /**
  109850. * Create a sound and attach it to a scene
  109851. * @param name Name of your sound
  109852. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  109853. * @param scene defines the scene the sound belongs to
  109854. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  109855. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  109856. */
  109857. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  109858. /**
  109859. * Release the sound and its associated resources
  109860. */
  109861. dispose(): void;
  109862. /**
  109863. * Gets if the sounds is ready to be played or not.
  109864. * @returns true if ready, otherwise false
  109865. */
  109866. isReady(): boolean;
  109867. private _soundLoaded;
  109868. /**
  109869. * Sets the data of the sound from an audiobuffer
  109870. * @param audioBuffer The audioBuffer containing the data
  109871. */
  109872. setAudioBuffer(audioBuffer: AudioBuffer): void;
  109873. /**
  109874. * Updates the current sounds options such as maxdistance, loop...
  109875. * @param options A JSON object containing values named as the object properties
  109876. */
  109877. updateOptions(options: ISoundOptions): void;
  109878. private _createSpatialParameters;
  109879. private _updateSpatialParameters;
  109880. /**
  109881. * Switch the panning model to HRTF:
  109882. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  109883. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109884. */
  109885. switchPanningModelToHRTF(): void;
  109886. /**
  109887. * Switch the panning model to Equal Power:
  109888. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  109889. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109890. */
  109891. switchPanningModelToEqualPower(): void;
  109892. private _switchPanningModel;
  109893. /**
  109894. * Connect this sound to a sound track audio node like gain...
  109895. * @param soundTrackAudioNode the sound track audio node to connect to
  109896. */
  109897. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  109898. /**
  109899. * Transform this sound into a directional source
  109900. * @param coneInnerAngle Size of the inner cone in degree
  109901. * @param coneOuterAngle Size of the outer cone in degree
  109902. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  109903. */
  109904. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  109905. /**
  109906. * Gets or sets the inner angle for the directional cone.
  109907. */
  109908. get directionalConeInnerAngle(): number;
  109909. /**
  109910. * Gets or sets the inner angle for the directional cone.
  109911. */
  109912. set directionalConeInnerAngle(value: number);
  109913. /**
  109914. * Gets or sets the outer angle for the directional cone.
  109915. */
  109916. get directionalConeOuterAngle(): number;
  109917. /**
  109918. * Gets or sets the outer angle for the directional cone.
  109919. */
  109920. set directionalConeOuterAngle(value: number);
  109921. /**
  109922. * Sets the position of the emitter if spatial sound is enabled
  109923. * @param newPosition Defines the new posisiton
  109924. */
  109925. setPosition(newPosition: Vector3): void;
  109926. /**
  109927. * Sets the local direction of the emitter if spatial sound is enabled
  109928. * @param newLocalDirection Defines the new local direction
  109929. */
  109930. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  109931. private _updateDirection;
  109932. /** @hidden */
  109933. updateDistanceFromListener(): void;
  109934. /**
  109935. * Sets a new custom attenuation function for the sound.
  109936. * @param callback Defines the function used for the attenuation
  109937. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  109938. */
  109939. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  109940. /**
  109941. * Play the sound
  109942. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  109943. * @param offset (optional) Start the sound at a specific time in seconds
  109944. * @param length (optional) Sound duration (in seconds)
  109945. */
  109946. play(time?: number, offset?: number, length?: number): void;
  109947. private _onended;
  109948. /**
  109949. * Stop the sound
  109950. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  109951. */
  109952. stop(time?: number): void;
  109953. /**
  109954. * Put the sound in pause
  109955. */
  109956. pause(): void;
  109957. /**
  109958. * Sets a dedicated volume for this sounds
  109959. * @param newVolume Define the new volume of the sound
  109960. * @param time Define time for gradual change to new volume
  109961. */
  109962. setVolume(newVolume: number, time?: number): void;
  109963. /**
  109964. * Set the sound play back rate
  109965. * @param newPlaybackRate Define the playback rate the sound should be played at
  109966. */
  109967. setPlaybackRate(newPlaybackRate: number): void;
  109968. /**
  109969. * Gets the volume of the sound.
  109970. * @returns the volume of the sound
  109971. */
  109972. getVolume(): number;
  109973. /**
  109974. * Attach the sound to a dedicated mesh
  109975. * @param transformNode The transform node to connect the sound with
  109976. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  109977. */
  109978. attachToMesh(transformNode: TransformNode): void;
  109979. /**
  109980. * Detach the sound from the previously attached mesh
  109981. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  109982. */
  109983. detachFromMesh(): void;
  109984. private _onRegisterAfterWorldMatrixUpdate;
  109985. /**
  109986. * Clone the current sound in the scene.
  109987. * @returns the new sound clone
  109988. */
  109989. clone(): Nullable<Sound>;
  109990. /**
  109991. * Gets the current underlying audio buffer containing the data
  109992. * @returns the audio buffer
  109993. */
  109994. getAudioBuffer(): Nullable<AudioBuffer>;
  109995. /**
  109996. * Serializes the Sound in a JSON representation
  109997. * @returns the JSON representation of the sound
  109998. */
  109999. serialize(): any;
  110000. /**
  110001. * Parse a JSON representation of a sound to innstantiate in a given scene
  110002. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  110003. * @param scene Define the scene the new parsed sound should be created in
  110004. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  110005. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  110006. * @returns the newly parsed sound
  110007. */
  110008. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  110009. }
  110010. }
  110011. declare module BABYLON {
  110012. /**
  110013. * This defines an action helpful to play a defined sound on a triggered action.
  110014. */
  110015. export class PlaySoundAction extends Action {
  110016. private _sound;
  110017. /**
  110018. * Instantiate the action
  110019. * @param triggerOptions defines the trigger options
  110020. * @param sound defines the sound to play
  110021. * @param condition defines the trigger related conditions
  110022. */
  110023. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  110024. /** @hidden */
  110025. _prepare(): void;
  110026. /**
  110027. * Execute the action and play the sound.
  110028. */
  110029. execute(): void;
  110030. /**
  110031. * Serializes the actions and its related information.
  110032. * @param parent defines the object to serialize in
  110033. * @returns the serialized object
  110034. */
  110035. serialize(parent: any): any;
  110036. }
  110037. /**
  110038. * This defines an action helpful to stop a defined sound on a triggered action.
  110039. */
  110040. export class StopSoundAction extends Action {
  110041. private _sound;
  110042. /**
  110043. * Instantiate the action
  110044. * @param triggerOptions defines the trigger options
  110045. * @param sound defines the sound to stop
  110046. * @param condition defines the trigger related conditions
  110047. */
  110048. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  110049. /** @hidden */
  110050. _prepare(): void;
  110051. /**
  110052. * Execute the action and stop the sound.
  110053. */
  110054. execute(): void;
  110055. /**
  110056. * Serializes the actions and its related information.
  110057. * @param parent defines the object to serialize in
  110058. * @returns the serialized object
  110059. */
  110060. serialize(parent: any): any;
  110061. }
  110062. }
  110063. declare module BABYLON {
  110064. /**
  110065. * This defines an action responsible to change the value of a property
  110066. * by interpolating between its current value and the newly set one once triggered.
  110067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  110068. */
  110069. export class InterpolateValueAction extends Action {
  110070. /**
  110071. * Defines the path of the property where the value should be interpolated
  110072. */
  110073. propertyPath: string;
  110074. /**
  110075. * Defines the target value at the end of the interpolation.
  110076. */
  110077. value: any;
  110078. /**
  110079. * Defines the time it will take for the property to interpolate to the value.
  110080. */
  110081. duration: number;
  110082. /**
  110083. * Defines if the other scene animations should be stopped when the action has been triggered
  110084. */
  110085. stopOtherAnimations?: boolean;
  110086. /**
  110087. * Defines a callback raised once the interpolation animation has been done.
  110088. */
  110089. onInterpolationDone?: () => void;
  110090. /**
  110091. * Observable triggered once the interpolation animation has been done.
  110092. */
  110093. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  110094. private _target;
  110095. private _effectiveTarget;
  110096. private _property;
  110097. /**
  110098. * Instantiate the action
  110099. * @param triggerOptions defines the trigger options
  110100. * @param target defines the object containing the value to interpolate
  110101. * @param propertyPath defines the path to the property in the target object
  110102. * @param value defines the target value at the end of the interpolation
  110103. * @param duration deines the time it will take for the property to interpolate to the value.
  110104. * @param condition defines the trigger related conditions
  110105. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  110106. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  110107. */
  110108. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  110109. /** @hidden */
  110110. _prepare(): void;
  110111. /**
  110112. * Execute the action starts the value interpolation.
  110113. */
  110114. execute(): void;
  110115. /**
  110116. * Serializes the actions and its related information.
  110117. * @param parent defines the object to serialize in
  110118. * @returns the serialized object
  110119. */
  110120. serialize(parent: any): any;
  110121. }
  110122. }
  110123. declare module BABYLON {
  110124. /**
  110125. * Options allowed during the creation of a sound track.
  110126. */
  110127. export interface ISoundTrackOptions {
  110128. /**
  110129. * The volume the sound track should take during creation
  110130. */
  110131. volume?: number;
  110132. /**
  110133. * Define if the sound track is the main sound track of the scene
  110134. */
  110135. mainTrack?: boolean;
  110136. }
  110137. /**
  110138. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  110139. * It will be also used in a future release to apply effects on a specific track.
  110140. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  110141. */
  110142. export class SoundTrack {
  110143. /**
  110144. * The unique identifier of the sound track in the scene.
  110145. */
  110146. id: number;
  110147. /**
  110148. * The list of sounds included in the sound track.
  110149. */
  110150. soundCollection: Array<Sound>;
  110151. private _outputAudioNode;
  110152. private _scene;
  110153. private _connectedAnalyser;
  110154. private _options;
  110155. private _isInitialized;
  110156. /**
  110157. * Creates a new sound track.
  110158. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  110159. * @param scene Define the scene the sound track belongs to
  110160. * @param options
  110161. */
  110162. constructor(scene: Scene, options?: ISoundTrackOptions);
  110163. private _initializeSoundTrackAudioGraph;
  110164. /**
  110165. * Release the sound track and its associated resources
  110166. */
  110167. dispose(): void;
  110168. /**
  110169. * Adds a sound to this sound track
  110170. * @param sound define the cound to add
  110171. * @ignoreNaming
  110172. */
  110173. AddSound(sound: Sound): void;
  110174. /**
  110175. * Removes a sound to this sound track
  110176. * @param sound define the cound to remove
  110177. * @ignoreNaming
  110178. */
  110179. RemoveSound(sound: Sound): void;
  110180. /**
  110181. * Set a global volume for the full sound track.
  110182. * @param newVolume Define the new volume of the sound track
  110183. */
  110184. setVolume(newVolume: number): void;
  110185. /**
  110186. * Switch the panning model to HRTF:
  110187. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  110188. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  110189. */
  110190. switchPanningModelToHRTF(): void;
  110191. /**
  110192. * Switch the panning model to Equal Power:
  110193. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  110194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  110195. */
  110196. switchPanningModelToEqualPower(): void;
  110197. /**
  110198. * Connect the sound track to an audio analyser allowing some amazing
  110199. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  110200. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  110201. * @param analyser The analyser to connect to the engine
  110202. */
  110203. connectToAnalyser(analyser: Analyser): void;
  110204. }
  110205. }
  110206. declare module BABYLON {
  110207. interface AbstractScene {
  110208. /**
  110209. * The list of sounds used in the scene.
  110210. */
  110211. sounds: Nullable<Array<Sound>>;
  110212. }
  110213. interface Scene {
  110214. /**
  110215. * @hidden
  110216. * Backing field
  110217. */
  110218. _mainSoundTrack: SoundTrack;
  110219. /**
  110220. * The main sound track played by the scene.
  110221. * It cotains your primary collection of sounds.
  110222. */
  110223. mainSoundTrack: SoundTrack;
  110224. /**
  110225. * The list of sound tracks added to the scene
  110226. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110227. */
  110228. soundTracks: Nullable<Array<SoundTrack>>;
  110229. /**
  110230. * Gets a sound using a given name
  110231. * @param name defines the name to search for
  110232. * @return the found sound or null if not found at all.
  110233. */
  110234. getSoundByName(name: string): Nullable<Sound>;
  110235. /**
  110236. * Gets or sets if audio support is enabled
  110237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110238. */
  110239. audioEnabled: boolean;
  110240. /**
  110241. * Gets or sets if audio will be output to headphones
  110242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110243. */
  110244. headphone: boolean;
  110245. /**
  110246. * Gets or sets custom audio listener position provider
  110247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110248. */
  110249. audioListenerPositionProvider: Nullable<() => Vector3>;
  110250. /**
  110251. * Gets or sets a refresh rate when using 3D audio positioning
  110252. */
  110253. audioPositioningRefreshRate: number;
  110254. }
  110255. /**
  110256. * Defines the sound scene component responsible to manage any sounds
  110257. * in a given scene.
  110258. */
  110259. export class AudioSceneComponent implements ISceneSerializableComponent {
  110260. /**
  110261. * The component name helpfull to identify the component in the list of scene components.
  110262. */
  110263. readonly name: string;
  110264. /**
  110265. * The scene the component belongs to.
  110266. */
  110267. scene: Scene;
  110268. private _audioEnabled;
  110269. /**
  110270. * Gets whether audio is enabled or not.
  110271. * Please use related enable/disable method to switch state.
  110272. */
  110273. get audioEnabled(): boolean;
  110274. private _headphone;
  110275. /**
  110276. * Gets whether audio is outputing to headphone or not.
  110277. * Please use the according Switch methods to change output.
  110278. */
  110279. get headphone(): boolean;
  110280. /**
  110281. * Gets or sets a refresh rate when using 3D audio positioning
  110282. */
  110283. audioPositioningRefreshRate: number;
  110284. private _audioListenerPositionProvider;
  110285. /**
  110286. * Gets the current audio listener position provider
  110287. */
  110288. get audioListenerPositionProvider(): Nullable<() => Vector3>;
  110289. /**
  110290. * Sets a custom listener position for all sounds in the scene
  110291. * By default, this is the position of the first active camera
  110292. */
  110293. set audioListenerPositionProvider(value: Nullable<() => Vector3>);
  110294. /**
  110295. * Creates a new instance of the component for the given scene
  110296. * @param scene Defines the scene to register the component in
  110297. */
  110298. constructor(scene: Scene);
  110299. /**
  110300. * Registers the component in a given scene
  110301. */
  110302. register(): void;
  110303. /**
  110304. * Rebuilds the elements related to this component in case of
  110305. * context lost for instance.
  110306. */
  110307. rebuild(): void;
  110308. /**
  110309. * Serializes the component data to the specified json object
  110310. * @param serializationObject The object to serialize to
  110311. */
  110312. serialize(serializationObject: any): void;
  110313. /**
  110314. * Adds all the elements from the container to the scene
  110315. * @param container the container holding the elements
  110316. */
  110317. addFromContainer(container: AbstractScene): void;
  110318. /**
  110319. * Removes all the elements in the container from the scene
  110320. * @param container contains the elements to remove
  110321. * @param dispose if the removed element should be disposed (default: false)
  110322. */
  110323. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  110324. /**
  110325. * Disposes the component and the associated ressources.
  110326. */
  110327. dispose(): void;
  110328. /**
  110329. * Disables audio in the associated scene.
  110330. */
  110331. disableAudio(): void;
  110332. /**
  110333. * Enables audio in the associated scene.
  110334. */
  110335. enableAudio(): void;
  110336. /**
  110337. * Switch audio to headphone output.
  110338. */
  110339. switchAudioModeForHeadphones(): void;
  110340. /**
  110341. * Switch audio to normal speakers.
  110342. */
  110343. switchAudioModeForNormalSpeakers(): void;
  110344. private _cachedCameraDirection;
  110345. private _cachedCameraPosition;
  110346. private _lastCheck;
  110347. private _afterRender;
  110348. }
  110349. }
  110350. declare module BABYLON {
  110351. /**
  110352. * Wraps one or more Sound objects and selects one with random weight for playback.
  110353. */
  110354. export class WeightedSound {
  110355. /** When true a Sound will be selected and played when the current playing Sound completes. */
  110356. loop: boolean;
  110357. private _coneInnerAngle;
  110358. private _coneOuterAngle;
  110359. private _volume;
  110360. /** A Sound is currently playing. */
  110361. isPlaying: boolean;
  110362. /** A Sound is currently paused. */
  110363. isPaused: boolean;
  110364. private _sounds;
  110365. private _weights;
  110366. private _currentIndex?;
  110367. /**
  110368. * Creates a new WeightedSound from the list of sounds given.
  110369. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  110370. * @param sounds Array of Sounds that will be selected from.
  110371. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  110372. */
  110373. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  110374. /**
  110375. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  110376. */
  110377. get directionalConeInnerAngle(): number;
  110378. /**
  110379. * The size of cone in degress for a directional sound in which there will be no attenuation.
  110380. */
  110381. set directionalConeInnerAngle(value: number);
  110382. /**
  110383. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  110384. * Listener angles between innerAngle and outerAngle will falloff linearly.
  110385. */
  110386. get directionalConeOuterAngle(): number;
  110387. /**
  110388. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  110389. * Listener angles between innerAngle and outerAngle will falloff linearly.
  110390. */
  110391. set directionalConeOuterAngle(value: number);
  110392. /**
  110393. * Playback volume.
  110394. */
  110395. get volume(): number;
  110396. /**
  110397. * Playback volume.
  110398. */
  110399. set volume(value: number);
  110400. private _onended;
  110401. /**
  110402. * Suspend playback
  110403. */
  110404. pause(): void;
  110405. /**
  110406. * Stop playback
  110407. */
  110408. stop(): void;
  110409. /**
  110410. * Start playback.
  110411. * @param startOffset Position the clip head at a specific time in seconds.
  110412. */
  110413. play(startOffset?: number): void;
  110414. }
  110415. }
  110416. declare module BABYLON {
  110417. /**
  110418. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  110419. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  110420. */
  110421. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  110422. /**
  110423. * Gets the name of the behavior.
  110424. */
  110425. get name(): string;
  110426. /**
  110427. * The easing function used by animations
  110428. */
  110429. static EasingFunction: BackEase;
  110430. /**
  110431. * The easing mode used by animations
  110432. */
  110433. static EasingMode: number;
  110434. /**
  110435. * The duration of the animation, in milliseconds
  110436. */
  110437. transitionDuration: number;
  110438. /**
  110439. * Length of the distance animated by the transition when lower radius is reached
  110440. */
  110441. lowerRadiusTransitionRange: number;
  110442. /**
  110443. * Length of the distance animated by the transition when upper radius is reached
  110444. */
  110445. upperRadiusTransitionRange: number;
  110446. private _autoTransitionRange;
  110447. /**
  110448. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  110449. */
  110450. get autoTransitionRange(): boolean;
  110451. /**
  110452. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  110453. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  110454. */
  110455. set autoTransitionRange(value: boolean);
  110456. private _attachedCamera;
  110457. private _onAfterCheckInputsObserver;
  110458. private _onMeshTargetChangedObserver;
  110459. /**
  110460. * Initializes the behavior.
  110461. */
  110462. init(): void;
  110463. /**
  110464. * Attaches the behavior to its arc rotate camera.
  110465. * @param camera Defines the camera to attach the behavior to
  110466. */
  110467. attach(camera: ArcRotateCamera): void;
  110468. /**
  110469. * Detaches the behavior from its current arc rotate camera.
  110470. */
  110471. detach(): void;
  110472. private _radiusIsAnimating;
  110473. private _radiusBounceTransition;
  110474. private _animatables;
  110475. private _cachedWheelPrecision;
  110476. /**
  110477. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  110478. * @param radiusLimit The limit to check against.
  110479. * @return Bool to indicate if at limit.
  110480. */
  110481. private _isRadiusAtLimit;
  110482. /**
  110483. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  110484. * @param radiusDelta The delta by which to animate to. Can be negative.
  110485. */
  110486. private _applyBoundRadiusAnimation;
  110487. /**
  110488. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  110489. */
  110490. protected _clearAnimationLocks(): void;
  110491. /**
  110492. * Stops and removes all animations that have been applied to the camera
  110493. */
  110494. stopAllAnimations(): void;
  110495. }
  110496. }
  110497. declare module BABYLON {
  110498. /**
  110499. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  110500. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  110501. */
  110502. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  110503. /**
  110504. * Gets the name of the behavior.
  110505. */
  110506. get name(): string;
  110507. private _mode;
  110508. private _radiusScale;
  110509. private _positionScale;
  110510. private _defaultElevation;
  110511. private _elevationReturnTime;
  110512. private _elevationReturnWaitTime;
  110513. private _zoomStopsAnimation;
  110514. private _framingTime;
  110515. /**
  110516. * The easing function used by animations
  110517. */
  110518. static EasingFunction: ExponentialEase;
  110519. /**
  110520. * The easing mode used by animations
  110521. */
  110522. static EasingMode: number;
  110523. /**
  110524. * Sets the current mode used by the behavior
  110525. */
  110526. set mode(mode: number);
  110527. /**
  110528. * Gets current mode used by the behavior.
  110529. */
  110530. get mode(): number;
  110531. /**
  110532. * Sets the scale applied to the radius (1 by default)
  110533. */
  110534. set radiusScale(radius: number);
  110535. /**
  110536. * Gets the scale applied to the radius
  110537. */
  110538. get radiusScale(): number;
  110539. /**
  110540. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  110541. */
  110542. set positionScale(scale: number);
  110543. /**
  110544. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  110545. */
  110546. get positionScale(): number;
  110547. /**
  110548. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  110549. * behaviour is triggered, in radians.
  110550. */
  110551. set defaultElevation(elevation: number);
  110552. /**
  110553. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  110554. * behaviour is triggered, in radians.
  110555. */
  110556. get defaultElevation(): number;
  110557. /**
  110558. * Sets the time (in milliseconds) taken to return to the default beta position.
  110559. * Negative value indicates camera should not return to default.
  110560. */
  110561. set elevationReturnTime(speed: number);
  110562. /**
  110563. * Gets the time (in milliseconds) taken to return to the default beta position.
  110564. * Negative value indicates camera should not return to default.
  110565. */
  110566. get elevationReturnTime(): number;
  110567. /**
  110568. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  110569. */
  110570. set elevationReturnWaitTime(time: number);
  110571. /**
  110572. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  110573. */
  110574. get elevationReturnWaitTime(): number;
  110575. /**
  110576. * Sets the flag that indicates if user zooming should stop animation.
  110577. */
  110578. set zoomStopsAnimation(flag: boolean);
  110579. /**
  110580. * Gets the flag that indicates if user zooming should stop animation.
  110581. */
  110582. get zoomStopsAnimation(): boolean;
  110583. /**
  110584. * Sets the transition time when framing the mesh, in milliseconds
  110585. */
  110586. set framingTime(time: number);
  110587. /**
  110588. * Gets the transition time when framing the mesh, in milliseconds
  110589. */
  110590. get framingTime(): number;
  110591. /**
  110592. * Define if the behavior should automatically change the configured
  110593. * camera limits and sensibilities.
  110594. */
  110595. autoCorrectCameraLimitsAndSensibility: boolean;
  110596. private _onPrePointerObservableObserver;
  110597. private _onAfterCheckInputsObserver;
  110598. private _onMeshTargetChangedObserver;
  110599. private _attachedCamera;
  110600. private _isPointerDown;
  110601. private _lastInteractionTime;
  110602. /**
  110603. * Initializes the behavior.
  110604. */
  110605. init(): void;
  110606. /**
  110607. * Attaches the behavior to its arc rotate camera.
  110608. * @param camera Defines the camera to attach the behavior to
  110609. */
  110610. attach(camera: ArcRotateCamera): void;
  110611. /**
  110612. * Detaches the behavior from its current arc rotate camera.
  110613. */
  110614. detach(): void;
  110615. private _animatables;
  110616. private _betaIsAnimating;
  110617. private _betaTransition;
  110618. private _radiusTransition;
  110619. private _vectorTransition;
  110620. /**
  110621. * Targets the given mesh and updates zoom level accordingly.
  110622. * @param mesh The mesh to target.
  110623. * @param radius Optional. If a cached radius position already exists, overrides default.
  110624. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110625. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110626. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110627. */
  110628. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110629. /**
  110630. * Targets the given mesh with its children and updates zoom level accordingly.
  110631. * @param mesh The mesh to target.
  110632. * @param radius Optional. If a cached radius position already exists, overrides default.
  110633. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110634. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110635. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110636. */
  110637. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110638. /**
  110639. * Targets the given meshes with their children and updates zoom level accordingly.
  110640. * @param meshes The mesh to target.
  110641. * @param radius Optional. If a cached radius position already exists, overrides default.
  110642. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110643. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110644. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110645. */
  110646. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110647. /**
  110648. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  110649. * @param minimumWorld Determines the smaller position of the bounding box extend
  110650. * @param maximumWorld Determines the bigger position of the bounding box extend
  110651. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110652. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110653. */
  110654. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110655. /**
  110656. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  110657. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  110658. * frustum width.
  110659. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  110660. * to fully enclose the mesh in the viewing frustum.
  110661. */
  110662. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  110663. /**
  110664. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  110665. * is automatically returned to its default position (expected to be above ground plane).
  110666. */
  110667. private _maintainCameraAboveGround;
  110668. /**
  110669. * Returns the frustum slope based on the canvas ratio and camera FOV
  110670. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  110671. */
  110672. private _getFrustumSlope;
  110673. /**
  110674. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  110675. */
  110676. private _clearAnimationLocks;
  110677. /**
  110678. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  110679. */
  110680. private _applyUserInteraction;
  110681. /**
  110682. * Stops and removes all animations that have been applied to the camera
  110683. */
  110684. stopAllAnimations(): void;
  110685. /**
  110686. * Gets a value indicating if the user is moving the camera
  110687. */
  110688. get isUserIsMoving(): boolean;
  110689. /**
  110690. * The camera can move all the way towards the mesh.
  110691. */
  110692. static IgnoreBoundsSizeMode: number;
  110693. /**
  110694. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  110695. */
  110696. static FitFrustumSidesMode: number;
  110697. }
  110698. }
  110699. declare module BABYLON {
  110700. /**
  110701. * Base class for Camera Pointer Inputs.
  110702. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  110703. * for example usage.
  110704. */
  110705. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  110706. /**
  110707. * Defines the camera the input is attached to.
  110708. */
  110709. abstract camera: Camera;
  110710. /**
  110711. * Whether keyboard modifier keys are pressed at time of last mouse event.
  110712. */
  110713. protected _altKey: boolean;
  110714. protected _ctrlKey: boolean;
  110715. protected _metaKey: boolean;
  110716. protected _shiftKey: boolean;
  110717. /**
  110718. * Which mouse buttons were pressed at time of last mouse event.
  110719. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  110720. */
  110721. protected _buttonsPressed: number;
  110722. /**
  110723. * Defines the buttons associated with the input to handle camera move.
  110724. */
  110725. buttons: number[];
  110726. /**
  110727. * Attach the input controls to a specific dom element to get the input from.
  110728. * @param element Defines the element the controls should be listened from
  110729. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110730. */
  110731. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110732. /**
  110733. * Detach the current controls from the specified dom element.
  110734. * @param element Defines the element to stop listening the inputs from
  110735. */
  110736. detachControl(element: Nullable<HTMLElement>): void;
  110737. /**
  110738. * Gets the class name of the current input.
  110739. * @returns the class name
  110740. */
  110741. getClassName(): string;
  110742. /**
  110743. * Get the friendly name associated with the input class.
  110744. * @returns the input friendly name
  110745. */
  110746. getSimpleName(): string;
  110747. /**
  110748. * Called on pointer POINTERDOUBLETAP event.
  110749. * Override this method to provide functionality on POINTERDOUBLETAP event.
  110750. */
  110751. protected onDoubleTap(type: string): void;
  110752. /**
  110753. * Called on pointer POINTERMOVE event if only a single touch is active.
  110754. * Override this method to provide functionality.
  110755. */
  110756. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  110757. /**
  110758. * Called on pointer POINTERMOVE event if multiple touches are active.
  110759. * Override this method to provide functionality.
  110760. */
  110761. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  110762. /**
  110763. * Called on JS contextmenu event.
  110764. * Override this method to provide functionality.
  110765. */
  110766. protected onContextMenu(evt: PointerEvent): void;
  110767. /**
  110768. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  110769. * press.
  110770. * Override this method to provide functionality.
  110771. */
  110772. protected onButtonDown(evt: PointerEvent): void;
  110773. /**
  110774. * Called each time a new POINTERUP event occurs. Ie, for each button
  110775. * release.
  110776. * Override this method to provide functionality.
  110777. */
  110778. protected onButtonUp(evt: PointerEvent): void;
  110779. /**
  110780. * Called when window becomes inactive.
  110781. * Override this method to provide functionality.
  110782. */
  110783. protected onLostFocus(): void;
  110784. private _pointerInput;
  110785. private _observer;
  110786. private _onLostFocus;
  110787. private pointA;
  110788. private pointB;
  110789. }
  110790. }
  110791. declare module BABYLON {
  110792. /**
  110793. * Manage the pointers inputs to control an arc rotate camera.
  110794. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110795. */
  110796. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  110797. /**
  110798. * Defines the camera the input is attached to.
  110799. */
  110800. camera: ArcRotateCamera;
  110801. /**
  110802. * Gets the class name of the current input.
  110803. * @returns the class name
  110804. */
  110805. getClassName(): string;
  110806. /**
  110807. * Defines the buttons associated with the input to handle camera move.
  110808. */
  110809. buttons: number[];
  110810. /**
  110811. * Defines the pointer angular sensibility along the X axis or how fast is
  110812. * the camera rotating.
  110813. */
  110814. angularSensibilityX: number;
  110815. /**
  110816. * Defines the pointer angular sensibility along the Y axis or how fast is
  110817. * the camera rotating.
  110818. */
  110819. angularSensibilityY: number;
  110820. /**
  110821. * Defines the pointer pinch precision or how fast is the camera zooming.
  110822. */
  110823. pinchPrecision: number;
  110824. /**
  110825. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  110826. * from 0.
  110827. * It defines the percentage of current camera.radius to use as delta when
  110828. * pinch zoom is used.
  110829. */
  110830. pinchDeltaPercentage: number;
  110831. /**
  110832. * Defines the pointer panning sensibility or how fast is the camera moving.
  110833. */
  110834. panningSensibility: number;
  110835. /**
  110836. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  110837. */
  110838. multiTouchPanning: boolean;
  110839. /**
  110840. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  110841. * zoom (pinch) through multitouch.
  110842. */
  110843. multiTouchPanAndZoom: boolean;
  110844. /**
  110845. * Revers pinch action direction.
  110846. */
  110847. pinchInwards: boolean;
  110848. private _isPanClick;
  110849. private _twoFingerActivityCount;
  110850. private _isPinching;
  110851. /**
  110852. * Called on pointer POINTERMOVE event if only a single touch is active.
  110853. */
  110854. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  110855. /**
  110856. * Called on pointer POINTERDOUBLETAP event.
  110857. */
  110858. protected onDoubleTap(type: string): void;
  110859. /**
  110860. * Called on pointer POINTERMOVE event if multiple touches are active.
  110861. */
  110862. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  110863. /**
  110864. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  110865. * press.
  110866. */
  110867. protected onButtonDown(evt: PointerEvent): void;
  110868. /**
  110869. * Called each time a new POINTERUP event occurs. Ie, for each button
  110870. * release.
  110871. */
  110872. protected onButtonUp(evt: PointerEvent): void;
  110873. /**
  110874. * Called when window becomes inactive.
  110875. */
  110876. protected onLostFocus(): void;
  110877. }
  110878. }
  110879. declare module BABYLON {
  110880. /**
  110881. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  110882. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110883. */
  110884. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  110885. /**
  110886. * Defines the camera the input is attached to.
  110887. */
  110888. camera: ArcRotateCamera;
  110889. /**
  110890. * Defines the list of key codes associated with the up action (increase alpha)
  110891. */
  110892. keysUp: number[];
  110893. /**
  110894. * Defines the list of key codes associated with the down action (decrease alpha)
  110895. */
  110896. keysDown: number[];
  110897. /**
  110898. * Defines the list of key codes associated with the left action (increase beta)
  110899. */
  110900. keysLeft: number[];
  110901. /**
  110902. * Defines the list of key codes associated with the right action (decrease beta)
  110903. */
  110904. keysRight: number[];
  110905. /**
  110906. * Defines the list of key codes associated with the reset action.
  110907. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  110908. */
  110909. keysReset: number[];
  110910. /**
  110911. * Defines the panning sensibility of the inputs.
  110912. * (How fast is the camera paning)
  110913. */
  110914. panningSensibility: number;
  110915. /**
  110916. * Defines the zooming sensibility of the inputs.
  110917. * (How fast is the camera zooming)
  110918. */
  110919. zoomingSensibility: number;
  110920. /**
  110921. * Defines wether maintaining the alt key down switch the movement mode from
  110922. * orientation to zoom.
  110923. */
  110924. useAltToZoom: boolean;
  110925. /**
  110926. * Rotation speed of the camera
  110927. */
  110928. angularSpeed: number;
  110929. private _keys;
  110930. private _ctrlPressed;
  110931. private _altPressed;
  110932. private _onCanvasBlurObserver;
  110933. private _onKeyboardObserver;
  110934. private _engine;
  110935. private _scene;
  110936. /**
  110937. * Attach the input controls to a specific dom element to get the input from.
  110938. * @param element Defines the element the controls should be listened from
  110939. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110940. */
  110941. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110942. /**
  110943. * Detach the current controls from the specified dom element.
  110944. * @param element Defines the element to stop listening the inputs from
  110945. */
  110946. detachControl(element: Nullable<HTMLElement>): void;
  110947. /**
  110948. * Update the current camera state depending on the inputs that have been used this frame.
  110949. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110950. */
  110951. checkInputs(): void;
  110952. /**
  110953. * Gets the class name of the current intput.
  110954. * @returns the class name
  110955. */
  110956. getClassName(): string;
  110957. /**
  110958. * Get the friendly name associated with the input class.
  110959. * @returns the input friendly name
  110960. */
  110961. getSimpleName(): string;
  110962. }
  110963. }
  110964. declare module BABYLON {
  110965. /**
  110966. * Manage the mouse wheel inputs to control an arc rotate camera.
  110967. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110968. */
  110969. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  110970. /**
  110971. * Defines the camera the input is attached to.
  110972. */
  110973. camera: ArcRotateCamera;
  110974. /**
  110975. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  110976. */
  110977. wheelPrecision: number;
  110978. /**
  110979. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  110980. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  110981. */
  110982. wheelDeltaPercentage: number;
  110983. private _wheel;
  110984. private _observer;
  110985. private computeDeltaFromMouseWheelLegacyEvent;
  110986. /**
  110987. * Attach the input controls to a specific dom element to get the input from.
  110988. * @param element Defines the element the controls should be listened from
  110989. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110990. */
  110991. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110992. /**
  110993. * Detach the current controls from the specified dom element.
  110994. * @param element Defines the element to stop listening the inputs from
  110995. */
  110996. detachControl(element: Nullable<HTMLElement>): void;
  110997. /**
  110998. * Gets the class name of the current intput.
  110999. * @returns the class name
  111000. */
  111001. getClassName(): string;
  111002. /**
  111003. * Get the friendly name associated with the input class.
  111004. * @returns the input friendly name
  111005. */
  111006. getSimpleName(): string;
  111007. }
  111008. }
  111009. declare module BABYLON {
  111010. /**
  111011. * Default Inputs manager for the ArcRotateCamera.
  111012. * It groups all the default supported inputs for ease of use.
  111013. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  111014. */
  111015. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  111016. /**
  111017. * Instantiates a new ArcRotateCameraInputsManager.
  111018. * @param camera Defines the camera the inputs belong to
  111019. */
  111020. constructor(camera: ArcRotateCamera);
  111021. /**
  111022. * Add mouse wheel input support to the input manager.
  111023. * @returns the current input manager
  111024. */
  111025. addMouseWheel(): ArcRotateCameraInputsManager;
  111026. /**
  111027. * Add pointers input support to the input manager.
  111028. * @returns the current input manager
  111029. */
  111030. addPointers(): ArcRotateCameraInputsManager;
  111031. /**
  111032. * Add keyboard input support to the input manager.
  111033. * @returns the current input manager
  111034. */
  111035. addKeyboard(): ArcRotateCameraInputsManager;
  111036. }
  111037. }
  111038. declare module BABYLON {
  111039. /**
  111040. * This represents an orbital type of camera.
  111041. *
  111042. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  111043. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  111044. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  111045. */
  111046. export class ArcRotateCamera extends TargetCamera {
  111047. /**
  111048. * Defines the rotation angle of the camera along the longitudinal axis.
  111049. */
  111050. alpha: number;
  111051. /**
  111052. * Defines the rotation angle of the camera along the latitudinal axis.
  111053. */
  111054. beta: number;
  111055. /**
  111056. * Defines the radius of the camera from it s target point.
  111057. */
  111058. radius: number;
  111059. protected _target: Vector3;
  111060. protected _targetHost: Nullable<AbstractMesh>;
  111061. /**
  111062. * Defines the target point of the camera.
  111063. * The camera looks towards it form the radius distance.
  111064. */
  111065. get target(): Vector3;
  111066. set target(value: Vector3);
  111067. /**
  111068. * Define the current local position of the camera in the scene
  111069. */
  111070. get position(): Vector3;
  111071. set position(newPosition: Vector3);
  111072. protected _upVector: Vector3;
  111073. protected _upToYMatrix: Matrix;
  111074. protected _YToUpMatrix: Matrix;
  111075. /**
  111076. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  111077. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  111078. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  111079. */
  111080. set upVector(vec: Vector3);
  111081. get upVector(): Vector3;
  111082. /**
  111083. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  111084. */
  111085. setMatUp(): void;
  111086. /**
  111087. * Current inertia value on the longitudinal axis.
  111088. * The bigger this number the longer it will take for the camera to stop.
  111089. */
  111090. inertialAlphaOffset: number;
  111091. /**
  111092. * Current inertia value on the latitudinal axis.
  111093. * The bigger this number the longer it will take for the camera to stop.
  111094. */
  111095. inertialBetaOffset: number;
  111096. /**
  111097. * Current inertia value on the radius axis.
  111098. * The bigger this number the longer it will take for the camera to stop.
  111099. */
  111100. inertialRadiusOffset: number;
  111101. /**
  111102. * Minimum allowed angle on the longitudinal axis.
  111103. * This can help limiting how the Camera is able to move in the scene.
  111104. */
  111105. lowerAlphaLimit: Nullable<number>;
  111106. /**
  111107. * Maximum allowed angle on the longitudinal axis.
  111108. * This can help limiting how the Camera is able to move in the scene.
  111109. */
  111110. upperAlphaLimit: Nullable<number>;
  111111. /**
  111112. * Minimum allowed angle on the latitudinal axis.
  111113. * This can help limiting how the Camera is able to move in the scene.
  111114. */
  111115. lowerBetaLimit: number;
  111116. /**
  111117. * Maximum allowed angle on the latitudinal axis.
  111118. * This can help limiting how the Camera is able to move in the scene.
  111119. */
  111120. upperBetaLimit: number;
  111121. /**
  111122. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  111123. * This can help limiting how the Camera is able to move in the scene.
  111124. */
  111125. lowerRadiusLimit: Nullable<number>;
  111126. /**
  111127. * Maximum allowed distance of the camera to the target (The camera can not get further).
  111128. * This can help limiting how the Camera is able to move in the scene.
  111129. */
  111130. upperRadiusLimit: Nullable<number>;
  111131. /**
  111132. * Defines the current inertia value used during panning of the camera along the X axis.
  111133. */
  111134. inertialPanningX: number;
  111135. /**
  111136. * Defines the current inertia value used during panning of the camera along the Y axis.
  111137. */
  111138. inertialPanningY: number;
  111139. /**
  111140. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  111141. * Basically if your fingers moves away from more than this distance you will be considered
  111142. * in pinch mode.
  111143. */
  111144. pinchToPanMaxDistance: number;
  111145. /**
  111146. * Defines the maximum distance the camera can pan.
  111147. * This could help keeping the cammera always in your scene.
  111148. */
  111149. panningDistanceLimit: Nullable<number>;
  111150. /**
  111151. * Defines the target of the camera before paning.
  111152. */
  111153. panningOriginTarget: Vector3;
  111154. /**
  111155. * Defines the value of the inertia used during panning.
  111156. * 0 would mean stop inertia and one would mean no decelleration at all.
  111157. */
  111158. panningInertia: number;
  111159. /**
  111160. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  111161. */
  111162. get angularSensibilityX(): number;
  111163. set angularSensibilityX(value: number);
  111164. /**
  111165. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  111166. */
  111167. get angularSensibilityY(): number;
  111168. set angularSensibilityY(value: number);
  111169. /**
  111170. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  111171. */
  111172. get pinchPrecision(): number;
  111173. set pinchPrecision(value: number);
  111174. /**
  111175. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  111176. * It will be used instead of pinchDeltaPrecision if different from 0.
  111177. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  111178. */
  111179. get pinchDeltaPercentage(): number;
  111180. set pinchDeltaPercentage(value: number);
  111181. /**
  111182. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  111183. */
  111184. get panningSensibility(): number;
  111185. set panningSensibility(value: number);
  111186. /**
  111187. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  111188. */
  111189. get keysUp(): number[];
  111190. set keysUp(value: number[]);
  111191. /**
  111192. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  111193. */
  111194. get keysDown(): number[];
  111195. set keysDown(value: number[]);
  111196. /**
  111197. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  111198. */
  111199. get keysLeft(): number[];
  111200. set keysLeft(value: number[]);
  111201. /**
  111202. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  111203. */
  111204. get keysRight(): number[];
  111205. set keysRight(value: number[]);
  111206. /**
  111207. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  111208. */
  111209. get wheelPrecision(): number;
  111210. set wheelPrecision(value: number);
  111211. /**
  111212. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  111213. * It will be used instead of pinchDeltaPrecision if different from 0.
  111214. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  111215. */
  111216. get wheelDeltaPercentage(): number;
  111217. set wheelDeltaPercentage(value: number);
  111218. /**
  111219. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  111220. */
  111221. zoomOnFactor: number;
  111222. /**
  111223. * Defines a screen offset for the camera position.
  111224. */
  111225. targetScreenOffset: Vector2;
  111226. /**
  111227. * Allows the camera to be completely reversed.
  111228. * If false the camera can not arrive upside down.
  111229. */
  111230. allowUpsideDown: boolean;
  111231. /**
  111232. * Define if double tap/click is used to restore the previously saved state of the camera.
  111233. */
  111234. useInputToRestoreState: boolean;
  111235. /** @hidden */
  111236. _viewMatrix: Matrix;
  111237. /** @hidden */
  111238. _useCtrlForPanning: boolean;
  111239. /** @hidden */
  111240. _panningMouseButton: number;
  111241. /**
  111242. * Defines the input associated to the camera.
  111243. */
  111244. inputs: ArcRotateCameraInputsManager;
  111245. /** @hidden */
  111246. _reset: () => void;
  111247. /**
  111248. * Defines the allowed panning axis.
  111249. */
  111250. panningAxis: Vector3;
  111251. protected _localDirection: Vector3;
  111252. protected _transformedDirection: Vector3;
  111253. private _bouncingBehavior;
  111254. /**
  111255. * Gets the bouncing behavior of the camera if it has been enabled.
  111256. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  111257. */
  111258. get bouncingBehavior(): Nullable<BouncingBehavior>;
  111259. /**
  111260. * Defines if the bouncing behavior of the camera is enabled on the camera.
  111261. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  111262. */
  111263. get useBouncingBehavior(): boolean;
  111264. set useBouncingBehavior(value: boolean);
  111265. private _framingBehavior;
  111266. /**
  111267. * Gets the framing behavior of the camera if it has been enabled.
  111268. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  111269. */
  111270. get framingBehavior(): Nullable<FramingBehavior>;
  111271. /**
  111272. * Defines if the framing behavior of the camera is enabled on the camera.
  111273. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  111274. */
  111275. get useFramingBehavior(): boolean;
  111276. set useFramingBehavior(value: boolean);
  111277. private _autoRotationBehavior;
  111278. /**
  111279. * Gets the auto rotation behavior of the camera if it has been enabled.
  111280. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111281. */
  111282. get autoRotationBehavior(): Nullable<AutoRotationBehavior>;
  111283. /**
  111284. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  111285. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111286. */
  111287. get useAutoRotationBehavior(): boolean;
  111288. set useAutoRotationBehavior(value: boolean);
  111289. /**
  111290. * Observable triggered when the mesh target has been changed on the camera.
  111291. */
  111292. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  111293. /**
  111294. * Event raised when the camera is colliding with a mesh.
  111295. */
  111296. onCollide: (collidedMesh: AbstractMesh) => void;
  111297. /**
  111298. * Defines whether the camera should check collision with the objects oh the scene.
  111299. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  111300. */
  111301. checkCollisions: boolean;
  111302. /**
  111303. * Defines the collision radius of the camera.
  111304. * This simulates a sphere around the camera.
  111305. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  111306. */
  111307. collisionRadius: Vector3;
  111308. protected _collider: Collider;
  111309. protected _previousPosition: Vector3;
  111310. protected _collisionVelocity: Vector3;
  111311. protected _newPosition: Vector3;
  111312. protected _previousAlpha: number;
  111313. protected _previousBeta: number;
  111314. protected _previousRadius: number;
  111315. protected _collisionTriggered: boolean;
  111316. protected _targetBoundingCenter: Nullable<Vector3>;
  111317. private _computationVector;
  111318. /**
  111319. * Instantiates a new ArcRotateCamera in a given scene
  111320. * @param name Defines the name of the camera
  111321. * @param alpha Defines the camera rotation along the logitudinal axis
  111322. * @param beta Defines the camera rotation along the latitudinal axis
  111323. * @param radius Defines the camera distance from its target
  111324. * @param target Defines the camera target
  111325. * @param scene Defines the scene the camera belongs to
  111326. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  111327. */
  111328. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  111329. /** @hidden */
  111330. _initCache(): void;
  111331. /** @hidden */
  111332. _updateCache(ignoreParentClass?: boolean): void;
  111333. protected _getTargetPosition(): Vector3;
  111334. private _storedAlpha;
  111335. private _storedBeta;
  111336. private _storedRadius;
  111337. private _storedTarget;
  111338. private _storedTargetScreenOffset;
  111339. /**
  111340. * Stores the current state of the camera (alpha, beta, radius and target)
  111341. * @returns the camera itself
  111342. */
  111343. storeState(): Camera;
  111344. /**
  111345. * @hidden
  111346. * Restored camera state. You must call storeState() first
  111347. */
  111348. _restoreStateValues(): boolean;
  111349. /** @hidden */
  111350. _isSynchronizedViewMatrix(): boolean;
  111351. /**
  111352. * Attached controls to the current camera.
  111353. * @param element Defines the element the controls should be listened from
  111354. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  111355. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  111356. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  111357. */
  111358. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  111359. /**
  111360. * Detach the current controls from the camera.
  111361. * The camera will stop reacting to inputs.
  111362. * @param element Defines the element to stop listening the inputs from
  111363. */
  111364. detachControl(element: HTMLElement): void;
  111365. /** @hidden */
  111366. _checkInputs(): void;
  111367. protected _checkLimits(): void;
  111368. /**
  111369. * Rebuilds angles (alpha, beta) and radius from the give position and target
  111370. */
  111371. rebuildAnglesAndRadius(): void;
  111372. /**
  111373. * Use a position to define the current camera related information like alpha, beta and radius
  111374. * @param position Defines the position to set the camera at
  111375. */
  111376. setPosition(position: Vector3): void;
  111377. /**
  111378. * Defines the target the camera should look at.
  111379. * This will automatically adapt alpha beta and radius to fit within the new target.
  111380. * @param target Defines the new target as a Vector or a mesh
  111381. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  111382. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  111383. */
  111384. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  111385. /** @hidden */
  111386. _getViewMatrix(): Matrix;
  111387. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  111388. /**
  111389. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  111390. * @param meshes Defines the mesh to zoom on
  111391. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  111392. */
  111393. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  111394. /**
  111395. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  111396. * The target will be changed but the radius
  111397. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  111398. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  111399. */
  111400. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  111401. min: Vector3;
  111402. max: Vector3;
  111403. distance: number;
  111404. }, doNotUpdateMaxZ?: boolean): void;
  111405. /**
  111406. * @override
  111407. * Override Camera.createRigCamera
  111408. */
  111409. createRigCamera(name: string, cameraIndex: number): Camera;
  111410. /**
  111411. * @hidden
  111412. * @override
  111413. * Override Camera._updateRigCameras
  111414. */
  111415. _updateRigCameras(): void;
  111416. /**
  111417. * Destroy the camera and release the current resources hold by it.
  111418. */
  111419. dispose(): void;
  111420. /**
  111421. * Gets the current object class name.
  111422. * @return the class name
  111423. */
  111424. getClassName(): string;
  111425. }
  111426. }
  111427. declare module BABYLON {
  111428. /**
  111429. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  111430. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111431. */
  111432. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  111433. /**
  111434. * Gets the name of the behavior.
  111435. */
  111436. get name(): string;
  111437. private _zoomStopsAnimation;
  111438. private _idleRotationSpeed;
  111439. private _idleRotationWaitTime;
  111440. private _idleRotationSpinupTime;
  111441. /**
  111442. * Sets the flag that indicates if user zooming should stop animation.
  111443. */
  111444. set zoomStopsAnimation(flag: boolean);
  111445. /**
  111446. * Gets the flag that indicates if user zooming should stop animation.
  111447. */
  111448. get zoomStopsAnimation(): boolean;
  111449. /**
  111450. * Sets the default speed at which the camera rotates around the model.
  111451. */
  111452. set idleRotationSpeed(speed: number);
  111453. /**
  111454. * Gets the default speed at which the camera rotates around the model.
  111455. */
  111456. get idleRotationSpeed(): number;
  111457. /**
  111458. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  111459. */
  111460. set idleRotationWaitTime(time: number);
  111461. /**
  111462. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  111463. */
  111464. get idleRotationWaitTime(): number;
  111465. /**
  111466. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  111467. */
  111468. set idleRotationSpinupTime(time: number);
  111469. /**
  111470. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  111471. */
  111472. get idleRotationSpinupTime(): number;
  111473. /**
  111474. * Gets a value indicating if the camera is currently rotating because of this behavior
  111475. */
  111476. get rotationInProgress(): boolean;
  111477. private _onPrePointerObservableObserver;
  111478. private _onAfterCheckInputsObserver;
  111479. private _attachedCamera;
  111480. private _isPointerDown;
  111481. private _lastFrameTime;
  111482. private _lastInteractionTime;
  111483. private _cameraRotationSpeed;
  111484. /**
  111485. * Initializes the behavior.
  111486. */
  111487. init(): void;
  111488. /**
  111489. * Attaches the behavior to its arc rotate camera.
  111490. * @param camera Defines the camera to attach the behavior to
  111491. */
  111492. attach(camera: ArcRotateCamera): void;
  111493. /**
  111494. * Detaches the behavior from its current arc rotate camera.
  111495. */
  111496. detach(): void;
  111497. /**
  111498. * Returns true if user is scrolling.
  111499. * @return true if user is scrolling.
  111500. */
  111501. private _userIsZooming;
  111502. private _lastFrameRadius;
  111503. private _shouldAnimationStopForInteraction;
  111504. /**
  111505. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  111506. */
  111507. private _applyUserInteraction;
  111508. private _userIsMoving;
  111509. }
  111510. }
  111511. declare module BABYLON {
  111512. /**
  111513. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  111514. */
  111515. export class AttachToBoxBehavior implements Behavior<Mesh> {
  111516. private ui;
  111517. /**
  111518. * The name of the behavior
  111519. */
  111520. name: string;
  111521. /**
  111522. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  111523. */
  111524. distanceAwayFromFace: number;
  111525. /**
  111526. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  111527. */
  111528. distanceAwayFromBottomOfFace: number;
  111529. private _faceVectors;
  111530. private _target;
  111531. private _scene;
  111532. private _onRenderObserver;
  111533. private _tmpMatrix;
  111534. private _tmpVector;
  111535. /**
  111536. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  111537. * @param ui The transform node that should be attched to the mesh
  111538. */
  111539. constructor(ui: TransformNode);
  111540. /**
  111541. * Initializes the behavior
  111542. */
  111543. init(): void;
  111544. private _closestFace;
  111545. private _zeroVector;
  111546. private _lookAtTmpMatrix;
  111547. private _lookAtToRef;
  111548. /**
  111549. * Attaches the AttachToBoxBehavior to the passed in mesh
  111550. * @param target The mesh that the specified node will be attached to
  111551. */
  111552. attach(target: Mesh): void;
  111553. /**
  111554. * Detaches the behavior from the mesh
  111555. */
  111556. detach(): void;
  111557. }
  111558. }
  111559. declare module BABYLON {
  111560. /**
  111561. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  111562. */
  111563. export class FadeInOutBehavior implements Behavior<Mesh> {
  111564. /**
  111565. * Time in milliseconds to delay before fading in (Default: 0)
  111566. */
  111567. delay: number;
  111568. /**
  111569. * Time in milliseconds for the mesh to fade in (Default: 300)
  111570. */
  111571. fadeInTime: number;
  111572. private _millisecondsPerFrame;
  111573. private _hovered;
  111574. private _hoverValue;
  111575. private _ownerNode;
  111576. /**
  111577. * Instatiates the FadeInOutBehavior
  111578. */
  111579. constructor();
  111580. /**
  111581. * The name of the behavior
  111582. */
  111583. get name(): string;
  111584. /**
  111585. * Initializes the behavior
  111586. */
  111587. init(): void;
  111588. /**
  111589. * Attaches the fade behavior on the passed in mesh
  111590. * @param ownerNode The mesh that will be faded in/out once attached
  111591. */
  111592. attach(ownerNode: Mesh): void;
  111593. /**
  111594. * Detaches the behavior from the mesh
  111595. */
  111596. detach(): void;
  111597. /**
  111598. * Triggers the mesh to begin fading in or out
  111599. * @param value if the object should fade in or out (true to fade in)
  111600. */
  111601. fadeIn(value: boolean): void;
  111602. private _update;
  111603. private _setAllVisibility;
  111604. }
  111605. }
  111606. declare module BABYLON {
  111607. /**
  111608. * Class containing a set of static utilities functions for managing Pivots
  111609. * @hidden
  111610. */
  111611. export class PivotTools {
  111612. private static _PivotCached;
  111613. private static _OldPivotPoint;
  111614. private static _PivotTranslation;
  111615. private static _PivotTmpVector;
  111616. /** @hidden */
  111617. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  111618. /** @hidden */
  111619. static _RestorePivotPoint(mesh: AbstractMesh): void;
  111620. }
  111621. }
  111622. declare module BABYLON {
  111623. /**
  111624. * Class containing static functions to help procedurally build meshes
  111625. */
  111626. export class PlaneBuilder {
  111627. /**
  111628. * Creates a plane mesh
  111629. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  111630. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  111631. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  111632. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111633. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  111634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111635. * @param name defines the name of the mesh
  111636. * @param options defines the options used to create the mesh
  111637. * @param scene defines the hosting scene
  111638. * @returns the plane mesh
  111639. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  111640. */
  111641. static CreatePlane(name: string, options: {
  111642. size?: number;
  111643. width?: number;
  111644. height?: number;
  111645. sideOrientation?: number;
  111646. frontUVs?: Vector4;
  111647. backUVs?: Vector4;
  111648. updatable?: boolean;
  111649. sourcePlane?: Plane;
  111650. }, scene?: Nullable<Scene>): Mesh;
  111651. }
  111652. }
  111653. declare module BABYLON {
  111654. /**
  111655. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  111656. */
  111657. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  111658. private static _AnyMouseID;
  111659. /**
  111660. * Abstract mesh the behavior is set on
  111661. */
  111662. attachedNode: AbstractMesh;
  111663. private _dragPlane;
  111664. private _scene;
  111665. private _pointerObserver;
  111666. private _beforeRenderObserver;
  111667. private static _planeScene;
  111668. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  111669. /**
  111670. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  111671. */
  111672. maxDragAngle: number;
  111673. /**
  111674. * @hidden
  111675. */
  111676. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  111677. /**
  111678. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  111679. */
  111680. currentDraggingPointerID: number;
  111681. /**
  111682. * The last position where the pointer hit the drag plane in world space
  111683. */
  111684. lastDragPosition: Vector3;
  111685. /**
  111686. * If the behavior is currently in a dragging state
  111687. */
  111688. dragging: boolean;
  111689. /**
  111690. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  111691. */
  111692. dragDeltaRatio: number;
  111693. /**
  111694. * If the drag plane orientation should be updated during the dragging (Default: true)
  111695. */
  111696. updateDragPlane: boolean;
  111697. private _debugMode;
  111698. private _moving;
  111699. /**
  111700. * Fires each time the attached mesh is dragged with the pointer
  111701. * * delta between last drag position and current drag position in world space
  111702. * * dragDistance along the drag axis
  111703. * * dragPlaneNormal normal of the current drag plane used during the drag
  111704. * * dragPlanePoint in world space where the drag intersects the drag plane
  111705. */
  111706. onDragObservable: Observable<{
  111707. delta: Vector3;
  111708. dragPlanePoint: Vector3;
  111709. dragPlaneNormal: Vector3;
  111710. dragDistance: number;
  111711. pointerId: number;
  111712. }>;
  111713. /**
  111714. * Fires each time a drag begins (eg. mouse down on mesh)
  111715. */
  111716. onDragStartObservable: Observable<{
  111717. dragPlanePoint: Vector3;
  111718. pointerId: number;
  111719. }>;
  111720. /**
  111721. * Fires each time a drag ends (eg. mouse release after drag)
  111722. */
  111723. onDragEndObservable: Observable<{
  111724. dragPlanePoint: Vector3;
  111725. pointerId: number;
  111726. }>;
  111727. /**
  111728. * If the attached mesh should be moved when dragged
  111729. */
  111730. moveAttached: boolean;
  111731. /**
  111732. * If the drag behavior will react to drag events (Default: true)
  111733. */
  111734. enabled: boolean;
  111735. /**
  111736. * If pointer events should start and release the drag (Default: true)
  111737. */
  111738. startAndReleaseDragOnPointerEvents: boolean;
  111739. /**
  111740. * If camera controls should be detached during the drag
  111741. */
  111742. detachCameraControls: boolean;
  111743. /**
  111744. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  111745. */
  111746. useObjectOrientationForDragging: boolean;
  111747. private _options;
  111748. /**
  111749. * Gets the options used by the behavior
  111750. */
  111751. get options(): {
  111752. dragAxis?: Vector3;
  111753. dragPlaneNormal?: Vector3;
  111754. };
  111755. /**
  111756. * Sets the options used by the behavior
  111757. */
  111758. set options(options: {
  111759. dragAxis?: Vector3;
  111760. dragPlaneNormal?: Vector3;
  111761. });
  111762. /**
  111763. * Creates a pointer drag behavior that can be attached to a mesh
  111764. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  111765. */
  111766. constructor(options?: {
  111767. dragAxis?: Vector3;
  111768. dragPlaneNormal?: Vector3;
  111769. });
  111770. /**
  111771. * Predicate to determine if it is valid to move the object to a new position when it is moved
  111772. */
  111773. validateDrag: (targetPosition: Vector3) => boolean;
  111774. /**
  111775. * The name of the behavior
  111776. */
  111777. get name(): string;
  111778. /**
  111779. * Initializes the behavior
  111780. */
  111781. init(): void;
  111782. private _tmpVector;
  111783. private _alternatePickedPoint;
  111784. private _worldDragAxis;
  111785. private _targetPosition;
  111786. private _attachedElement;
  111787. /**
  111788. * Attaches the drag behavior the passed in mesh
  111789. * @param ownerNode The mesh that will be dragged around once attached
  111790. * @param predicate Predicate to use for pick filtering
  111791. */
  111792. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  111793. /**
  111794. * Force relase the drag action by code.
  111795. */
  111796. releaseDrag(): void;
  111797. private _startDragRay;
  111798. private _lastPointerRay;
  111799. /**
  111800. * Simulates the start of a pointer drag event on the behavior
  111801. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  111802. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  111803. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  111804. */
  111805. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  111806. private _startDrag;
  111807. private _dragDelta;
  111808. private _moveDrag;
  111809. private _pickWithRayOnDragPlane;
  111810. private _pointA;
  111811. private _pointB;
  111812. private _pointC;
  111813. private _lineA;
  111814. private _lineB;
  111815. private _localAxis;
  111816. private _lookAt;
  111817. private _updateDragPlanePosition;
  111818. /**
  111819. * Detaches the behavior from the mesh
  111820. */
  111821. detach(): void;
  111822. }
  111823. }
  111824. declare module BABYLON {
  111825. /**
  111826. * A behavior that when attached to a mesh will allow the mesh to be scaled
  111827. */
  111828. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  111829. private _dragBehaviorA;
  111830. private _dragBehaviorB;
  111831. private _startDistance;
  111832. private _initialScale;
  111833. private _targetScale;
  111834. private _ownerNode;
  111835. private _sceneRenderObserver;
  111836. /**
  111837. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  111838. */
  111839. constructor();
  111840. /**
  111841. * The name of the behavior
  111842. */
  111843. get name(): string;
  111844. /**
  111845. * Initializes the behavior
  111846. */
  111847. init(): void;
  111848. private _getCurrentDistance;
  111849. /**
  111850. * Attaches the scale behavior the passed in mesh
  111851. * @param ownerNode The mesh that will be scaled around once attached
  111852. */
  111853. attach(ownerNode: Mesh): void;
  111854. /**
  111855. * Detaches the behavior from the mesh
  111856. */
  111857. detach(): void;
  111858. }
  111859. }
  111860. declare module BABYLON {
  111861. /**
  111862. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  111863. */
  111864. export class SixDofDragBehavior implements Behavior<Mesh> {
  111865. private static _virtualScene;
  111866. private _ownerNode;
  111867. private _sceneRenderObserver;
  111868. private _scene;
  111869. private _targetPosition;
  111870. private _virtualOriginMesh;
  111871. private _virtualDragMesh;
  111872. private _pointerObserver;
  111873. private _moving;
  111874. private _startingOrientation;
  111875. /**
  111876. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  111877. */
  111878. private zDragFactor;
  111879. /**
  111880. * If the object should rotate to face the drag origin
  111881. */
  111882. rotateDraggedObject: boolean;
  111883. /**
  111884. * If the behavior is currently in a dragging state
  111885. */
  111886. dragging: boolean;
  111887. /**
  111888. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  111889. */
  111890. dragDeltaRatio: number;
  111891. /**
  111892. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  111893. */
  111894. currentDraggingPointerID: number;
  111895. /**
  111896. * If camera controls should be detached during the drag
  111897. */
  111898. detachCameraControls: boolean;
  111899. /**
  111900. * Fires each time a drag starts
  111901. */
  111902. onDragStartObservable: Observable<{}>;
  111903. /**
  111904. * Fires each time a drag ends (eg. mouse release after drag)
  111905. */
  111906. onDragEndObservable: Observable<{}>;
  111907. /**
  111908. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  111909. */
  111910. constructor();
  111911. /**
  111912. * The name of the behavior
  111913. */
  111914. get name(): string;
  111915. /**
  111916. * Initializes the behavior
  111917. */
  111918. init(): void;
  111919. /**
  111920. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  111921. */
  111922. private get _pointerCamera();
  111923. /**
  111924. * Attaches the scale behavior the passed in mesh
  111925. * @param ownerNode The mesh that will be scaled around once attached
  111926. */
  111927. attach(ownerNode: Mesh): void;
  111928. /**
  111929. * Detaches the behavior from the mesh
  111930. */
  111931. detach(): void;
  111932. }
  111933. }
  111934. declare module BABYLON {
  111935. /**
  111936. * Class used to apply inverse kinematics to bones
  111937. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  111938. */
  111939. export class BoneIKController {
  111940. private static _tmpVecs;
  111941. private static _tmpQuat;
  111942. private static _tmpMats;
  111943. /**
  111944. * Gets or sets the target mesh
  111945. */
  111946. targetMesh: AbstractMesh;
  111947. /** Gets or sets the mesh used as pole */
  111948. poleTargetMesh: AbstractMesh;
  111949. /**
  111950. * Gets or sets the bone used as pole
  111951. */
  111952. poleTargetBone: Nullable<Bone>;
  111953. /**
  111954. * Gets or sets the target position
  111955. */
  111956. targetPosition: Vector3;
  111957. /**
  111958. * Gets or sets the pole target position
  111959. */
  111960. poleTargetPosition: Vector3;
  111961. /**
  111962. * Gets or sets the pole target local offset
  111963. */
  111964. poleTargetLocalOffset: Vector3;
  111965. /**
  111966. * Gets or sets the pole angle
  111967. */
  111968. poleAngle: number;
  111969. /**
  111970. * Gets or sets the mesh associated with the controller
  111971. */
  111972. mesh: AbstractMesh;
  111973. /**
  111974. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  111975. */
  111976. slerpAmount: number;
  111977. private _bone1Quat;
  111978. private _bone1Mat;
  111979. private _bone2Ang;
  111980. private _bone1;
  111981. private _bone2;
  111982. private _bone1Length;
  111983. private _bone2Length;
  111984. private _maxAngle;
  111985. private _maxReach;
  111986. private _rightHandedSystem;
  111987. private _bendAxis;
  111988. private _slerping;
  111989. private _adjustRoll;
  111990. /**
  111991. * Gets or sets maximum allowed angle
  111992. */
  111993. get maxAngle(): number;
  111994. set maxAngle(value: number);
  111995. /**
  111996. * Creates a new BoneIKController
  111997. * @param mesh defines the mesh to control
  111998. * @param bone defines the bone to control
  111999. * @param options defines options to set up the controller
  112000. */
  112001. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  112002. targetMesh?: AbstractMesh;
  112003. poleTargetMesh?: AbstractMesh;
  112004. poleTargetBone?: Bone;
  112005. poleTargetLocalOffset?: Vector3;
  112006. poleAngle?: number;
  112007. bendAxis?: Vector3;
  112008. maxAngle?: number;
  112009. slerpAmount?: number;
  112010. });
  112011. private _setMaxAngle;
  112012. /**
  112013. * Force the controller to update the bones
  112014. */
  112015. update(): void;
  112016. }
  112017. }
  112018. declare module BABYLON {
  112019. /**
  112020. * Class used to make a bone look toward a point in space
  112021. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  112022. */
  112023. export class BoneLookController {
  112024. private static _tmpVecs;
  112025. private static _tmpQuat;
  112026. private static _tmpMats;
  112027. /**
  112028. * The target Vector3 that the bone will look at
  112029. */
  112030. target: Vector3;
  112031. /**
  112032. * The mesh that the bone is attached to
  112033. */
  112034. mesh: AbstractMesh;
  112035. /**
  112036. * The bone that will be looking to the target
  112037. */
  112038. bone: Bone;
  112039. /**
  112040. * The up axis of the coordinate system that is used when the bone is rotated
  112041. */
  112042. upAxis: Vector3;
  112043. /**
  112044. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  112045. */
  112046. upAxisSpace: Space;
  112047. /**
  112048. * Used to make an adjustment to the yaw of the bone
  112049. */
  112050. adjustYaw: number;
  112051. /**
  112052. * Used to make an adjustment to the pitch of the bone
  112053. */
  112054. adjustPitch: number;
  112055. /**
  112056. * Used to make an adjustment to the roll of the bone
  112057. */
  112058. adjustRoll: number;
  112059. /**
  112060. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  112061. */
  112062. slerpAmount: number;
  112063. private _minYaw;
  112064. private _maxYaw;
  112065. private _minPitch;
  112066. private _maxPitch;
  112067. private _minYawSin;
  112068. private _minYawCos;
  112069. private _maxYawSin;
  112070. private _maxYawCos;
  112071. private _midYawConstraint;
  112072. private _minPitchTan;
  112073. private _maxPitchTan;
  112074. private _boneQuat;
  112075. private _slerping;
  112076. private _transformYawPitch;
  112077. private _transformYawPitchInv;
  112078. private _firstFrameSkipped;
  112079. private _yawRange;
  112080. private _fowardAxis;
  112081. /**
  112082. * Gets or sets the minimum yaw angle that the bone can look to
  112083. */
  112084. get minYaw(): number;
  112085. set minYaw(value: number);
  112086. /**
  112087. * Gets or sets the maximum yaw angle that the bone can look to
  112088. */
  112089. get maxYaw(): number;
  112090. set maxYaw(value: number);
  112091. /**
  112092. * Gets or sets the minimum pitch angle that the bone can look to
  112093. */
  112094. get minPitch(): number;
  112095. set minPitch(value: number);
  112096. /**
  112097. * Gets or sets the maximum pitch angle that the bone can look to
  112098. */
  112099. get maxPitch(): number;
  112100. set maxPitch(value: number);
  112101. /**
  112102. * Create a BoneLookController
  112103. * @param mesh the mesh that the bone belongs to
  112104. * @param bone the bone that will be looking to the target
  112105. * @param target the target Vector3 to look at
  112106. * @param options optional settings:
  112107. * * maxYaw: the maximum angle the bone will yaw to
  112108. * * minYaw: the minimum angle the bone will yaw to
  112109. * * maxPitch: the maximum angle the bone will pitch to
  112110. * * minPitch: the minimum angle the bone will yaw to
  112111. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  112112. * * upAxis: the up axis of the coordinate system
  112113. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  112114. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  112115. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  112116. * * adjustYaw: used to make an adjustment to the yaw of the bone
  112117. * * adjustPitch: used to make an adjustment to the pitch of the bone
  112118. * * adjustRoll: used to make an adjustment to the roll of the bone
  112119. **/
  112120. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  112121. maxYaw?: number;
  112122. minYaw?: number;
  112123. maxPitch?: number;
  112124. minPitch?: number;
  112125. slerpAmount?: number;
  112126. upAxis?: Vector3;
  112127. upAxisSpace?: Space;
  112128. yawAxis?: Vector3;
  112129. pitchAxis?: Vector3;
  112130. adjustYaw?: number;
  112131. adjustPitch?: number;
  112132. adjustRoll?: number;
  112133. });
  112134. /**
  112135. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  112136. */
  112137. update(): void;
  112138. private _getAngleDiff;
  112139. private _getAngleBetween;
  112140. private _isAngleBetween;
  112141. }
  112142. }
  112143. declare module BABYLON {
  112144. /**
  112145. * Manage the gamepad inputs to control an arc rotate camera.
  112146. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112147. */
  112148. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  112149. /**
  112150. * Defines the camera the input is attached to.
  112151. */
  112152. camera: ArcRotateCamera;
  112153. /**
  112154. * Defines the gamepad the input is gathering event from.
  112155. */
  112156. gamepad: Nullable<Gamepad>;
  112157. /**
  112158. * Defines the gamepad rotation sensiblity.
  112159. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  112160. */
  112161. gamepadRotationSensibility: number;
  112162. /**
  112163. * Defines the gamepad move sensiblity.
  112164. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  112165. */
  112166. gamepadMoveSensibility: number;
  112167. private _yAxisScale;
  112168. /**
  112169. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  112170. */
  112171. get invertYAxis(): boolean;
  112172. set invertYAxis(value: boolean);
  112173. private _onGamepadConnectedObserver;
  112174. private _onGamepadDisconnectedObserver;
  112175. /**
  112176. * Attach the input controls to a specific dom element to get the input from.
  112177. * @param element Defines the element the controls should be listened from
  112178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112179. */
  112180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112181. /**
  112182. * Detach the current controls from the specified dom element.
  112183. * @param element Defines the element to stop listening the inputs from
  112184. */
  112185. detachControl(element: Nullable<HTMLElement>): void;
  112186. /**
  112187. * Update the current camera state depending on the inputs that have been used this frame.
  112188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112189. */
  112190. checkInputs(): void;
  112191. /**
  112192. * Gets the class name of the current intput.
  112193. * @returns the class name
  112194. */
  112195. getClassName(): string;
  112196. /**
  112197. * Get the friendly name associated with the input class.
  112198. * @returns the input friendly name
  112199. */
  112200. getSimpleName(): string;
  112201. }
  112202. }
  112203. declare module BABYLON {
  112204. interface ArcRotateCameraInputsManager {
  112205. /**
  112206. * Add orientation input support to the input manager.
  112207. * @returns the current input manager
  112208. */
  112209. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  112210. }
  112211. /**
  112212. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  112213. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112214. */
  112215. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  112216. /**
  112217. * Defines the camera the input is attached to.
  112218. */
  112219. camera: ArcRotateCamera;
  112220. /**
  112221. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  112222. */
  112223. alphaCorrection: number;
  112224. /**
  112225. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  112226. */
  112227. gammaCorrection: number;
  112228. private _alpha;
  112229. private _gamma;
  112230. private _dirty;
  112231. private _deviceOrientationHandler;
  112232. /**
  112233. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  112234. */
  112235. constructor();
  112236. /**
  112237. * Attach the input controls to a specific dom element to get the input from.
  112238. * @param element Defines the element the controls should be listened from
  112239. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112240. */
  112241. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112242. /** @hidden */
  112243. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  112244. /**
  112245. * Update the current camera state depending on the inputs that have been used this frame.
  112246. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112247. */
  112248. checkInputs(): void;
  112249. /**
  112250. * Detach the current controls from the specified dom element.
  112251. * @param element Defines the element to stop listening the inputs from
  112252. */
  112253. detachControl(element: Nullable<HTMLElement>): void;
  112254. /**
  112255. * Gets the class name of the current intput.
  112256. * @returns the class name
  112257. */
  112258. getClassName(): string;
  112259. /**
  112260. * Get the friendly name associated with the input class.
  112261. * @returns the input friendly name
  112262. */
  112263. getSimpleName(): string;
  112264. }
  112265. }
  112266. declare module BABYLON {
  112267. /**
  112268. * Listen to mouse events to control the camera.
  112269. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112270. */
  112271. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  112272. /**
  112273. * Defines the camera the input is attached to.
  112274. */
  112275. camera: FlyCamera;
  112276. /**
  112277. * Defines if touch is enabled. (Default is true.)
  112278. */
  112279. touchEnabled: boolean;
  112280. /**
  112281. * Defines the buttons associated with the input to handle camera rotation.
  112282. */
  112283. buttons: number[];
  112284. /**
  112285. * Assign buttons for Yaw control.
  112286. */
  112287. buttonsYaw: number[];
  112288. /**
  112289. * Assign buttons for Pitch control.
  112290. */
  112291. buttonsPitch: number[];
  112292. /**
  112293. * Assign buttons for Roll control.
  112294. */
  112295. buttonsRoll: number[];
  112296. /**
  112297. * Detect if any button is being pressed while mouse is moved.
  112298. * -1 = Mouse locked.
  112299. * 0 = Left button.
  112300. * 1 = Middle Button.
  112301. * 2 = Right Button.
  112302. */
  112303. activeButton: number;
  112304. /**
  112305. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  112306. * Higher values reduce its sensitivity.
  112307. */
  112308. angularSensibility: number;
  112309. private _mousemoveCallback;
  112310. private _observer;
  112311. private _rollObserver;
  112312. private previousPosition;
  112313. private noPreventDefault;
  112314. private element;
  112315. /**
  112316. * Listen to mouse events to control the camera.
  112317. * @param touchEnabled Define if touch is enabled. (Default is true.)
  112318. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112319. */
  112320. constructor(touchEnabled?: boolean);
  112321. /**
  112322. * Attach the mouse control to the HTML DOM element.
  112323. * @param element Defines the element that listens to the input events.
  112324. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  112325. */
  112326. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112327. /**
  112328. * Detach the current controls from the specified dom element.
  112329. * @param element Defines the element to stop listening the inputs from
  112330. */
  112331. detachControl(element: Nullable<HTMLElement>): void;
  112332. /**
  112333. * Gets the class name of the current input.
  112334. * @returns the class name.
  112335. */
  112336. getClassName(): string;
  112337. /**
  112338. * Get the friendly name associated with the input class.
  112339. * @returns the input's friendly name.
  112340. */
  112341. getSimpleName(): string;
  112342. private _pointerInput;
  112343. private _onMouseMove;
  112344. /**
  112345. * Rotate camera by mouse offset.
  112346. */
  112347. private rotateCamera;
  112348. }
  112349. }
  112350. declare module BABYLON {
  112351. /**
  112352. * Default Inputs manager for the FlyCamera.
  112353. * It groups all the default supported inputs for ease of use.
  112354. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112355. */
  112356. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  112357. /**
  112358. * Instantiates a new FlyCameraInputsManager.
  112359. * @param camera Defines the camera the inputs belong to.
  112360. */
  112361. constructor(camera: FlyCamera);
  112362. /**
  112363. * Add keyboard input support to the input manager.
  112364. * @returns the new FlyCameraKeyboardMoveInput().
  112365. */
  112366. addKeyboard(): FlyCameraInputsManager;
  112367. /**
  112368. * Add mouse input support to the input manager.
  112369. * @param touchEnabled Enable touch screen support.
  112370. * @returns the new FlyCameraMouseInput().
  112371. */
  112372. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  112373. }
  112374. }
  112375. declare module BABYLON {
  112376. /**
  112377. * This is a flying camera, designed for 3D movement and rotation in all directions,
  112378. * such as in a 3D Space Shooter or a Flight Simulator.
  112379. */
  112380. export class FlyCamera extends TargetCamera {
  112381. /**
  112382. * Define the collision ellipsoid of the camera.
  112383. * This is helpful for simulating a camera body, like a player's body.
  112384. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  112385. */
  112386. ellipsoid: Vector3;
  112387. /**
  112388. * Define an offset for the position of the ellipsoid around the camera.
  112389. * This can be helpful if the camera is attached away from the player's body center,
  112390. * such as at its head.
  112391. */
  112392. ellipsoidOffset: Vector3;
  112393. /**
  112394. * Enable or disable collisions of the camera with the rest of the scene objects.
  112395. */
  112396. checkCollisions: boolean;
  112397. /**
  112398. * Enable or disable gravity on the camera.
  112399. */
  112400. applyGravity: boolean;
  112401. /**
  112402. * Define the current direction the camera is moving to.
  112403. */
  112404. cameraDirection: Vector3;
  112405. /**
  112406. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  112407. * This overrides and empties cameraRotation.
  112408. */
  112409. rotationQuaternion: Quaternion;
  112410. /**
  112411. * Track Roll to maintain the wanted Rolling when looking around.
  112412. */
  112413. _trackRoll: number;
  112414. /**
  112415. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  112416. */
  112417. rollCorrect: number;
  112418. /**
  112419. * Mimic a banked turn, Rolling the camera when Yawing.
  112420. * It's recommended to use rollCorrect = 10 for faster banking correction.
  112421. */
  112422. bankedTurn: boolean;
  112423. /**
  112424. * Limit in radians for how much Roll banking will add. (Default: 90°)
  112425. */
  112426. bankedTurnLimit: number;
  112427. /**
  112428. * Value of 0 disables the banked Roll.
  112429. * Value of 1 is equal to the Yaw angle in radians.
  112430. */
  112431. bankedTurnMultiplier: number;
  112432. /**
  112433. * The inputs manager loads all the input sources, such as keyboard and mouse.
  112434. */
  112435. inputs: FlyCameraInputsManager;
  112436. /**
  112437. * Gets the input sensibility for mouse input.
  112438. * Higher values reduce sensitivity.
  112439. */
  112440. get angularSensibility(): number;
  112441. /**
  112442. * Sets the input sensibility for a mouse input.
  112443. * Higher values reduce sensitivity.
  112444. */
  112445. set angularSensibility(value: number);
  112446. /**
  112447. * Get the keys for camera movement forward.
  112448. */
  112449. get keysForward(): number[];
  112450. /**
  112451. * Set the keys for camera movement forward.
  112452. */
  112453. set keysForward(value: number[]);
  112454. /**
  112455. * Get the keys for camera movement backward.
  112456. */
  112457. get keysBackward(): number[];
  112458. set keysBackward(value: number[]);
  112459. /**
  112460. * Get the keys for camera movement up.
  112461. */
  112462. get keysUp(): number[];
  112463. /**
  112464. * Set the keys for camera movement up.
  112465. */
  112466. set keysUp(value: number[]);
  112467. /**
  112468. * Get the keys for camera movement down.
  112469. */
  112470. get keysDown(): number[];
  112471. /**
  112472. * Set the keys for camera movement down.
  112473. */
  112474. set keysDown(value: number[]);
  112475. /**
  112476. * Get the keys for camera movement left.
  112477. */
  112478. get keysLeft(): number[];
  112479. /**
  112480. * Set the keys for camera movement left.
  112481. */
  112482. set keysLeft(value: number[]);
  112483. /**
  112484. * Set the keys for camera movement right.
  112485. */
  112486. get keysRight(): number[];
  112487. /**
  112488. * Set the keys for camera movement right.
  112489. */
  112490. set keysRight(value: number[]);
  112491. /**
  112492. * Event raised when the camera collides with a mesh in the scene.
  112493. */
  112494. onCollide: (collidedMesh: AbstractMesh) => void;
  112495. private _collider;
  112496. private _needMoveForGravity;
  112497. private _oldPosition;
  112498. private _diffPosition;
  112499. private _newPosition;
  112500. /** @hidden */
  112501. _localDirection: Vector3;
  112502. /** @hidden */
  112503. _transformedDirection: Vector3;
  112504. /**
  112505. * Instantiates a FlyCamera.
  112506. * This is a flying camera, designed for 3D movement and rotation in all directions,
  112507. * such as in a 3D Space Shooter or a Flight Simulator.
  112508. * @param name Define the name of the camera in the scene.
  112509. * @param position Define the starting position of the camera in the scene.
  112510. * @param scene Define the scene the camera belongs to.
  112511. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  112512. */
  112513. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  112514. /**
  112515. * Attach a control to the HTML DOM element.
  112516. * @param element Defines the element that listens to the input events.
  112517. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  112518. */
  112519. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112520. /**
  112521. * Detach a control from the HTML DOM element.
  112522. * The camera will stop reacting to that input.
  112523. * @param element Defines the element that listens to the input events.
  112524. */
  112525. detachControl(element: HTMLElement): void;
  112526. private _collisionMask;
  112527. /**
  112528. * Get the mask that the camera ignores in collision events.
  112529. */
  112530. get collisionMask(): number;
  112531. /**
  112532. * Set the mask that the camera ignores in collision events.
  112533. */
  112534. set collisionMask(mask: number);
  112535. /** @hidden */
  112536. _collideWithWorld(displacement: Vector3): void;
  112537. /** @hidden */
  112538. private _onCollisionPositionChange;
  112539. /** @hidden */
  112540. _checkInputs(): void;
  112541. /** @hidden */
  112542. _decideIfNeedsToMove(): boolean;
  112543. /** @hidden */
  112544. _updatePosition(): void;
  112545. /**
  112546. * Restore the Roll to its target value at the rate specified.
  112547. * @param rate - Higher means slower restoring.
  112548. * @hidden
  112549. */
  112550. restoreRoll(rate: number): void;
  112551. /**
  112552. * Destroy the camera and release the current resources held by it.
  112553. */
  112554. dispose(): void;
  112555. /**
  112556. * Get the current object class name.
  112557. * @returns the class name.
  112558. */
  112559. getClassName(): string;
  112560. }
  112561. }
  112562. declare module BABYLON {
  112563. /**
  112564. * Listen to keyboard events to control the camera.
  112565. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112566. */
  112567. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  112568. /**
  112569. * Defines the camera the input is attached to.
  112570. */
  112571. camera: FlyCamera;
  112572. /**
  112573. * The list of keyboard keys used to control the forward move of the camera.
  112574. */
  112575. keysForward: number[];
  112576. /**
  112577. * The list of keyboard keys used to control the backward move of the camera.
  112578. */
  112579. keysBackward: number[];
  112580. /**
  112581. * The list of keyboard keys used to control the forward move of the camera.
  112582. */
  112583. keysUp: number[];
  112584. /**
  112585. * The list of keyboard keys used to control the backward move of the camera.
  112586. */
  112587. keysDown: number[];
  112588. /**
  112589. * The list of keyboard keys used to control the right strafe move of the camera.
  112590. */
  112591. keysRight: number[];
  112592. /**
  112593. * The list of keyboard keys used to control the left strafe move of the camera.
  112594. */
  112595. keysLeft: number[];
  112596. private _keys;
  112597. private _onCanvasBlurObserver;
  112598. private _onKeyboardObserver;
  112599. private _engine;
  112600. private _scene;
  112601. /**
  112602. * Attach the input controls to a specific dom element to get the input from.
  112603. * @param element Defines the element the controls should be listened from
  112604. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112605. */
  112606. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112607. /**
  112608. * Detach the current controls from the specified dom element.
  112609. * @param element Defines the element to stop listening the inputs from
  112610. */
  112611. detachControl(element: Nullable<HTMLElement>): void;
  112612. /**
  112613. * Gets the class name of the current intput.
  112614. * @returns the class name
  112615. */
  112616. getClassName(): string;
  112617. /** @hidden */
  112618. _onLostFocus(e: FocusEvent): void;
  112619. /**
  112620. * Get the friendly name associated with the input class.
  112621. * @returns the input friendly name
  112622. */
  112623. getSimpleName(): string;
  112624. /**
  112625. * Update the current camera state depending on the inputs that have been used this frame.
  112626. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112627. */
  112628. checkInputs(): void;
  112629. }
  112630. }
  112631. declare module BABYLON {
  112632. /**
  112633. * Manage the mouse wheel inputs to control a follow camera.
  112634. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112635. */
  112636. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  112637. /**
  112638. * Defines the camera the input is attached to.
  112639. */
  112640. camera: FollowCamera;
  112641. /**
  112642. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  112643. */
  112644. axisControlRadius: boolean;
  112645. /**
  112646. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  112647. */
  112648. axisControlHeight: boolean;
  112649. /**
  112650. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  112651. */
  112652. axisControlRotation: boolean;
  112653. /**
  112654. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  112655. * relation to mouseWheel events.
  112656. */
  112657. wheelPrecision: number;
  112658. /**
  112659. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  112660. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  112661. */
  112662. wheelDeltaPercentage: number;
  112663. private _wheel;
  112664. private _observer;
  112665. /**
  112666. * Attach the input controls to a specific dom element to get the input from.
  112667. * @param element Defines the element the controls should be listened from
  112668. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112669. */
  112670. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112671. /**
  112672. * Detach the current controls from the specified dom element.
  112673. * @param element Defines the element to stop listening the inputs from
  112674. */
  112675. detachControl(element: Nullable<HTMLElement>): void;
  112676. /**
  112677. * Gets the class name of the current intput.
  112678. * @returns the class name
  112679. */
  112680. getClassName(): string;
  112681. /**
  112682. * Get the friendly name associated with the input class.
  112683. * @returns the input friendly name
  112684. */
  112685. getSimpleName(): string;
  112686. }
  112687. }
  112688. declare module BABYLON {
  112689. /**
  112690. * Manage the pointers inputs to control an follow camera.
  112691. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112692. */
  112693. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  112694. /**
  112695. * Defines the camera the input is attached to.
  112696. */
  112697. camera: FollowCamera;
  112698. /**
  112699. * Gets the class name of the current input.
  112700. * @returns the class name
  112701. */
  112702. getClassName(): string;
  112703. /**
  112704. * Defines the pointer angular sensibility along the X axis or how fast is
  112705. * the camera rotating.
  112706. * A negative number will reverse the axis direction.
  112707. */
  112708. angularSensibilityX: number;
  112709. /**
  112710. * Defines the pointer angular sensibility along the Y axis or how fast is
  112711. * the camera rotating.
  112712. * A negative number will reverse the axis direction.
  112713. */
  112714. angularSensibilityY: number;
  112715. /**
  112716. * Defines the pointer pinch precision or how fast is the camera zooming.
  112717. * A negative number will reverse the axis direction.
  112718. */
  112719. pinchPrecision: number;
  112720. /**
  112721. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  112722. * from 0.
  112723. * It defines the percentage of current camera.radius to use as delta when
  112724. * pinch zoom is used.
  112725. */
  112726. pinchDeltaPercentage: number;
  112727. /**
  112728. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  112729. */
  112730. axisXControlRadius: boolean;
  112731. /**
  112732. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  112733. */
  112734. axisXControlHeight: boolean;
  112735. /**
  112736. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  112737. */
  112738. axisXControlRotation: boolean;
  112739. /**
  112740. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  112741. */
  112742. axisYControlRadius: boolean;
  112743. /**
  112744. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  112745. */
  112746. axisYControlHeight: boolean;
  112747. /**
  112748. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  112749. */
  112750. axisYControlRotation: boolean;
  112751. /**
  112752. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  112753. */
  112754. axisPinchControlRadius: boolean;
  112755. /**
  112756. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  112757. */
  112758. axisPinchControlHeight: boolean;
  112759. /**
  112760. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  112761. */
  112762. axisPinchControlRotation: boolean;
  112763. /**
  112764. * Log error messages if basic misconfiguration has occurred.
  112765. */
  112766. warningEnable: boolean;
  112767. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  112768. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  112769. private _warningCounter;
  112770. private _warning;
  112771. }
  112772. }
  112773. declare module BABYLON {
  112774. /**
  112775. * Default Inputs manager for the FollowCamera.
  112776. * It groups all the default supported inputs for ease of use.
  112777. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112778. */
  112779. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  112780. /**
  112781. * Instantiates a new FollowCameraInputsManager.
  112782. * @param camera Defines the camera the inputs belong to
  112783. */
  112784. constructor(camera: FollowCamera);
  112785. /**
  112786. * Add keyboard input support to the input manager.
  112787. * @returns the current input manager
  112788. */
  112789. addKeyboard(): FollowCameraInputsManager;
  112790. /**
  112791. * Add mouse wheel input support to the input manager.
  112792. * @returns the current input manager
  112793. */
  112794. addMouseWheel(): FollowCameraInputsManager;
  112795. /**
  112796. * Add pointers input support to the input manager.
  112797. * @returns the current input manager
  112798. */
  112799. addPointers(): FollowCameraInputsManager;
  112800. /**
  112801. * Add orientation input support to the input manager.
  112802. * @returns the current input manager
  112803. */
  112804. addVRDeviceOrientation(): FollowCameraInputsManager;
  112805. }
  112806. }
  112807. declare module BABYLON {
  112808. /**
  112809. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  112810. * an arc rotate version arcFollowCamera are available.
  112811. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112812. */
  112813. export class FollowCamera extends TargetCamera {
  112814. /**
  112815. * Distance the follow camera should follow an object at
  112816. */
  112817. radius: number;
  112818. /**
  112819. * Minimum allowed distance of the camera to the axis of rotation
  112820. * (The camera can not get closer).
  112821. * This can help limiting how the Camera is able to move in the scene.
  112822. */
  112823. lowerRadiusLimit: Nullable<number>;
  112824. /**
  112825. * Maximum allowed distance of the camera to the axis of rotation
  112826. * (The camera can not get further).
  112827. * This can help limiting how the Camera is able to move in the scene.
  112828. */
  112829. upperRadiusLimit: Nullable<number>;
  112830. /**
  112831. * Define a rotation offset between the camera and the object it follows
  112832. */
  112833. rotationOffset: number;
  112834. /**
  112835. * Minimum allowed angle to camera position relative to target object.
  112836. * This can help limiting how the Camera is able to move in the scene.
  112837. */
  112838. lowerRotationOffsetLimit: Nullable<number>;
  112839. /**
  112840. * Maximum allowed angle to camera position relative to target object.
  112841. * This can help limiting how the Camera is able to move in the scene.
  112842. */
  112843. upperRotationOffsetLimit: Nullable<number>;
  112844. /**
  112845. * Define a height offset between the camera and the object it follows.
  112846. * It can help following an object from the top (like a car chaing a plane)
  112847. */
  112848. heightOffset: number;
  112849. /**
  112850. * Minimum allowed height of camera position relative to target object.
  112851. * This can help limiting how the Camera is able to move in the scene.
  112852. */
  112853. lowerHeightOffsetLimit: Nullable<number>;
  112854. /**
  112855. * Maximum allowed height of camera position relative to target object.
  112856. * This can help limiting how the Camera is able to move in the scene.
  112857. */
  112858. upperHeightOffsetLimit: Nullable<number>;
  112859. /**
  112860. * Define how fast the camera can accelerate to follow it s target.
  112861. */
  112862. cameraAcceleration: number;
  112863. /**
  112864. * Define the speed limit of the camera following an object.
  112865. */
  112866. maxCameraSpeed: number;
  112867. /**
  112868. * Define the target of the camera.
  112869. */
  112870. lockedTarget: Nullable<AbstractMesh>;
  112871. /**
  112872. * Defines the input associated with the camera.
  112873. */
  112874. inputs: FollowCameraInputsManager;
  112875. /**
  112876. * Instantiates the follow camera.
  112877. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112878. * @param name Define the name of the camera in the scene
  112879. * @param position Define the position of the camera
  112880. * @param scene Define the scene the camera belong to
  112881. * @param lockedTarget Define the target of the camera
  112882. */
  112883. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  112884. private _follow;
  112885. /**
  112886. * Attached controls to the current camera.
  112887. * @param element Defines the element the controls should be listened from
  112888. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112889. */
  112890. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112891. /**
  112892. * Detach the current controls from the camera.
  112893. * The camera will stop reacting to inputs.
  112894. * @param element Defines the element to stop listening the inputs from
  112895. */
  112896. detachControl(element: HTMLElement): void;
  112897. /** @hidden */
  112898. _checkInputs(): void;
  112899. private _checkLimits;
  112900. /**
  112901. * Gets the camera class name.
  112902. * @returns the class name
  112903. */
  112904. getClassName(): string;
  112905. }
  112906. /**
  112907. * Arc Rotate version of the follow camera.
  112908. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  112909. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112910. */
  112911. export class ArcFollowCamera extends TargetCamera {
  112912. /** The longitudinal angle of the camera */
  112913. alpha: number;
  112914. /** The latitudinal angle of the camera */
  112915. beta: number;
  112916. /** The radius of the camera from its target */
  112917. radius: number;
  112918. /** Define the camera target (the messh it should follow) */
  112919. target: Nullable<AbstractMesh>;
  112920. private _cartesianCoordinates;
  112921. /**
  112922. * Instantiates a new ArcFollowCamera
  112923. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112924. * @param name Define the name of the camera
  112925. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  112926. * @param beta Define the rotation angle of the camera around the elevation axis
  112927. * @param radius Define the radius of the camera from its target point
  112928. * @param target Define the target of the camera
  112929. * @param scene Define the scene the camera belongs to
  112930. */
  112931. constructor(name: string,
  112932. /** The longitudinal angle of the camera */
  112933. alpha: number,
  112934. /** The latitudinal angle of the camera */
  112935. beta: number,
  112936. /** The radius of the camera from its target */
  112937. radius: number,
  112938. /** Define the camera target (the messh it should follow) */
  112939. target: Nullable<AbstractMesh>, scene: Scene);
  112940. private _follow;
  112941. /** @hidden */
  112942. _checkInputs(): void;
  112943. /**
  112944. * Returns the class name of the object.
  112945. * It is mostly used internally for serialization purposes.
  112946. */
  112947. getClassName(): string;
  112948. }
  112949. }
  112950. declare module BABYLON {
  112951. /**
  112952. * Manage the keyboard inputs to control the movement of a follow camera.
  112953. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112954. */
  112955. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  112956. /**
  112957. * Defines the camera the input is attached to.
  112958. */
  112959. camera: FollowCamera;
  112960. /**
  112961. * Defines the list of key codes associated with the up action (increase heightOffset)
  112962. */
  112963. keysHeightOffsetIncr: number[];
  112964. /**
  112965. * Defines the list of key codes associated with the down action (decrease heightOffset)
  112966. */
  112967. keysHeightOffsetDecr: number[];
  112968. /**
  112969. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  112970. */
  112971. keysHeightOffsetModifierAlt: boolean;
  112972. /**
  112973. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  112974. */
  112975. keysHeightOffsetModifierCtrl: boolean;
  112976. /**
  112977. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  112978. */
  112979. keysHeightOffsetModifierShift: boolean;
  112980. /**
  112981. * Defines the list of key codes associated with the left action (increase rotationOffset)
  112982. */
  112983. keysRotationOffsetIncr: number[];
  112984. /**
  112985. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  112986. */
  112987. keysRotationOffsetDecr: number[];
  112988. /**
  112989. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  112990. */
  112991. keysRotationOffsetModifierAlt: boolean;
  112992. /**
  112993. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  112994. */
  112995. keysRotationOffsetModifierCtrl: boolean;
  112996. /**
  112997. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  112998. */
  112999. keysRotationOffsetModifierShift: boolean;
  113000. /**
  113001. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  113002. */
  113003. keysRadiusIncr: number[];
  113004. /**
  113005. * Defines the list of key codes associated with the zoom-out action (increase radius)
  113006. */
  113007. keysRadiusDecr: number[];
  113008. /**
  113009. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  113010. */
  113011. keysRadiusModifierAlt: boolean;
  113012. /**
  113013. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  113014. */
  113015. keysRadiusModifierCtrl: boolean;
  113016. /**
  113017. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  113018. */
  113019. keysRadiusModifierShift: boolean;
  113020. /**
  113021. * Defines the rate of change of heightOffset.
  113022. */
  113023. heightSensibility: number;
  113024. /**
  113025. * Defines the rate of change of rotationOffset.
  113026. */
  113027. rotationSensibility: number;
  113028. /**
  113029. * Defines the rate of change of radius.
  113030. */
  113031. radiusSensibility: number;
  113032. private _keys;
  113033. private _ctrlPressed;
  113034. private _altPressed;
  113035. private _shiftPressed;
  113036. private _onCanvasBlurObserver;
  113037. private _onKeyboardObserver;
  113038. private _engine;
  113039. private _scene;
  113040. /**
  113041. * Attach the input controls to a specific dom element to get the input from.
  113042. * @param element Defines the element the controls should be listened from
  113043. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113044. */
  113045. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113046. /**
  113047. * Detach the current controls from the specified dom element.
  113048. * @param element Defines the element to stop listening the inputs from
  113049. */
  113050. detachControl(element: Nullable<HTMLElement>): void;
  113051. /**
  113052. * Update the current camera state depending on the inputs that have been used this frame.
  113053. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113054. */
  113055. checkInputs(): void;
  113056. /**
  113057. * Gets the class name of the current input.
  113058. * @returns the class name
  113059. */
  113060. getClassName(): string;
  113061. /**
  113062. * Get the friendly name associated with the input class.
  113063. * @returns the input friendly name
  113064. */
  113065. getSimpleName(): string;
  113066. /**
  113067. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113068. * allow modification of the heightOffset value.
  113069. */
  113070. private _modifierHeightOffset;
  113071. /**
  113072. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113073. * allow modification of the rotationOffset value.
  113074. */
  113075. private _modifierRotationOffset;
  113076. /**
  113077. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113078. * allow modification of the radius value.
  113079. */
  113080. private _modifierRadius;
  113081. }
  113082. }
  113083. declare module BABYLON {
  113084. interface FreeCameraInputsManager {
  113085. /**
  113086. * @hidden
  113087. */
  113088. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  113089. /**
  113090. * Add orientation input support to the input manager.
  113091. * @returns the current input manager
  113092. */
  113093. addDeviceOrientation(): FreeCameraInputsManager;
  113094. }
  113095. /**
  113096. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  113097. * Screen rotation is taken into account.
  113098. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113099. */
  113100. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  113101. private _camera;
  113102. private _screenOrientationAngle;
  113103. private _constantTranform;
  113104. private _screenQuaternion;
  113105. private _alpha;
  113106. private _beta;
  113107. private _gamma;
  113108. /**
  113109. * Can be used to detect if a device orientation sensor is available on a device
  113110. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  113111. * @returns a promise that will resolve on orientation change
  113112. */
  113113. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  113114. /**
  113115. * @hidden
  113116. */
  113117. _onDeviceOrientationChangedObservable: Observable<void>;
  113118. /**
  113119. * Instantiates a new input
  113120. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113121. */
  113122. constructor();
  113123. /**
  113124. * Define the camera controlled by the input.
  113125. */
  113126. get camera(): FreeCamera;
  113127. set camera(camera: FreeCamera);
  113128. /**
  113129. * Attach the input controls to a specific dom element to get the input from.
  113130. * @param element Defines the element the controls should be listened from
  113131. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113132. */
  113133. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113134. private _orientationChanged;
  113135. private _deviceOrientation;
  113136. /**
  113137. * Detach the current controls from the specified dom element.
  113138. * @param element Defines the element to stop listening the inputs from
  113139. */
  113140. detachControl(element: Nullable<HTMLElement>): void;
  113141. /**
  113142. * Update the current camera state depending on the inputs that have been used this frame.
  113143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113144. */
  113145. checkInputs(): void;
  113146. /**
  113147. * Gets the class name of the current intput.
  113148. * @returns the class name
  113149. */
  113150. getClassName(): string;
  113151. /**
  113152. * Get the friendly name associated with the input class.
  113153. * @returns the input friendly name
  113154. */
  113155. getSimpleName(): string;
  113156. }
  113157. }
  113158. declare module BABYLON {
  113159. /**
  113160. * Manage the gamepad inputs to control a free camera.
  113161. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113162. */
  113163. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  113164. /**
  113165. * Define the camera the input is attached to.
  113166. */
  113167. camera: FreeCamera;
  113168. /**
  113169. * Define the Gamepad controlling the input
  113170. */
  113171. gamepad: Nullable<Gamepad>;
  113172. /**
  113173. * Defines the gamepad rotation sensiblity.
  113174. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  113175. */
  113176. gamepadAngularSensibility: number;
  113177. /**
  113178. * Defines the gamepad move sensiblity.
  113179. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  113180. */
  113181. gamepadMoveSensibility: number;
  113182. private _yAxisScale;
  113183. /**
  113184. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  113185. */
  113186. get invertYAxis(): boolean;
  113187. set invertYAxis(value: boolean);
  113188. private _onGamepadConnectedObserver;
  113189. private _onGamepadDisconnectedObserver;
  113190. private _cameraTransform;
  113191. private _deltaTransform;
  113192. private _vector3;
  113193. private _vector2;
  113194. /**
  113195. * Attach the input controls to a specific dom element to get the input from.
  113196. * @param element Defines the element the controls should be listened from
  113197. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113198. */
  113199. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113200. /**
  113201. * Detach the current controls from the specified dom element.
  113202. * @param element Defines the element to stop listening the inputs from
  113203. */
  113204. detachControl(element: Nullable<HTMLElement>): void;
  113205. /**
  113206. * Update the current camera state depending on the inputs that have been used this frame.
  113207. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113208. */
  113209. checkInputs(): void;
  113210. /**
  113211. * Gets the class name of the current intput.
  113212. * @returns the class name
  113213. */
  113214. getClassName(): string;
  113215. /**
  113216. * Get the friendly name associated with the input class.
  113217. * @returns the input friendly name
  113218. */
  113219. getSimpleName(): string;
  113220. }
  113221. }
  113222. declare module BABYLON {
  113223. /**
  113224. * Defines the potential axis of a Joystick
  113225. */
  113226. export enum JoystickAxis {
  113227. /** X axis */
  113228. X = 0,
  113229. /** Y axis */
  113230. Y = 1,
  113231. /** Z axis */
  113232. Z = 2
  113233. }
  113234. /**
  113235. * Class used to define virtual joystick (used in touch mode)
  113236. */
  113237. export class VirtualJoystick {
  113238. /**
  113239. * Gets or sets a boolean indicating that left and right values must be inverted
  113240. */
  113241. reverseLeftRight: boolean;
  113242. /**
  113243. * Gets or sets a boolean indicating that up and down values must be inverted
  113244. */
  113245. reverseUpDown: boolean;
  113246. /**
  113247. * Gets the offset value for the position (ie. the change of the position value)
  113248. */
  113249. deltaPosition: Vector3;
  113250. /**
  113251. * Gets a boolean indicating if the virtual joystick was pressed
  113252. */
  113253. pressed: boolean;
  113254. /**
  113255. * Canvas the virtual joystick will render onto, default z-index of this is 5
  113256. */
  113257. static Canvas: Nullable<HTMLCanvasElement>;
  113258. private static _globalJoystickIndex;
  113259. private static vjCanvasContext;
  113260. private static vjCanvasWidth;
  113261. private static vjCanvasHeight;
  113262. private static halfWidth;
  113263. private _action;
  113264. private _axisTargetedByLeftAndRight;
  113265. private _axisTargetedByUpAndDown;
  113266. private _joystickSensibility;
  113267. private _inversedSensibility;
  113268. private _joystickPointerID;
  113269. private _joystickColor;
  113270. private _joystickPointerPos;
  113271. private _joystickPreviousPointerPos;
  113272. private _joystickPointerStartPos;
  113273. private _deltaJoystickVector;
  113274. private _leftJoystick;
  113275. private _touches;
  113276. private _onPointerDownHandlerRef;
  113277. private _onPointerMoveHandlerRef;
  113278. private _onPointerUpHandlerRef;
  113279. private _onResize;
  113280. /**
  113281. * Creates a new virtual joystick
  113282. * @param leftJoystick defines that the joystick is for left hand (false by default)
  113283. */
  113284. constructor(leftJoystick?: boolean);
  113285. /**
  113286. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  113287. * @param newJoystickSensibility defines the new sensibility
  113288. */
  113289. setJoystickSensibility(newJoystickSensibility: number): void;
  113290. private _onPointerDown;
  113291. private _onPointerMove;
  113292. private _onPointerUp;
  113293. /**
  113294. * Change the color of the virtual joystick
  113295. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  113296. */
  113297. setJoystickColor(newColor: string): void;
  113298. /**
  113299. * Defines a callback to call when the joystick is touched
  113300. * @param action defines the callback
  113301. */
  113302. setActionOnTouch(action: () => any): void;
  113303. /**
  113304. * Defines which axis you'd like to control for left & right
  113305. * @param axis defines the axis to use
  113306. */
  113307. setAxisForLeftRight(axis: JoystickAxis): void;
  113308. /**
  113309. * Defines which axis you'd like to control for up & down
  113310. * @param axis defines the axis to use
  113311. */
  113312. setAxisForUpDown(axis: JoystickAxis): void;
  113313. private _drawVirtualJoystick;
  113314. /**
  113315. * Release internal HTML canvas
  113316. */
  113317. releaseCanvas(): void;
  113318. }
  113319. }
  113320. declare module BABYLON {
  113321. interface FreeCameraInputsManager {
  113322. /**
  113323. * Add virtual joystick input support to the input manager.
  113324. * @returns the current input manager
  113325. */
  113326. addVirtualJoystick(): FreeCameraInputsManager;
  113327. }
  113328. /**
  113329. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  113330. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113331. */
  113332. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  113333. /**
  113334. * Defines the camera the input is attached to.
  113335. */
  113336. camera: FreeCamera;
  113337. private _leftjoystick;
  113338. private _rightjoystick;
  113339. /**
  113340. * Gets the left stick of the virtual joystick.
  113341. * @returns The virtual Joystick
  113342. */
  113343. getLeftJoystick(): VirtualJoystick;
  113344. /**
  113345. * Gets the right stick of the virtual joystick.
  113346. * @returns The virtual Joystick
  113347. */
  113348. getRightJoystick(): VirtualJoystick;
  113349. /**
  113350. * Update the current camera state depending on the inputs that have been used this frame.
  113351. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113352. */
  113353. checkInputs(): void;
  113354. /**
  113355. * Attach the input controls to a specific dom element to get the input from.
  113356. * @param element Defines the element the controls should be listened from
  113357. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113358. */
  113359. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113360. /**
  113361. * Detach the current controls from the specified dom element.
  113362. * @param element Defines the element to stop listening the inputs from
  113363. */
  113364. detachControl(element: Nullable<HTMLElement>): void;
  113365. /**
  113366. * Gets the class name of the current intput.
  113367. * @returns the class name
  113368. */
  113369. getClassName(): string;
  113370. /**
  113371. * Get the friendly name associated with the input class.
  113372. * @returns the input friendly name
  113373. */
  113374. getSimpleName(): string;
  113375. }
  113376. }
  113377. declare module BABYLON {
  113378. /**
  113379. * This represents a FPS type of camera controlled by touch.
  113380. * This is like a universal camera minus the Gamepad controls.
  113381. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  113382. */
  113383. export class TouchCamera extends FreeCamera {
  113384. /**
  113385. * Defines the touch sensibility for rotation.
  113386. * The higher the faster.
  113387. */
  113388. get touchAngularSensibility(): number;
  113389. set touchAngularSensibility(value: number);
  113390. /**
  113391. * Defines the touch sensibility for move.
  113392. * The higher the faster.
  113393. */
  113394. get touchMoveSensibility(): number;
  113395. set touchMoveSensibility(value: number);
  113396. /**
  113397. * Instantiates a new touch camera.
  113398. * This represents a FPS type of camera controlled by touch.
  113399. * This is like a universal camera minus the Gamepad controls.
  113400. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  113401. * @param name Define the name of the camera in the scene
  113402. * @param position Define the start position of the camera in the scene
  113403. * @param scene Define the scene the camera belongs to
  113404. */
  113405. constructor(name: string, position: Vector3, scene: Scene);
  113406. /**
  113407. * Gets the current object class name.
  113408. * @return the class name
  113409. */
  113410. getClassName(): string;
  113411. /** @hidden */
  113412. _setupInputs(): void;
  113413. }
  113414. }
  113415. declare module BABYLON {
  113416. /**
  113417. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  113418. * being tilted forward or back and left or right.
  113419. */
  113420. export class DeviceOrientationCamera extends FreeCamera {
  113421. private _initialQuaternion;
  113422. private _quaternionCache;
  113423. private _tmpDragQuaternion;
  113424. private _disablePointerInputWhenUsingDeviceOrientation;
  113425. /**
  113426. * Creates a new device orientation camera
  113427. * @param name The name of the camera
  113428. * @param position The start position camera
  113429. * @param scene The scene the camera belongs to
  113430. */
  113431. constructor(name: string, position: Vector3, scene: Scene);
  113432. /**
  113433. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  113434. */
  113435. get disablePointerInputWhenUsingDeviceOrientation(): boolean;
  113436. set disablePointerInputWhenUsingDeviceOrientation(value: boolean);
  113437. private _dragFactor;
  113438. /**
  113439. * Enabled turning on the y axis when the orientation sensor is active
  113440. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  113441. */
  113442. enableHorizontalDragging(dragFactor?: number): void;
  113443. /**
  113444. * Gets the current instance class name ("DeviceOrientationCamera").
  113445. * This helps avoiding instanceof at run time.
  113446. * @returns the class name
  113447. */
  113448. getClassName(): string;
  113449. /**
  113450. * @hidden
  113451. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  113452. */
  113453. _checkInputs(): void;
  113454. /**
  113455. * Reset the camera to its default orientation on the specified axis only.
  113456. * @param axis The axis to reset
  113457. */
  113458. resetToCurrentRotation(axis?: Axis): void;
  113459. }
  113460. }
  113461. declare module BABYLON {
  113462. /**
  113463. * Defines supported buttons for XBox360 compatible gamepads
  113464. */
  113465. export enum Xbox360Button {
  113466. /** A */
  113467. A = 0,
  113468. /** B */
  113469. B = 1,
  113470. /** X */
  113471. X = 2,
  113472. /** Y */
  113473. Y = 3,
  113474. /** Start */
  113475. Start = 4,
  113476. /** Back */
  113477. Back = 5,
  113478. /** Left button */
  113479. LB = 6,
  113480. /** Right button */
  113481. RB = 7,
  113482. /** Left stick */
  113483. LeftStick = 8,
  113484. /** Right stick */
  113485. RightStick = 9
  113486. }
  113487. /** Defines values for XBox360 DPad */
  113488. export enum Xbox360Dpad {
  113489. /** Up */
  113490. Up = 0,
  113491. /** Down */
  113492. Down = 1,
  113493. /** Left */
  113494. Left = 2,
  113495. /** Right */
  113496. Right = 3
  113497. }
  113498. /**
  113499. * Defines a XBox360 gamepad
  113500. */
  113501. export class Xbox360Pad extends Gamepad {
  113502. private _leftTrigger;
  113503. private _rightTrigger;
  113504. private _onlefttriggerchanged;
  113505. private _onrighttriggerchanged;
  113506. private _onbuttondown;
  113507. private _onbuttonup;
  113508. private _ondpaddown;
  113509. private _ondpadup;
  113510. /** Observable raised when a button is pressed */
  113511. onButtonDownObservable: Observable<Xbox360Button>;
  113512. /** Observable raised when a button is released */
  113513. onButtonUpObservable: Observable<Xbox360Button>;
  113514. /** Observable raised when a pad is pressed */
  113515. onPadDownObservable: Observable<Xbox360Dpad>;
  113516. /** Observable raised when a pad is released */
  113517. onPadUpObservable: Observable<Xbox360Dpad>;
  113518. private _buttonA;
  113519. private _buttonB;
  113520. private _buttonX;
  113521. private _buttonY;
  113522. private _buttonBack;
  113523. private _buttonStart;
  113524. private _buttonLB;
  113525. private _buttonRB;
  113526. private _buttonLeftStick;
  113527. private _buttonRightStick;
  113528. private _dPadUp;
  113529. private _dPadDown;
  113530. private _dPadLeft;
  113531. private _dPadRight;
  113532. private _isXboxOnePad;
  113533. /**
  113534. * Creates a new XBox360 gamepad object
  113535. * @param id defines the id of this gamepad
  113536. * @param index defines its index
  113537. * @param gamepad defines the internal HTML gamepad object
  113538. * @param xboxOne defines if it is a XBox One gamepad
  113539. */
  113540. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  113541. /**
  113542. * Defines the callback to call when left trigger is pressed
  113543. * @param callback defines the callback to use
  113544. */
  113545. onlefttriggerchanged(callback: (value: number) => void): void;
  113546. /**
  113547. * Defines the callback to call when right trigger is pressed
  113548. * @param callback defines the callback to use
  113549. */
  113550. onrighttriggerchanged(callback: (value: number) => void): void;
  113551. /**
  113552. * Gets the left trigger value
  113553. */
  113554. get leftTrigger(): number;
  113555. /**
  113556. * Sets the left trigger value
  113557. */
  113558. set leftTrigger(newValue: number);
  113559. /**
  113560. * Gets the right trigger value
  113561. */
  113562. get rightTrigger(): number;
  113563. /**
  113564. * Sets the right trigger value
  113565. */
  113566. set rightTrigger(newValue: number);
  113567. /**
  113568. * Defines the callback to call when a button is pressed
  113569. * @param callback defines the callback to use
  113570. */
  113571. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  113572. /**
  113573. * Defines the callback to call when a button is released
  113574. * @param callback defines the callback to use
  113575. */
  113576. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  113577. /**
  113578. * Defines the callback to call when a pad is pressed
  113579. * @param callback defines the callback to use
  113580. */
  113581. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  113582. /**
  113583. * Defines the callback to call when a pad is released
  113584. * @param callback defines the callback to use
  113585. */
  113586. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  113587. private _setButtonValue;
  113588. private _setDPadValue;
  113589. /**
  113590. * Gets the value of the `A` button
  113591. */
  113592. get buttonA(): number;
  113593. /**
  113594. * Sets the value of the `A` button
  113595. */
  113596. set buttonA(value: number);
  113597. /**
  113598. * Gets the value of the `B` button
  113599. */
  113600. get buttonB(): number;
  113601. /**
  113602. * Sets the value of the `B` button
  113603. */
  113604. set buttonB(value: number);
  113605. /**
  113606. * Gets the value of the `X` button
  113607. */
  113608. get buttonX(): number;
  113609. /**
  113610. * Sets the value of the `X` button
  113611. */
  113612. set buttonX(value: number);
  113613. /**
  113614. * Gets the value of the `Y` button
  113615. */
  113616. get buttonY(): number;
  113617. /**
  113618. * Sets the value of the `Y` button
  113619. */
  113620. set buttonY(value: number);
  113621. /**
  113622. * Gets the value of the `Start` button
  113623. */
  113624. get buttonStart(): number;
  113625. /**
  113626. * Sets the value of the `Start` button
  113627. */
  113628. set buttonStart(value: number);
  113629. /**
  113630. * Gets the value of the `Back` button
  113631. */
  113632. get buttonBack(): number;
  113633. /**
  113634. * Sets the value of the `Back` button
  113635. */
  113636. set buttonBack(value: number);
  113637. /**
  113638. * Gets the value of the `Left` button
  113639. */
  113640. get buttonLB(): number;
  113641. /**
  113642. * Sets the value of the `Left` button
  113643. */
  113644. set buttonLB(value: number);
  113645. /**
  113646. * Gets the value of the `Right` button
  113647. */
  113648. get buttonRB(): number;
  113649. /**
  113650. * Sets the value of the `Right` button
  113651. */
  113652. set buttonRB(value: number);
  113653. /**
  113654. * Gets the value of the Left joystick
  113655. */
  113656. get buttonLeftStick(): number;
  113657. /**
  113658. * Sets the value of the Left joystick
  113659. */
  113660. set buttonLeftStick(value: number);
  113661. /**
  113662. * Gets the value of the Right joystick
  113663. */
  113664. get buttonRightStick(): number;
  113665. /**
  113666. * Sets the value of the Right joystick
  113667. */
  113668. set buttonRightStick(value: number);
  113669. /**
  113670. * Gets the value of D-pad up
  113671. */
  113672. get dPadUp(): number;
  113673. /**
  113674. * Sets the value of D-pad up
  113675. */
  113676. set dPadUp(value: number);
  113677. /**
  113678. * Gets the value of D-pad down
  113679. */
  113680. get dPadDown(): number;
  113681. /**
  113682. * Sets the value of D-pad down
  113683. */
  113684. set dPadDown(value: number);
  113685. /**
  113686. * Gets the value of D-pad left
  113687. */
  113688. get dPadLeft(): number;
  113689. /**
  113690. * Sets the value of D-pad left
  113691. */
  113692. set dPadLeft(value: number);
  113693. /**
  113694. * Gets the value of D-pad right
  113695. */
  113696. get dPadRight(): number;
  113697. /**
  113698. * Sets the value of D-pad right
  113699. */
  113700. set dPadRight(value: number);
  113701. /**
  113702. * Force the gamepad to synchronize with device values
  113703. */
  113704. update(): void;
  113705. /**
  113706. * Disposes the gamepad
  113707. */
  113708. dispose(): void;
  113709. }
  113710. }
  113711. declare module BABYLON {
  113712. /**
  113713. * Defines supported buttons for DualShock compatible gamepads
  113714. */
  113715. export enum DualShockButton {
  113716. /** Cross */
  113717. Cross = 0,
  113718. /** Circle */
  113719. Circle = 1,
  113720. /** Square */
  113721. Square = 2,
  113722. /** Triangle */
  113723. Triangle = 3,
  113724. /** Options */
  113725. Options = 4,
  113726. /** Share */
  113727. Share = 5,
  113728. /** L1 */
  113729. L1 = 6,
  113730. /** R1 */
  113731. R1 = 7,
  113732. /** Left stick */
  113733. LeftStick = 8,
  113734. /** Right stick */
  113735. RightStick = 9
  113736. }
  113737. /** Defines values for DualShock DPad */
  113738. export enum DualShockDpad {
  113739. /** Up */
  113740. Up = 0,
  113741. /** Down */
  113742. Down = 1,
  113743. /** Left */
  113744. Left = 2,
  113745. /** Right */
  113746. Right = 3
  113747. }
  113748. /**
  113749. * Defines a DualShock gamepad
  113750. */
  113751. export class DualShockPad extends Gamepad {
  113752. private _leftTrigger;
  113753. private _rightTrigger;
  113754. private _onlefttriggerchanged;
  113755. private _onrighttriggerchanged;
  113756. private _onbuttondown;
  113757. private _onbuttonup;
  113758. private _ondpaddown;
  113759. private _ondpadup;
  113760. /** Observable raised when a button is pressed */
  113761. onButtonDownObservable: Observable<DualShockButton>;
  113762. /** Observable raised when a button is released */
  113763. onButtonUpObservable: Observable<DualShockButton>;
  113764. /** Observable raised when a pad is pressed */
  113765. onPadDownObservable: Observable<DualShockDpad>;
  113766. /** Observable raised when a pad is released */
  113767. onPadUpObservable: Observable<DualShockDpad>;
  113768. private _buttonCross;
  113769. private _buttonCircle;
  113770. private _buttonSquare;
  113771. private _buttonTriangle;
  113772. private _buttonShare;
  113773. private _buttonOptions;
  113774. private _buttonL1;
  113775. private _buttonR1;
  113776. private _buttonLeftStick;
  113777. private _buttonRightStick;
  113778. private _dPadUp;
  113779. private _dPadDown;
  113780. private _dPadLeft;
  113781. private _dPadRight;
  113782. /**
  113783. * Creates a new DualShock gamepad object
  113784. * @param id defines the id of this gamepad
  113785. * @param index defines its index
  113786. * @param gamepad defines the internal HTML gamepad object
  113787. */
  113788. constructor(id: string, index: number, gamepad: any);
  113789. /**
  113790. * Defines the callback to call when left trigger is pressed
  113791. * @param callback defines the callback to use
  113792. */
  113793. onlefttriggerchanged(callback: (value: number) => void): void;
  113794. /**
  113795. * Defines the callback to call when right trigger is pressed
  113796. * @param callback defines the callback to use
  113797. */
  113798. onrighttriggerchanged(callback: (value: number) => void): void;
  113799. /**
  113800. * Gets the left trigger value
  113801. */
  113802. get leftTrigger(): number;
  113803. /**
  113804. * Sets the left trigger value
  113805. */
  113806. set leftTrigger(newValue: number);
  113807. /**
  113808. * Gets the right trigger value
  113809. */
  113810. get rightTrigger(): number;
  113811. /**
  113812. * Sets the right trigger value
  113813. */
  113814. set rightTrigger(newValue: number);
  113815. /**
  113816. * Defines the callback to call when a button is pressed
  113817. * @param callback defines the callback to use
  113818. */
  113819. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  113820. /**
  113821. * Defines the callback to call when a button is released
  113822. * @param callback defines the callback to use
  113823. */
  113824. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  113825. /**
  113826. * Defines the callback to call when a pad is pressed
  113827. * @param callback defines the callback to use
  113828. */
  113829. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  113830. /**
  113831. * Defines the callback to call when a pad is released
  113832. * @param callback defines the callback to use
  113833. */
  113834. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  113835. private _setButtonValue;
  113836. private _setDPadValue;
  113837. /**
  113838. * Gets the value of the `Cross` button
  113839. */
  113840. get buttonCross(): number;
  113841. /**
  113842. * Sets the value of the `Cross` button
  113843. */
  113844. set buttonCross(value: number);
  113845. /**
  113846. * Gets the value of the `Circle` button
  113847. */
  113848. get buttonCircle(): number;
  113849. /**
  113850. * Sets the value of the `Circle` button
  113851. */
  113852. set buttonCircle(value: number);
  113853. /**
  113854. * Gets the value of the `Square` button
  113855. */
  113856. get buttonSquare(): number;
  113857. /**
  113858. * Sets the value of the `Square` button
  113859. */
  113860. set buttonSquare(value: number);
  113861. /**
  113862. * Gets the value of the `Triangle` button
  113863. */
  113864. get buttonTriangle(): number;
  113865. /**
  113866. * Sets the value of the `Triangle` button
  113867. */
  113868. set buttonTriangle(value: number);
  113869. /**
  113870. * Gets the value of the `Options` button
  113871. */
  113872. get buttonOptions(): number;
  113873. /**
  113874. * Sets the value of the `Options` button
  113875. */
  113876. set buttonOptions(value: number);
  113877. /**
  113878. * Gets the value of the `Share` button
  113879. */
  113880. get buttonShare(): number;
  113881. /**
  113882. * Sets the value of the `Share` button
  113883. */
  113884. set buttonShare(value: number);
  113885. /**
  113886. * Gets the value of the `L1` button
  113887. */
  113888. get buttonL1(): number;
  113889. /**
  113890. * Sets the value of the `L1` button
  113891. */
  113892. set buttonL1(value: number);
  113893. /**
  113894. * Gets the value of the `R1` button
  113895. */
  113896. get buttonR1(): number;
  113897. /**
  113898. * Sets the value of the `R1` button
  113899. */
  113900. set buttonR1(value: number);
  113901. /**
  113902. * Gets the value of the Left joystick
  113903. */
  113904. get buttonLeftStick(): number;
  113905. /**
  113906. * Sets the value of the Left joystick
  113907. */
  113908. set buttonLeftStick(value: number);
  113909. /**
  113910. * Gets the value of the Right joystick
  113911. */
  113912. get buttonRightStick(): number;
  113913. /**
  113914. * Sets the value of the Right joystick
  113915. */
  113916. set buttonRightStick(value: number);
  113917. /**
  113918. * Gets the value of D-pad up
  113919. */
  113920. get dPadUp(): number;
  113921. /**
  113922. * Sets the value of D-pad up
  113923. */
  113924. set dPadUp(value: number);
  113925. /**
  113926. * Gets the value of D-pad down
  113927. */
  113928. get dPadDown(): number;
  113929. /**
  113930. * Sets the value of D-pad down
  113931. */
  113932. set dPadDown(value: number);
  113933. /**
  113934. * Gets the value of D-pad left
  113935. */
  113936. get dPadLeft(): number;
  113937. /**
  113938. * Sets the value of D-pad left
  113939. */
  113940. set dPadLeft(value: number);
  113941. /**
  113942. * Gets the value of D-pad right
  113943. */
  113944. get dPadRight(): number;
  113945. /**
  113946. * Sets the value of D-pad right
  113947. */
  113948. set dPadRight(value: number);
  113949. /**
  113950. * Force the gamepad to synchronize with device values
  113951. */
  113952. update(): void;
  113953. /**
  113954. * Disposes the gamepad
  113955. */
  113956. dispose(): void;
  113957. }
  113958. }
  113959. declare module BABYLON {
  113960. /**
  113961. * Manager for handling gamepads
  113962. */
  113963. export class GamepadManager {
  113964. private _scene?;
  113965. private _babylonGamepads;
  113966. private _oneGamepadConnected;
  113967. /** @hidden */
  113968. _isMonitoring: boolean;
  113969. private _gamepadEventSupported;
  113970. private _gamepadSupport?;
  113971. /**
  113972. * observable to be triggered when the gamepad controller has been connected
  113973. */
  113974. onGamepadConnectedObservable: Observable<Gamepad>;
  113975. /**
  113976. * observable to be triggered when the gamepad controller has been disconnected
  113977. */
  113978. onGamepadDisconnectedObservable: Observable<Gamepad>;
  113979. private _onGamepadConnectedEvent;
  113980. private _onGamepadDisconnectedEvent;
  113981. /**
  113982. * Initializes the gamepad manager
  113983. * @param _scene BabylonJS scene
  113984. */
  113985. constructor(_scene?: Scene | undefined);
  113986. /**
  113987. * The gamepads in the game pad manager
  113988. */
  113989. get gamepads(): Gamepad[];
  113990. /**
  113991. * Get the gamepad controllers based on type
  113992. * @param type The type of gamepad controller
  113993. * @returns Nullable gamepad
  113994. */
  113995. getGamepadByType(type?: number): Nullable<Gamepad>;
  113996. /**
  113997. * Disposes the gamepad manager
  113998. */
  113999. dispose(): void;
  114000. private _addNewGamepad;
  114001. private _startMonitoringGamepads;
  114002. private _stopMonitoringGamepads;
  114003. /** @hidden */
  114004. _checkGamepadsStatus(): void;
  114005. private _updateGamepadObjects;
  114006. }
  114007. }
  114008. declare module BABYLON {
  114009. interface Scene {
  114010. /** @hidden */
  114011. _gamepadManager: Nullable<GamepadManager>;
  114012. /**
  114013. * Gets the gamepad manager associated with the scene
  114014. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  114015. */
  114016. gamepadManager: GamepadManager;
  114017. }
  114018. /**
  114019. * Interface representing a free camera inputs manager
  114020. */
  114021. interface FreeCameraInputsManager {
  114022. /**
  114023. * Adds gamepad input support to the FreeCameraInputsManager.
  114024. * @returns the FreeCameraInputsManager
  114025. */
  114026. addGamepad(): FreeCameraInputsManager;
  114027. }
  114028. /**
  114029. * Interface representing an arc rotate camera inputs manager
  114030. */
  114031. interface ArcRotateCameraInputsManager {
  114032. /**
  114033. * Adds gamepad input support to the ArcRotateCamera InputManager.
  114034. * @returns the camera inputs manager
  114035. */
  114036. addGamepad(): ArcRotateCameraInputsManager;
  114037. }
  114038. /**
  114039. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  114040. */
  114041. export class GamepadSystemSceneComponent implements ISceneComponent {
  114042. /**
  114043. * The component name helpfull to identify the component in the list of scene components.
  114044. */
  114045. readonly name: string;
  114046. /**
  114047. * The scene the component belongs to.
  114048. */
  114049. scene: Scene;
  114050. /**
  114051. * Creates a new instance of the component for the given scene
  114052. * @param scene Defines the scene to register the component in
  114053. */
  114054. constructor(scene: Scene);
  114055. /**
  114056. * Registers the component in a given scene
  114057. */
  114058. register(): void;
  114059. /**
  114060. * Rebuilds the elements related to this component in case of
  114061. * context lost for instance.
  114062. */
  114063. rebuild(): void;
  114064. /**
  114065. * Disposes the component and the associated ressources
  114066. */
  114067. dispose(): void;
  114068. private _beforeCameraUpdate;
  114069. }
  114070. }
  114071. declare module BABYLON {
  114072. /**
  114073. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  114074. * which still works and will still be found in many Playgrounds.
  114075. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114076. */
  114077. export class UniversalCamera extends TouchCamera {
  114078. /**
  114079. * Defines the gamepad rotation sensiblity.
  114080. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  114081. */
  114082. get gamepadAngularSensibility(): number;
  114083. set gamepadAngularSensibility(value: number);
  114084. /**
  114085. * Defines the gamepad move sensiblity.
  114086. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  114087. */
  114088. get gamepadMoveSensibility(): number;
  114089. set gamepadMoveSensibility(value: number);
  114090. /**
  114091. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  114092. * which still works and will still be found in many Playgrounds.
  114093. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114094. * @param name Define the name of the camera in the scene
  114095. * @param position Define the start position of the camera in the scene
  114096. * @param scene Define the scene the camera belongs to
  114097. */
  114098. constructor(name: string, position: Vector3, scene: Scene);
  114099. /**
  114100. * Gets the current object class name.
  114101. * @return the class name
  114102. */
  114103. getClassName(): string;
  114104. }
  114105. }
  114106. declare module BABYLON {
  114107. /**
  114108. * This represents a FPS type of camera. This is only here for back compat purpose.
  114109. * Please use the UniversalCamera instead as both are identical.
  114110. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114111. */
  114112. export class GamepadCamera extends UniversalCamera {
  114113. /**
  114114. * Instantiates a new Gamepad Camera
  114115. * This represents a FPS type of camera. This is only here for back compat purpose.
  114116. * Please use the UniversalCamera instead as both are identical.
  114117. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114118. * @param name Define the name of the camera in the scene
  114119. * @param position Define the start position of the camera in the scene
  114120. * @param scene Define the scene the camera belongs to
  114121. */
  114122. constructor(name: string, position: Vector3, scene: Scene);
  114123. /**
  114124. * Gets the current object class name.
  114125. * @return the class name
  114126. */
  114127. getClassName(): string;
  114128. }
  114129. }
  114130. declare module BABYLON {
  114131. /** @hidden */
  114132. export var passPixelShader: {
  114133. name: string;
  114134. shader: string;
  114135. };
  114136. }
  114137. declare module BABYLON {
  114138. /** @hidden */
  114139. export var passCubePixelShader: {
  114140. name: string;
  114141. shader: string;
  114142. };
  114143. }
  114144. declare module BABYLON {
  114145. /**
  114146. * PassPostProcess which produces an output the same as it's input
  114147. */
  114148. export class PassPostProcess extends PostProcess {
  114149. /**
  114150. * Creates the PassPostProcess
  114151. * @param name The name of the effect.
  114152. * @param options The required width/height ratio to downsize to before computing the render pass.
  114153. * @param camera The camera to apply the render pass to.
  114154. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114155. * @param engine The engine which the post process will be applied. (default: current engine)
  114156. * @param reusable If the post process can be reused on the same frame. (default: false)
  114157. * @param textureType The type of texture to be used when performing the post processing.
  114158. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  114159. */
  114160. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  114161. }
  114162. /**
  114163. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  114164. */
  114165. export class PassCubePostProcess extends PostProcess {
  114166. private _face;
  114167. /**
  114168. * Gets or sets the cube face to display.
  114169. * * 0 is +X
  114170. * * 1 is -X
  114171. * * 2 is +Y
  114172. * * 3 is -Y
  114173. * * 4 is +Z
  114174. * * 5 is -Z
  114175. */
  114176. get face(): number;
  114177. set face(value: number);
  114178. /**
  114179. * Creates the PassCubePostProcess
  114180. * @param name The name of the effect.
  114181. * @param options The required width/height ratio to downsize to before computing the render pass.
  114182. * @param camera The camera to apply the render pass to.
  114183. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114184. * @param engine The engine which the post process will be applied. (default: current engine)
  114185. * @param reusable If the post process can be reused on the same frame. (default: false)
  114186. * @param textureType The type of texture to be used when performing the post processing.
  114187. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  114188. */
  114189. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  114190. }
  114191. }
  114192. declare module BABYLON {
  114193. /** @hidden */
  114194. export var anaglyphPixelShader: {
  114195. name: string;
  114196. shader: string;
  114197. };
  114198. }
  114199. declare module BABYLON {
  114200. /**
  114201. * Postprocess used to generate anaglyphic rendering
  114202. */
  114203. export class AnaglyphPostProcess extends PostProcess {
  114204. private _passedProcess;
  114205. /**
  114206. * Creates a new AnaglyphPostProcess
  114207. * @param name defines postprocess name
  114208. * @param options defines creation options or target ratio scale
  114209. * @param rigCameras defines cameras using this postprocess
  114210. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  114211. * @param engine defines hosting engine
  114212. * @param reusable defines if the postprocess will be reused multiple times per frame
  114213. */
  114214. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  114215. }
  114216. }
  114217. declare module BABYLON {
  114218. /**
  114219. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  114220. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114221. */
  114222. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  114223. /**
  114224. * Creates a new AnaglyphArcRotateCamera
  114225. * @param name defines camera name
  114226. * @param alpha defines alpha angle (in radians)
  114227. * @param beta defines beta angle (in radians)
  114228. * @param radius defines radius
  114229. * @param target defines camera target
  114230. * @param interaxialDistance defines distance between each color axis
  114231. * @param scene defines the hosting scene
  114232. */
  114233. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  114234. /**
  114235. * Gets camera class name
  114236. * @returns AnaglyphArcRotateCamera
  114237. */
  114238. getClassName(): string;
  114239. }
  114240. }
  114241. declare module BABYLON {
  114242. /**
  114243. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  114244. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114245. */
  114246. export class AnaglyphFreeCamera extends FreeCamera {
  114247. /**
  114248. * Creates a new AnaglyphFreeCamera
  114249. * @param name defines camera name
  114250. * @param position defines initial position
  114251. * @param interaxialDistance defines distance between each color axis
  114252. * @param scene defines the hosting scene
  114253. */
  114254. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114255. /**
  114256. * Gets camera class name
  114257. * @returns AnaglyphFreeCamera
  114258. */
  114259. getClassName(): string;
  114260. }
  114261. }
  114262. declare module BABYLON {
  114263. /**
  114264. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  114265. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114266. */
  114267. export class AnaglyphGamepadCamera extends GamepadCamera {
  114268. /**
  114269. * Creates a new AnaglyphGamepadCamera
  114270. * @param name defines camera name
  114271. * @param position defines initial position
  114272. * @param interaxialDistance defines distance between each color axis
  114273. * @param scene defines the hosting scene
  114274. */
  114275. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114276. /**
  114277. * Gets camera class name
  114278. * @returns AnaglyphGamepadCamera
  114279. */
  114280. getClassName(): string;
  114281. }
  114282. }
  114283. declare module BABYLON {
  114284. /**
  114285. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  114286. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114287. */
  114288. export class AnaglyphUniversalCamera extends UniversalCamera {
  114289. /**
  114290. * Creates a new AnaglyphUniversalCamera
  114291. * @param name defines camera name
  114292. * @param position defines initial position
  114293. * @param interaxialDistance defines distance between each color axis
  114294. * @param scene defines the hosting scene
  114295. */
  114296. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114297. /**
  114298. * Gets camera class name
  114299. * @returns AnaglyphUniversalCamera
  114300. */
  114301. getClassName(): string;
  114302. }
  114303. }
  114304. declare module BABYLON {
  114305. /** @hidden */
  114306. export var stereoscopicInterlacePixelShader: {
  114307. name: string;
  114308. shader: string;
  114309. };
  114310. }
  114311. declare module BABYLON {
  114312. /**
  114313. * StereoscopicInterlacePostProcessI used to render stereo views from a rigged camera with support for alternate line interlacing
  114314. */
  114315. export class StereoscopicInterlacePostProcessI extends PostProcess {
  114316. private _stepSize;
  114317. private _passedProcess;
  114318. /**
  114319. * Initializes a StereoscopicInterlacePostProcessI
  114320. * @param name The name of the effect.
  114321. * @param rigCameras The rig cameras to be appled to the post process
  114322. * @param isStereoscopicHoriz If the rendered results are horizontal or vertical
  114323. * @param isStereoscopicInterlaced If the rendered results are alternate line interlaced
  114324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114325. * @param engine The engine which the post process will be applied. (default: current engine)
  114326. * @param reusable If the post process can be reused on the same frame. (default: false)
  114327. */
  114328. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, isStereoscopicInterlaced: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  114329. }
  114330. /**
  114331. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  114332. */
  114333. export class StereoscopicInterlacePostProcess extends PostProcess {
  114334. private _stepSize;
  114335. private _passedProcess;
  114336. /**
  114337. * Initializes a StereoscopicInterlacePostProcess
  114338. * @param name The name of the effect.
  114339. * @param rigCameras The rig cameras to be appled to the post process
  114340. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  114341. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114342. * @param engine The engine which the post process will be applied. (default: current engine)
  114343. * @param reusable If the post process can be reused on the same frame. (default: false)
  114344. */
  114345. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  114346. }
  114347. }
  114348. declare module BABYLON {
  114349. /**
  114350. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  114351. * @see http://doc.babylonjs.com/features/cameras
  114352. */
  114353. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  114354. /**
  114355. * Creates a new StereoscopicArcRotateCamera
  114356. * @param name defines camera name
  114357. * @param alpha defines alpha angle (in radians)
  114358. * @param beta defines beta angle (in radians)
  114359. * @param radius defines radius
  114360. * @param target defines camera target
  114361. * @param interaxialDistance defines distance between each color axis
  114362. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114363. * @param scene defines the hosting scene
  114364. */
  114365. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114366. /**
  114367. * Gets camera class name
  114368. * @returns StereoscopicArcRotateCamera
  114369. */
  114370. getClassName(): string;
  114371. }
  114372. }
  114373. declare module BABYLON {
  114374. /**
  114375. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  114376. * @see http://doc.babylonjs.com/features/cameras
  114377. */
  114378. export class StereoscopicFreeCamera extends FreeCamera {
  114379. /**
  114380. * Creates a new StereoscopicFreeCamera
  114381. * @param name defines camera name
  114382. * @param position defines initial position
  114383. * @param interaxialDistance defines distance between each color axis
  114384. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114385. * @param scene defines the hosting scene
  114386. */
  114387. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114388. /**
  114389. * Gets camera class name
  114390. * @returns StereoscopicFreeCamera
  114391. */
  114392. getClassName(): string;
  114393. }
  114394. }
  114395. declare module BABYLON {
  114396. /**
  114397. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  114398. * @see http://doc.babylonjs.com/features/cameras
  114399. */
  114400. export class StereoscopicGamepadCamera extends GamepadCamera {
  114401. /**
  114402. * Creates a new StereoscopicGamepadCamera
  114403. * @param name defines camera name
  114404. * @param position defines initial position
  114405. * @param interaxialDistance defines distance between each color axis
  114406. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114407. * @param scene defines the hosting scene
  114408. */
  114409. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114410. /**
  114411. * Gets camera class name
  114412. * @returns StereoscopicGamepadCamera
  114413. */
  114414. getClassName(): string;
  114415. }
  114416. }
  114417. declare module BABYLON {
  114418. /**
  114419. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  114420. * @see http://doc.babylonjs.com/features/cameras
  114421. */
  114422. export class StereoscopicUniversalCamera extends UniversalCamera {
  114423. /**
  114424. * Creates a new StereoscopicUniversalCamera
  114425. * @param name defines camera name
  114426. * @param position defines initial position
  114427. * @param interaxialDistance defines distance between each color axis
  114428. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114429. * @param scene defines the hosting scene
  114430. */
  114431. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114432. /**
  114433. * Gets camera class name
  114434. * @returns StereoscopicUniversalCamera
  114435. */
  114436. getClassName(): string;
  114437. }
  114438. }
  114439. declare module BABYLON {
  114440. /**
  114441. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  114442. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  114443. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  114444. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  114445. */
  114446. export class VirtualJoysticksCamera extends FreeCamera {
  114447. /**
  114448. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  114449. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  114450. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  114451. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  114452. * @param name Define the name of the camera in the scene
  114453. * @param position Define the start position of the camera in the scene
  114454. * @param scene Define the scene the camera belongs to
  114455. */
  114456. constructor(name: string, position: Vector3, scene: Scene);
  114457. /**
  114458. * Gets the current object class name.
  114459. * @return the class name
  114460. */
  114461. getClassName(): string;
  114462. }
  114463. }
  114464. declare module BABYLON {
  114465. /**
  114466. * This represents all the required metrics to create a VR camera.
  114467. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  114468. */
  114469. export class VRCameraMetrics {
  114470. /**
  114471. * Define the horizontal resolution off the screen.
  114472. */
  114473. hResolution: number;
  114474. /**
  114475. * Define the vertical resolution off the screen.
  114476. */
  114477. vResolution: number;
  114478. /**
  114479. * Define the horizontal screen size.
  114480. */
  114481. hScreenSize: number;
  114482. /**
  114483. * Define the vertical screen size.
  114484. */
  114485. vScreenSize: number;
  114486. /**
  114487. * Define the vertical screen center position.
  114488. */
  114489. vScreenCenter: number;
  114490. /**
  114491. * Define the distance of the eyes to the screen.
  114492. */
  114493. eyeToScreenDistance: number;
  114494. /**
  114495. * Define the distance between both lenses
  114496. */
  114497. lensSeparationDistance: number;
  114498. /**
  114499. * Define the distance between both viewer's eyes.
  114500. */
  114501. interpupillaryDistance: number;
  114502. /**
  114503. * Define the distortion factor of the VR postprocess.
  114504. * Please, touch with care.
  114505. */
  114506. distortionK: number[];
  114507. /**
  114508. * Define the chromatic aberration correction factors for the VR post process.
  114509. */
  114510. chromaAbCorrection: number[];
  114511. /**
  114512. * Define the scale factor of the post process.
  114513. * The smaller the better but the slower.
  114514. */
  114515. postProcessScaleFactor: number;
  114516. /**
  114517. * Define an offset for the lens center.
  114518. */
  114519. lensCenterOffset: number;
  114520. /**
  114521. * Define if the current vr camera should compensate the distortion of the lense or not.
  114522. */
  114523. compensateDistortion: boolean;
  114524. /**
  114525. * Defines if multiview should be enabled when rendering (Default: false)
  114526. */
  114527. multiviewEnabled: boolean;
  114528. /**
  114529. * Gets the rendering aspect ratio based on the provided resolutions.
  114530. */
  114531. get aspectRatio(): number;
  114532. /**
  114533. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  114534. */
  114535. get aspectRatioFov(): number;
  114536. /**
  114537. * @hidden
  114538. */
  114539. get leftHMatrix(): Matrix;
  114540. /**
  114541. * @hidden
  114542. */
  114543. get rightHMatrix(): Matrix;
  114544. /**
  114545. * @hidden
  114546. */
  114547. get leftPreViewMatrix(): Matrix;
  114548. /**
  114549. * @hidden
  114550. */
  114551. get rightPreViewMatrix(): Matrix;
  114552. /**
  114553. * Get the default VRMetrics based on the most generic setup.
  114554. * @returns the default vr metrics
  114555. */
  114556. static GetDefault(): VRCameraMetrics;
  114557. }
  114558. }
  114559. declare module BABYLON {
  114560. /** @hidden */
  114561. export var vrDistortionCorrectionPixelShader: {
  114562. name: string;
  114563. shader: string;
  114564. };
  114565. }
  114566. declare module BABYLON {
  114567. /**
  114568. * VRDistortionCorrectionPostProcess used for mobile VR
  114569. */
  114570. export class VRDistortionCorrectionPostProcess extends PostProcess {
  114571. private _isRightEye;
  114572. private _distortionFactors;
  114573. private _postProcessScaleFactor;
  114574. private _lensCenterOffset;
  114575. private _scaleIn;
  114576. private _scaleFactor;
  114577. private _lensCenter;
  114578. /**
  114579. * Initializes the VRDistortionCorrectionPostProcess
  114580. * @param name The name of the effect.
  114581. * @param camera The camera to apply the render pass to.
  114582. * @param isRightEye If this is for the right eye distortion
  114583. * @param vrMetrics All the required metrics for the VR camera
  114584. */
  114585. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  114586. }
  114587. }
  114588. declare module BABYLON {
  114589. /**
  114590. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  114591. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114592. */
  114593. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  114594. /**
  114595. * Creates a new VRDeviceOrientationArcRotateCamera
  114596. * @param name defines camera name
  114597. * @param alpha defines the camera rotation along the logitudinal axis
  114598. * @param beta defines the camera rotation along the latitudinal axis
  114599. * @param radius defines the camera distance from its target
  114600. * @param target defines the camera target
  114601. * @param scene defines the scene the camera belongs to
  114602. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114603. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114604. */
  114605. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114606. /**
  114607. * Gets camera class name
  114608. * @returns VRDeviceOrientationArcRotateCamera
  114609. */
  114610. getClassName(): string;
  114611. }
  114612. }
  114613. declare module BABYLON {
  114614. /**
  114615. * Camera used to simulate VR rendering (based on FreeCamera)
  114616. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114617. */
  114618. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  114619. /**
  114620. * Creates a new VRDeviceOrientationFreeCamera
  114621. * @param name defines camera name
  114622. * @param position defines the start position of the camera
  114623. * @param scene defines the scene the camera belongs to
  114624. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114625. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114626. */
  114627. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114628. /**
  114629. * Gets camera class name
  114630. * @returns VRDeviceOrientationFreeCamera
  114631. */
  114632. getClassName(): string;
  114633. }
  114634. }
  114635. declare module BABYLON {
  114636. /**
  114637. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  114638. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114639. */
  114640. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  114641. /**
  114642. * Creates a new VRDeviceOrientationGamepadCamera
  114643. * @param name defines camera name
  114644. * @param position defines the start position of the camera
  114645. * @param scene defines the scene the camera belongs to
  114646. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114647. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114648. */
  114649. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114650. /**
  114651. * Gets camera class name
  114652. * @returns VRDeviceOrientationGamepadCamera
  114653. */
  114654. getClassName(): string;
  114655. }
  114656. }
  114657. declare module BABYLON {
  114658. /** @hidden */
  114659. export var imageProcessingPixelShader: {
  114660. name: string;
  114661. shader: string;
  114662. };
  114663. }
  114664. declare module BABYLON {
  114665. /**
  114666. * ImageProcessingPostProcess
  114667. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  114668. */
  114669. export class ImageProcessingPostProcess extends PostProcess {
  114670. /**
  114671. * Default configuration related to image processing available in the PBR Material.
  114672. */
  114673. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114674. /**
  114675. * Gets the image processing configuration used either in this material.
  114676. */
  114677. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  114678. /**
  114679. * Sets the Default image processing configuration used either in the this material.
  114680. *
  114681. * If sets to null, the scene one is in use.
  114682. */
  114683. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  114684. /**
  114685. * Keep track of the image processing observer to allow dispose and replace.
  114686. */
  114687. private _imageProcessingObserver;
  114688. /**
  114689. * Attaches a new image processing configuration to the PBR Material.
  114690. * @param configuration
  114691. */
  114692. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  114693. /**
  114694. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  114695. */
  114696. get colorCurves(): Nullable<ColorCurves>;
  114697. /**
  114698. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  114699. */
  114700. set colorCurves(value: Nullable<ColorCurves>);
  114701. /**
  114702. * Gets wether the color curves effect is enabled.
  114703. */
  114704. get colorCurvesEnabled(): boolean;
  114705. /**
  114706. * Sets wether the color curves effect is enabled.
  114707. */
  114708. set colorCurvesEnabled(value: boolean);
  114709. /**
  114710. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  114711. */
  114712. get colorGradingTexture(): Nullable<BaseTexture>;
  114713. /**
  114714. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  114715. */
  114716. set colorGradingTexture(value: Nullable<BaseTexture>);
  114717. /**
  114718. * Gets wether the color grading effect is enabled.
  114719. */
  114720. get colorGradingEnabled(): boolean;
  114721. /**
  114722. * Gets wether the color grading effect is enabled.
  114723. */
  114724. set colorGradingEnabled(value: boolean);
  114725. /**
  114726. * Gets exposure used in the effect.
  114727. */
  114728. get exposure(): number;
  114729. /**
  114730. * Sets exposure used in the effect.
  114731. */
  114732. set exposure(value: number);
  114733. /**
  114734. * Gets wether tonemapping is enabled or not.
  114735. */
  114736. get toneMappingEnabled(): boolean;
  114737. /**
  114738. * Sets wether tonemapping is enabled or not
  114739. */
  114740. set toneMappingEnabled(value: boolean);
  114741. /**
  114742. * Gets the type of tone mapping effect.
  114743. */
  114744. get toneMappingType(): number;
  114745. /**
  114746. * Sets the type of tone mapping effect.
  114747. */
  114748. set toneMappingType(value: number);
  114749. /**
  114750. * Gets contrast used in the effect.
  114751. */
  114752. get contrast(): number;
  114753. /**
  114754. * Sets contrast used in the effect.
  114755. */
  114756. set contrast(value: number);
  114757. /**
  114758. * Gets Vignette stretch size.
  114759. */
  114760. get vignetteStretch(): number;
  114761. /**
  114762. * Sets Vignette stretch size.
  114763. */
  114764. set vignetteStretch(value: number);
  114765. /**
  114766. * Gets Vignette centre X Offset.
  114767. */
  114768. get vignetteCentreX(): number;
  114769. /**
  114770. * Sets Vignette centre X Offset.
  114771. */
  114772. set vignetteCentreX(value: number);
  114773. /**
  114774. * Gets Vignette centre Y Offset.
  114775. */
  114776. get vignetteCentreY(): number;
  114777. /**
  114778. * Sets Vignette centre Y Offset.
  114779. */
  114780. set vignetteCentreY(value: number);
  114781. /**
  114782. * Gets Vignette weight or intensity of the vignette effect.
  114783. */
  114784. get vignetteWeight(): number;
  114785. /**
  114786. * Sets Vignette weight or intensity of the vignette effect.
  114787. */
  114788. set vignetteWeight(value: number);
  114789. /**
  114790. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  114791. * if vignetteEnabled is set to true.
  114792. */
  114793. get vignetteColor(): Color4;
  114794. /**
  114795. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  114796. * if vignetteEnabled is set to true.
  114797. */
  114798. set vignetteColor(value: Color4);
  114799. /**
  114800. * Gets Camera field of view used by the Vignette effect.
  114801. */
  114802. get vignetteCameraFov(): number;
  114803. /**
  114804. * Sets Camera field of view used by the Vignette effect.
  114805. */
  114806. set vignetteCameraFov(value: number);
  114807. /**
  114808. * Gets the vignette blend mode allowing different kind of effect.
  114809. */
  114810. get vignetteBlendMode(): number;
  114811. /**
  114812. * Sets the vignette blend mode allowing different kind of effect.
  114813. */
  114814. set vignetteBlendMode(value: number);
  114815. /**
  114816. * Gets wether the vignette effect is enabled.
  114817. */
  114818. get vignetteEnabled(): boolean;
  114819. /**
  114820. * Sets wether the vignette effect is enabled.
  114821. */
  114822. set vignetteEnabled(value: boolean);
  114823. private _fromLinearSpace;
  114824. /**
  114825. * Gets wether the input of the processing is in Gamma or Linear Space.
  114826. */
  114827. get fromLinearSpace(): boolean;
  114828. /**
  114829. * Sets wether the input of the processing is in Gamma or Linear Space.
  114830. */
  114831. set fromLinearSpace(value: boolean);
  114832. /**
  114833. * Defines cache preventing GC.
  114834. */
  114835. private _defines;
  114836. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  114837. /**
  114838. * "ImageProcessingPostProcess"
  114839. * @returns "ImageProcessingPostProcess"
  114840. */
  114841. getClassName(): string;
  114842. protected _updateParameters(): void;
  114843. dispose(camera?: Camera): void;
  114844. }
  114845. }
  114846. declare module BABYLON {
  114847. /**
  114848. * Class containing static functions to help procedurally build meshes
  114849. */
  114850. export class GroundBuilder {
  114851. /**
  114852. * Creates a ground mesh
  114853. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  114854. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  114855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114856. * @param name defines the name of the mesh
  114857. * @param options defines the options used to create the mesh
  114858. * @param scene defines the hosting scene
  114859. * @returns the ground mesh
  114860. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  114861. */
  114862. static CreateGround(name: string, options: {
  114863. width?: number;
  114864. height?: number;
  114865. subdivisions?: number;
  114866. subdivisionsX?: number;
  114867. subdivisionsY?: number;
  114868. updatable?: boolean;
  114869. }, scene: any): Mesh;
  114870. /**
  114871. * Creates a tiled ground mesh
  114872. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  114873. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  114874. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  114875. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  114876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114877. * @param name defines the name of the mesh
  114878. * @param options defines the options used to create the mesh
  114879. * @param scene defines the hosting scene
  114880. * @returns the tiled ground mesh
  114881. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  114882. */
  114883. static CreateTiledGround(name: string, options: {
  114884. xmin: number;
  114885. zmin: number;
  114886. xmax: number;
  114887. zmax: number;
  114888. subdivisions?: {
  114889. w: number;
  114890. h: number;
  114891. };
  114892. precision?: {
  114893. w: number;
  114894. h: number;
  114895. };
  114896. updatable?: boolean;
  114897. }, scene?: Nullable<Scene>): Mesh;
  114898. /**
  114899. * Creates a ground mesh from a height map
  114900. * * The parameter `url` sets the URL of the height map image resource.
  114901. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  114902. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  114903. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  114904. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  114905. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  114906. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  114907. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  114908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114909. * @param name defines the name of the mesh
  114910. * @param url defines the url to the height map
  114911. * @param options defines the options used to create the mesh
  114912. * @param scene defines the hosting scene
  114913. * @returns the ground mesh
  114914. * @see https://doc.babylonjs.com/babylon101/height_map
  114915. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  114916. */
  114917. static CreateGroundFromHeightMap(name: string, url: string, options: {
  114918. width?: number;
  114919. height?: number;
  114920. subdivisions?: number;
  114921. minHeight?: number;
  114922. maxHeight?: number;
  114923. colorFilter?: Color3;
  114924. alphaFilter?: number;
  114925. updatable?: boolean;
  114926. onReady?: (mesh: GroundMesh) => void;
  114927. }, scene?: Nullable<Scene>): GroundMesh;
  114928. }
  114929. }
  114930. declare module BABYLON {
  114931. /**
  114932. * Class containing static functions to help procedurally build meshes
  114933. */
  114934. export class TorusBuilder {
  114935. /**
  114936. * Creates a torus mesh
  114937. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  114938. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  114939. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  114940. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114941. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114942. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114943. * @param name defines the name of the mesh
  114944. * @param options defines the options used to create the mesh
  114945. * @param scene defines the hosting scene
  114946. * @returns the torus mesh
  114947. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  114948. */
  114949. static CreateTorus(name: string, options: {
  114950. diameter?: number;
  114951. thickness?: number;
  114952. tessellation?: number;
  114953. updatable?: boolean;
  114954. sideOrientation?: number;
  114955. frontUVs?: Vector4;
  114956. backUVs?: Vector4;
  114957. }, scene: any): Mesh;
  114958. }
  114959. }
  114960. declare module BABYLON {
  114961. /**
  114962. * Class containing static functions to help procedurally build meshes
  114963. */
  114964. export class CylinderBuilder {
  114965. /**
  114966. * Creates a cylinder or a cone mesh
  114967. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  114968. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  114969. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  114970. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  114971. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  114972. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  114973. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  114974. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  114975. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  114976. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  114977. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  114978. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  114979. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  114980. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  114981. * * If `enclose` is false, a ring surface is one element.
  114982. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  114983. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  114984. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114985. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114986. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114987. * @param name defines the name of the mesh
  114988. * @param options defines the options used to create the mesh
  114989. * @param scene defines the hosting scene
  114990. * @returns the cylinder mesh
  114991. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  114992. */
  114993. static CreateCylinder(name: string, options: {
  114994. height?: number;
  114995. diameterTop?: number;
  114996. diameterBottom?: number;
  114997. diameter?: number;
  114998. tessellation?: number;
  114999. subdivisions?: number;
  115000. arc?: number;
  115001. faceColors?: Color4[];
  115002. faceUV?: Vector4[];
  115003. updatable?: boolean;
  115004. hasRings?: boolean;
  115005. enclose?: boolean;
  115006. cap?: number;
  115007. sideOrientation?: number;
  115008. frontUVs?: Vector4;
  115009. backUVs?: Vector4;
  115010. }, scene: any): Mesh;
  115011. }
  115012. }
  115013. declare module BABYLON {
  115014. /**
  115015. * States of the webXR experience
  115016. */
  115017. export enum WebXRState {
  115018. /**
  115019. * Transitioning to being in XR mode
  115020. */
  115021. ENTERING_XR = 0,
  115022. /**
  115023. * Transitioning to non XR mode
  115024. */
  115025. EXITING_XR = 1,
  115026. /**
  115027. * In XR mode and presenting
  115028. */
  115029. IN_XR = 2,
  115030. /**
  115031. * Not entered XR mode
  115032. */
  115033. NOT_IN_XR = 3
  115034. }
  115035. /**
  115036. * Abstraction of the XR render target
  115037. */
  115038. export interface WebXRRenderTarget extends IDisposable {
  115039. /**
  115040. * xrpresent context of the canvas which can be used to display/mirror xr content
  115041. */
  115042. canvasContext: WebGLRenderingContext;
  115043. /**
  115044. * xr layer for the canvas
  115045. */
  115046. xrLayer: Nullable<XRWebGLLayer>;
  115047. /**
  115048. * Initializes the xr layer for the session
  115049. * @param xrSession xr session
  115050. * @returns a promise that will resolve once the XR Layer has been created
  115051. */
  115052. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  115053. }
  115054. }
  115055. declare module BABYLON {
  115056. /**
  115057. * COnfiguration object for WebXR output canvas
  115058. */
  115059. export class WebXRManagedOutputCanvasOptions {
  115060. /**
  115061. * Options for this XR Layer output
  115062. */
  115063. canvasOptions?: XRWebGLLayerOptions;
  115064. /**
  115065. * CSS styling for a newly created canvas (if not provided)
  115066. */
  115067. newCanvasCssStyle?: string;
  115068. /**
  115069. * An optional canvas in case you wish to create it yourself and provide it here.
  115070. * If not provided, a new canvas will be created
  115071. */
  115072. canvasElement?: HTMLCanvasElement;
  115073. /**
  115074. * Get the default values of the configuration object
  115075. * @returns default values of this configuration object
  115076. */
  115077. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  115078. }
  115079. /**
  115080. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  115081. */
  115082. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  115083. private _options;
  115084. private _engine;
  115085. private _canvas;
  115086. /**
  115087. * Rendering context of the canvas which can be used to display/mirror xr content
  115088. */
  115089. canvasContext: WebGLRenderingContext;
  115090. /**
  115091. * xr layer for the canvas
  115092. */
  115093. xrLayer: Nullable<XRWebGLLayer>;
  115094. /**
  115095. * Initializes the xr layer for the session
  115096. * @param xrSession xr session
  115097. * @returns a promise that will resolve once the XR Layer has been created
  115098. */
  115099. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  115100. /**
  115101. * Initializes the canvas to be added/removed upon entering/exiting xr
  115102. * @param _xrSessionManager The XR Session manager
  115103. * @param _options optional configuration for this canvas output. defaults will be used if not provided
  115104. */
  115105. constructor(_xrSessionManager: WebXRSessionManager, _options?: WebXRManagedOutputCanvasOptions);
  115106. /**
  115107. * Disposes of the object
  115108. */
  115109. dispose(): void;
  115110. private _setManagedOutputCanvas;
  115111. private _addCanvas;
  115112. private _removeCanvas;
  115113. }
  115114. }
  115115. declare module BABYLON {
  115116. /**
  115117. * Manages an XRSession to work with Babylon's engine
  115118. * @see https://doc.babylonjs.com/how_to/webxr
  115119. */
  115120. export class WebXRSessionManager implements IDisposable {
  115121. /** The scene which the session should be created for */
  115122. scene: Scene;
  115123. /**
  115124. * Fires every time a new xrFrame arrives which can be used to update the camera
  115125. */
  115126. onXRFrameObservable: Observable<XRFrame>;
  115127. /**
  115128. * Fires when the xr session is ended either by the device or manually done
  115129. */
  115130. onXRSessionEnded: Observable<any>;
  115131. /**
  115132. * Fires when the xr session is ended either by the device or manually done
  115133. */
  115134. onXRSessionInit: Observable<XRSession>;
  115135. /**
  115136. * Fires when the reference space changed
  115137. */
  115138. onXRReferenceSpaceChanged: Observable<XRReferenceSpace>;
  115139. /**
  115140. * Underlying xr session
  115141. */
  115142. session: XRSession;
  115143. /**
  115144. * The viewer (head position) reference space. This can be used to get the XR world coordinates
  115145. * or get the offset the player is currently at.
  115146. */
  115147. viewerReferenceSpace: XRReferenceSpace;
  115148. private _referenceSpace;
  115149. /**
  115150. * The current reference space used in this session. This reference space can constantly change!
  115151. * It is mainly used to offset the camera's position.
  115152. */
  115153. get referenceSpace(): XRReferenceSpace;
  115154. /**
  115155. * Set a new reference space and triggers the observable
  115156. */
  115157. set referenceSpace(newReferenceSpace: XRReferenceSpace);
  115158. /**
  115159. * The base reference space from which the session started. good if you want to reset your
  115160. * reference space
  115161. */
  115162. baseReferenceSpace: XRReferenceSpace;
  115163. /**
  115164. * Used just in case of a failure to initialize an immersive session.
  115165. * The viewer reference space is compensated using this height, creating a kind of "viewer-floor" reference space
  115166. */
  115167. defaultHeightCompensation: number;
  115168. /**
  115169. * Current XR frame
  115170. */
  115171. currentFrame: Nullable<XRFrame>;
  115172. /** WebXR timestamp updated every frame */
  115173. currentTimestamp: number;
  115174. private _xrNavigator;
  115175. private baseLayer;
  115176. private _rttProvider;
  115177. private _sessionEnded;
  115178. /**
  115179. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  115180. * @param scene The scene which the session should be created for
  115181. */
  115182. constructor(
  115183. /** The scene which the session should be created for */
  115184. scene: Scene);
  115185. /**
  115186. * Initializes the manager
  115187. * After initialization enterXR can be called to start an XR session
  115188. * @returns Promise which resolves after it is initialized
  115189. */
  115190. initializeAsync(): Promise<void>;
  115191. /**
  115192. * Initializes an xr session
  115193. * @param xrSessionMode mode to initialize
  115194. * @param optionalFeatures defines optional values to pass to the session builder
  115195. * @returns a promise which will resolve once the session has been initialized
  115196. */
  115197. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  115198. /**
  115199. * Sets the reference space on the xr session
  115200. * @param referenceSpace space to set
  115201. * @returns a promise that will resolve once the reference space has been set
  115202. */
  115203. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  115204. /**
  115205. * Resets the reference space to the one started the session
  115206. */
  115207. resetReferenceSpace(): void;
  115208. /**
  115209. * Updates the render state of the session
  115210. * @param state state to set
  115211. * @returns a promise that resolves once the render state has been updated
  115212. */
  115213. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  115214. /**
  115215. * Starts rendering to the xr layer
  115216. * @returns a promise that will resolve once rendering has started
  115217. */
  115218. startRenderingToXRAsync(): Promise<void>;
  115219. /**
  115220. * Gets the correct render target texture to be rendered this frame for this eye
  115221. * @param eye the eye for which to get the render target
  115222. * @returns the render target for the specified eye
  115223. */
  115224. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  115225. /**
  115226. * Stops the xrSession and restores the renderloop
  115227. * @returns Promise which resolves after it exits XR
  115228. */
  115229. exitXRAsync(): Promise<void>;
  115230. /**
  115231. * Checks if a session would be supported for the creation options specified
  115232. * @param sessionMode session mode to check if supported eg. immersive-vr
  115233. * @returns true if supported
  115234. */
  115235. supportsSessionAsync(sessionMode: XRSessionMode): Promise<boolean>;
  115236. /**
  115237. * Creates a WebXRRenderTarget object for the XR session
  115238. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  115239. * @param options optional options to provide when creating a new render target
  115240. * @returns a WebXR render target to which the session can render
  115241. */
  115242. getWebXRRenderTarget(options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  115243. /**
  115244. * @hidden
  115245. * Converts the render layer of xrSession to a render target
  115246. * @param session session to create render target for
  115247. * @param scene scene the new render target should be created for
  115248. * @param baseLayer the webgl layer to create the render target for
  115249. */
  115250. static _CreateRenderTargetTextureFromSession(_session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  115251. /**
  115252. * Disposes of the session manager
  115253. */
  115254. dispose(): void;
  115255. /**
  115256. * Returns a promise that resolves with a boolean indicating if the provided session mode is supported by this browser
  115257. * @param sessionMode defines the session to test
  115258. * @returns a promise with boolean as final value
  115259. */
  115260. static IsSessionSupportedAsync(sessionMode: XRSessionMode): Promise<boolean>;
  115261. }
  115262. }
  115263. declare module BABYLON {
  115264. /**
  115265. * WebXR Camera which holds the views for the xrSession
  115266. * @see https://doc.babylonjs.com/how_to/webxr
  115267. */
  115268. export class WebXRCamera extends FreeCamera {
  115269. private _xrSessionManager;
  115270. /**
  115271. * Is the camera in debug mode. Used when using an emulator
  115272. */
  115273. debugMode: boolean;
  115274. private _firstFrame;
  115275. private _referencedPosition;
  115276. private _referenceQuaternion;
  115277. private _xrInvPositionCache;
  115278. private _xrInvQuaternionCache;
  115279. /**
  115280. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  115281. * @param name the name of the camera
  115282. * @param scene the scene to add the camera to
  115283. */
  115284. constructor(name: string, scene: Scene, _xrSessionManager: WebXRSessionManager);
  115285. private _updateNumberOfRigCameras;
  115286. /**
  115287. * Sets this camera's transformation based on a non-vr camera
  115288. * @param otherCamera the non-vr camera to copy the transformation from
  115289. * @param resetToBaseReferenceSpace should XR reset to the base reference space
  115290. */
  115291. setTransformationFromNonVRCamera(otherCamera: Camera, resetToBaseReferenceSpace?: boolean): void;
  115292. /** @hidden */
  115293. _updateForDualEyeDebugging(): void;
  115294. private _updateReferenceSpace;
  115295. private _updateReferenceSpaceOffset;
  115296. private _updateFromXRSession;
  115297. }
  115298. }
  115299. declare module BABYLON {
  115300. /**
  115301. * Defining the interface required for a (webxr) feature
  115302. */
  115303. export interface IWebXRFeature extends IDisposable {
  115304. /**
  115305. * Is this feature attached
  115306. */
  115307. attached: boolean;
  115308. /**
  115309. * Attach the feature to the session
  115310. * Will usually be called by the features manager
  115311. *
  115312. * @returns true if successful.
  115313. */
  115314. attach(): boolean;
  115315. /**
  115316. * Detach the feature from the session
  115317. * Will usually be called by the features manager
  115318. *
  115319. * @returns true if successful.
  115320. */
  115321. detach(): boolean;
  115322. }
  115323. /**
  115324. * Defining the constructor of a feature. Used to register the modules.
  115325. */
  115326. export type WebXRFeatureConstructor = (xrSessionManager: WebXRSessionManager, options?: any) => (() => IWebXRFeature);
  115327. /**
  115328. * The WebXR features manager is responsible of enabling or disabling features required for the current XR session.
  115329. * It is mainly used in AR sessions.
  115330. *
  115331. * A feature can have a version that is defined by Babylon (and does not correspond with the webxr version).
  115332. */
  115333. export class WebXRFeaturesManager implements IDisposable {
  115334. private _xrSessionManager;
  115335. private static readonly _AvailableFeatures;
  115336. /**
  115337. * Used to register a module. After calling this function a developer can use this feature in the scene.
  115338. * Mainly used internally.
  115339. *
  115340. * @param featureName the name of the feature to register
  115341. * @param constructorFunction the function used to construct the module
  115342. * @param version the (babylon) version of the module
  115343. * @param stable is that a stable version of this module
  115344. */
  115345. static AddWebXRFeature(featureName: string, constructorFunction: WebXRFeatureConstructor, version?: number, stable?: boolean): void;
  115346. /**
  115347. * Returns a constructor of a specific feature.
  115348. *
  115349. * @param featureName the name of the feature to construct
  115350. * @param version the version of the feature to load
  115351. * @param xrSessionManager the xrSessionManager. Used to construct the module
  115352. * @param options optional options provided to the module.
  115353. * @returns a function that, when called, will return a new instance of this feature
  115354. */
  115355. static ConstructFeature(featureName: string, version: number | undefined, xrSessionManager: WebXRSessionManager, options?: any): (() => IWebXRFeature);
  115356. /**
  115357. * Return the latest unstable version of this feature
  115358. * @param featureName the name of the feature to search
  115359. * @returns the version number. if not found will return -1
  115360. */
  115361. static GetLatestVersionOfFeature(featureName: string): number;
  115362. /**
  115363. * Return the latest stable version of this feature
  115364. * @param featureName the name of the feature to search
  115365. * @returns the version number. if not found will return -1
  115366. */
  115367. static GetStableVersionOfFeature(featureName: string): number;
  115368. /**
  115369. * Can be used to return the list of features currently registered
  115370. *
  115371. * @returns an Array of available features
  115372. */
  115373. static GetAvailableFeatures(): string[];
  115374. /**
  115375. * Gets the versions available for a specific feature
  115376. * @param featureName the name of the feature
  115377. * @returns an array with the available versions
  115378. */
  115379. static GetAvailableVersions(featureName: string): string[];
  115380. private _features;
  115381. /**
  115382. * constructs a new features manages.
  115383. *
  115384. * @param _xrSessionManager an instance of WebXRSessionManager
  115385. */
  115386. constructor(_xrSessionManager: WebXRSessionManager);
  115387. /**
  115388. * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.
  115389. * If used twice, the old version will be disposed and a new one will be constructed. This way you can re-enable with different configuration.
  115390. *
  115391. * @param featureName the name of the feature to load or the class of the feature
  115392. * @param version optional version to load. if not provided the latest version will be enabled
  115393. * @param moduleOptions options provided to the module. Ses the module documentation / constructor
  115394. * @param attachIfPossible if set to true (default) the feature will be automatically attached, if it is currently possible
  115395. * @returns a new constructed feature or throws an error if feature not found.
  115396. */
  115397. enableFeature(featureName: string | {
  115398. Name: string;
  115399. }, version?: number | string, moduleOptions?: any, attachIfPossible?: boolean): IWebXRFeature;
  115400. /**
  115401. * Used to disable an already-enabled feature
  115402. * The feature will be disposed and will be recreated once enabled.
  115403. * @param featureName the feature to disable
  115404. * @returns true if disable was successful
  115405. */
  115406. disableFeature(featureName: string | {
  115407. Name: string;
  115408. }): boolean;
  115409. /**
  115410. * Attach a feature to the current session. Mainly used when session started to start the feature effect.
  115411. * Can be used during a session to start a feature
  115412. * @param featureName the name of feature to attach
  115413. */
  115414. attachFeature(featureName: string): void;
  115415. /**
  115416. * Can be used inside a session or when the session ends to detach a specific feature
  115417. * @param featureName the name of the feature to detach
  115418. */
  115419. detachFeature(featureName: string): void;
  115420. /**
  115421. * Get the list of enabled features
  115422. * @returns an array of enabled features
  115423. */
  115424. getEnabledFeatures(): string[];
  115425. /**
  115426. * get the implementation of an enabled feature.
  115427. * @param featureName the name of the feature to load
  115428. * @returns the feature class, if found
  115429. */
  115430. getEnabledFeature(featureName: string): IWebXRFeature;
  115431. /**
  115432. * dispose this features manager
  115433. */
  115434. dispose(): void;
  115435. }
  115436. }
  115437. declare module BABYLON {
  115438. /**
  115439. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  115440. * @see https://doc.babylonjs.com/how_to/webxr
  115441. */
  115442. export class WebXRExperienceHelper implements IDisposable {
  115443. private scene;
  115444. /**
  115445. * Camera used to render xr content
  115446. */
  115447. camera: WebXRCamera;
  115448. /**
  115449. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  115450. */
  115451. state: WebXRState;
  115452. private _setState;
  115453. /**
  115454. * Fires when the state of the experience helper has changed
  115455. */
  115456. onStateChangedObservable: Observable<WebXRState>;
  115457. /**
  115458. * Observers registered here will be triggered after the camera's initial transformation is set
  115459. * This can be used to set a different ground level or an extra rotation.
  115460. *
  115461. * Note that ground level is considered to be at 0. The height defined by the XR camera will be added
  115462. * to the position set after this observable is done executing.
  115463. */
  115464. onInitialXRPoseSetObservable: Observable<WebXRCamera>;
  115465. /** Session manager used to keep track of xr session */
  115466. sessionManager: WebXRSessionManager;
  115467. /** A features manager for this xr session */
  115468. featuresManager: WebXRFeaturesManager;
  115469. private _nonVRCamera;
  115470. private _originalSceneAutoClear;
  115471. private _supported;
  115472. /**
  115473. * Creates the experience helper
  115474. * @param scene the scene to attach the experience helper to
  115475. * @returns a promise for the experience helper
  115476. */
  115477. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  115478. /**
  115479. * Creates a WebXRExperienceHelper
  115480. * @param scene The scene the helper should be created in
  115481. */
  115482. private constructor();
  115483. /**
  115484. * Exits XR mode and returns the scene to its original state
  115485. * @returns promise that resolves after xr mode has exited
  115486. */
  115487. exitXRAsync(): Promise<void>;
  115488. /**
  115489. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  115490. * @param sessionMode options for the XR session
  115491. * @param referenceSpaceType frame of reference of the XR session
  115492. * @param renderTarget the output canvas that will be used to enter XR mode
  115493. * @returns promise that resolves after xr mode has entered
  115494. */
  115495. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  115496. /**
  115497. * Disposes of the experience helper
  115498. */
  115499. dispose(): void;
  115500. private _nonXRToXRCamera;
  115501. }
  115502. }
  115503. declare module BABYLON {
  115504. /**
  115505. * X-Y values for axes in WebXR
  115506. */
  115507. export interface IWebXRMotionControllerAxesValue {
  115508. /**
  115509. * The value of the x axis
  115510. */
  115511. x: number;
  115512. /**
  115513. * The value of the y-axis
  115514. */
  115515. y: number;
  115516. }
  115517. /**
  115518. * changed / previous values for the values of this component
  115519. */
  115520. export interface IWebXRMotionControllerComponentChangesValues<T> {
  115521. /**
  115522. * current (this frame) value
  115523. */
  115524. current: T;
  115525. /**
  115526. * previous (last change) value
  115527. */
  115528. previous: T;
  115529. }
  115530. /**
  115531. * Represents changes in the component between current frame and last values recorded
  115532. */
  115533. export interface IWebXRMotionControllerComponentChanges {
  115534. /**
  115535. * will be populated with previous and current values if touched changed
  115536. */
  115537. touched?: IWebXRMotionControllerComponentChangesValues<boolean>;
  115538. /**
  115539. * will be populated with previous and current values if pressed changed
  115540. */
  115541. pressed?: IWebXRMotionControllerComponentChangesValues<boolean>;
  115542. /**
  115543. * will be populated with previous and current values if value changed
  115544. */
  115545. value?: IWebXRMotionControllerComponentChangesValues<number>;
  115546. /**
  115547. * will be populated with previous and current values if axes changed
  115548. */
  115549. axes?: IWebXRMotionControllerComponentChangesValues<IWebXRMotionControllerAxesValue>;
  115550. }
  115551. /**
  115552. * This class represents a single component (for example button or thumbstick) of a motion controller
  115553. */
  115554. export class WebXRControllerComponent implements IDisposable {
  115555. /**
  115556. * the id of this component
  115557. */
  115558. id: string;
  115559. /**
  115560. * the type of the component
  115561. */
  115562. type: MotionControllerComponentType;
  115563. private _buttonIndex;
  115564. private _axesIndices;
  115565. /**
  115566. * Thumbstick component type
  115567. */
  115568. static THUMBSTICK: string;
  115569. /**
  115570. * Touchpad component type
  115571. */
  115572. static TOUCHPAD: string;
  115573. /**
  115574. * trigger component type
  115575. */
  115576. static TRIGGER: string;
  115577. /**
  115578. * squeeze component type
  115579. */
  115580. static SQUEEZE: string;
  115581. /**
  115582. * Observers registered here will be triggered when the state of a button changes
  115583. * State change is either pressed / touched / value
  115584. */
  115585. onButtonStateChanged: Observable<WebXRControllerComponent>;
  115586. /**
  115587. * If axes are available for this component (like a touchpad or thumbstick) the observers will be notified when
  115588. * the axes data changes
  115589. */
  115590. onAxisValueChanged: Observable<{
  115591. x: number;
  115592. y: number;
  115593. }>;
  115594. private _currentValue;
  115595. private _touched;
  115596. private _pressed;
  115597. private _axes;
  115598. private _changes;
  115599. /**
  115600. * Creates a new component for a motion controller.
  115601. * It is created by the motion controller itself
  115602. *
  115603. * @param id the id of this component
  115604. * @param type the type of the component
  115605. * @param _buttonIndex index in the buttons array of the gamepad
  115606. * @param _axesIndices indices of the values in the axes array of the gamepad
  115607. */
  115608. constructor(
  115609. /**
  115610. * the id of this component
  115611. */
  115612. id: string,
  115613. /**
  115614. * the type of the component
  115615. */
  115616. type: MotionControllerComponentType, _buttonIndex?: number, _axesIndices?: number[]);
  115617. /**
  115618. * Get the current value of this component
  115619. */
  115620. get value(): number;
  115621. /**
  115622. * is the button currently pressed
  115623. */
  115624. get pressed(): boolean;
  115625. /**
  115626. * is the button currently touched
  115627. */
  115628. get touched(): boolean;
  115629. /**
  115630. * The current axes data. If this component has no axes it will still return an object { x: 0, y: 0 }
  115631. */
  115632. get axes(): IWebXRMotionControllerAxesValue;
  115633. /**
  115634. * Get the changes. Elements will be populated only if they changed with their previous and current value
  115635. */
  115636. get changes(): IWebXRMotionControllerComponentChanges;
  115637. /**
  115638. * Is this component a button (hence - pressable)
  115639. * @returns true if can be pressed
  115640. */
  115641. isButton(): boolean;
  115642. /**
  115643. * Are there axes correlating to this component
  115644. * @return true is axes data is available
  115645. */
  115646. isAxes(): boolean;
  115647. /**
  115648. * update this component using the gamepad object it is in. Called on every frame
  115649. * @param nativeController the native gamepad controller object
  115650. */
  115651. update(nativeController: IMinimalMotionControllerObject): void;
  115652. /**
  115653. * Dispose this component
  115654. */
  115655. dispose(): void;
  115656. }
  115657. }
  115658. declare module BABYLON {
  115659. /**
  115660. * Class used to represent data loading progression
  115661. */
  115662. export class SceneLoaderProgressEvent {
  115663. /** defines if data length to load can be evaluated */
  115664. readonly lengthComputable: boolean;
  115665. /** defines the loaded data length */
  115666. readonly loaded: number;
  115667. /** defines the data length to load */
  115668. readonly total: number;
  115669. /**
  115670. * Create a new progress event
  115671. * @param lengthComputable defines if data length to load can be evaluated
  115672. * @param loaded defines the loaded data length
  115673. * @param total defines the data length to load
  115674. */
  115675. constructor(
  115676. /** defines if data length to load can be evaluated */
  115677. lengthComputable: boolean,
  115678. /** defines the loaded data length */
  115679. loaded: number,
  115680. /** defines the data length to load */
  115681. total: number);
  115682. /**
  115683. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  115684. * @param event defines the source event
  115685. * @returns a new SceneLoaderProgressEvent
  115686. */
  115687. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  115688. }
  115689. /**
  115690. * Interface used by SceneLoader plugins to define supported file extensions
  115691. */
  115692. export interface ISceneLoaderPluginExtensions {
  115693. /**
  115694. * Defines the list of supported extensions
  115695. */
  115696. [extension: string]: {
  115697. isBinary: boolean;
  115698. };
  115699. }
  115700. /**
  115701. * Interface used by SceneLoader plugin factory
  115702. */
  115703. export interface ISceneLoaderPluginFactory {
  115704. /**
  115705. * Defines the name of the factory
  115706. */
  115707. name: string;
  115708. /**
  115709. * Function called to create a new plugin
  115710. * @return the new plugin
  115711. */
  115712. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  115713. /**
  115714. * The callback that returns true if the data can be directly loaded.
  115715. * @param data string containing the file data
  115716. * @returns if the data can be loaded directly
  115717. */
  115718. canDirectLoad?(data: string): boolean;
  115719. }
  115720. /**
  115721. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  115722. */
  115723. export interface ISceneLoaderPluginBase {
  115724. /**
  115725. * The friendly name of this plugin.
  115726. */
  115727. name: string;
  115728. /**
  115729. * The file extensions supported by this plugin.
  115730. */
  115731. extensions: string | ISceneLoaderPluginExtensions;
  115732. /**
  115733. * The callback called when loading from a url.
  115734. * @param scene scene loading this url
  115735. * @param url url to load
  115736. * @param onSuccess callback called when the file successfully loads
  115737. * @param onProgress callback called while file is loading (if the server supports this mode)
  115738. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  115739. * @param onError callback called when the file fails to load
  115740. * @returns a file request object
  115741. */
  115742. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  115743. /**
  115744. * The callback called when loading from a file object.
  115745. * @param scene scene loading this file
  115746. * @param file defines the file to load
  115747. * @param onSuccess defines the callback to call when data is loaded
  115748. * @param onProgress defines the callback to call during loading process
  115749. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  115750. * @param onError defines the callback to call when an error occurs
  115751. * @returns a file request object
  115752. */
  115753. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  115754. /**
  115755. * The callback that returns true if the data can be directly loaded.
  115756. * @param data string containing the file data
  115757. * @returns if the data can be loaded directly
  115758. */
  115759. canDirectLoad?(data: string): boolean;
  115760. /**
  115761. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  115762. * @param scene scene loading this data
  115763. * @param data string containing the data
  115764. * @returns data to pass to the plugin
  115765. */
  115766. directLoad?(scene: Scene, data: string): any;
  115767. /**
  115768. * The callback that allows custom handling of the root url based on the response url.
  115769. * @param rootUrl the original root url
  115770. * @param responseURL the response url if available
  115771. * @returns the new root url
  115772. */
  115773. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  115774. }
  115775. /**
  115776. * Interface used to define a SceneLoader plugin
  115777. */
  115778. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  115779. /**
  115780. * Import meshes into a scene.
  115781. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115782. * @param scene The scene to import into
  115783. * @param data The data to import
  115784. * @param rootUrl The root url for scene and resources
  115785. * @param meshes The meshes array to import into
  115786. * @param particleSystems The particle systems array to import into
  115787. * @param skeletons The skeletons array to import into
  115788. * @param onError The callback when import fails
  115789. * @returns True if successful or false otherwise
  115790. */
  115791. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  115792. /**
  115793. * Load into a scene.
  115794. * @param scene The scene to load into
  115795. * @param data The data to import
  115796. * @param rootUrl The root url for scene and resources
  115797. * @param onError The callback when import fails
  115798. * @returns True if successful or false otherwise
  115799. */
  115800. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  115801. /**
  115802. * Load into an asset container.
  115803. * @param scene The scene to load into
  115804. * @param data The data to import
  115805. * @param rootUrl The root url for scene and resources
  115806. * @param onError The callback when import fails
  115807. * @returns The loaded asset container
  115808. */
  115809. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  115810. }
  115811. /**
  115812. * Interface used to define an async SceneLoader plugin
  115813. */
  115814. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  115815. /**
  115816. * Import meshes into a scene.
  115817. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115818. * @param scene The scene to import into
  115819. * @param data The data to import
  115820. * @param rootUrl The root url for scene and resources
  115821. * @param onProgress The callback when the load progresses
  115822. * @param fileName Defines the name of the file to load
  115823. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  115824. */
  115825. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  115826. meshes: AbstractMesh[];
  115827. particleSystems: IParticleSystem[];
  115828. skeletons: Skeleton[];
  115829. animationGroups: AnimationGroup[];
  115830. }>;
  115831. /**
  115832. * Load into a scene.
  115833. * @param scene The scene to load into
  115834. * @param data The data to import
  115835. * @param rootUrl The root url for scene and resources
  115836. * @param onProgress The callback when the load progresses
  115837. * @param fileName Defines the name of the file to load
  115838. * @returns Nothing
  115839. */
  115840. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  115841. /**
  115842. * Load into an asset container.
  115843. * @param scene The scene to load into
  115844. * @param data The data to import
  115845. * @param rootUrl The root url for scene and resources
  115846. * @param onProgress The callback when the load progresses
  115847. * @param fileName Defines the name of the file to load
  115848. * @returns The loaded asset container
  115849. */
  115850. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  115851. }
  115852. /**
  115853. * Mode that determines how to handle old animation groups before loading new ones.
  115854. */
  115855. export enum SceneLoaderAnimationGroupLoadingMode {
  115856. /**
  115857. * Reset all old animations to initial state then dispose them.
  115858. */
  115859. Clean = 0,
  115860. /**
  115861. * Stop all old animations.
  115862. */
  115863. Stop = 1,
  115864. /**
  115865. * Restart old animations from first frame.
  115866. */
  115867. Sync = 2,
  115868. /**
  115869. * Old animations remains untouched.
  115870. */
  115871. NoSync = 3
  115872. }
  115873. /**
  115874. * Class used to load scene from various file formats using registered plugins
  115875. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  115876. */
  115877. export class SceneLoader {
  115878. /**
  115879. * No logging while loading
  115880. */
  115881. static readonly NO_LOGGING: number;
  115882. /**
  115883. * Minimal logging while loading
  115884. */
  115885. static readonly MINIMAL_LOGGING: number;
  115886. /**
  115887. * Summary logging while loading
  115888. */
  115889. static readonly SUMMARY_LOGGING: number;
  115890. /**
  115891. * Detailled logging while loading
  115892. */
  115893. static readonly DETAILED_LOGGING: number;
  115894. /**
  115895. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  115896. */
  115897. static get ForceFullSceneLoadingForIncremental(): boolean;
  115898. static set ForceFullSceneLoadingForIncremental(value: boolean);
  115899. /**
  115900. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  115901. */
  115902. static get ShowLoadingScreen(): boolean;
  115903. static set ShowLoadingScreen(value: boolean);
  115904. /**
  115905. * Defines the current logging level (while loading the scene)
  115906. * @ignorenaming
  115907. */
  115908. static get loggingLevel(): number;
  115909. static set loggingLevel(value: number);
  115910. /**
  115911. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  115912. */
  115913. static get CleanBoneMatrixWeights(): boolean;
  115914. static set CleanBoneMatrixWeights(value: boolean);
  115915. /**
  115916. * Event raised when a plugin is used to load a scene
  115917. */
  115918. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  115919. private static _registeredPlugins;
  115920. private static _getDefaultPlugin;
  115921. private static _getPluginForExtension;
  115922. private static _getPluginForDirectLoad;
  115923. private static _getPluginForFilename;
  115924. private static _getDirectLoad;
  115925. private static _loadData;
  115926. private static _getFileInfo;
  115927. /**
  115928. * Gets a plugin that can load the given extension
  115929. * @param extension defines the extension to load
  115930. * @returns a plugin or null if none works
  115931. */
  115932. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  115933. /**
  115934. * Gets a boolean indicating that the given extension can be loaded
  115935. * @param extension defines the extension to load
  115936. * @returns true if the extension is supported
  115937. */
  115938. static IsPluginForExtensionAvailable(extension: string): boolean;
  115939. /**
  115940. * Adds a new plugin to the list of registered plugins
  115941. * @param plugin defines the plugin to add
  115942. */
  115943. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  115944. /**
  115945. * Import meshes into a scene
  115946. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115947. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  115948. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  115949. * @param scene the instance of BABYLON.Scene to append to
  115950. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  115951. * @param onProgress a callback with a progress event for each file being loaded
  115952. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115953. * @param pluginExtension the extension used to determine the plugin
  115954. * @returns The loaded plugin
  115955. */
  115956. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  115957. /**
  115958. * Import meshes into a scene
  115959. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115960. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  115961. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  115962. * @param scene the instance of BABYLON.Scene to append to
  115963. * @param onProgress a callback with a progress event for each file being loaded
  115964. * @param pluginExtension the extension used to determine the plugin
  115965. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  115966. */
  115967. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  115968. meshes: AbstractMesh[];
  115969. particleSystems: IParticleSystem[];
  115970. skeletons: Skeleton[];
  115971. animationGroups: AnimationGroup[];
  115972. }>;
  115973. /**
  115974. * Load a scene
  115975. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  115976. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  115977. * @param engine is the instance of BABYLON.Engine to use to create the scene
  115978. * @param onSuccess a callback with the scene when import succeeds
  115979. * @param onProgress a callback with a progress event for each file being loaded
  115980. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115981. * @param pluginExtension the extension used to determine the plugin
  115982. * @returns The loaded plugin
  115983. */
  115984. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  115985. /**
  115986. * Load a scene
  115987. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  115988. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  115989. * @param engine is the instance of BABYLON.Engine to use to create the scene
  115990. * @param onProgress a callback with a progress event for each file being loaded
  115991. * @param pluginExtension the extension used to determine the plugin
  115992. * @returns The loaded scene
  115993. */
  115994. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  115995. /**
  115996. * Append a scene
  115997. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  115998. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  115999. * @param scene is the instance of BABYLON.Scene to append to
  116000. * @param onSuccess a callback with the scene when import succeeds
  116001. * @param onProgress a callback with a progress event for each file being loaded
  116002. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116003. * @param pluginExtension the extension used to determine the plugin
  116004. * @returns The loaded plugin
  116005. */
  116006. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  116007. /**
  116008. * Append a scene
  116009. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  116010. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  116011. * @param scene is the instance of BABYLON.Scene to append to
  116012. * @param onProgress a callback with a progress event for each file being loaded
  116013. * @param pluginExtension the extension used to determine the plugin
  116014. * @returns The given scene
  116015. */
  116016. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  116017. /**
  116018. * Load a scene into an asset container
  116019. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  116020. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  116021. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  116022. * @param onSuccess a callback with the scene when import succeeds
  116023. * @param onProgress a callback with a progress event for each file being loaded
  116024. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116025. * @param pluginExtension the extension used to determine the plugin
  116026. * @returns The loaded plugin
  116027. */
  116028. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  116029. /**
  116030. * Load a scene into an asset container
  116031. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  116032. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  116033. * @param scene is the instance of Scene to append to
  116034. * @param onProgress a callback with a progress event for each file being loaded
  116035. * @param pluginExtension the extension used to determine the plugin
  116036. * @returns The loaded asset container
  116037. */
  116038. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  116039. /**
  116040. * Import animations from a file into a scene
  116041. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  116042. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  116043. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  116044. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  116045. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  116046. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  116047. * @param onSuccess a callback with the scene when import succeeds
  116048. * @param onProgress a callback with a progress event for each file being loaded
  116049. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116050. */
  116051. static ImportAnimations(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
  116052. /**
  116053. * Import animations from a file into a scene
  116054. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  116055. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  116056. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  116057. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  116058. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  116059. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  116060. * @param onSuccess a callback with the scene when import succeeds
  116061. * @param onProgress a callback with a progress event for each file being loaded
  116062. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116063. * @returns the updated scene with imported animations
  116064. */
  116065. static ImportAnimationsAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): Promise<Scene>;
  116066. }
  116067. }
  116068. declare module BABYLON {
  116069. /**
  116070. * Handness type in xrInput profiles. These can be used to define layouts in the Layout Map.
  116071. */
  116072. export type MotionControllerHandness = "none" | "left" | "right" | "left-right" | "left-right-none";
  116073. /**
  116074. * The type of components available in motion controllers.
  116075. * This is not the name of the component.
  116076. */
  116077. export type MotionControllerComponentType = "trigger" | "squeeze" | "touchpad" | "thumbstick" | "button";
  116078. /**
  116079. * The schema of motion controller layout.
  116080. * No object will be initialized using this interface
  116081. * This is used just to define the profile.
  116082. */
  116083. export interface IMotionControllerLayout {
  116084. /**
  116085. * Defines the main button component id
  116086. */
  116087. selectComponentId: string;
  116088. /**
  116089. * Available components (unsorted)
  116090. */
  116091. components: {
  116092. /**
  116093. * A map of component Ids
  116094. */
  116095. [componentId: string]: {
  116096. /**
  116097. * The type of input the component outputs
  116098. */
  116099. type: MotionControllerComponentType;
  116100. };
  116101. };
  116102. /**
  116103. * An optional gamepad object. If no gamepad object is not defined, no models will be loaded
  116104. */
  116105. gamepad?: {
  116106. /**
  116107. * Is the mapping based on the xr-standard defined here:
  116108. * https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
  116109. */
  116110. mapping: "" | "xr-standard";
  116111. /**
  116112. * The buttons available in this input in the right order
  116113. * index of this button will be the index in the gamepadObject.buttons array
  116114. * correlates to the componentId in components
  116115. */
  116116. buttons: Array<string | null>;
  116117. /**
  116118. * Definition of the axes of the gamepad input, sorted
  116119. * Correlates to componentIds in the components map
  116120. */
  116121. axes: Array<{
  116122. /**
  116123. * The component id that the axis correlates to
  116124. */
  116125. componentId: string;
  116126. /**
  116127. * X or Y Axis
  116128. */
  116129. axis: "x-axis" | "y-axis";
  116130. } | null>;
  116131. };
  116132. }
  116133. /**
  116134. * A definition for the layout map in the input profile
  116135. */
  116136. export interface IMotionControllerLayoutMap {
  116137. /**
  116138. * Layouts with handness type as a key
  116139. */
  116140. [handness: string]: IMotionControllerLayout;
  116141. }
  116142. /**
  116143. * The XR Input profile schema
  116144. * Profiles can be found here:
  116145. * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles
  116146. */
  116147. export interface IMotionControllerProfile {
  116148. /**
  116149. * The id of this profile
  116150. * correlates to the profile(s) in the xrInput.profiles array
  116151. */
  116152. profileId: string;
  116153. /**
  116154. * fallback profiles for this profileId
  116155. */
  116156. fallbackProfileIds: string[];
  116157. /**
  116158. * The layout map, with handness as key
  116159. */
  116160. layouts: IMotionControllerLayoutMap;
  116161. }
  116162. /**
  116163. * A helper-interface for the 3 meshes needed for controller button animation
  116164. * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh
  116165. */
  116166. export interface IMotionControllerButtonMeshMap {
  116167. /**
  116168. * The mesh that will be changed when value changes
  116169. */
  116170. valueMesh: AbstractMesh;
  116171. /**
  116172. * the mesh that defines the pressed value mesh position.
  116173. * This is used to find the max-position of this button
  116174. */
  116175. pressedMesh: AbstractMesh;
  116176. /**
  116177. * the mesh that defines the unpressed value mesh position.
  116178. * This is used to find the min (or initial) position of this button
  116179. */
  116180. unpressedMesh: AbstractMesh;
  116181. }
  116182. /**
  116183. * A helper-interface for the 3 meshes needed for controller axis animation.
  116184. * This will be expanded when touchpad animations are fully supported
  116185. * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh
  116186. */
  116187. export interface IMotionControllerAxisMeshMap {
  116188. /**
  116189. * The mesh that will be changed when axis value changes
  116190. */
  116191. valueMesh: AbstractMesh;
  116192. /**
  116193. * the mesh that defines the minimum value mesh position.
  116194. */
  116195. minMesh: AbstractMesh;
  116196. /**
  116197. * the mesh that defines the maximum value mesh position.
  116198. */
  116199. maxMesh: AbstractMesh;
  116200. }
  116201. /**
  116202. * The elements needed for change-detection of the gamepad objects in motion controllers
  116203. */
  116204. export interface IMinimalMotionControllerObject {
  116205. /**
  116206. * An array of available buttons
  116207. */
  116208. buttons: Array<{
  116209. /**
  116210. * Value of the button/trigger
  116211. */
  116212. value: number;
  116213. /**
  116214. * If the button/trigger is currently touched
  116215. */
  116216. touched: boolean;
  116217. /**
  116218. * If the button/trigger is currently pressed
  116219. */
  116220. pressed: boolean;
  116221. }>;
  116222. /**
  116223. * Available axes of this controller
  116224. */
  116225. axes: number[];
  116226. }
  116227. /**
  116228. * An Abstract Motion controller
  116229. * This class receives an xrInput and a profile layout and uses those to initialize the components
  116230. * Each component has an observable to check for changes in value and state
  116231. */
  116232. export abstract class WebXRAbstractMotionController implements IDisposable {
  116233. protected scene: Scene;
  116234. protected layout: IMotionControllerLayout;
  116235. /**
  116236. * The gamepad object correlating to this controller
  116237. */
  116238. gamepadObject: IMinimalMotionControllerObject;
  116239. /**
  116240. * handness (left/right/none) of this controller
  116241. */
  116242. handness: MotionControllerHandness;
  116243. /**
  116244. * Component type map
  116245. */
  116246. static ComponentType: {
  116247. TRIGGER: string;
  116248. SQUEEZE: string;
  116249. TOUCHPAD: string;
  116250. THUMBSTICK: string;
  116251. BUTTON: string;
  116252. };
  116253. /**
  116254. * The profile id of this motion controller
  116255. */
  116256. abstract profileId: string;
  116257. /**
  116258. * A map of components (WebXRControllerComponent) in this motion controller
  116259. * Components have a ComponentType and can also have both button and axis definitions
  116260. */
  116261. readonly components: {
  116262. [id: string]: WebXRControllerComponent;
  116263. };
  116264. /**
  116265. * Observers registered here will be triggered when the model of this controller is done loading
  116266. */
  116267. onModelLoadedObservable: Observable<WebXRAbstractMotionController>;
  116268. /**
  116269. * The root mesh of the model. It is null if the model was not yet initialized
  116270. */
  116271. rootMesh: Nullable<AbstractMesh>;
  116272. private _modelReady;
  116273. /**
  116274. * constructs a new abstract motion controller
  116275. * @param scene the scene to which the model of the controller will be added
  116276. * @param layout The profile layout to load
  116277. * @param gamepadObject The gamepad object correlating to this controller
  116278. * @param handness handness (left/right/none) of this controller
  116279. * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading
  116280. */
  116281. constructor(scene: Scene, layout: IMotionControllerLayout,
  116282. /**
  116283. * The gamepad object correlating to this controller
  116284. */
  116285. gamepadObject: IMinimalMotionControllerObject,
  116286. /**
  116287. * handness (left/right/none) of this controller
  116288. */
  116289. handness: MotionControllerHandness, _doNotLoadControllerMesh?: boolean);
  116290. private _initComponent;
  116291. /**
  116292. * Update this model using the current XRFrame
  116293. * @param xrFrame the current xr frame to use and update the model
  116294. */
  116295. updateFromXRFrame(xrFrame: XRFrame): void;
  116296. /**
  116297. * Get the list of components available in this motion controller
  116298. * @returns an array of strings correlating to available components
  116299. */
  116300. getComponentTypes(): string[];
  116301. /**
  116302. * Get the main (Select) component of this controller as defined in the layout
  116303. * @returns the main component of this controller
  116304. */
  116305. getMainComponent(): WebXRControllerComponent;
  116306. /**
  116307. * get a component based an its component id as defined in layout.components
  116308. * @param id the id of the component
  116309. * @returns the component correlates to the id or undefined if not found
  116310. */
  116311. getComponent(id: string): WebXRControllerComponent;
  116312. /**
  116313. * Loads the model correlating to this controller
  116314. * When the mesh is loaded, the onModelLoadedObservable will be triggered
  116315. * @returns A promise fulfilled with the result of the model loading
  116316. */
  116317. loadModel(): Promise<boolean>;
  116318. /**
  116319. * Update the model itself with the current frame data
  116320. * @param xrFrame the frame to use for updating the model mesh
  116321. */
  116322. protected updateModel(xrFrame: XRFrame): void;
  116323. /**
  116324. * Moves the axis on the controller mesh based on its current state
  116325. * @param axis the index of the axis
  116326. * @param axisValue the value of the axis which determines the meshes new position
  116327. * @hidden
  116328. */
  116329. protected _lerpAxisTransform(axisMap: IMotionControllerAxisMeshMap, axisValue: number): void;
  116330. /**
  116331. * Moves the buttons on the controller mesh based on their current state
  116332. * @param buttonName the name of the button to move
  116333. * @param buttonValue the value of the button which determines the buttons new position
  116334. */
  116335. protected _lerpButtonTransform(buttonMap: IMotionControllerButtonMeshMap, buttonValue: number): void;
  116336. private _getGenericFilenameAndPath;
  116337. private _getGenericParentMesh;
  116338. /**
  116339. * Get the filename and path for this controller's model
  116340. * @returns a map of filename and path
  116341. */
  116342. protected abstract _getFilenameAndPath(): {
  116343. filename: string;
  116344. path: string;
  116345. };
  116346. /**
  116347. * This function will be called after the model was successfully loaded and can be used
  116348. * for mesh transformations before it is available for the user
  116349. * @param meshes the loaded meshes
  116350. */
  116351. protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;
  116352. /**
  116353. * Set the root mesh for this controller. Important for the WebXR controller class
  116354. * @param meshes the loaded meshes
  116355. */
  116356. protected abstract _setRootMesh(meshes: AbstractMesh[]): void;
  116357. /**
  116358. * A function executed each frame that updates the mesh (if needed)
  116359. * @param xrFrame the current xrFrame
  116360. */
  116361. protected abstract _updateModel(xrFrame: XRFrame): void;
  116362. /**
  116363. * This function is called before the mesh is loaded. It checks for loading constraints.
  116364. * For example, this function can check if the GLB loader is available
  116365. * If this function returns false, the generic controller will be loaded instead
  116366. * @returns Is the client ready to load the mesh
  116367. */
  116368. protected abstract _getModelLoadingConstraints(): boolean;
  116369. /**
  116370. * Dispose this controller, the model mesh and all its components
  116371. */
  116372. dispose(): void;
  116373. }
  116374. }
  116375. declare module BABYLON {
  116376. /**
  116377. * A generic trigger-only motion controller for WebXR
  116378. */
  116379. export class WebXRGenericTriggerMotionController extends WebXRAbstractMotionController {
  116380. /**
  116381. * Static version of the profile id of this controller
  116382. */
  116383. static ProfileId: string;
  116384. profileId: string;
  116385. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  116386. protected _processLoadedModel(meshes: AbstractMesh[]): void;
  116387. protected _updateModel(): void;
  116388. protected _getFilenameAndPath(): {
  116389. filename: string;
  116390. path: string;
  116391. };
  116392. protected _setRootMesh(meshes: AbstractMesh[]): void;
  116393. protected _getModelLoadingConstraints(): boolean;
  116394. }
  116395. }
  116396. declare module BABYLON {
  116397. /**
  116398. * A construction function type to create a new controller based on an xrInput object
  116399. */
  116400. export type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;
  116401. /**
  116402. * The MotionController Manager manages all registered motion controllers and loads the right one when needed.
  116403. *
  116404. * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets
  116405. * it should be replaced with auto-loaded controllers.
  116406. *
  116407. * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes
  116408. */
  116409. export class WebXRMotionControllerManager {
  116410. private static _AvailableControllers;
  116411. private static _Fallbacks;
  116412. /**
  116413. * Register a new controller based on its profile. This function will be called by the controller classes themselves.
  116414. *
  116415. * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.
  116416. *
  116417. * @param type the profile type to register
  116418. * @param constructFunction the function to be called when loading this profile
  116419. */
  116420. static RegisterController(type: string, constructFunction: MotionControllerConstructor): void;
  116421. /**
  116422. * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.
  116423. * The order of search:
  116424. *
  116425. * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller
  116426. * 2) (If not found) search in the gamepad id and try using it (legacy versions only)
  116427. * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)
  116428. * 4) return the generic trigger controller if none were found
  116429. *
  116430. * @param xrInput the xrInput to which a new controller is initialized
  116431. * @param scene the scene to which the model will be added
  116432. * @param forceProfile force a certain profile for this controller
  116433. * @return the motion controller class for this profile id or the generic standard class if none was found
  116434. */
  116435. static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): WebXRAbstractMotionController;
  116436. /**
  116437. * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.
  116438. * @param profileId the profile to which a fallback needs to be found
  116439. * @return an array with corresponding fallback profiles
  116440. */
  116441. static FindFallbackWithProfileId(profileId: string): string[];
  116442. /**
  116443. * Register a fallback to a specific profile.
  116444. * @param profileId the profileId that will receive the fallbacks
  116445. * @param fallbacks A list of fallback profiles
  116446. */
  116447. static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void;
  116448. /**
  116449. * Register the default fallbacks.
  116450. * This function is called automatically when this file is imported.
  116451. */
  116452. static DefaultFallbacks(): void;
  116453. }
  116454. }
  116455. declare module BABYLON {
  116456. /**
  116457. * Configuration options for the WebXR controller creation
  116458. */
  116459. export interface IWebXRControllerOptions {
  116460. /**
  116461. * Force a specific controller type for this controller.
  116462. * This can be used when creating your own profile or when testing different controllers
  116463. */
  116464. forceControllerProfile?: string;
  116465. }
  116466. /**
  116467. * Represents an XR controller
  116468. */
  116469. export class WebXRController {
  116470. private _scene;
  116471. /** The underlying input source for the controller */
  116472. inputSource: XRInputSource;
  116473. private _options;
  116474. /**
  116475. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  116476. */
  116477. grip?: AbstractMesh;
  116478. /**
  116479. * Pointer which can be used to select objects or attach a visible laser to
  116480. */
  116481. pointer: AbstractMesh;
  116482. /**
  116483. * If available, this is the gamepad object related to this controller.
  116484. * Using this object it is possible to get click events and trackpad changes of the
  116485. * webxr controller that is currently being used.
  116486. */
  116487. gamepadController?: WebXRAbstractMotionController;
  116488. /**
  116489. * Event that fires when the controller is removed/disposed
  116490. */
  116491. onDisposeObservable: Observable<{}>;
  116492. private _tmpQuaternion;
  116493. private _tmpVector;
  116494. private _uniqueId;
  116495. /**
  116496. * Creates the controller
  116497. * @see https://doc.babylonjs.com/how_to/webxr
  116498. * @param _scene the scene which the controller should be associated to
  116499. * @param inputSource the underlying input source for the controller
  116500. * @param _options options for this controller creation
  116501. */
  116502. constructor(_scene: Scene,
  116503. /** The underlying input source for the controller */
  116504. inputSource: XRInputSource, _options?: IWebXRControllerOptions);
  116505. /**
  116506. * Get this controllers unique id
  116507. */
  116508. get uniqueId(): string;
  116509. /**
  116510. * Updates the controller pose based on the given XRFrame
  116511. * @param xrFrame xr frame to update the pose with
  116512. * @param referenceSpace reference space to use
  116513. */
  116514. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  116515. /**
  116516. * Gets a world space ray coming from the controller
  116517. * @param result the resulting ray
  116518. */
  116519. getWorldPointerRayToRef(result: Ray): void;
  116520. /**
  116521. * Disposes of the object
  116522. */
  116523. dispose(): void;
  116524. }
  116525. }
  116526. declare module BABYLON {
  116527. /**
  116528. * The schema for initialization options of the XR Input class
  116529. */
  116530. export interface IWebXRInputOptions {
  116531. /**
  116532. * If set to true no model will be automatically loaded
  116533. */
  116534. doNotLoadControllerMeshes?: boolean;
  116535. /**
  116536. * If set, this profile will be used for all controllers loaded (for example "microsoft-mixed-reality")
  116537. * If not found, the xr input profile data will be used.
  116538. * Profiles are defined here - https://github.com/immersive-web/webxr-input-profiles/
  116539. */
  116540. forceInputProfile?: string;
  116541. }
  116542. /**
  116543. * XR input used to track XR inputs such as controllers/rays
  116544. */
  116545. export class WebXRInput implements IDisposable {
  116546. /**
  116547. * the xr session manager for this session
  116548. */
  116549. xrSessionManager: WebXRSessionManager;
  116550. /**
  116551. * the WebXR camera for this session. Mainly used for teleportation
  116552. */
  116553. xrCamera: WebXRCamera;
  116554. private readonly options;
  116555. /**
  116556. * XR controllers being tracked
  116557. */
  116558. controllers: Array<WebXRController>;
  116559. private _frameObserver;
  116560. private _sessionEndedObserver;
  116561. private _sessionInitObserver;
  116562. /**
  116563. * Event when a controller has been connected/added
  116564. */
  116565. onControllerAddedObservable: Observable<WebXRController>;
  116566. /**
  116567. * Event when a controller has been removed/disconnected
  116568. */
  116569. onControllerRemovedObservable: Observable<WebXRController>;
  116570. /**
  116571. * Initializes the WebXRInput
  116572. * @param xrSessionManager the xr session manager for this session
  116573. * @param xrCamera the WebXR camera for this session. Mainly used for teleportation
  116574. * @param options = initialization options for this xr input
  116575. */
  116576. constructor(
  116577. /**
  116578. * the xr session manager for this session
  116579. */
  116580. xrSessionManager: WebXRSessionManager,
  116581. /**
  116582. * the WebXR camera for this session. Mainly used for teleportation
  116583. */
  116584. xrCamera: WebXRCamera, options?: IWebXRInputOptions);
  116585. private _onInputSourcesChange;
  116586. private _addAndRemoveControllers;
  116587. /**
  116588. * Disposes of the object
  116589. */
  116590. dispose(): void;
  116591. }
  116592. }
  116593. declare module BABYLON {
  116594. /**
  116595. * This is the base class for all WebXR features.
  116596. * Since most features require almost the same resources and callbacks, this class can be used to simplify the development
  116597. * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class
  116598. */
  116599. export abstract class WebXRAbstractFeature implements IWebXRFeature {
  116600. protected _xrSessionManager: WebXRSessionManager;
  116601. /**
  116602. * Construct a new (abstract) webxr feature
  116603. * @param _xrSessionManager the xr session manager for this feature
  116604. */
  116605. constructor(_xrSessionManager: WebXRSessionManager);
  116606. private _attached;
  116607. private _removeOnDetach;
  116608. /**
  116609. * Is this feature attached
  116610. */
  116611. get attached(): boolean;
  116612. /**
  116613. * attach this feature
  116614. *
  116615. * @returns true if successful.
  116616. */
  116617. attach(): boolean;
  116618. /**
  116619. * detach this feature.
  116620. *
  116621. * @returns true if successful.
  116622. */
  116623. detach(): boolean;
  116624. /**
  116625. * Dispose this feature and all of the resources attached
  116626. */
  116627. dispose(): void;
  116628. /**
  116629. * Code in this function will be executed on each xrFrame received from the browser.
  116630. * This function will not execute after the feature is detached.
  116631. * @param _xrFrame the current frame
  116632. */
  116633. protected _onXRFrame(_xrFrame: XRFrame): void;
  116634. /**
  116635. * This is used to register callbacks that will automatically be removed when detach is called.
  116636. * @param observable the observable to which the observer will be attached
  116637. * @param callback the callback to register
  116638. */
  116639. protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
  116640. }
  116641. }
  116642. declare module BABYLON {
  116643. /**
  116644. * Options interface for the pointer selection module
  116645. */
  116646. export interface IWebXRControllerPointerSelectionOptions {
  116647. /**
  116648. * the xr input to use with this pointer selection
  116649. */
  116650. xrInput: WebXRInput;
  116651. /**
  116652. * Different button type to use instead of the main component
  116653. */
  116654. overrideButtonId?: string;
  116655. /**
  116656. * The amount of time in miliseconds it takes between pick found something to a pointer down event.
  116657. * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events
  116658. * 3000 means 3 seconds between pointing at something and selecting it
  116659. */
  116660. timeToSelect?: number;
  116661. /**
  116662. * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)
  116663. * If not disabled, the last picked point will be used to execute a pointer up event
  116664. * If disabled, pointer up event will be triggered right after the pointer down event.
  116665. * Used in screen and gaze target ray mode only
  116666. */
  116667. disablePointerUpOnTouchOut: boolean;
  116668. /**
  116669. * For gaze mode (time to select instead of press)
  116670. */
  116671. forceGazeMode: boolean;
  116672. /**
  116673. * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved
  116674. * to start a new countdown to the pointer down event.
  116675. * Defaults to 1.
  116676. */
  116677. gazeModePointerMovedFactor?: number;
  116678. }
  116679. /**
  116680. * A module that will enable pointer selection for motion controllers of XR Input Sources
  116681. */
  116682. export class WebXRControllerPointerSelection extends WebXRAbstractFeature implements IWebXRFeature {
  116683. private readonly _options;
  116684. /**
  116685. * The module's name
  116686. */
  116687. static readonly Name: string;
  116688. /**
  116689. * The (Babylon) version of this module.
  116690. * This is an integer representing the implementation version.
  116691. * This number does not correspond to the webxr specs version
  116692. */
  116693. static readonly Version: number;
  116694. /**
  116695. * This color will be set to the laser pointer when selection is triggered
  116696. */
  116697. laserPointerPickedColor: Color3;
  116698. /**
  116699. * This color will be applied to the selection ring when selection is triggered
  116700. */
  116701. selectionMeshPickedColor: Color3;
  116702. /**
  116703. * default color of the selection ring
  116704. */
  116705. selectionMeshDefaultColor: Color3;
  116706. /**
  116707. * Default color of the laser pointer
  116708. */
  116709. lasterPointerDefaultColor: Color3;
  116710. private static _idCounter;
  116711. private _tmpRay;
  116712. private _controllers;
  116713. private _scene;
  116714. /**
  116715. * constructs a new background remover module
  116716. * @param _xrSessionManager the session manager for this module
  116717. * @param _options read-only options to be used in this module
  116718. */
  116719. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRControllerPointerSelectionOptions);
  116720. /**
  116721. * attach this feature
  116722. * Will usually be called by the features manager
  116723. *
  116724. * @returns true if successful.
  116725. */
  116726. attach(): boolean;
  116727. /**
  116728. * detach this feature.
  116729. * Will usually be called by the features manager
  116730. *
  116731. * @returns true if successful.
  116732. */
  116733. detach(): boolean;
  116734. /**
  116735. * Get the xr controller that correlates to the pointer id in the pointer event
  116736. *
  116737. * @param id the pointer id to search for
  116738. * @returns the controller that correlates to this id or null if not found
  116739. */
  116740. getXRControllerByPointerId(id: number): Nullable<WebXRController>;
  116741. protected _onXRFrame(_xrFrame: XRFrame): void;
  116742. private _attachController;
  116743. private _attachScreenRayMode;
  116744. private _attachGazeMode;
  116745. private _tmpVectorForPickCompare;
  116746. private _pickingMoved;
  116747. private _attachTrackedPointerRayMode;
  116748. private _detachController;
  116749. private _generateNewMeshPair;
  116750. private _convertNormalToDirectionOfRay;
  116751. private _updatePointerDistance;
  116752. }
  116753. }
  116754. declare module BABYLON {
  116755. /**
  116756. * Button which can be used to enter a different mode of XR
  116757. */
  116758. export class WebXREnterExitUIButton {
  116759. /** button element */
  116760. element: HTMLElement;
  116761. /** XR initialization options for the button */
  116762. sessionMode: XRSessionMode;
  116763. /** Reference space type */
  116764. referenceSpaceType: XRReferenceSpaceType;
  116765. /**
  116766. * Creates a WebXREnterExitUIButton
  116767. * @param element button element
  116768. * @param sessionMode XR initialization session mode
  116769. * @param referenceSpaceType the type of reference space to be used
  116770. */
  116771. constructor(
  116772. /** button element */
  116773. element: HTMLElement,
  116774. /** XR initialization options for the button */
  116775. sessionMode: XRSessionMode,
  116776. /** Reference space type */
  116777. referenceSpaceType: XRReferenceSpaceType);
  116778. /**
  116779. * Overwritable function which can be used to update the button's visuals when the state changes
  116780. * @param activeButton the current active button in the UI
  116781. */
  116782. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  116783. }
  116784. /**
  116785. * Options to create the webXR UI
  116786. */
  116787. export class WebXREnterExitUIOptions {
  116788. /**
  116789. * Context to enter xr with
  116790. */
  116791. renderTarget?: Nullable<WebXRRenderTarget>;
  116792. /**
  116793. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  116794. */
  116795. customButtons?: Array<WebXREnterExitUIButton>;
  116796. /**
  116797. * A session mode to use when creating the default button.
  116798. * Default is immersive-vr
  116799. */
  116800. sessionMode?: XRSessionMode;
  116801. /**
  116802. * A reference space type to use when creating the default button.
  116803. * Default is local-floor
  116804. */
  116805. referenceSpaceType?: XRReferenceSpaceType;
  116806. }
  116807. /**
  116808. * UI to allow the user to enter/exit XR mode
  116809. */
  116810. export class WebXREnterExitUI implements IDisposable {
  116811. private scene;
  116812. /** version of the options passed to this UI */
  116813. options: WebXREnterExitUIOptions;
  116814. private _overlay;
  116815. private _buttons;
  116816. private _activeButton;
  116817. /**
  116818. * Fired every time the active button is changed.
  116819. *
  116820. * When xr is entered via a button that launches xr that button will be the callback parameter
  116821. *
  116822. * When exiting xr the callback parameter will be null)
  116823. */
  116824. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  116825. /**
  116826. * Creates UI to allow the user to enter/exit XR mode
  116827. * @param scene the scene to add the ui to
  116828. * @param helper the xr experience helper to enter/exit xr with
  116829. * @param options options to configure the UI
  116830. * @returns the created ui
  116831. */
  116832. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  116833. /**
  116834. *
  116835. * @param scene babylon scene object to use
  116836. * @param options (read-only) version of the options passed to this UI
  116837. */
  116838. private constructor();
  116839. private _updateButtons;
  116840. /**
  116841. * Disposes of the object
  116842. */
  116843. dispose(): void;
  116844. }
  116845. }
  116846. declare module BABYLON {
  116847. /**
  116848. * Class containing static functions to help procedurally build meshes
  116849. */
  116850. export class LinesBuilder {
  116851. /**
  116852. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  116853. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  116854. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  116855. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  116856. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  116857. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  116858. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  116859. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  116860. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  116861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116862. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  116863. * @param name defines the name of the new line system
  116864. * @param options defines the options used to create the line system
  116865. * @param scene defines the hosting scene
  116866. * @returns a new line system mesh
  116867. */
  116868. static CreateLineSystem(name: string, options: {
  116869. lines: Vector3[][];
  116870. updatable?: boolean;
  116871. instance?: Nullable<LinesMesh>;
  116872. colors?: Nullable<Color4[][]>;
  116873. useVertexAlpha?: boolean;
  116874. }, scene: Nullable<Scene>): LinesMesh;
  116875. /**
  116876. * Creates a line mesh
  116877. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  116878. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  116879. * * The parameter `points` is an array successive Vector3
  116880. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  116881. * * The optional parameter `colors` is an array of successive Color4, one per line point
  116882. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  116883. * * When updating an instance, remember that only point positions can change, not the number of points
  116884. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116885. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  116886. * @param name defines the name of the new line system
  116887. * @param options defines the options used to create the line system
  116888. * @param scene defines the hosting scene
  116889. * @returns a new line mesh
  116890. */
  116891. static CreateLines(name: string, options: {
  116892. points: Vector3[];
  116893. updatable?: boolean;
  116894. instance?: Nullable<LinesMesh>;
  116895. colors?: Color4[];
  116896. useVertexAlpha?: boolean;
  116897. }, scene?: Nullable<Scene>): LinesMesh;
  116898. /**
  116899. * Creates a dashed line mesh
  116900. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  116901. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  116902. * * The parameter `points` is an array successive Vector3
  116903. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  116904. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  116905. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  116906. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  116907. * * When updating an instance, remember that only point positions can change, not the number of points
  116908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116909. * @param name defines the name of the mesh
  116910. * @param options defines the options used to create the mesh
  116911. * @param scene defines the hosting scene
  116912. * @returns the dashed line mesh
  116913. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  116914. */
  116915. static CreateDashedLines(name: string, options: {
  116916. points: Vector3[];
  116917. dashSize?: number;
  116918. gapSize?: number;
  116919. dashNb?: number;
  116920. updatable?: boolean;
  116921. instance?: LinesMesh;
  116922. }, scene?: Nullable<Scene>): LinesMesh;
  116923. }
  116924. }
  116925. declare module BABYLON {
  116926. /**
  116927. * The options container for the teleportation module
  116928. */
  116929. export interface IWebXRTeleportationOptions {
  116930. /**
  116931. * Babylon XR Input class for controller
  116932. */
  116933. xrInput: WebXRInput;
  116934. /**
  116935. * A list of meshes to use as floor meshes.
  116936. * Meshes can be added and removed after initializing the feature using the
  116937. * addFloorMesh and removeFloorMesh functions
  116938. * If empty, rotation will still work
  116939. */
  116940. floorMeshes?: AbstractMesh[];
  116941. /**
  116942. * Provide your own teleportation mesh instead of babylon's wonderful doughnut.
  116943. * If you want to support rotation, make sure your mesh has a direction indicator.
  116944. *
  116945. * When left untouched, the default mesh will be initialized.
  116946. */
  116947. teleportationTargetMesh?: AbstractMesh;
  116948. /**
  116949. * Values to configure the default target mesh
  116950. */
  116951. defaultTargetMeshOptions?: {
  116952. /**
  116953. * Fill color of the teleportation area
  116954. */
  116955. teleportationFillColor?: string;
  116956. /**
  116957. * Border color for the teleportation area
  116958. */
  116959. teleportationBorderColor?: string;
  116960. /**
  116961. * Override the default material of the torus and arrow
  116962. */
  116963. torusArrowMaterial?: Material;
  116964. /**
  116965. * Disable the mesh's animation sequence
  116966. */
  116967. disableAnimation?: boolean;
  116968. };
  116969. /**
  116970. * Disable using the thumbstick and use the main component (usuallly trigger) on long press.
  116971. * This will be automatically true if the controller doesnt have a thumbstick or touchpad.
  116972. */
  116973. useMainComponentOnly?: boolean;
  116974. /**
  116975. * If main component is used (no thumbstick), how long should the "long press" take before teleporting
  116976. */
  116977. timeToTeleport?: number;
  116978. }
  116979. /**
  116980. * This is a teleportation feature to be used with webxr-enabled motion controllers.
  116981. * When enabled and attached, the feature will allow a user to move aroundand rotate in the scene using
  116982. * the input of the attached controllers.
  116983. */
  116984. export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature implements IWebXRFeature {
  116985. private _options;
  116986. /**
  116987. * The module's name
  116988. */
  116989. static readonly Name: string;
  116990. /**
  116991. * The (Babylon) version of this module.
  116992. * This is an integer representing the implementation version.
  116993. * This number does not correspond to the webxr specs version
  116994. */
  116995. static readonly Version: number;
  116996. /**
  116997. * Is rotation enabled when moving forward?
  116998. * Disabling this feature will prevent the user from deciding the direction when teleporting
  116999. */
  117000. rotationEnabled: boolean;
  117001. /**
  117002. * Should the module support parabolic ray on top of direct ray
  117003. * If enabled, the user will be able to point "at the sky" and move according to predefined radius distance
  117004. * Very helpful when moving between floors / different heights
  117005. */
  117006. parabolicRayEnabled: boolean;
  117007. /**
  117008. * The distance from the user to the inspection point in the direction of the controller
  117009. * A higher number will allow the user to move further
  117010. * defaults to 5 (meters, in xr units)
  117011. */
  117012. parabolicCheckRadius: number;
  117013. /**
  117014. * How much rotation should be applied when rotating right and left
  117015. */
  117016. rotationAngle: number;
  117017. /**
  117018. * Distance to travel when moving backwards
  117019. */
  117020. backwardsTeleportationDistance: number;
  117021. /**
  117022. * Add a new mesh to the floor meshes array
  117023. * @param mesh the mesh to use as floor mesh
  117024. */
  117025. addFloorMesh(mesh: AbstractMesh): void;
  117026. /**
  117027. * Remove a mesh from the floor meshes array
  117028. * @param mesh the mesh to remove
  117029. */
  117030. removeFloorMesh(mesh: AbstractMesh): void;
  117031. /**
  117032. * Remove a mesh from the floor meshes array using its name
  117033. * @param name the mesh name to remove
  117034. */
  117035. removeFloorMeshByName(name: string): void;
  117036. private _tmpRay;
  117037. private _tmpVector;
  117038. private _floorMeshes;
  117039. private _controllers;
  117040. /**
  117041. * constructs a new anchor system
  117042. * @param _xrSessionManager an instance of WebXRSessionManager
  117043. * @param _options configuration object for this feature
  117044. */
  117045. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRTeleportationOptions);
  117046. private _selectionFeature;
  117047. /**
  117048. * This function sets a selection feature that will be disabled when
  117049. * the forward ray is shown and will be reattached when hidden.
  117050. * This is used to remove the selection rays when moving.
  117051. * @param selectionFeature the feature to disable when forward movement is enabled
  117052. */
  117053. setSelectionFeature(selectionFeature: IWebXRFeature): void;
  117054. attach(): boolean;
  117055. detach(): boolean;
  117056. dispose(): void;
  117057. protected _onXRFrame(_xrFrame: XRFrame): void;
  117058. private _currentTeleportationControllerId;
  117059. private _attachController;
  117060. private _teleportForward;
  117061. private _detachController;
  117062. private createDefaultTargetMesh;
  117063. private setTargetMeshVisibility;
  117064. private setTargetMeshPosition;
  117065. private _quadraticBezierCurve;
  117066. private showParabolicPath;
  117067. }
  117068. }
  117069. declare module BABYLON {
  117070. /**
  117071. * Options for the default xr helper
  117072. */
  117073. export class WebXRDefaultExperienceOptions {
  117074. /**
  117075. * Floor meshes that will be used for teleporting
  117076. */
  117077. floorMeshes?: Array<AbstractMesh>;
  117078. /**
  117079. * Enable or disable default UI to enter XR
  117080. */
  117081. disableDefaultUI?: boolean;
  117082. /**
  117083. * optional configuration for the output canvas
  117084. */
  117085. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  117086. /**
  117087. * optional UI options. This can be used among other to change session mode and reference space type
  117088. */
  117089. uiOptions?: WebXREnterExitUIOptions;
  117090. /**
  117091. * Disable the controller mesh-loading. Can be used if you want to load your own meshes
  117092. */
  117093. inputOptions?: IWebXRInputOptions;
  117094. /**
  117095. * Should teleportation not initialize. defaults to false.
  117096. */
  117097. disableTeleportation?: boolean;
  117098. }
  117099. /**
  117100. * Default experience which provides a similar setup to the previous webVRExperience
  117101. */
  117102. export class WebXRDefaultExperience {
  117103. /**
  117104. * Base experience
  117105. */
  117106. baseExperience: WebXRExperienceHelper;
  117107. /**
  117108. * Input experience extension
  117109. */
  117110. input: WebXRInput;
  117111. /**
  117112. * Enables laser pointer and selection
  117113. */
  117114. pointerSelection: WebXRControllerPointerSelection;
  117115. /**
  117116. * Enables teleportation
  117117. */
  117118. teleportation: WebXRMotionControllerTeleportation;
  117119. /**
  117120. * Enables ui for entering/exiting xr
  117121. */
  117122. enterExitUI: WebXREnterExitUI;
  117123. /**
  117124. * Default target xr should render to
  117125. */
  117126. renderTarget: WebXRRenderTarget;
  117127. /**
  117128. * Creates the default xr experience
  117129. * @param scene scene
  117130. * @param options options for basic configuration
  117131. * @returns resulting WebXRDefaultExperience
  117132. */
  117133. static CreateAsync(scene: Scene, options?: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117134. private constructor();
  117135. /**
  117136. * DIsposes of the experience helper
  117137. */
  117138. dispose(): void;
  117139. }
  117140. }
  117141. declare module BABYLON {
  117142. /**
  117143. * Options to modify the vr teleportation behavior.
  117144. */
  117145. export interface VRTeleportationOptions {
  117146. /**
  117147. * The name of the mesh which should be used as the teleportation floor. (default: null)
  117148. */
  117149. floorMeshName?: string;
  117150. /**
  117151. * A list of meshes to be used as the teleportation floor. (default: empty)
  117152. */
  117153. floorMeshes?: Mesh[];
  117154. /**
  117155. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  117156. */
  117157. teleportationMode?: number;
  117158. /**
  117159. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  117160. */
  117161. teleportationTime?: number;
  117162. /**
  117163. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  117164. */
  117165. teleportationSpeed?: number;
  117166. /**
  117167. * The easing function used in the animation or null for Linear. (default CircleEase)
  117168. */
  117169. easingFunction?: EasingFunction;
  117170. }
  117171. /**
  117172. * Options to modify the vr experience helper's behavior.
  117173. */
  117174. export interface VRExperienceHelperOptions extends WebVROptions {
  117175. /**
  117176. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  117177. */
  117178. createDeviceOrientationCamera?: boolean;
  117179. /**
  117180. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  117181. */
  117182. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  117183. /**
  117184. * Uses the main button on the controller to toggle the laser casted. (default: true)
  117185. */
  117186. laserToggle?: boolean;
  117187. /**
  117188. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  117189. */
  117190. floorMeshes?: Mesh[];
  117191. /**
  117192. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  117193. */
  117194. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  117195. /**
  117196. * Defines if WebXR should be used instead of WebVR (if available)
  117197. */
  117198. useXR?: boolean;
  117199. }
  117200. /**
  117201. * Event containing information after VR has been entered
  117202. */
  117203. export class OnAfterEnteringVRObservableEvent {
  117204. /**
  117205. * If entering vr was successful
  117206. */
  117207. success: boolean;
  117208. }
  117209. /**
  117210. * Helps to quickly add VR support to an existing scene.
  117211. * See http://doc.babylonjs.com/how_to/webvr_helper
  117212. */
  117213. export class VRExperienceHelper {
  117214. /** Options to modify the vr experience helper's behavior. */
  117215. webVROptions: VRExperienceHelperOptions;
  117216. private _scene;
  117217. private _position;
  117218. private _btnVR;
  117219. private _btnVRDisplayed;
  117220. private _webVRsupported;
  117221. private _webVRready;
  117222. private _webVRrequesting;
  117223. private _webVRpresenting;
  117224. private _hasEnteredVR;
  117225. private _fullscreenVRpresenting;
  117226. private _inputElement;
  117227. private _webVRCamera;
  117228. private _vrDeviceOrientationCamera;
  117229. private _deviceOrientationCamera;
  117230. private _existingCamera;
  117231. private _onKeyDown;
  117232. private _onVrDisplayPresentChange;
  117233. private _onVRDisplayChanged;
  117234. private _onVRRequestPresentStart;
  117235. private _onVRRequestPresentComplete;
  117236. /**
  117237. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  117238. */
  117239. enableGazeEvenWhenNoPointerLock: boolean;
  117240. /**
  117241. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  117242. */
  117243. exitVROnDoubleTap: boolean;
  117244. /**
  117245. * Observable raised right before entering VR.
  117246. */
  117247. onEnteringVRObservable: Observable<VRExperienceHelper>;
  117248. /**
  117249. * Observable raised when entering VR has completed.
  117250. */
  117251. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  117252. /**
  117253. * Observable raised when exiting VR.
  117254. */
  117255. onExitingVRObservable: Observable<VRExperienceHelper>;
  117256. /**
  117257. * Observable raised when controller mesh is loaded.
  117258. */
  117259. onControllerMeshLoadedObservable: Observable<WebVRController>;
  117260. /** Return this.onEnteringVRObservable
  117261. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  117262. */
  117263. get onEnteringVR(): Observable<VRExperienceHelper>;
  117264. /** Return this.onExitingVRObservable
  117265. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  117266. */
  117267. get onExitingVR(): Observable<VRExperienceHelper>;
  117268. /** Return this.onControllerMeshLoadedObservable
  117269. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  117270. */
  117271. get onControllerMeshLoaded(): Observable<WebVRController>;
  117272. private _rayLength;
  117273. private _useCustomVRButton;
  117274. private _teleportationRequested;
  117275. private _teleportActive;
  117276. private _floorMeshName;
  117277. private _floorMeshesCollection;
  117278. private _teleportationMode;
  117279. private _teleportationTime;
  117280. private _teleportationSpeed;
  117281. private _teleportationEasing;
  117282. private _rotationAllowed;
  117283. private _teleportBackwardsVector;
  117284. private _teleportationTarget;
  117285. private _isDefaultTeleportationTarget;
  117286. private _postProcessMove;
  117287. private _teleportationFillColor;
  117288. private _teleportationBorderColor;
  117289. private _rotationAngle;
  117290. private _haloCenter;
  117291. private _cameraGazer;
  117292. private _padSensibilityUp;
  117293. private _padSensibilityDown;
  117294. private _leftController;
  117295. private _rightController;
  117296. private _gazeColor;
  117297. private _laserColor;
  117298. private _pickedLaserColor;
  117299. private _pickedGazeColor;
  117300. /**
  117301. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  117302. */
  117303. onNewMeshSelected: Observable<AbstractMesh>;
  117304. /**
  117305. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  117306. * This observable will provide the mesh and the controller used to select the mesh
  117307. */
  117308. onMeshSelectedWithController: Observable<{
  117309. mesh: AbstractMesh;
  117310. controller: WebVRController;
  117311. }>;
  117312. /**
  117313. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  117314. */
  117315. onNewMeshPicked: Observable<PickingInfo>;
  117316. private _circleEase;
  117317. /**
  117318. * Observable raised before camera teleportation
  117319. */
  117320. onBeforeCameraTeleport: Observable<Vector3>;
  117321. /**
  117322. * Observable raised after camera teleportation
  117323. */
  117324. onAfterCameraTeleport: Observable<Vector3>;
  117325. /**
  117326. * Observable raised when current selected mesh gets unselected
  117327. */
  117328. onSelectedMeshUnselected: Observable<AbstractMesh>;
  117329. private _raySelectionPredicate;
  117330. /**
  117331. * To be optionaly changed by user to define custom ray selection
  117332. */
  117333. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  117334. /**
  117335. * To be optionaly changed by user to define custom selection logic (after ray selection)
  117336. */
  117337. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  117338. /**
  117339. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  117340. */
  117341. teleportationEnabled: boolean;
  117342. private _defaultHeight;
  117343. private _teleportationInitialized;
  117344. private _interactionsEnabled;
  117345. private _interactionsRequested;
  117346. private _displayGaze;
  117347. private _displayLaserPointer;
  117348. /**
  117349. * The mesh used to display where the user is going to teleport.
  117350. */
  117351. get teleportationTarget(): Mesh;
  117352. /**
  117353. * Sets the mesh to be used to display where the user is going to teleport.
  117354. */
  117355. set teleportationTarget(value: Mesh);
  117356. /**
  117357. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  117358. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  117359. * See http://doc.babylonjs.com/resources/baking_transformations
  117360. */
  117361. get gazeTrackerMesh(): Mesh;
  117362. set gazeTrackerMesh(value: Mesh);
  117363. /**
  117364. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  117365. */
  117366. updateGazeTrackerScale: boolean;
  117367. /**
  117368. * If the gaze trackers color should be updated when selecting meshes
  117369. */
  117370. updateGazeTrackerColor: boolean;
  117371. /**
  117372. * If the controller laser color should be updated when selecting meshes
  117373. */
  117374. updateControllerLaserColor: boolean;
  117375. /**
  117376. * The gaze tracking mesh corresponding to the left controller
  117377. */
  117378. get leftControllerGazeTrackerMesh(): Nullable<Mesh>;
  117379. /**
  117380. * The gaze tracking mesh corresponding to the right controller
  117381. */
  117382. get rightControllerGazeTrackerMesh(): Nullable<Mesh>;
  117383. /**
  117384. * If the ray of the gaze should be displayed.
  117385. */
  117386. get displayGaze(): boolean;
  117387. /**
  117388. * Sets if the ray of the gaze should be displayed.
  117389. */
  117390. set displayGaze(value: boolean);
  117391. /**
  117392. * If the ray of the LaserPointer should be displayed.
  117393. */
  117394. get displayLaserPointer(): boolean;
  117395. /**
  117396. * Sets if the ray of the LaserPointer should be displayed.
  117397. */
  117398. set displayLaserPointer(value: boolean);
  117399. /**
  117400. * The deviceOrientationCamera used as the camera when not in VR.
  117401. */
  117402. get deviceOrientationCamera(): Nullable<DeviceOrientationCamera>;
  117403. /**
  117404. * Based on the current WebVR support, returns the current VR camera used.
  117405. */
  117406. get currentVRCamera(): Nullable<Camera>;
  117407. /**
  117408. * The webVRCamera which is used when in VR.
  117409. */
  117410. get webVRCamera(): WebVRFreeCamera;
  117411. /**
  117412. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  117413. */
  117414. get vrDeviceOrientationCamera(): Nullable<VRDeviceOrientationFreeCamera>;
  117415. /**
  117416. * The html button that is used to trigger entering into VR.
  117417. */
  117418. get vrButton(): Nullable<HTMLButtonElement>;
  117419. private get _teleportationRequestInitiated();
  117420. /**
  117421. * Defines wether or not Pointer lock should be requested when switching to
  117422. * full screen.
  117423. */
  117424. requestPointerLockOnFullScreen: boolean;
  117425. /**
  117426. * If asking to force XR, this will be populated with the default xr experience
  117427. */
  117428. xr: WebXRDefaultExperience;
  117429. /**
  117430. * Was the XR test done already. If this is true AND this.xr exists, xr is initialized.
  117431. * If this is true and no this.xr, xr exists but is not supported, using WebVR.
  117432. */
  117433. xrTestDone: boolean;
  117434. /**
  117435. * Instantiates a VRExperienceHelper.
  117436. * Helps to quickly add VR support to an existing scene.
  117437. * @param scene The scene the VRExperienceHelper belongs to.
  117438. * @param webVROptions Options to modify the vr experience helper's behavior.
  117439. */
  117440. constructor(scene: Scene,
  117441. /** Options to modify the vr experience helper's behavior. */
  117442. webVROptions?: VRExperienceHelperOptions);
  117443. private completeVRInit;
  117444. private _onDefaultMeshLoaded;
  117445. private _onResize;
  117446. private _onFullscreenChange;
  117447. /**
  117448. * Gets a value indicating if we are currently in VR mode.
  117449. */
  117450. get isInVRMode(): boolean;
  117451. private onVrDisplayPresentChange;
  117452. private onVRDisplayChanged;
  117453. private moveButtonToBottomRight;
  117454. private displayVRButton;
  117455. private updateButtonVisibility;
  117456. private _cachedAngularSensibility;
  117457. /**
  117458. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  117459. * Otherwise, will use the fullscreen API.
  117460. */
  117461. enterVR(): void;
  117462. /**
  117463. * Attempt to exit VR, or fullscreen.
  117464. */
  117465. exitVR(): void;
  117466. /**
  117467. * The position of the vr experience helper.
  117468. */
  117469. get position(): Vector3;
  117470. /**
  117471. * Sets the position of the vr experience helper.
  117472. */
  117473. set position(value: Vector3);
  117474. /**
  117475. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  117476. */
  117477. enableInteractions(): void;
  117478. private get _noControllerIsActive();
  117479. private beforeRender;
  117480. private _isTeleportationFloor;
  117481. /**
  117482. * Adds a floor mesh to be used for teleportation.
  117483. * @param floorMesh the mesh to be used for teleportation.
  117484. */
  117485. addFloorMesh(floorMesh: Mesh): void;
  117486. /**
  117487. * Removes a floor mesh from being used for teleportation.
  117488. * @param floorMesh the mesh to be removed.
  117489. */
  117490. removeFloorMesh(floorMesh: Mesh): void;
  117491. /**
  117492. * Enables interactions and teleportation using the VR controllers and gaze.
  117493. * @param vrTeleportationOptions options to modify teleportation behavior.
  117494. */
  117495. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  117496. private _onNewGamepadConnected;
  117497. private _tryEnableInteractionOnController;
  117498. private _onNewGamepadDisconnected;
  117499. private _enableInteractionOnController;
  117500. private _checkTeleportWithRay;
  117501. private _checkRotate;
  117502. private _checkTeleportBackwards;
  117503. private _enableTeleportationOnController;
  117504. private _createTeleportationCircles;
  117505. private _displayTeleportationTarget;
  117506. private _hideTeleportationTarget;
  117507. private _rotateCamera;
  117508. private _moveTeleportationSelectorTo;
  117509. private _workingVector;
  117510. private _workingQuaternion;
  117511. private _workingMatrix;
  117512. /**
  117513. * Time Constant Teleportation Mode
  117514. */
  117515. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  117516. /**
  117517. * Speed Constant Teleportation Mode
  117518. */
  117519. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  117520. /**
  117521. * Teleports the users feet to the desired location
  117522. * @param location The location where the user's feet should be placed
  117523. */
  117524. teleportCamera(location: Vector3): void;
  117525. private _convertNormalToDirectionOfRay;
  117526. private _castRayAndSelectObject;
  117527. private _notifySelectedMeshUnselected;
  117528. /**
  117529. * Permanently set new colors for the laser pointer
  117530. * @param color the new laser color
  117531. * @param pickedColor the new laser color when picked mesh detected
  117532. */
  117533. setLaserColor(color: Color3, pickedColor?: Color3): void;
  117534. /**
  117535. * Permanently set new colors for the gaze pointer
  117536. * @param color the new gaze color
  117537. * @param pickedColor the new gaze color when picked mesh detected
  117538. */
  117539. setGazeColor(color: Color3, pickedColor?: Color3): void;
  117540. /**
  117541. * Sets the color of the laser ray from the vr controllers.
  117542. * @param color new color for the ray.
  117543. */
  117544. changeLaserColor(color: Color3): void;
  117545. /**
  117546. * Sets the color of the ray from the vr headsets gaze.
  117547. * @param color new color for the ray.
  117548. */
  117549. changeGazeColor(color: Color3): void;
  117550. /**
  117551. * Exits VR and disposes of the vr experience helper
  117552. */
  117553. dispose(): void;
  117554. /**
  117555. * Gets the name of the VRExperienceHelper class
  117556. * @returns "VRExperienceHelper"
  117557. */
  117558. getClassName(): string;
  117559. }
  117560. }
  117561. declare module BABYLON {
  117562. /**
  117563. * Options used for hit testing
  117564. */
  117565. export interface IWebXRHitTestOptions {
  117566. /**
  117567. * Only test when user interacted with the scene. Default - hit test every frame
  117568. */
  117569. testOnPointerDownOnly?: boolean;
  117570. /**
  117571. * The node to use to transform the local results to world coordinates
  117572. */
  117573. worldParentNode?: TransformNode;
  117574. }
  117575. /**
  117576. * Interface defining the babylon result of raycasting/hit-test
  117577. */
  117578. export interface IWebXRHitResult {
  117579. /**
  117580. * The native hit test result
  117581. */
  117582. xrHitResult: XRHitResult;
  117583. /**
  117584. * Transformation matrix that can be applied to a node that will put it in the hit point location
  117585. */
  117586. transformationMatrix: Matrix;
  117587. }
  117588. /**
  117589. * The currently-working hit-test module.
  117590. * Hit test (or raycasting) is used to interact with the real world.
  117591. * For further information read here - https://github.com/immersive-web/hit-test
  117592. */
  117593. export class WebXRHitTestLegacy extends WebXRAbstractFeature implements IWebXRFeature {
  117594. /**
  117595. * options to use when constructing this feature
  117596. */
  117597. readonly options: IWebXRHitTestOptions;
  117598. /**
  117599. * The module's name
  117600. */
  117601. static readonly Name: string;
  117602. /**
  117603. * The (Babylon) version of this module.
  117604. * This is an integer representing the implementation version.
  117605. * This number does not correspond to the webxr specs version
  117606. */
  117607. static readonly Version: number;
  117608. /**
  117609. * Execute a hit test on the current running session using a select event returned from a transient input (such as touch)
  117610. * @param event the (select) event to use to select with
  117611. * @param referenceSpace the reference space to use for this hit test
  117612. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  117613. */
  117614. static XRHitTestWithSelectEvent(event: XRInputSourceEvent, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  117615. /**
  117616. * execute a hit test with an XR Ray
  117617. *
  117618. * @param xrSession a native xrSession that will execute this hit test
  117619. * @param xrRay the ray (position and direction) to use for raycasting
  117620. * @param referenceSpace native XR reference space to use for the hit-test
  117621. * @param filter filter function that will filter the results
  117622. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  117623. */
  117624. static XRHitTestWithRay(xrSession: XRSession, xrRay: XRRay, referenceSpace: XRReferenceSpace, filter?: (result: XRHitResult) => boolean): Promise<XRHitResult[]>;
  117625. /**
  117626. * Triggered when new babylon (transformed) hit test results are available
  117627. */
  117628. onHitTestResultObservable: Observable<IWebXRHitResult[]>;
  117629. private _onSelectEnabled;
  117630. /**
  117631. * Creates a new instance of the (legacy version) hit test feature
  117632. * @param _xrSessionManager an instance of WebXRSessionManager
  117633. * @param options options to use when constructing this feature
  117634. */
  117635. constructor(_xrSessionManager: WebXRSessionManager,
  117636. /**
  117637. * options to use when constructing this feature
  117638. */
  117639. options?: IWebXRHitTestOptions);
  117640. /**
  117641. * Populated with the last native XR Hit Results
  117642. */
  117643. lastNativeXRHitResults: XRHitResult[];
  117644. /**
  117645. * attach this feature
  117646. * Will usually be called by the features manager
  117647. *
  117648. * @returns true if successful.
  117649. */
  117650. attach(): boolean;
  117651. /**
  117652. * detach this feature.
  117653. * Will usually be called by the features manager
  117654. *
  117655. * @returns true if successful.
  117656. */
  117657. detach(): boolean;
  117658. private _onHitTestResults;
  117659. private _origin;
  117660. private _direction;
  117661. private _mat;
  117662. protected _onXRFrame(frame: XRFrame): void;
  117663. private _onSelect;
  117664. /**
  117665. * Dispose this feature and all of the resources attached
  117666. */
  117667. dispose(): void;
  117668. }
  117669. }
  117670. declare module BABYLON {
  117671. /**
  117672. * Options used in the plane detector module
  117673. */
  117674. export interface IWebXRPlaneDetectorOptions {
  117675. /**
  117676. * The node to use to transform the local results to world coordinates
  117677. */
  117678. worldParentNode?: TransformNode;
  117679. }
  117680. /**
  117681. * A babylon interface for a webxr plane.
  117682. * A Plane is actually a polygon, built from N points in space
  117683. */
  117684. export interface IWebXRPlane {
  117685. /**
  117686. * a babylon-assigned ID for this polygon
  117687. */
  117688. id: number;
  117689. /**
  117690. * the native xr-plane object
  117691. */
  117692. xrPlane: XRPlane;
  117693. /**
  117694. * an array of vector3 points in babylon space. right/left hand system is taken into account.
  117695. */
  117696. polygonDefinition: Array<Vector3>;
  117697. /**
  117698. * A transformation matrix to apply on the mesh that will be built using the polygonDefinition
  117699. * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module
  117700. */
  117701. transformationMatrix: Matrix;
  117702. }
  117703. /**
  117704. * The plane detector is used to detect planes in the real world when in AR
  117705. * For more information see https://github.com/immersive-web/real-world-geometry/
  117706. */
  117707. export class WebXRPlaneDetector extends WebXRAbstractFeature implements IWebXRFeature {
  117708. private _options;
  117709. /**
  117710. * The module's name
  117711. */
  117712. static readonly Name: string;
  117713. /**
  117714. * The (Babylon) version of this module.
  117715. * This is an integer representing the implementation version.
  117716. * This number does not correspond to the webxr specs version
  117717. */
  117718. static readonly Version: number;
  117719. /**
  117720. * Observers registered here will be executed when a new plane was added to the session
  117721. */
  117722. onPlaneAddedObservable: Observable<IWebXRPlane>;
  117723. /**
  117724. * Observers registered here will be executed when a plane is no longer detected in the session
  117725. */
  117726. onPlaneRemovedObservable: Observable<IWebXRPlane>;
  117727. /**
  117728. * Observers registered here will be executed when an existing plane updates (for example - expanded)
  117729. * This can execute N times every frame
  117730. */
  117731. onPlaneUpdatedObservable: Observable<IWebXRPlane>;
  117732. private _enabled;
  117733. private _detectedPlanes;
  117734. private _lastFrameDetected;
  117735. /**
  117736. * construct a new Plane Detector
  117737. * @param _xrSessionManager an instance of xr Session manager
  117738. * @param _options configuration to use when constructing this feature
  117739. */
  117740. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRPlaneDetectorOptions);
  117741. protected _onXRFrame(frame: XRFrame): void;
  117742. /**
  117743. * Dispose this feature and all of the resources attached
  117744. */
  117745. dispose(): void;
  117746. private _updatePlaneWithXRPlane;
  117747. /**
  117748. * avoiding using Array.find for global support.
  117749. * @param xrPlane the plane to find in the array
  117750. */
  117751. private findIndexInPlaneArray;
  117752. }
  117753. }
  117754. declare module BABYLON {
  117755. /**
  117756. * Configuration options of the anchor system
  117757. */
  117758. export interface IWebXRAnchorSystemOptions {
  117759. /**
  117760. * a node that will be used to convert local to world coordinates
  117761. */
  117762. worldParentNode?: TransformNode;
  117763. /**
  117764. * should the anchor system use plane detection.
  117765. * If set to true, the plane-detection feature should be set using setPlaneDetector
  117766. */
  117767. usePlaneDetection?: boolean;
  117768. /**
  117769. * Should a new anchor be added every time a select event is triggered
  117770. */
  117771. addAnchorOnSelect?: boolean;
  117772. }
  117773. /**
  117774. * A babylon container for an XR Anchor
  117775. */
  117776. export interface IWebXRAnchor {
  117777. /**
  117778. * A babylon-assigned ID for this anchor
  117779. */
  117780. id: number;
  117781. /**
  117782. * The native anchor object
  117783. */
  117784. xrAnchor: XRAnchor;
  117785. /**
  117786. * Transformation matrix to apply to an object attached to this anchor
  117787. */
  117788. transformationMatrix: Matrix;
  117789. }
  117790. /**
  117791. * An implementation of the anchor system of WebXR.
  117792. * Note that the current documented implementation is not available in any browser. Future implementations
  117793. * will use the frame to create an anchor and not the session or a detected plane
  117794. * For further information see https://github.com/immersive-web/anchors/
  117795. */
  117796. export class WebXRAnchorSystem extends WebXRAbstractFeature implements IWebXRFeature {
  117797. private _options;
  117798. /**
  117799. * The module's name
  117800. */
  117801. static readonly Name: string;
  117802. /**
  117803. * The (Babylon) version of this module.
  117804. * This is an integer representing the implementation version.
  117805. * This number does not correspond to the webxr specs version
  117806. */
  117807. static readonly Version: number;
  117808. /**
  117809. * Observers registered here will be executed when a new anchor was added to the session
  117810. */
  117811. onAnchorAddedObservable: Observable<IWebXRAnchor>;
  117812. /**
  117813. * Observers registered here will be executed when an existing anchor updates
  117814. * This can execute N times every frame
  117815. */
  117816. onAnchorUpdatedObservable: Observable<IWebXRAnchor>;
  117817. /**
  117818. * Observers registered here will be executed when an anchor was removed from the session
  117819. */
  117820. onAnchorRemovedObservable: Observable<IWebXRAnchor>;
  117821. private _planeDetector;
  117822. private _hitTestModule;
  117823. private _enabled;
  117824. private _trackedAnchors;
  117825. private _lastFrameDetected;
  117826. /**
  117827. * constructs a new anchor system
  117828. * @param _xrSessionManager an instance of WebXRSessionManager
  117829. * @param _options configuration object for this feature
  117830. */
  117831. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRAnchorSystemOptions);
  117832. /**
  117833. * set the plane detector to use in order to create anchors from frames
  117834. * @param planeDetector the plane-detector module to use
  117835. * @param enable enable plane-anchors. default is true
  117836. */
  117837. setPlaneDetector(planeDetector: WebXRPlaneDetector, enable?: boolean): void;
  117838. /**
  117839. * If set, it will improve performance by using the current hit-test results instead of executing a new hit-test
  117840. * @param hitTestModule the hit-test module to use.
  117841. */
  117842. setHitTestModule(hitTestModule: WebXRHitTestLegacy): void;
  117843. /**
  117844. * attach this feature
  117845. * Will usually be called by the features manager
  117846. *
  117847. * @returns true if successful.
  117848. */
  117849. attach(): boolean;
  117850. /**
  117851. * detach this feature.
  117852. * Will usually be called by the features manager
  117853. *
  117854. * @returns true if successful.
  117855. */
  117856. detach(): boolean;
  117857. /**
  117858. * Dispose this feature and all of the resources attached
  117859. */
  117860. dispose(): void;
  117861. protected _onXRFrame(frame: XRFrame): void;
  117862. private _onSelect;
  117863. /**
  117864. * Add anchor at a specific XR point.
  117865. *
  117866. * @param xrRigidTransformation xr-coordinates where a new anchor should be added
  117867. * @param anchorCreator the object o use to create an anchor with. either a session or a plane
  117868. * @returns a promise the fulfills when the anchor was created
  117869. */
  117870. addAnchorAtRigidTransformation(xrRigidTransformation: XRRigidTransform, anchorCreator?: XRAnchorCreator): Promise<XRAnchor>;
  117871. private _updateAnchorWithXRFrame;
  117872. /**
  117873. * avoiding using Array.find for global support.
  117874. * @param xrAnchor the plane to find in the array
  117875. */
  117876. private _findIndexInAnchorArray;
  117877. }
  117878. }
  117879. declare module BABYLON {
  117880. /**
  117881. * Options interface for the background remover plugin
  117882. */
  117883. export interface IWebXRBackgroundRemoverOptions {
  117884. /**
  117885. * don't disable the environment helper
  117886. */
  117887. ignoreEnvironmentHelper?: boolean;
  117888. /**
  117889. * flags to configure the removal of the environment helper.
  117890. * If not set, the entire background will be removed. If set, flags should be set as well.
  117891. */
  117892. environmentHelperRemovalFlags?: {
  117893. /**
  117894. * Should the skybox be removed (default false)
  117895. */
  117896. skyBox?: boolean;
  117897. /**
  117898. * Should the ground be removed (default false)
  117899. */
  117900. ground?: boolean;
  117901. };
  117902. /**
  117903. * Further background meshes to disable when entering AR
  117904. */
  117905. backgroundMeshes?: AbstractMesh[];
  117906. }
  117907. /**
  117908. * A module that will automatically disable background meshes when entering AR and will enable them when leaving AR.
  117909. */
  117910. export class WebXRBackgroundRemover extends WebXRAbstractFeature implements IWebXRFeature {
  117911. /**
  117912. * read-only options to be used in this module
  117913. */
  117914. readonly options: IWebXRBackgroundRemoverOptions;
  117915. /**
  117916. * The module's name
  117917. */
  117918. static readonly Name: string;
  117919. /**
  117920. * The (Babylon) version of this module.
  117921. * This is an integer representing the implementation version.
  117922. * This number does not correspond to the webxr specs version
  117923. */
  117924. static readonly Version: number;
  117925. /**
  117926. * registered observers will be triggered when the background state changes
  117927. */
  117928. onBackgroundStateChangedObservable: Observable<boolean>;
  117929. /**
  117930. * constructs a new background remover module
  117931. * @param _xrSessionManager the session manager for this module
  117932. * @param options read-only options to be used in this module
  117933. */
  117934. constructor(_xrSessionManager: WebXRSessionManager,
  117935. /**
  117936. * read-only options to be used in this module
  117937. */
  117938. options?: IWebXRBackgroundRemoverOptions);
  117939. /**
  117940. * attach this feature
  117941. * Will usually be called by the features manager
  117942. *
  117943. * @returns true if successful.
  117944. */
  117945. attach(): boolean;
  117946. /**
  117947. * detach this feature.
  117948. * Will usually be called by the features manager
  117949. *
  117950. * @returns true if successful.
  117951. */
  117952. detach(): boolean;
  117953. private _setBackgroundState;
  117954. /**
  117955. * Dispose this feature and all of the resources attached
  117956. */
  117957. dispose(): void;
  117958. }
  117959. }
  117960. declare module BABYLON {
  117961. /**
  117962. * The motion controller class for all microsoft mixed reality controllers
  117963. */
  117964. export class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {
  117965. /**
  117966. * The base url used to load the left and right controller models
  117967. */
  117968. static MODEL_BASE_URL: string;
  117969. /**
  117970. * The name of the left controller model file
  117971. */
  117972. static MODEL_LEFT_FILENAME: string;
  117973. /**
  117974. * The name of the right controller model file
  117975. */
  117976. static MODEL_RIGHT_FILENAME: string;
  117977. profileId: string;
  117978. protected readonly _mapping: {
  117979. defaultButton: {
  117980. "valueNodeName": string;
  117981. "unpressedNodeName": string;
  117982. "pressedNodeName": string;
  117983. };
  117984. defaultAxis: {
  117985. "valueNodeName": string;
  117986. "minNodeName": string;
  117987. "maxNodeName": string;
  117988. };
  117989. buttons: {
  117990. "xr-standard-trigger": {
  117991. "rootNodeName": string;
  117992. "componentProperty": string;
  117993. "states": string[];
  117994. };
  117995. "xr-standard-squeeze": {
  117996. "rootNodeName": string;
  117997. "componentProperty": string;
  117998. "states": string[];
  117999. };
  118000. "xr-standard-touchpad": {
  118001. "rootNodeName": string;
  118002. "labelAnchorNodeName": string;
  118003. "touchPointNodeName": string;
  118004. };
  118005. "xr-standard-thumbstick": {
  118006. "rootNodeName": string;
  118007. "componentProperty": string;
  118008. "states": string[];
  118009. };
  118010. };
  118011. axes: {
  118012. "xr-standard-touchpad": {
  118013. "x-axis": {
  118014. "rootNodeName": string;
  118015. };
  118016. "y-axis": {
  118017. "rootNodeName": string;
  118018. };
  118019. };
  118020. "xr-standard-thumbstick": {
  118021. "x-axis": {
  118022. "rootNodeName": string;
  118023. };
  118024. "y-axis": {
  118025. "rootNodeName": string;
  118026. };
  118027. };
  118028. };
  118029. };
  118030. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  118031. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  118032. private _getChildByName;
  118033. private _getImmediateChildByName;
  118034. protected _getFilenameAndPath(): {
  118035. filename: string;
  118036. path: string;
  118037. };
  118038. protected _updateModel(): void;
  118039. protected _getModelLoadingConstraints(): boolean;
  118040. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118041. }
  118042. }
  118043. declare module BABYLON {
  118044. /**
  118045. * The motion controller class for oculus touch (quest, rift).
  118046. * This class supports legacy mapping as well the standard xr mapping
  118047. */
  118048. export class WebXROculusTouchMotionController extends WebXRAbstractMotionController {
  118049. private _forceLegacyControllers;
  118050. /**
  118051. * The base url used to load the left and right controller models
  118052. */
  118053. static MODEL_BASE_URL: string;
  118054. /**
  118055. * The name of the left controller model file
  118056. */
  118057. static MODEL_LEFT_FILENAME: string;
  118058. /**
  118059. * The name of the right controller model file
  118060. */
  118061. static MODEL_RIGHT_FILENAME: string;
  118062. /**
  118063. * Base Url for the Quest controller model.
  118064. */
  118065. static QUEST_MODEL_BASE_URL: string;
  118066. profileId: string;
  118067. private _modelRootNode;
  118068. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean, _forceLegacyControllers?: boolean);
  118069. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  118070. protected _getFilenameAndPath(): {
  118071. filename: string;
  118072. path: string;
  118073. };
  118074. /**
  118075. * Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate
  118076. * between the touch and touch 2.
  118077. */
  118078. private _isQuest;
  118079. protected _updateModel(): void;
  118080. protected _getModelLoadingConstraints(): boolean;
  118081. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118082. }
  118083. }
  118084. declare module BABYLON {
  118085. /**
  118086. * The motion controller class for the standard HTC-Vive controllers
  118087. */
  118088. export class WebXRHTCViveMotionController extends WebXRAbstractMotionController {
  118089. /**
  118090. * The base url used to load the left and right controller models
  118091. */
  118092. static MODEL_BASE_URL: string;
  118093. /**
  118094. * File name for the controller model.
  118095. */
  118096. static MODEL_FILENAME: string;
  118097. profileId: string;
  118098. private _modelRootNode;
  118099. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean);
  118100. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  118101. protected _getFilenameAndPath(): {
  118102. filename: string;
  118103. path: string;
  118104. };
  118105. protected _updateModel(): void;
  118106. protected _getModelLoadingConstraints(): boolean;
  118107. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118108. }
  118109. }
  118110. declare module BABYLON {
  118111. /**
  118112. * Contains an array of blocks representing the octree
  118113. */
  118114. export interface IOctreeContainer<T> {
  118115. /**
  118116. * Blocks within the octree
  118117. */
  118118. blocks: Array<OctreeBlock<T>>;
  118119. }
  118120. /**
  118121. * Class used to store a cell in an octree
  118122. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118123. */
  118124. export class OctreeBlock<T> {
  118125. /**
  118126. * Gets the content of the current block
  118127. */
  118128. entries: T[];
  118129. /**
  118130. * Gets the list of block children
  118131. */
  118132. blocks: Array<OctreeBlock<T>>;
  118133. private _depth;
  118134. private _maxDepth;
  118135. private _capacity;
  118136. private _minPoint;
  118137. private _maxPoint;
  118138. private _boundingVectors;
  118139. private _creationFunc;
  118140. /**
  118141. * Creates a new block
  118142. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  118143. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  118144. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  118145. * @param depth defines the current depth of this block in the octree
  118146. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  118147. * @param creationFunc defines a callback to call when an element is added to the block
  118148. */
  118149. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  118150. /**
  118151. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  118152. */
  118153. get capacity(): number;
  118154. /**
  118155. * Gets the minimum vector (in world space) of the block's bounding box
  118156. */
  118157. get minPoint(): Vector3;
  118158. /**
  118159. * Gets the maximum vector (in world space) of the block's bounding box
  118160. */
  118161. get maxPoint(): Vector3;
  118162. /**
  118163. * Add a new element to this block
  118164. * @param entry defines the element to add
  118165. */
  118166. addEntry(entry: T): void;
  118167. /**
  118168. * Remove an element from this block
  118169. * @param entry defines the element to remove
  118170. */
  118171. removeEntry(entry: T): void;
  118172. /**
  118173. * Add an array of elements to this block
  118174. * @param entries defines the array of elements to add
  118175. */
  118176. addEntries(entries: T[]): void;
  118177. /**
  118178. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  118179. * @param frustumPlanes defines the frustum planes to test
  118180. * @param selection defines the array to store current content if selection is positive
  118181. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118182. */
  118183. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  118184. /**
  118185. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  118186. * @param sphereCenter defines the bounding sphere center
  118187. * @param sphereRadius defines the bounding sphere radius
  118188. * @param selection defines the array to store current content if selection is positive
  118189. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118190. */
  118191. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  118192. /**
  118193. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  118194. * @param ray defines the ray to test with
  118195. * @param selection defines the array to store current content if selection is positive
  118196. */
  118197. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  118198. /**
  118199. * Subdivide the content into child blocks (this block will then be empty)
  118200. */
  118201. createInnerBlocks(): void;
  118202. /**
  118203. * @hidden
  118204. */
  118205. 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;
  118206. }
  118207. }
  118208. declare module BABYLON {
  118209. /**
  118210. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  118211. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118212. */
  118213. export class Octree<T> {
  118214. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  118215. maxDepth: number;
  118216. /**
  118217. * Blocks within the octree containing objects
  118218. */
  118219. blocks: Array<OctreeBlock<T>>;
  118220. /**
  118221. * Content stored in the octree
  118222. */
  118223. dynamicContent: T[];
  118224. private _maxBlockCapacity;
  118225. private _selectionContent;
  118226. private _creationFunc;
  118227. /**
  118228. * Creates a octree
  118229. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118230. * @param creationFunc function to be used to instatiate the octree
  118231. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  118232. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  118233. */
  118234. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  118235. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  118236. maxDepth?: number);
  118237. /**
  118238. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  118239. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  118240. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  118241. * @param entries meshes to be added to the octree blocks
  118242. */
  118243. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  118244. /**
  118245. * Adds a mesh to the octree
  118246. * @param entry Mesh to add to the octree
  118247. */
  118248. addMesh(entry: T): void;
  118249. /**
  118250. * Remove an element from the octree
  118251. * @param entry defines the element to remove
  118252. */
  118253. removeMesh(entry: T): void;
  118254. /**
  118255. * Selects an array of meshes within the frustum
  118256. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  118257. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  118258. * @returns array of meshes within the frustum
  118259. */
  118260. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  118261. /**
  118262. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  118263. * @param sphereCenter defines the bounding sphere center
  118264. * @param sphereRadius defines the bounding sphere radius
  118265. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118266. * @returns an array of objects that intersect the sphere
  118267. */
  118268. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  118269. /**
  118270. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  118271. * @param ray defines the ray to test with
  118272. * @returns array of intersected objects
  118273. */
  118274. intersectsRay(ray: Ray): SmartArray<T>;
  118275. /**
  118276. * Adds a mesh into the octree block if it intersects the block
  118277. */
  118278. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  118279. /**
  118280. * Adds a submesh into the octree block if it intersects the block
  118281. */
  118282. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  118283. }
  118284. }
  118285. declare module BABYLON {
  118286. interface Scene {
  118287. /**
  118288. * @hidden
  118289. * Backing Filed
  118290. */
  118291. _selectionOctree: Octree<AbstractMesh>;
  118292. /**
  118293. * Gets the octree used to boost mesh selection (picking)
  118294. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118295. */
  118296. selectionOctree: Octree<AbstractMesh>;
  118297. /**
  118298. * Creates or updates the octree used to boost selection (picking)
  118299. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118300. * @param maxCapacity defines the maximum capacity per leaf
  118301. * @param maxDepth defines the maximum depth of the octree
  118302. * @returns an octree of AbstractMesh
  118303. */
  118304. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  118305. }
  118306. interface AbstractMesh {
  118307. /**
  118308. * @hidden
  118309. * Backing Field
  118310. */
  118311. _submeshesOctree: Octree<SubMesh>;
  118312. /**
  118313. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  118314. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  118315. * @param maxCapacity defines the maximum size of each block (64 by default)
  118316. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  118317. * @returns the new octree
  118318. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  118319. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118320. */
  118321. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  118322. }
  118323. /**
  118324. * Defines the octree scene component responsible to manage any octrees
  118325. * in a given scene.
  118326. */
  118327. export class OctreeSceneComponent {
  118328. /**
  118329. * The component name help to identify the component in the list of scene components.
  118330. */
  118331. readonly name: string;
  118332. /**
  118333. * The scene the component belongs to.
  118334. */
  118335. scene: Scene;
  118336. /**
  118337. * Indicates if the meshes have been checked to make sure they are isEnabled()
  118338. */
  118339. readonly checksIsEnabled: boolean;
  118340. /**
  118341. * Creates a new instance of the component for the given scene
  118342. * @param scene Defines the scene to register the component in
  118343. */
  118344. constructor(scene: Scene);
  118345. /**
  118346. * Registers the component in a given scene
  118347. */
  118348. register(): void;
  118349. /**
  118350. * Return the list of active meshes
  118351. * @returns the list of active meshes
  118352. */
  118353. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  118354. /**
  118355. * Return the list of active sub meshes
  118356. * @param mesh The mesh to get the candidates sub meshes from
  118357. * @returns the list of active sub meshes
  118358. */
  118359. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  118360. private _tempRay;
  118361. /**
  118362. * Return the list of sub meshes intersecting with a given local ray
  118363. * @param mesh defines the mesh to find the submesh for
  118364. * @param localRay defines the ray in local space
  118365. * @returns the list of intersecting sub meshes
  118366. */
  118367. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  118368. /**
  118369. * Return the list of sub meshes colliding with a collider
  118370. * @param mesh defines the mesh to find the submesh for
  118371. * @param collider defines the collider to evaluate the collision against
  118372. * @returns the list of colliding sub meshes
  118373. */
  118374. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  118375. /**
  118376. * Rebuilds the elements related to this component in case of
  118377. * context lost for instance.
  118378. */
  118379. rebuild(): void;
  118380. /**
  118381. * Disposes the component and the associated ressources.
  118382. */
  118383. dispose(): void;
  118384. }
  118385. }
  118386. declare module BABYLON {
  118387. /**
  118388. * Renders a layer on top of an existing scene
  118389. */
  118390. export class UtilityLayerRenderer implements IDisposable {
  118391. /** the original scene that will be rendered on top of */
  118392. originalScene: Scene;
  118393. private _pointerCaptures;
  118394. private _lastPointerEvents;
  118395. private static _DefaultUtilityLayer;
  118396. private static _DefaultKeepDepthUtilityLayer;
  118397. private _sharedGizmoLight;
  118398. private _renderCamera;
  118399. /**
  118400. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  118401. * @returns the camera that is used when rendering the utility layer
  118402. */
  118403. getRenderCamera(): Nullable<Camera>;
  118404. /**
  118405. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  118406. * @param cam the camera that should be used when rendering the utility layer
  118407. */
  118408. setRenderCamera(cam: Nullable<Camera>): void;
  118409. /**
  118410. * @hidden
  118411. * Light which used by gizmos to get light shading
  118412. */
  118413. _getSharedGizmoLight(): HemisphericLight;
  118414. /**
  118415. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  118416. */
  118417. pickUtilitySceneFirst: boolean;
  118418. /**
  118419. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  118420. */
  118421. static get DefaultUtilityLayer(): UtilityLayerRenderer;
  118422. /**
  118423. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  118424. */
  118425. static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
  118426. /**
  118427. * The scene that is rendered on top of the original scene
  118428. */
  118429. utilityLayerScene: Scene;
  118430. /**
  118431. * If the utility layer should automatically be rendered on top of existing scene
  118432. */
  118433. shouldRender: boolean;
  118434. /**
  118435. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  118436. */
  118437. onlyCheckPointerDownEvents: boolean;
  118438. /**
  118439. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  118440. */
  118441. processAllEvents: boolean;
  118442. /**
  118443. * Observable raised when the pointer move from the utility layer scene to the main scene
  118444. */
  118445. onPointerOutObservable: Observable<number>;
  118446. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  118447. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  118448. private _afterRenderObserver;
  118449. private _sceneDisposeObserver;
  118450. private _originalPointerObserver;
  118451. /**
  118452. * Instantiates a UtilityLayerRenderer
  118453. * @param originalScene the original scene that will be rendered on top of
  118454. * @param handleEvents boolean indicating if the utility layer should handle events
  118455. */
  118456. constructor(
  118457. /** the original scene that will be rendered on top of */
  118458. originalScene: Scene, handleEvents?: boolean);
  118459. private _notifyObservers;
  118460. /**
  118461. * Renders the utility layers scene on top of the original scene
  118462. */
  118463. render(): void;
  118464. /**
  118465. * Disposes of the renderer
  118466. */
  118467. dispose(): void;
  118468. private _updateCamera;
  118469. }
  118470. }
  118471. declare module BABYLON {
  118472. /**
  118473. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  118474. */
  118475. export class Gizmo implements IDisposable {
  118476. /** The utility layer the gizmo will be added to */
  118477. gizmoLayer: UtilityLayerRenderer;
  118478. /**
  118479. * The root mesh of the gizmo
  118480. */
  118481. _rootMesh: Mesh;
  118482. private _attachedMesh;
  118483. /**
  118484. * Ratio for the scale of the gizmo (Default: 1)
  118485. */
  118486. scaleRatio: number;
  118487. /**
  118488. * If a custom mesh has been set (Default: false)
  118489. */
  118490. protected _customMeshSet: boolean;
  118491. /**
  118492. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  118493. * * When set, interactions will be enabled
  118494. */
  118495. get attachedMesh(): Nullable<AbstractMesh>;
  118496. set attachedMesh(value: Nullable<AbstractMesh>);
  118497. /**
  118498. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  118499. * @param mesh The mesh to replace the default mesh of the gizmo
  118500. */
  118501. setCustomMesh(mesh: Mesh): void;
  118502. /**
  118503. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  118504. */
  118505. updateGizmoRotationToMatchAttachedMesh: boolean;
  118506. /**
  118507. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  118508. */
  118509. updateGizmoPositionToMatchAttachedMesh: boolean;
  118510. /**
  118511. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  118512. */
  118513. updateScale: boolean;
  118514. protected _interactionsEnabled: boolean;
  118515. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118516. private _beforeRenderObserver;
  118517. private _tempVector;
  118518. /**
  118519. * Creates a gizmo
  118520. * @param gizmoLayer The utility layer the gizmo will be added to
  118521. */
  118522. constructor(
  118523. /** The utility layer the gizmo will be added to */
  118524. gizmoLayer?: UtilityLayerRenderer);
  118525. /**
  118526. * Updates the gizmo to match the attached mesh's position/rotation
  118527. */
  118528. protected _update(): void;
  118529. /**
  118530. * Disposes of the gizmo
  118531. */
  118532. dispose(): void;
  118533. }
  118534. }
  118535. declare module BABYLON {
  118536. /**
  118537. * Single plane drag gizmo
  118538. */
  118539. export class PlaneDragGizmo extends Gizmo {
  118540. /**
  118541. * Drag behavior responsible for the gizmos dragging interactions
  118542. */
  118543. dragBehavior: PointerDragBehavior;
  118544. private _pointerObserver;
  118545. /**
  118546. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118547. */
  118548. snapDistance: number;
  118549. /**
  118550. * Event that fires each time the gizmo snaps to a new location.
  118551. * * snapDistance is the the change in distance
  118552. */
  118553. onSnapObservable: Observable<{
  118554. snapDistance: number;
  118555. }>;
  118556. private _plane;
  118557. private _coloredMaterial;
  118558. private _hoverMaterial;
  118559. private _isEnabled;
  118560. private _parent;
  118561. /** @hidden */
  118562. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  118563. /** @hidden */
  118564. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  118565. /**
  118566. * Creates a PlaneDragGizmo
  118567. * @param gizmoLayer The utility layer the gizmo will be added to
  118568. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  118569. * @param color The color of the gizmo
  118570. */
  118571. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  118572. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118573. /**
  118574. * If the gizmo is enabled
  118575. */
  118576. set isEnabled(value: boolean);
  118577. get isEnabled(): boolean;
  118578. /**
  118579. * Disposes of the gizmo
  118580. */
  118581. dispose(): void;
  118582. }
  118583. }
  118584. declare module BABYLON {
  118585. /**
  118586. * Gizmo that enables dragging a mesh along 3 axis
  118587. */
  118588. export class PositionGizmo extends Gizmo {
  118589. /**
  118590. * Internal gizmo used for interactions on the x axis
  118591. */
  118592. xGizmo: AxisDragGizmo;
  118593. /**
  118594. * Internal gizmo used for interactions on the y axis
  118595. */
  118596. yGizmo: AxisDragGizmo;
  118597. /**
  118598. * Internal gizmo used for interactions on the z axis
  118599. */
  118600. zGizmo: AxisDragGizmo;
  118601. /**
  118602. * Internal gizmo used for interactions on the yz plane
  118603. */
  118604. xPlaneGizmo: PlaneDragGizmo;
  118605. /**
  118606. * Internal gizmo used for interactions on the xz plane
  118607. */
  118608. yPlaneGizmo: PlaneDragGizmo;
  118609. /**
  118610. * Internal gizmo used for interactions on the xy plane
  118611. */
  118612. zPlaneGizmo: PlaneDragGizmo;
  118613. /**
  118614. * private variables
  118615. */
  118616. private _meshAttached;
  118617. private _updateGizmoRotationToMatchAttachedMesh;
  118618. private _snapDistance;
  118619. private _scaleRatio;
  118620. /** Fires an event when any of it's sub gizmos are dragged */
  118621. onDragStartObservable: Observable<unknown>;
  118622. /** Fires an event when any of it's sub gizmos are released from dragging */
  118623. onDragEndObservable: Observable<unknown>;
  118624. /**
  118625. * If set to true, planar drag is enabled
  118626. */
  118627. private _planarGizmoEnabled;
  118628. get attachedMesh(): Nullable<AbstractMesh>;
  118629. set attachedMesh(mesh: Nullable<AbstractMesh>);
  118630. /**
  118631. * Creates a PositionGizmo
  118632. * @param gizmoLayer The utility layer the gizmo will be added to
  118633. */
  118634. constructor(gizmoLayer?: UtilityLayerRenderer);
  118635. /**
  118636. * If the planar drag gizmo is enabled
  118637. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  118638. */
  118639. set planarGizmoEnabled(value: boolean);
  118640. get planarGizmoEnabled(): boolean;
  118641. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  118642. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  118643. /**
  118644. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118645. */
  118646. set snapDistance(value: number);
  118647. get snapDistance(): number;
  118648. /**
  118649. * Ratio for the scale of the gizmo (Default: 1)
  118650. */
  118651. set scaleRatio(value: number);
  118652. get scaleRatio(): number;
  118653. /**
  118654. * Disposes of the gizmo
  118655. */
  118656. dispose(): void;
  118657. /**
  118658. * CustomMeshes are not supported by this gizmo
  118659. * @param mesh The mesh to replace the default mesh of the gizmo
  118660. */
  118661. setCustomMesh(mesh: Mesh): void;
  118662. }
  118663. }
  118664. declare module BABYLON {
  118665. /**
  118666. * Single axis drag gizmo
  118667. */
  118668. export class AxisDragGizmo extends Gizmo {
  118669. /**
  118670. * Drag behavior responsible for the gizmos dragging interactions
  118671. */
  118672. dragBehavior: PointerDragBehavior;
  118673. private _pointerObserver;
  118674. /**
  118675. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118676. */
  118677. snapDistance: number;
  118678. /**
  118679. * Event that fires each time the gizmo snaps to a new location.
  118680. * * snapDistance is the the change in distance
  118681. */
  118682. onSnapObservable: Observable<{
  118683. snapDistance: number;
  118684. }>;
  118685. private _isEnabled;
  118686. private _parent;
  118687. private _arrow;
  118688. private _coloredMaterial;
  118689. private _hoverMaterial;
  118690. /** @hidden */
  118691. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  118692. /** @hidden */
  118693. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  118694. /**
  118695. * Creates an AxisDragGizmo
  118696. * @param gizmoLayer The utility layer the gizmo will be added to
  118697. * @param dragAxis The axis which the gizmo will be able to drag on
  118698. * @param color The color of the gizmo
  118699. */
  118700. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  118701. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118702. /**
  118703. * If the gizmo is enabled
  118704. */
  118705. set isEnabled(value: boolean);
  118706. get isEnabled(): boolean;
  118707. /**
  118708. * Disposes of the gizmo
  118709. */
  118710. dispose(): void;
  118711. }
  118712. }
  118713. declare module BABYLON.Debug {
  118714. /**
  118715. * The Axes viewer will show 3 axes in a specific point in space
  118716. */
  118717. export class AxesViewer {
  118718. private _xAxis;
  118719. private _yAxis;
  118720. private _zAxis;
  118721. private _scaleLinesFactor;
  118722. private _instanced;
  118723. /**
  118724. * Gets the hosting scene
  118725. */
  118726. scene: Scene;
  118727. /**
  118728. * Gets or sets a number used to scale line length
  118729. */
  118730. scaleLines: number;
  118731. /** Gets the node hierarchy used to render x-axis */
  118732. get xAxis(): TransformNode;
  118733. /** Gets the node hierarchy used to render y-axis */
  118734. get yAxis(): TransformNode;
  118735. /** Gets the node hierarchy used to render z-axis */
  118736. get zAxis(): TransformNode;
  118737. /**
  118738. * Creates a new AxesViewer
  118739. * @param scene defines the hosting scene
  118740. * @param scaleLines defines a number used to scale line length (1 by default)
  118741. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  118742. * @param xAxis defines the node hierarchy used to render the x-axis
  118743. * @param yAxis defines the node hierarchy used to render the y-axis
  118744. * @param zAxis defines the node hierarchy used to render the z-axis
  118745. */
  118746. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  118747. /**
  118748. * Force the viewer to update
  118749. * @param position defines the position of the viewer
  118750. * @param xaxis defines the x axis of the viewer
  118751. * @param yaxis defines the y axis of the viewer
  118752. * @param zaxis defines the z axis of the viewer
  118753. */
  118754. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  118755. /**
  118756. * Creates an instance of this axes viewer.
  118757. * @returns a new axes viewer with instanced meshes
  118758. */
  118759. createInstance(): AxesViewer;
  118760. /** Releases resources */
  118761. dispose(): void;
  118762. private static _SetRenderingGroupId;
  118763. }
  118764. }
  118765. declare module BABYLON.Debug {
  118766. /**
  118767. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  118768. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  118769. */
  118770. export class BoneAxesViewer extends AxesViewer {
  118771. /**
  118772. * Gets or sets the target mesh where to display the axes viewer
  118773. */
  118774. mesh: Nullable<Mesh>;
  118775. /**
  118776. * Gets or sets the target bone where to display the axes viewer
  118777. */
  118778. bone: Nullable<Bone>;
  118779. /** Gets current position */
  118780. pos: Vector3;
  118781. /** Gets direction of X axis */
  118782. xaxis: Vector3;
  118783. /** Gets direction of Y axis */
  118784. yaxis: Vector3;
  118785. /** Gets direction of Z axis */
  118786. zaxis: Vector3;
  118787. /**
  118788. * Creates a new BoneAxesViewer
  118789. * @param scene defines the hosting scene
  118790. * @param bone defines the target bone
  118791. * @param mesh defines the target mesh
  118792. * @param scaleLines defines a scaling factor for line length (1 by default)
  118793. */
  118794. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  118795. /**
  118796. * Force the viewer to update
  118797. */
  118798. update(): void;
  118799. /** Releases resources */
  118800. dispose(): void;
  118801. }
  118802. }
  118803. declare module BABYLON {
  118804. /**
  118805. * Interface used to define scene explorer extensibility option
  118806. */
  118807. export interface IExplorerExtensibilityOption {
  118808. /**
  118809. * Define the option label
  118810. */
  118811. label: string;
  118812. /**
  118813. * Defines the action to execute on click
  118814. */
  118815. action: (entity: any) => void;
  118816. }
  118817. /**
  118818. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  118819. */
  118820. export interface IExplorerExtensibilityGroup {
  118821. /**
  118822. * Defines a predicate to test if a given type mut be extended
  118823. */
  118824. predicate: (entity: any) => boolean;
  118825. /**
  118826. * Gets the list of options added to a type
  118827. */
  118828. entries: IExplorerExtensibilityOption[];
  118829. }
  118830. /**
  118831. * Interface used to define the options to use to create the Inspector
  118832. */
  118833. export interface IInspectorOptions {
  118834. /**
  118835. * Display in overlay mode (default: false)
  118836. */
  118837. overlay?: boolean;
  118838. /**
  118839. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  118840. */
  118841. globalRoot?: HTMLElement;
  118842. /**
  118843. * Display the Scene explorer
  118844. */
  118845. showExplorer?: boolean;
  118846. /**
  118847. * Display the property inspector
  118848. */
  118849. showInspector?: boolean;
  118850. /**
  118851. * Display in embed mode (both panes on the right)
  118852. */
  118853. embedMode?: boolean;
  118854. /**
  118855. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  118856. */
  118857. handleResize?: boolean;
  118858. /**
  118859. * Allow the panes to popup (default: true)
  118860. */
  118861. enablePopup?: boolean;
  118862. /**
  118863. * Allow the panes to be closed by users (default: true)
  118864. */
  118865. enableClose?: boolean;
  118866. /**
  118867. * Optional list of extensibility entries
  118868. */
  118869. explorerExtensibility?: IExplorerExtensibilityGroup[];
  118870. /**
  118871. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  118872. */
  118873. inspectorURL?: string;
  118874. /**
  118875. * Optional initial tab (default to DebugLayerTab.Properties)
  118876. */
  118877. initialTab?: DebugLayerTab;
  118878. }
  118879. interface Scene {
  118880. /**
  118881. * @hidden
  118882. * Backing field
  118883. */
  118884. _debugLayer: DebugLayer;
  118885. /**
  118886. * Gets the debug layer (aka Inspector) associated with the scene
  118887. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118888. */
  118889. debugLayer: DebugLayer;
  118890. }
  118891. /**
  118892. * Enum of inspector action tab
  118893. */
  118894. export enum DebugLayerTab {
  118895. /**
  118896. * Properties tag (default)
  118897. */
  118898. Properties = 0,
  118899. /**
  118900. * Debug tab
  118901. */
  118902. Debug = 1,
  118903. /**
  118904. * Statistics tab
  118905. */
  118906. Statistics = 2,
  118907. /**
  118908. * Tools tab
  118909. */
  118910. Tools = 3,
  118911. /**
  118912. * Settings tab
  118913. */
  118914. Settings = 4
  118915. }
  118916. /**
  118917. * The debug layer (aka Inspector) is the go to tool in order to better understand
  118918. * what is happening in your scene
  118919. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118920. */
  118921. export class DebugLayer {
  118922. /**
  118923. * Define the url to get the inspector script from.
  118924. * By default it uses the babylonjs CDN.
  118925. * @ignoreNaming
  118926. */
  118927. static InspectorURL: string;
  118928. private _scene;
  118929. private BJSINSPECTOR;
  118930. private _onPropertyChangedObservable?;
  118931. /**
  118932. * Observable triggered when a property is changed through the inspector.
  118933. */
  118934. get onPropertyChangedObservable(): any;
  118935. /**
  118936. * Instantiates a new debug layer.
  118937. * The debug layer (aka Inspector) is the go to tool in order to better understand
  118938. * what is happening in your scene
  118939. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118940. * @param scene Defines the scene to inspect
  118941. */
  118942. constructor(scene: Scene);
  118943. /** Creates the inspector window. */
  118944. private _createInspector;
  118945. /**
  118946. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  118947. * @param entity defines the entity to select
  118948. * @param lineContainerTitle defines the specific block to highlight
  118949. */
  118950. select(entity: any, lineContainerTitle?: string): void;
  118951. /** Get the inspector from bundle or global */
  118952. private _getGlobalInspector;
  118953. /**
  118954. * Get if the inspector is visible or not.
  118955. * @returns true if visible otherwise, false
  118956. */
  118957. isVisible(): boolean;
  118958. /**
  118959. * Hide the inspector and close its window.
  118960. */
  118961. hide(): void;
  118962. /**
  118963. * Launch the debugLayer.
  118964. * @param config Define the configuration of the inspector
  118965. * @return a promise fulfilled when the debug layer is visible
  118966. */
  118967. show(config?: IInspectorOptions): Promise<DebugLayer>;
  118968. }
  118969. }
  118970. declare module BABYLON {
  118971. /**
  118972. * Class containing static functions to help procedurally build meshes
  118973. */
  118974. export class BoxBuilder {
  118975. /**
  118976. * Creates a box mesh
  118977. * * The parameter `size` sets the size (float) of each box side (default 1)
  118978. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118979. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  118980. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118981. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118982. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118984. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118985. * @param name defines the name of the mesh
  118986. * @param options defines the options used to create the mesh
  118987. * @param scene defines the hosting scene
  118988. * @returns the box mesh
  118989. */
  118990. static CreateBox(name: string, options: {
  118991. size?: number;
  118992. width?: number;
  118993. height?: number;
  118994. depth?: number;
  118995. faceUV?: Vector4[];
  118996. faceColors?: Color4[];
  118997. sideOrientation?: number;
  118998. frontUVs?: Vector4;
  118999. backUVs?: Vector4;
  119000. wrap?: boolean;
  119001. topBaseAt?: number;
  119002. bottomBaseAt?: number;
  119003. updatable?: boolean;
  119004. }, scene?: Nullable<Scene>): Mesh;
  119005. }
  119006. }
  119007. declare module BABYLON {
  119008. /**
  119009. * Class containing static functions to help procedurally build meshes
  119010. */
  119011. export class SphereBuilder {
  119012. /**
  119013. * Creates a sphere mesh
  119014. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119015. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  119016. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119017. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  119018. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  119019. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119020. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119022. * @param name defines the name of the mesh
  119023. * @param options defines the options used to create the mesh
  119024. * @param scene defines the hosting scene
  119025. * @returns the sphere mesh
  119026. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119027. */
  119028. static CreateSphere(name: string, options: {
  119029. segments?: number;
  119030. diameter?: number;
  119031. diameterX?: number;
  119032. diameterY?: number;
  119033. diameterZ?: number;
  119034. arc?: number;
  119035. slice?: number;
  119036. sideOrientation?: number;
  119037. frontUVs?: Vector4;
  119038. backUVs?: Vector4;
  119039. updatable?: boolean;
  119040. }, scene?: Nullable<Scene>): Mesh;
  119041. }
  119042. }
  119043. declare module BABYLON.Debug {
  119044. /**
  119045. * Used to show the physics impostor around the specific mesh
  119046. */
  119047. export class PhysicsViewer {
  119048. /** @hidden */
  119049. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  119050. /** @hidden */
  119051. protected _meshes: Array<Nullable<AbstractMesh>>;
  119052. /** @hidden */
  119053. protected _scene: Nullable<Scene>;
  119054. /** @hidden */
  119055. protected _numMeshes: number;
  119056. /** @hidden */
  119057. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  119058. private _renderFunction;
  119059. private _utilityLayer;
  119060. private _debugBoxMesh;
  119061. private _debugSphereMesh;
  119062. private _debugCylinderMesh;
  119063. private _debugMaterial;
  119064. private _debugMeshMeshes;
  119065. /**
  119066. * Creates a new PhysicsViewer
  119067. * @param scene defines the hosting scene
  119068. */
  119069. constructor(scene: Scene);
  119070. /** @hidden */
  119071. protected _updateDebugMeshes(): void;
  119072. /**
  119073. * Renders a specified physic impostor
  119074. * @param impostor defines the impostor to render
  119075. * @param targetMesh defines the mesh represented by the impostor
  119076. * @returns the new debug mesh used to render the impostor
  119077. */
  119078. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  119079. /**
  119080. * Hides a specified physic impostor
  119081. * @param impostor defines the impostor to hide
  119082. */
  119083. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  119084. private _getDebugMaterial;
  119085. private _getDebugBoxMesh;
  119086. private _getDebugSphereMesh;
  119087. private _getDebugCylinderMesh;
  119088. private _getDebugMeshMesh;
  119089. private _getDebugMesh;
  119090. /** Releases all resources */
  119091. dispose(): void;
  119092. }
  119093. }
  119094. declare module BABYLON {
  119095. /**
  119096. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  119097. * in order to better appreciate the issue one might have.
  119098. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  119099. */
  119100. export class RayHelper {
  119101. /**
  119102. * Defines the ray we are currently tryin to visualize.
  119103. */
  119104. ray: Nullable<Ray>;
  119105. private _renderPoints;
  119106. private _renderLine;
  119107. private _renderFunction;
  119108. private _scene;
  119109. private _updateToMeshFunction;
  119110. private _attachedToMesh;
  119111. private _meshSpaceDirection;
  119112. private _meshSpaceOrigin;
  119113. /**
  119114. * Helper function to create a colored helper in a scene in one line.
  119115. * @param ray Defines the ray we are currently tryin to visualize
  119116. * @param scene Defines the scene the ray is used in
  119117. * @param color Defines the color we want to see the ray in
  119118. * @returns The newly created ray helper.
  119119. */
  119120. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  119121. /**
  119122. * Instantiate a new ray helper.
  119123. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  119124. * in order to better appreciate the issue one might have.
  119125. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  119126. * @param ray Defines the ray we are currently tryin to visualize
  119127. */
  119128. constructor(ray: Ray);
  119129. /**
  119130. * Shows the ray we are willing to debug.
  119131. * @param scene Defines the scene the ray needs to be rendered in
  119132. * @param color Defines the color the ray needs to be rendered in
  119133. */
  119134. show(scene: Scene, color?: Color3): void;
  119135. /**
  119136. * Hides the ray we are debugging.
  119137. */
  119138. hide(): void;
  119139. private _render;
  119140. /**
  119141. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  119142. * @param mesh Defines the mesh we want the helper attached to
  119143. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  119144. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  119145. * @param length Defines the length of the ray
  119146. */
  119147. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  119148. /**
  119149. * Detach the ray helper from the mesh it has previously been attached to.
  119150. */
  119151. detachFromMesh(): void;
  119152. private _updateToMesh;
  119153. /**
  119154. * Dispose the helper and release its associated resources.
  119155. */
  119156. dispose(): void;
  119157. }
  119158. }
  119159. declare module BABYLON.Debug {
  119160. /**
  119161. * Class used to render a debug view of a given skeleton
  119162. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  119163. */
  119164. export class SkeletonViewer {
  119165. /** defines the skeleton to render */
  119166. skeleton: Skeleton;
  119167. /** defines the mesh attached to the skeleton */
  119168. mesh: AbstractMesh;
  119169. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  119170. autoUpdateBonesMatrices: boolean;
  119171. /** defines the rendering group id to use with the viewer */
  119172. renderingGroupId: number;
  119173. /** Gets or sets the color used to render the skeleton */
  119174. color: Color3;
  119175. private _scene;
  119176. private _debugLines;
  119177. private _debugMesh;
  119178. private _isEnabled;
  119179. private _renderFunction;
  119180. private _utilityLayer;
  119181. /**
  119182. * Returns the mesh used to render the bones
  119183. */
  119184. get debugMesh(): Nullable<LinesMesh>;
  119185. /**
  119186. * Creates a new SkeletonViewer
  119187. * @param skeleton defines the skeleton to render
  119188. * @param mesh defines the mesh attached to the skeleton
  119189. * @param scene defines the hosting scene
  119190. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  119191. * @param renderingGroupId defines the rendering group id to use with the viewer
  119192. */
  119193. constructor(
  119194. /** defines the skeleton to render */
  119195. skeleton: Skeleton,
  119196. /** defines the mesh attached to the skeleton */
  119197. mesh: AbstractMesh, scene: Scene,
  119198. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  119199. autoUpdateBonesMatrices?: boolean,
  119200. /** defines the rendering group id to use with the viewer */
  119201. renderingGroupId?: number);
  119202. /** Gets or sets a boolean indicating if the viewer is enabled */
  119203. set isEnabled(value: boolean);
  119204. get isEnabled(): boolean;
  119205. private _getBonePosition;
  119206. private _getLinesForBonesWithLength;
  119207. private _getLinesForBonesNoLength;
  119208. /** Update the viewer to sync with current skeleton state */
  119209. update(): void;
  119210. /** Release associated resources */
  119211. dispose(): void;
  119212. }
  119213. }
  119214. declare module BABYLON {
  119215. /**
  119216. * Options to create the null engine
  119217. */
  119218. export class NullEngineOptions {
  119219. /**
  119220. * Render width (Default: 512)
  119221. */
  119222. renderWidth: number;
  119223. /**
  119224. * Render height (Default: 256)
  119225. */
  119226. renderHeight: number;
  119227. /**
  119228. * Texture size (Default: 512)
  119229. */
  119230. textureSize: number;
  119231. /**
  119232. * If delta time between frames should be constant
  119233. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119234. */
  119235. deterministicLockstep: boolean;
  119236. /**
  119237. * Maximum about of steps between frames (Default: 4)
  119238. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119239. */
  119240. lockstepMaxSteps: number;
  119241. }
  119242. /**
  119243. * The null engine class provides support for headless version of babylon.js.
  119244. * This can be used in server side scenario or for testing purposes
  119245. */
  119246. export class NullEngine extends Engine {
  119247. private _options;
  119248. /**
  119249. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  119250. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119251. * @returns true if engine is in deterministic lock step mode
  119252. */
  119253. isDeterministicLockStep(): boolean;
  119254. /**
  119255. * Gets the max steps when engine is running in deterministic lock step
  119256. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119257. * @returns the max steps
  119258. */
  119259. getLockstepMaxSteps(): number;
  119260. /**
  119261. * Gets the current hardware scaling level.
  119262. * By default the hardware scaling level is computed from the window device ratio.
  119263. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  119264. * @returns a number indicating the current hardware scaling level
  119265. */
  119266. getHardwareScalingLevel(): number;
  119267. constructor(options?: NullEngineOptions);
  119268. /**
  119269. * Creates a vertex buffer
  119270. * @param vertices the data for the vertex buffer
  119271. * @returns the new WebGL static buffer
  119272. */
  119273. createVertexBuffer(vertices: FloatArray): DataBuffer;
  119274. /**
  119275. * Creates a new index buffer
  119276. * @param indices defines the content of the index buffer
  119277. * @param updatable defines if the index buffer must be updatable
  119278. * @returns a new webGL buffer
  119279. */
  119280. createIndexBuffer(indices: IndicesArray): DataBuffer;
  119281. /**
  119282. * Clear the current render buffer or the current render target (if any is set up)
  119283. * @param color defines the color to use
  119284. * @param backBuffer defines if the back buffer must be cleared
  119285. * @param depth defines if the depth buffer must be cleared
  119286. * @param stencil defines if the stencil buffer must be cleared
  119287. */
  119288. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  119289. /**
  119290. * Gets the current render width
  119291. * @param useScreen defines if screen size must be used (or the current render target if any)
  119292. * @returns a number defining the current render width
  119293. */
  119294. getRenderWidth(useScreen?: boolean): number;
  119295. /**
  119296. * Gets the current render height
  119297. * @param useScreen defines if screen size must be used (or the current render target if any)
  119298. * @returns a number defining the current render height
  119299. */
  119300. getRenderHeight(useScreen?: boolean): number;
  119301. /**
  119302. * Set the WebGL's viewport
  119303. * @param viewport defines the viewport element to be used
  119304. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  119305. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  119306. */
  119307. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  119308. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  119309. /**
  119310. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  119311. * @param pipelineContext defines the pipeline context to use
  119312. * @param uniformsNames defines the list of uniform names
  119313. * @returns an array of webGL uniform locations
  119314. */
  119315. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  119316. /**
  119317. * Gets the lsit of active attributes for a given webGL program
  119318. * @param pipelineContext defines the pipeline context to use
  119319. * @param attributesNames defines the list of attribute names to get
  119320. * @returns an array of indices indicating the offset of each attribute
  119321. */
  119322. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  119323. /**
  119324. * Binds an effect to the webGL context
  119325. * @param effect defines the effect to bind
  119326. */
  119327. bindSamplers(effect: Effect): void;
  119328. /**
  119329. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  119330. * @param effect defines the effect to activate
  119331. */
  119332. enableEffect(effect: Effect): void;
  119333. /**
  119334. * Set various states to the webGL context
  119335. * @param culling defines backface culling state
  119336. * @param zOffset defines the value to apply to zOffset (0 by default)
  119337. * @param force defines if states must be applied even if cache is up to date
  119338. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  119339. */
  119340. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  119341. /**
  119342. * Set the value of an uniform to an array of int32
  119343. * @param uniform defines the webGL uniform location where to store the value
  119344. * @param array defines the array of int32 to store
  119345. */
  119346. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  119347. /**
  119348. * Set the value of an uniform to an array of int32 (stored as vec2)
  119349. * @param uniform defines the webGL uniform location where to store the value
  119350. * @param array defines the array of int32 to store
  119351. */
  119352. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  119353. /**
  119354. * Set the value of an uniform to an array of int32 (stored as vec3)
  119355. * @param uniform defines the webGL uniform location where to store the value
  119356. * @param array defines the array of int32 to store
  119357. */
  119358. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  119359. /**
  119360. * Set the value of an uniform to an array of int32 (stored as vec4)
  119361. * @param uniform defines the webGL uniform location where to store the value
  119362. * @param array defines the array of int32 to store
  119363. */
  119364. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  119365. /**
  119366. * Set the value of an uniform to an array of float32
  119367. * @param uniform defines the webGL uniform location where to store the value
  119368. * @param array defines the array of float32 to store
  119369. */
  119370. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  119371. /**
  119372. * Set the value of an uniform to an array of float32 (stored as vec2)
  119373. * @param uniform defines the webGL uniform location where to store the value
  119374. * @param array defines the array of float32 to store
  119375. */
  119376. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  119377. /**
  119378. * Set the value of an uniform to an array of float32 (stored as vec3)
  119379. * @param uniform defines the webGL uniform location where to store the value
  119380. * @param array defines the array of float32 to store
  119381. */
  119382. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  119383. /**
  119384. * Set the value of an uniform to an array of float32 (stored as vec4)
  119385. * @param uniform defines the webGL uniform location where to store the value
  119386. * @param array defines the array of float32 to store
  119387. */
  119388. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  119389. /**
  119390. * Set the value of an uniform to an array of number
  119391. * @param uniform defines the webGL uniform location where to store the value
  119392. * @param array defines the array of number to store
  119393. */
  119394. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  119395. /**
  119396. * Set the value of an uniform to an array of number (stored as vec2)
  119397. * @param uniform defines the webGL uniform location where to store the value
  119398. * @param array defines the array of number to store
  119399. */
  119400. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  119401. /**
  119402. * Set the value of an uniform to an array of number (stored as vec3)
  119403. * @param uniform defines the webGL uniform location where to store the value
  119404. * @param array defines the array of number to store
  119405. */
  119406. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  119407. /**
  119408. * Set the value of an uniform to an array of number (stored as vec4)
  119409. * @param uniform defines the webGL uniform location where to store the value
  119410. * @param array defines the array of number to store
  119411. */
  119412. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  119413. /**
  119414. * Set the value of an uniform to an array of float32 (stored as matrices)
  119415. * @param uniform defines the webGL uniform location where to store the value
  119416. * @param matrices defines the array of float32 to store
  119417. */
  119418. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  119419. /**
  119420. * Set the value of an uniform to a matrix (3x3)
  119421. * @param uniform defines the webGL uniform location where to store the value
  119422. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  119423. */
  119424. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  119425. /**
  119426. * Set the value of an uniform to a matrix (2x2)
  119427. * @param uniform defines the webGL uniform location where to store the value
  119428. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  119429. */
  119430. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  119431. /**
  119432. * Set the value of an uniform to a number (float)
  119433. * @param uniform defines the webGL uniform location where to store the value
  119434. * @param value defines the float number to store
  119435. */
  119436. setFloat(uniform: WebGLUniformLocation, value: number): void;
  119437. /**
  119438. * Set the value of an uniform to a vec2
  119439. * @param uniform defines the webGL uniform location where to store the value
  119440. * @param x defines the 1st component of the value
  119441. * @param y defines the 2nd component of the value
  119442. */
  119443. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  119444. /**
  119445. * Set the value of an uniform to a vec3
  119446. * @param uniform defines the webGL uniform location where to store the value
  119447. * @param x defines the 1st component of the value
  119448. * @param y defines the 2nd component of the value
  119449. * @param z defines the 3rd component of the value
  119450. */
  119451. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  119452. /**
  119453. * Set the value of an uniform to a boolean
  119454. * @param uniform defines the webGL uniform location where to store the value
  119455. * @param bool defines the boolean to store
  119456. */
  119457. setBool(uniform: WebGLUniformLocation, bool: number): void;
  119458. /**
  119459. * Set the value of an uniform to a vec4
  119460. * @param uniform defines the webGL uniform location where to store the value
  119461. * @param x defines the 1st component of the value
  119462. * @param y defines the 2nd component of the value
  119463. * @param z defines the 3rd component of the value
  119464. * @param w defines the 4th component of the value
  119465. */
  119466. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  119467. /**
  119468. * Sets the current alpha mode
  119469. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  119470. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  119471. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  119472. */
  119473. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  119474. /**
  119475. * Bind webGl buffers directly to the webGL context
  119476. * @param vertexBuffers defines the vertex buffer to bind
  119477. * @param indexBuffer defines the index buffer to bind
  119478. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  119479. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  119480. * @param effect defines the effect associated with the vertex buffer
  119481. */
  119482. bindBuffers(vertexBuffers: {
  119483. [key: string]: VertexBuffer;
  119484. }, indexBuffer: DataBuffer, effect: Effect): void;
  119485. /**
  119486. * Force the entire cache to be cleared
  119487. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  119488. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  119489. */
  119490. wipeCaches(bruteForce?: boolean): void;
  119491. /**
  119492. * Send a draw order
  119493. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  119494. * @param indexStart defines the starting index
  119495. * @param indexCount defines the number of index to draw
  119496. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119497. */
  119498. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  119499. /**
  119500. * Draw a list of indexed primitives
  119501. * @param fillMode defines the primitive to use
  119502. * @param indexStart defines the starting index
  119503. * @param indexCount defines the number of index to draw
  119504. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119505. */
  119506. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  119507. /**
  119508. * Draw a list of unindexed primitives
  119509. * @param fillMode defines the primitive to use
  119510. * @param verticesStart defines the index of first vertex to draw
  119511. * @param verticesCount defines the count of vertices to draw
  119512. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119513. */
  119514. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  119515. /** @hidden */
  119516. _createTexture(): WebGLTexture;
  119517. /** @hidden */
  119518. _releaseTexture(texture: InternalTexture): void;
  119519. /**
  119520. * Usually called from Texture.ts.
  119521. * Passed information to create a WebGLTexture
  119522. * @param urlArg defines a value which contains one of the following:
  119523. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  119524. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  119525. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  119526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  119527. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  119528. * @param scene needed for loading to the correct scene
  119529. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  119530. * @param onLoad optional callback to be called upon successful completion
  119531. * @param onError optional callback to be called upon failure
  119532. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  119533. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  119534. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  119535. * @param forcedExtension defines the extension to use to pick the right loader
  119536. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  119537. * @returns a InternalTexture for assignment back into BABYLON.Texture
  119538. */
  119539. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  119540. /**
  119541. * Creates a new render target texture
  119542. * @param size defines the size of the texture
  119543. * @param options defines the options used to create the texture
  119544. * @returns a new render target texture stored in an InternalTexture
  119545. */
  119546. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  119547. /**
  119548. * Update the sampling mode of a given texture
  119549. * @param samplingMode defines the required sampling mode
  119550. * @param texture defines the texture to update
  119551. */
  119552. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  119553. /**
  119554. * Binds the frame buffer to the specified texture.
  119555. * @param texture The texture to render to or null for the default canvas
  119556. * @param faceIndex The face of the texture to render to in case of cube texture
  119557. * @param requiredWidth The width of the target to render to
  119558. * @param requiredHeight The height of the target to render to
  119559. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  119560. * @param lodLevel defines le lod level to bind to the frame buffer
  119561. */
  119562. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  119563. /**
  119564. * Unbind the current render target texture from the webGL context
  119565. * @param texture defines the render target texture to unbind
  119566. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  119567. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  119568. */
  119569. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  119570. /**
  119571. * Creates a dynamic vertex buffer
  119572. * @param vertices the data for the dynamic vertex buffer
  119573. * @returns the new WebGL dynamic buffer
  119574. */
  119575. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  119576. /**
  119577. * Update the content of a dynamic texture
  119578. * @param texture defines the texture to update
  119579. * @param canvas defines the canvas containing the source
  119580. * @param invertY defines if data must be stored with Y axis inverted
  119581. * @param premulAlpha defines if alpha is stored as premultiplied
  119582. * @param format defines the format of the data
  119583. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  119584. */
  119585. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  119586. /**
  119587. * Gets a boolean indicating if all created effects are ready
  119588. * @returns true if all effects are ready
  119589. */
  119590. areAllEffectsReady(): boolean;
  119591. /**
  119592. * @hidden
  119593. * Get the current error code of the webGL context
  119594. * @returns the error code
  119595. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  119596. */
  119597. getError(): number;
  119598. /** @hidden */
  119599. _getUnpackAlignement(): number;
  119600. /** @hidden */
  119601. _unpackFlipY(value: boolean): void;
  119602. /**
  119603. * Update a dynamic index buffer
  119604. * @param indexBuffer defines the target index buffer
  119605. * @param indices defines the data to update
  119606. * @param offset defines the offset in the target index buffer where update should start
  119607. */
  119608. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  119609. /**
  119610. * Updates a dynamic vertex buffer.
  119611. * @param vertexBuffer the vertex buffer to update
  119612. * @param vertices the data used to update the vertex buffer
  119613. * @param byteOffset the byte offset of the data (optional)
  119614. * @param byteLength the byte length of the data (optional)
  119615. */
  119616. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  119617. /** @hidden */
  119618. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  119619. /** @hidden */
  119620. _bindTexture(channel: number, texture: InternalTexture): void;
  119621. protected _deleteBuffer(buffer: WebGLBuffer): void;
  119622. /**
  119623. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  119624. */
  119625. releaseEffects(): void;
  119626. displayLoadingUI(): void;
  119627. hideLoadingUI(): void;
  119628. /** @hidden */
  119629. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119630. /** @hidden */
  119631. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119632. /** @hidden */
  119633. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119634. /** @hidden */
  119635. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  119636. }
  119637. }
  119638. declare module BABYLON {
  119639. /** @hidden */
  119640. export class _OcclusionDataStorage {
  119641. /** @hidden */
  119642. occlusionInternalRetryCounter: number;
  119643. /** @hidden */
  119644. isOcclusionQueryInProgress: boolean;
  119645. /** @hidden */
  119646. isOccluded: boolean;
  119647. /** @hidden */
  119648. occlusionRetryCount: number;
  119649. /** @hidden */
  119650. occlusionType: number;
  119651. /** @hidden */
  119652. occlusionQueryAlgorithmType: number;
  119653. }
  119654. interface Engine {
  119655. /**
  119656. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  119657. * @return the new query
  119658. */
  119659. createQuery(): WebGLQuery;
  119660. /**
  119661. * Delete and release a webGL query
  119662. * @param query defines the query to delete
  119663. * @return the current engine
  119664. */
  119665. deleteQuery(query: WebGLQuery): Engine;
  119666. /**
  119667. * Check if a given query has resolved and got its value
  119668. * @param query defines the query to check
  119669. * @returns true if the query got its value
  119670. */
  119671. isQueryResultAvailable(query: WebGLQuery): boolean;
  119672. /**
  119673. * Gets the value of a given query
  119674. * @param query defines the query to check
  119675. * @returns the value of the query
  119676. */
  119677. getQueryResult(query: WebGLQuery): number;
  119678. /**
  119679. * Initiates an occlusion query
  119680. * @param algorithmType defines the algorithm to use
  119681. * @param query defines the query to use
  119682. * @returns the current engine
  119683. * @see http://doc.babylonjs.com/features/occlusionquery
  119684. */
  119685. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  119686. /**
  119687. * Ends an occlusion query
  119688. * @see http://doc.babylonjs.com/features/occlusionquery
  119689. * @param algorithmType defines the algorithm to use
  119690. * @returns the current engine
  119691. */
  119692. endOcclusionQuery(algorithmType: number): Engine;
  119693. /**
  119694. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  119695. * Please note that only one query can be issued at a time
  119696. * @returns a time token used to track the time span
  119697. */
  119698. startTimeQuery(): Nullable<_TimeToken>;
  119699. /**
  119700. * Ends a time query
  119701. * @param token defines the token used to measure the time span
  119702. * @returns the time spent (in ns)
  119703. */
  119704. endTimeQuery(token: _TimeToken): int;
  119705. /** @hidden */
  119706. _currentNonTimestampToken: Nullable<_TimeToken>;
  119707. /** @hidden */
  119708. _createTimeQuery(): WebGLQuery;
  119709. /** @hidden */
  119710. _deleteTimeQuery(query: WebGLQuery): void;
  119711. /** @hidden */
  119712. _getGlAlgorithmType(algorithmType: number): number;
  119713. /** @hidden */
  119714. _getTimeQueryResult(query: WebGLQuery): any;
  119715. /** @hidden */
  119716. _getTimeQueryAvailability(query: WebGLQuery): any;
  119717. }
  119718. interface AbstractMesh {
  119719. /**
  119720. * Backing filed
  119721. * @hidden
  119722. */
  119723. __occlusionDataStorage: _OcclusionDataStorage;
  119724. /**
  119725. * Access property
  119726. * @hidden
  119727. */
  119728. _occlusionDataStorage: _OcclusionDataStorage;
  119729. /**
  119730. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  119731. * The default value is -1 which means don't break the query and wait till the result
  119732. * @see http://doc.babylonjs.com/features/occlusionquery
  119733. */
  119734. occlusionRetryCount: number;
  119735. /**
  119736. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  119737. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  119738. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  119739. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  119740. * @see http://doc.babylonjs.com/features/occlusionquery
  119741. */
  119742. occlusionType: number;
  119743. /**
  119744. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  119745. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  119746. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  119747. * @see http://doc.babylonjs.com/features/occlusionquery
  119748. */
  119749. occlusionQueryAlgorithmType: number;
  119750. /**
  119751. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  119752. * @see http://doc.babylonjs.com/features/occlusionquery
  119753. */
  119754. isOccluded: boolean;
  119755. /**
  119756. * Flag to check the progress status of the query
  119757. * @see http://doc.babylonjs.com/features/occlusionquery
  119758. */
  119759. isOcclusionQueryInProgress: boolean;
  119760. }
  119761. }
  119762. declare module BABYLON {
  119763. /** @hidden */
  119764. export var _forceTransformFeedbackToBundle: boolean;
  119765. interface Engine {
  119766. /**
  119767. * Creates a webGL transform feedback object
  119768. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  119769. * @returns the webGL transform feedback object
  119770. */
  119771. createTransformFeedback(): WebGLTransformFeedback;
  119772. /**
  119773. * Delete a webGL transform feedback object
  119774. * @param value defines the webGL transform feedback object to delete
  119775. */
  119776. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  119777. /**
  119778. * Bind a webGL transform feedback object to the webgl context
  119779. * @param value defines the webGL transform feedback object to bind
  119780. */
  119781. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  119782. /**
  119783. * Begins a transform feedback operation
  119784. * @param usePoints defines if points or triangles must be used
  119785. */
  119786. beginTransformFeedback(usePoints: boolean): void;
  119787. /**
  119788. * Ends a transform feedback operation
  119789. */
  119790. endTransformFeedback(): void;
  119791. /**
  119792. * Specify the varyings to use with transform feedback
  119793. * @param program defines the associated webGL program
  119794. * @param value defines the list of strings representing the varying names
  119795. */
  119796. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  119797. /**
  119798. * Bind a webGL buffer for a transform feedback operation
  119799. * @param value defines the webGL buffer to bind
  119800. */
  119801. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  119802. }
  119803. }
  119804. declare module BABYLON {
  119805. /**
  119806. * Creation options of the multi render target texture.
  119807. */
  119808. export interface IMultiRenderTargetOptions {
  119809. /**
  119810. * Define if the texture needs to create mip maps after render.
  119811. */
  119812. generateMipMaps?: boolean;
  119813. /**
  119814. * Define the types of all the draw buffers we want to create
  119815. */
  119816. types?: number[];
  119817. /**
  119818. * Define the sampling modes of all the draw buffers we want to create
  119819. */
  119820. samplingModes?: number[];
  119821. /**
  119822. * Define if a depth buffer is required
  119823. */
  119824. generateDepthBuffer?: boolean;
  119825. /**
  119826. * Define if a stencil buffer is required
  119827. */
  119828. generateStencilBuffer?: boolean;
  119829. /**
  119830. * Define if a depth texture is required instead of a depth buffer
  119831. */
  119832. generateDepthTexture?: boolean;
  119833. /**
  119834. * Define the number of desired draw buffers
  119835. */
  119836. textureCount?: number;
  119837. /**
  119838. * Define if aspect ratio should be adapted to the texture or stay the scene one
  119839. */
  119840. doNotChangeAspectRatio?: boolean;
  119841. /**
  119842. * Define the default type of the buffers we are creating
  119843. */
  119844. defaultType?: number;
  119845. }
  119846. /**
  119847. * A multi render target, like a render target provides the ability to render to a texture.
  119848. * Unlike the render target, it can render to several draw buffers in one draw.
  119849. * This is specially interesting in deferred rendering or for any effects requiring more than
  119850. * just one color from a single pass.
  119851. */
  119852. export class MultiRenderTarget extends RenderTargetTexture {
  119853. private _internalTextures;
  119854. private _textures;
  119855. private _multiRenderTargetOptions;
  119856. /**
  119857. * Get if draw buffers are currently supported by the used hardware and browser.
  119858. */
  119859. get isSupported(): boolean;
  119860. /**
  119861. * Get the list of textures generated by the multi render target.
  119862. */
  119863. get textures(): Texture[];
  119864. /**
  119865. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  119866. */
  119867. get depthTexture(): Texture;
  119868. /**
  119869. * Set the wrapping mode on U of all the textures we are rendering to.
  119870. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  119871. */
  119872. set wrapU(wrap: number);
  119873. /**
  119874. * Set the wrapping mode on V of all the textures we are rendering to.
  119875. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  119876. */
  119877. set wrapV(wrap: number);
  119878. /**
  119879. * Instantiate a new multi render target texture.
  119880. * A multi render target, like a render target provides the ability to render to a texture.
  119881. * Unlike the render target, it can render to several draw buffers in one draw.
  119882. * This is specially interesting in deferred rendering or for any effects requiring more than
  119883. * just one color from a single pass.
  119884. * @param name Define the name of the texture
  119885. * @param size Define the size of the buffers to render to
  119886. * @param count Define the number of target we are rendering into
  119887. * @param scene Define the scene the texture belongs to
  119888. * @param options Define the options used to create the multi render target
  119889. */
  119890. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  119891. /** @hidden */
  119892. _rebuild(): void;
  119893. private _createInternalTextures;
  119894. private _createTextures;
  119895. /**
  119896. * Define the number of samples used if MSAA is enabled.
  119897. */
  119898. get samples(): number;
  119899. set samples(value: number);
  119900. /**
  119901. * Resize all the textures in the multi render target.
  119902. * Be carrefull as it will recreate all the data in the new texture.
  119903. * @param size Define the new size
  119904. */
  119905. resize(size: any): void;
  119906. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  119907. /**
  119908. * Dispose the render targets and their associated resources
  119909. */
  119910. dispose(): void;
  119911. /**
  119912. * Release all the underlying texture used as draw buffers.
  119913. */
  119914. releaseInternalTextures(): void;
  119915. }
  119916. }
  119917. declare module BABYLON {
  119918. interface ThinEngine {
  119919. /**
  119920. * Unbind a list of render target textures from the webGL context
  119921. * This is used only when drawBuffer extension or webGL2 are active
  119922. * @param textures defines the render target textures to unbind
  119923. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  119924. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  119925. */
  119926. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  119927. /**
  119928. * Create a multi render target texture
  119929. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  119930. * @param size defines the size of the texture
  119931. * @param options defines the creation options
  119932. * @returns the cube texture as an InternalTexture
  119933. */
  119934. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  119935. /**
  119936. * Update the sample count for a given multiple render target texture
  119937. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  119938. * @param textures defines the textures to update
  119939. * @param samples defines the sample count to set
  119940. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  119941. */
  119942. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  119943. }
  119944. }
  119945. declare module BABYLON {
  119946. /**
  119947. * Class used to define an additional view for the engine
  119948. * @see https://doc.babylonjs.com/how_to/multi_canvases
  119949. */
  119950. export class EngineView {
  119951. /** Defines the canvas where to render the view */
  119952. target: HTMLCanvasElement;
  119953. /** Defines an optional camera used to render the view (will use active camera else) */
  119954. camera?: Camera;
  119955. }
  119956. interface Engine {
  119957. /**
  119958. * Gets or sets the HTML element to use for attaching events
  119959. */
  119960. inputElement: Nullable<HTMLElement>;
  119961. /**
  119962. * Gets the current engine view
  119963. * @see https://doc.babylonjs.com/how_to/multi_canvases
  119964. */
  119965. activeView: Nullable<EngineView>;
  119966. /** Gets or sets the list of views */
  119967. views: EngineView[];
  119968. /**
  119969. * Register a new child canvas
  119970. * @param canvas defines the canvas to register
  119971. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  119972. * @returns the associated view
  119973. */
  119974. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  119975. /**
  119976. * Remove a registered child canvas
  119977. * @param canvas defines the canvas to remove
  119978. * @returns the current engine
  119979. */
  119980. unRegisterView(canvas: HTMLCanvasElement): Engine;
  119981. }
  119982. }
  119983. declare module BABYLON {
  119984. /**
  119985. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  119986. */
  119987. export interface CubeMapInfo {
  119988. /**
  119989. * The pixel array for the front face.
  119990. * This is stored in format, left to right, up to down format.
  119991. */
  119992. front: Nullable<ArrayBufferView>;
  119993. /**
  119994. * The pixel array for the back face.
  119995. * This is stored in format, left to right, up to down format.
  119996. */
  119997. back: Nullable<ArrayBufferView>;
  119998. /**
  119999. * The pixel array for the left face.
  120000. * This is stored in format, left to right, up to down format.
  120001. */
  120002. left: Nullable<ArrayBufferView>;
  120003. /**
  120004. * The pixel array for the right face.
  120005. * This is stored in format, left to right, up to down format.
  120006. */
  120007. right: Nullable<ArrayBufferView>;
  120008. /**
  120009. * The pixel array for the up face.
  120010. * This is stored in format, left to right, up to down format.
  120011. */
  120012. up: Nullable<ArrayBufferView>;
  120013. /**
  120014. * The pixel array for the down face.
  120015. * This is stored in format, left to right, up to down format.
  120016. */
  120017. down: Nullable<ArrayBufferView>;
  120018. /**
  120019. * The size of the cubemap stored.
  120020. *
  120021. * Each faces will be size * size pixels.
  120022. */
  120023. size: number;
  120024. /**
  120025. * The format of the texture.
  120026. *
  120027. * RGBA, RGB.
  120028. */
  120029. format: number;
  120030. /**
  120031. * The type of the texture data.
  120032. *
  120033. * UNSIGNED_INT, FLOAT.
  120034. */
  120035. type: number;
  120036. /**
  120037. * Specifies whether the texture is in gamma space.
  120038. */
  120039. gammaSpace: boolean;
  120040. }
  120041. /**
  120042. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  120043. */
  120044. export class PanoramaToCubeMapTools {
  120045. private static FACE_FRONT;
  120046. private static FACE_BACK;
  120047. private static FACE_RIGHT;
  120048. private static FACE_LEFT;
  120049. private static FACE_DOWN;
  120050. private static FACE_UP;
  120051. /**
  120052. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  120053. *
  120054. * @param float32Array The source data.
  120055. * @param inputWidth The width of the input panorama.
  120056. * @param inputHeight The height of the input panorama.
  120057. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  120058. * @return The cubemap data
  120059. */
  120060. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  120061. private static CreateCubemapTexture;
  120062. private static CalcProjectionSpherical;
  120063. }
  120064. }
  120065. declare module BABYLON {
  120066. /**
  120067. * Helper class dealing with the extraction of spherical polynomial dataArray
  120068. * from a cube map.
  120069. */
  120070. export class CubeMapToSphericalPolynomialTools {
  120071. private static FileFaces;
  120072. /**
  120073. * Converts a texture to the according Spherical Polynomial data.
  120074. * This extracts the first 3 orders only as they are the only one used in the lighting.
  120075. *
  120076. * @param texture The texture to extract the information from.
  120077. * @return The Spherical Polynomial data.
  120078. */
  120079. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  120080. /**
  120081. * Converts a cubemap to the according Spherical Polynomial data.
  120082. * This extracts the first 3 orders only as they are the only one used in the lighting.
  120083. *
  120084. * @param cubeInfo The Cube map to extract the information from.
  120085. * @return The Spherical Polynomial data.
  120086. */
  120087. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  120088. }
  120089. }
  120090. declare module BABYLON {
  120091. interface BaseTexture {
  120092. /**
  120093. * Get the polynomial representation of the texture data.
  120094. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  120095. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  120096. */
  120097. sphericalPolynomial: Nullable<SphericalPolynomial>;
  120098. }
  120099. }
  120100. declare module BABYLON {
  120101. /** @hidden */
  120102. export var rgbdEncodePixelShader: {
  120103. name: string;
  120104. shader: string;
  120105. };
  120106. }
  120107. declare module BABYLON {
  120108. /** @hidden */
  120109. export var rgbdDecodePixelShader: {
  120110. name: string;
  120111. shader: string;
  120112. };
  120113. }
  120114. declare module BABYLON {
  120115. /**
  120116. * Raw texture data and descriptor sufficient for WebGL texture upload
  120117. */
  120118. export interface EnvironmentTextureInfo {
  120119. /**
  120120. * Version of the environment map
  120121. */
  120122. version: number;
  120123. /**
  120124. * Width of image
  120125. */
  120126. width: number;
  120127. /**
  120128. * Irradiance information stored in the file.
  120129. */
  120130. irradiance: any;
  120131. /**
  120132. * Specular information stored in the file.
  120133. */
  120134. specular: any;
  120135. }
  120136. /**
  120137. * Defines One Image in the file. It requires only the position in the file
  120138. * as well as the length.
  120139. */
  120140. interface BufferImageData {
  120141. /**
  120142. * Length of the image data.
  120143. */
  120144. length: number;
  120145. /**
  120146. * Position of the data from the null terminator delimiting the end of the JSON.
  120147. */
  120148. position: number;
  120149. }
  120150. /**
  120151. * Defines the specular data enclosed in the file.
  120152. * This corresponds to the version 1 of the data.
  120153. */
  120154. export interface EnvironmentTextureSpecularInfoV1 {
  120155. /**
  120156. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  120157. */
  120158. specularDataPosition?: number;
  120159. /**
  120160. * This contains all the images data needed to reconstruct the cubemap.
  120161. */
  120162. mipmaps: Array<BufferImageData>;
  120163. /**
  120164. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  120165. */
  120166. lodGenerationScale: number;
  120167. }
  120168. /**
  120169. * Sets of helpers addressing the serialization and deserialization of environment texture
  120170. * stored in a BabylonJS env file.
  120171. * Those files are usually stored as .env files.
  120172. */
  120173. export class EnvironmentTextureTools {
  120174. /**
  120175. * Magic number identifying the env file.
  120176. */
  120177. private static _MagicBytes;
  120178. /**
  120179. * Gets the environment info from an env file.
  120180. * @param data The array buffer containing the .env bytes.
  120181. * @returns the environment file info (the json header) if successfully parsed.
  120182. */
  120183. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  120184. /**
  120185. * Creates an environment texture from a loaded cube texture.
  120186. * @param texture defines the cube texture to convert in env file
  120187. * @return a promise containing the environment data if succesfull.
  120188. */
  120189. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  120190. /**
  120191. * Creates a JSON representation of the spherical data.
  120192. * @param texture defines the texture containing the polynomials
  120193. * @return the JSON representation of the spherical info
  120194. */
  120195. private static _CreateEnvTextureIrradiance;
  120196. /**
  120197. * Creates the ArrayBufferViews used for initializing environment texture image data.
  120198. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  120199. * @param info parameters that determine what views will be created for accessing the underlying buffer
  120200. * @return the views described by info providing access to the underlying buffer
  120201. */
  120202. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  120203. /**
  120204. * Uploads the texture info contained in the env file to the GPU.
  120205. * @param texture defines the internal texture to upload to
  120206. * @param arrayBuffer defines the buffer cotaining the data to load
  120207. * @param info defines the texture info retrieved through the GetEnvInfo method
  120208. * @returns a promise
  120209. */
  120210. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  120211. private static _OnImageReadyAsync;
  120212. /**
  120213. * Uploads the levels of image data to the GPU.
  120214. * @param texture defines the internal texture to upload to
  120215. * @param imageData defines the array buffer views of image data [mipmap][face]
  120216. * @returns a promise
  120217. */
  120218. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  120219. /**
  120220. * Uploads spherical polynomials information to the texture.
  120221. * @param texture defines the texture we are trying to upload the information to
  120222. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  120223. */
  120224. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  120225. /** @hidden */
  120226. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120227. }
  120228. }
  120229. declare module BABYLON {
  120230. /**
  120231. * Contains position and normal vectors for a vertex
  120232. */
  120233. export class PositionNormalVertex {
  120234. /** the position of the vertex (defaut: 0,0,0) */
  120235. position: Vector3;
  120236. /** the normal of the vertex (defaut: 0,1,0) */
  120237. normal: Vector3;
  120238. /**
  120239. * Creates a PositionNormalVertex
  120240. * @param position the position of the vertex (defaut: 0,0,0)
  120241. * @param normal the normal of the vertex (defaut: 0,1,0)
  120242. */
  120243. constructor(
  120244. /** the position of the vertex (defaut: 0,0,0) */
  120245. position?: Vector3,
  120246. /** the normal of the vertex (defaut: 0,1,0) */
  120247. normal?: Vector3);
  120248. /**
  120249. * Clones the PositionNormalVertex
  120250. * @returns the cloned PositionNormalVertex
  120251. */
  120252. clone(): PositionNormalVertex;
  120253. }
  120254. /**
  120255. * Contains position, normal and uv vectors for a vertex
  120256. */
  120257. export class PositionNormalTextureVertex {
  120258. /** the position of the vertex (defaut: 0,0,0) */
  120259. position: Vector3;
  120260. /** the normal of the vertex (defaut: 0,1,0) */
  120261. normal: Vector3;
  120262. /** the uv of the vertex (default: 0,0) */
  120263. uv: Vector2;
  120264. /**
  120265. * Creates a PositionNormalTextureVertex
  120266. * @param position the position of the vertex (defaut: 0,0,0)
  120267. * @param normal the normal of the vertex (defaut: 0,1,0)
  120268. * @param uv the uv of the vertex (default: 0,0)
  120269. */
  120270. constructor(
  120271. /** the position of the vertex (defaut: 0,0,0) */
  120272. position?: Vector3,
  120273. /** the normal of the vertex (defaut: 0,1,0) */
  120274. normal?: Vector3,
  120275. /** the uv of the vertex (default: 0,0) */
  120276. uv?: Vector2);
  120277. /**
  120278. * Clones the PositionNormalTextureVertex
  120279. * @returns the cloned PositionNormalTextureVertex
  120280. */
  120281. clone(): PositionNormalTextureVertex;
  120282. }
  120283. }
  120284. declare module BABYLON {
  120285. /** @hidden */
  120286. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  120287. private _genericAttributeLocation;
  120288. private _varyingLocationCount;
  120289. private _varyingLocationMap;
  120290. private _replacements;
  120291. private _textureCount;
  120292. private _uniforms;
  120293. lineProcessor(line: string): string;
  120294. attributeProcessor(attribute: string): string;
  120295. varyingProcessor(varying: string, isFragment: boolean): string;
  120296. uniformProcessor(uniform: string): string;
  120297. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  120298. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  120299. }
  120300. }
  120301. declare module BABYLON {
  120302. /**
  120303. * Container for accessors for natively-stored mesh data buffers.
  120304. */
  120305. class NativeDataBuffer extends DataBuffer {
  120306. /**
  120307. * Accessor value used to identify/retrieve a natively-stored index buffer.
  120308. */
  120309. nativeIndexBuffer?: any;
  120310. /**
  120311. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  120312. */
  120313. nativeVertexBuffer?: any;
  120314. }
  120315. /** @hidden */
  120316. class NativeTexture extends InternalTexture {
  120317. getInternalTexture(): InternalTexture;
  120318. getViewCount(): number;
  120319. }
  120320. /** @hidden */
  120321. export class NativeEngine extends Engine {
  120322. private readonly _native;
  120323. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  120324. private readonly INVALID_HANDLE;
  120325. getHardwareScalingLevel(): number;
  120326. constructor();
  120327. /**
  120328. * Can be used to override the current requestAnimationFrame requester.
  120329. * @hidden
  120330. */
  120331. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  120332. /**
  120333. * Override default engine behavior.
  120334. * @param color
  120335. * @param backBuffer
  120336. * @param depth
  120337. * @param stencil
  120338. */
  120339. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  120340. /**
  120341. * Gets host document
  120342. * @returns the host document object
  120343. */
  120344. getHostDocument(): Nullable<Document>;
  120345. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  120346. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  120347. createVertexBuffer(data: DataArray): NativeDataBuffer;
  120348. recordVertexArrayObject(vertexBuffers: {
  120349. [key: string]: VertexBuffer;
  120350. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  120351. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  120352. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  120353. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  120354. /**
  120355. * Draw a list of indexed primitives
  120356. * @param fillMode defines the primitive to use
  120357. * @param indexStart defines the starting index
  120358. * @param indexCount defines the number of index to draw
  120359. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  120360. */
  120361. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  120362. /**
  120363. * Draw a list of unindexed primitives
  120364. * @param fillMode defines the primitive to use
  120365. * @param verticesStart defines the index of first vertex to draw
  120366. * @param verticesCount defines the count of vertices to draw
  120367. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  120368. */
  120369. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  120370. createPipelineContext(): IPipelineContext;
  120371. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  120372. /** @hidden */
  120373. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  120374. /** @hidden */
  120375. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  120376. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  120377. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  120378. protected _setProgram(program: WebGLProgram): void;
  120379. _releaseEffect(effect: Effect): void;
  120380. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  120381. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  120382. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  120383. bindSamplers(effect: Effect): void;
  120384. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  120385. getRenderWidth(useScreen?: boolean): number;
  120386. getRenderHeight(useScreen?: boolean): number;
  120387. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  120388. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  120389. /**
  120390. * Set the z offset to apply to current rendering
  120391. * @param value defines the offset to apply
  120392. */
  120393. setZOffset(value: number): void;
  120394. /**
  120395. * Gets the current value of the zOffset
  120396. * @returns the current zOffset state
  120397. */
  120398. getZOffset(): number;
  120399. /**
  120400. * Enable or disable depth buffering
  120401. * @param enable defines the state to set
  120402. */
  120403. setDepthBuffer(enable: boolean): void;
  120404. /**
  120405. * Gets a boolean indicating if depth writing is enabled
  120406. * @returns the current depth writing state
  120407. */
  120408. getDepthWrite(): boolean;
  120409. /**
  120410. * Enable or disable depth writing
  120411. * @param enable defines the state to set
  120412. */
  120413. setDepthWrite(enable: boolean): void;
  120414. /**
  120415. * Enable or disable color writing
  120416. * @param enable defines the state to set
  120417. */
  120418. setColorWrite(enable: boolean): void;
  120419. /**
  120420. * Gets a boolean indicating if color writing is enabled
  120421. * @returns the current color writing state
  120422. */
  120423. getColorWrite(): boolean;
  120424. /**
  120425. * Sets alpha constants used by some alpha blending modes
  120426. * @param r defines the red component
  120427. * @param g defines the green component
  120428. * @param b defines the blue component
  120429. * @param a defines the alpha component
  120430. */
  120431. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  120432. /**
  120433. * Sets the current alpha mode
  120434. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  120435. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  120436. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  120437. */
  120438. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  120439. /**
  120440. * Gets the current alpha mode
  120441. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  120442. * @returns the current alpha mode
  120443. */
  120444. getAlphaMode(): number;
  120445. setInt(uniform: WebGLUniformLocation, int: number): void;
  120446. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  120447. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  120448. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  120449. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  120450. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  120451. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  120452. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  120453. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  120454. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  120455. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  120456. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  120457. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  120458. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  120459. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  120460. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  120461. setFloat(uniform: WebGLUniformLocation, value: number): void;
  120462. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  120463. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  120464. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  120465. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  120466. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  120467. wipeCaches(bruteForce?: boolean): void;
  120468. _createTexture(): WebGLTexture;
  120469. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  120470. /**
  120471. * Usually called from BABYLON.Texture.ts.
  120472. * Passed information to create a WebGLTexture
  120473. * @param urlArg defines a value which contains one of the following:
  120474. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  120475. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  120476. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  120477. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  120478. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  120479. * @param scene needed for loading to the correct scene
  120480. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  120481. * @param onLoad optional callback to be called upon successful completion
  120482. * @param onError optional callback to be called upon failure
  120483. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  120484. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  120485. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  120486. * @param forcedExtension defines the extension to use to pick the right loader
  120487. * @returns a InternalTexture for assignment back into BABYLON.Texture
  120488. */
  120489. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  120490. /**
  120491. * Creates a cube texture
  120492. * @param rootUrl defines the url where the files to load is located
  120493. * @param scene defines the current scene
  120494. * @param files defines the list of files to load (1 per face)
  120495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  120496. * @param onLoad defines an optional callback raised when the texture is loaded
  120497. * @param onError defines an optional callback raised if there is an issue to load the texture
  120498. * @param format defines the format of the data
  120499. * @param forcedExtension defines the extension to use to pick the right loader
  120500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  120501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  120504. * @returns the cube texture as an InternalTexture
  120505. */
  120506. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  120507. private _getSamplingFilter;
  120508. private static _GetNativeTextureFormat;
  120509. createRenderTargetTexture(size: number | {
  120510. width: number;
  120511. height: number;
  120512. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  120513. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  120514. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  120515. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  120516. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  120517. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  120518. /**
  120519. * Updates a dynamic vertex buffer.
  120520. * @param vertexBuffer the vertex buffer to update
  120521. * @param data the data used to update the vertex buffer
  120522. * @param byteOffset the byte offset of the data (optional)
  120523. * @param byteLength the byte length of the data (optional)
  120524. */
  120525. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  120526. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  120527. private _updateAnisotropicLevel;
  120528. private _getAddressMode;
  120529. /** @hidden */
  120530. _bindTexture(channel: number, texture: InternalTexture): void;
  120531. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  120532. releaseEffects(): void;
  120533. /** @hidden */
  120534. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120535. /** @hidden */
  120536. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120537. /** @hidden */
  120538. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120539. /** @hidden */
  120540. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  120541. }
  120542. }
  120543. declare module BABYLON {
  120544. /**
  120545. * Gather the list of clipboard event types as constants.
  120546. */
  120547. export class ClipboardEventTypes {
  120548. /**
  120549. * The clipboard event is fired when a copy command is active (pressed).
  120550. */
  120551. static readonly COPY: number;
  120552. /**
  120553. * The clipboard event is fired when a cut command is active (pressed).
  120554. */
  120555. static readonly CUT: number;
  120556. /**
  120557. * The clipboard event is fired when a paste command is active (pressed).
  120558. */
  120559. static readonly PASTE: number;
  120560. }
  120561. /**
  120562. * This class is used to store clipboard related info for the onClipboardObservable event.
  120563. */
  120564. export class ClipboardInfo {
  120565. /**
  120566. * Defines the type of event (BABYLON.ClipboardEventTypes)
  120567. */
  120568. type: number;
  120569. /**
  120570. * Defines the related dom event
  120571. */
  120572. event: ClipboardEvent;
  120573. /**
  120574. *Creates an instance of ClipboardInfo.
  120575. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  120576. * @param event Defines the related dom event
  120577. */
  120578. constructor(
  120579. /**
  120580. * Defines the type of event (BABYLON.ClipboardEventTypes)
  120581. */
  120582. type: number,
  120583. /**
  120584. * Defines the related dom event
  120585. */
  120586. event: ClipboardEvent);
  120587. /**
  120588. * Get the clipboard event's type from the keycode.
  120589. * @param keyCode Defines the keyCode for the current keyboard event.
  120590. * @return {number}
  120591. */
  120592. static GetTypeFromCharacter(keyCode: number): number;
  120593. }
  120594. }
  120595. declare module BABYLON {
  120596. /**
  120597. * Google Daydream controller
  120598. */
  120599. export class DaydreamController extends WebVRController {
  120600. /**
  120601. * Base Url for the controller model.
  120602. */
  120603. static MODEL_BASE_URL: string;
  120604. /**
  120605. * File name for the controller model.
  120606. */
  120607. static MODEL_FILENAME: string;
  120608. /**
  120609. * Gamepad Id prefix used to identify Daydream Controller.
  120610. */
  120611. static readonly GAMEPAD_ID_PREFIX: string;
  120612. /**
  120613. * Creates a new DaydreamController from a gamepad
  120614. * @param vrGamepad the gamepad that the controller should be created from
  120615. */
  120616. constructor(vrGamepad: any);
  120617. /**
  120618. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120619. * @param scene scene in which to add meshes
  120620. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120621. */
  120622. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120623. /**
  120624. * Called once for each button that changed state since the last frame
  120625. * @param buttonIdx Which button index changed
  120626. * @param state New state of the button
  120627. * @param changes Which properties on the state changed since last frame
  120628. */
  120629. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120630. }
  120631. }
  120632. declare module BABYLON {
  120633. /**
  120634. * Gear VR Controller
  120635. */
  120636. export class GearVRController extends WebVRController {
  120637. /**
  120638. * Base Url for the controller model.
  120639. */
  120640. static MODEL_BASE_URL: string;
  120641. /**
  120642. * File name for the controller model.
  120643. */
  120644. static MODEL_FILENAME: string;
  120645. /**
  120646. * Gamepad Id prefix used to identify this controller.
  120647. */
  120648. static readonly GAMEPAD_ID_PREFIX: string;
  120649. private readonly _buttonIndexToObservableNameMap;
  120650. /**
  120651. * Creates a new GearVRController from a gamepad
  120652. * @param vrGamepad the gamepad that the controller should be created from
  120653. */
  120654. constructor(vrGamepad: any);
  120655. /**
  120656. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120657. * @param scene scene in which to add meshes
  120658. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120659. */
  120660. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120661. /**
  120662. * Called once for each button that changed state since the last frame
  120663. * @param buttonIdx Which button index changed
  120664. * @param state New state of the button
  120665. * @param changes Which properties on the state changed since last frame
  120666. */
  120667. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120668. }
  120669. }
  120670. declare module BABYLON {
  120671. /**
  120672. * Generic Controller
  120673. */
  120674. export class GenericController extends WebVRController {
  120675. /**
  120676. * Base Url for the controller model.
  120677. */
  120678. static readonly MODEL_BASE_URL: string;
  120679. /**
  120680. * File name for the controller model.
  120681. */
  120682. static readonly MODEL_FILENAME: string;
  120683. /**
  120684. * Creates a new GenericController from a gamepad
  120685. * @param vrGamepad the gamepad that the controller should be created from
  120686. */
  120687. constructor(vrGamepad: any);
  120688. /**
  120689. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120690. * @param scene scene in which to add meshes
  120691. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120692. */
  120693. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120694. /**
  120695. * Called once for each button that changed state since the last frame
  120696. * @param buttonIdx Which button index changed
  120697. * @param state New state of the button
  120698. * @param changes Which properties on the state changed since last frame
  120699. */
  120700. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120701. }
  120702. }
  120703. declare module BABYLON {
  120704. /**
  120705. * Oculus Touch Controller
  120706. */
  120707. export class OculusTouchController extends WebVRController {
  120708. /**
  120709. * Base Url for the controller model.
  120710. */
  120711. static MODEL_BASE_URL: string;
  120712. /**
  120713. * File name for the left controller model.
  120714. */
  120715. static MODEL_LEFT_FILENAME: string;
  120716. /**
  120717. * File name for the right controller model.
  120718. */
  120719. static MODEL_RIGHT_FILENAME: string;
  120720. /**
  120721. * Base Url for the Quest controller model.
  120722. */
  120723. static QUEST_MODEL_BASE_URL: string;
  120724. /**
  120725. * @hidden
  120726. * If the controllers are running on a device that needs the updated Quest controller models
  120727. */
  120728. static _IsQuest: boolean;
  120729. /**
  120730. * Fired when the secondary trigger on this controller is modified
  120731. */
  120732. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  120733. /**
  120734. * Fired when the thumb rest on this controller is modified
  120735. */
  120736. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  120737. /**
  120738. * Creates a new OculusTouchController from a gamepad
  120739. * @param vrGamepad the gamepad that the controller should be created from
  120740. */
  120741. constructor(vrGamepad: any);
  120742. /**
  120743. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120744. * @param scene scene in which to add meshes
  120745. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120746. */
  120747. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120748. /**
  120749. * Fired when the A button on this controller is modified
  120750. */
  120751. get onAButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120752. /**
  120753. * Fired when the B button on this controller is modified
  120754. */
  120755. get onBButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120756. /**
  120757. * Fired when the X button on this controller is modified
  120758. */
  120759. get onXButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120760. /**
  120761. * Fired when the Y button on this controller is modified
  120762. */
  120763. get onYButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120764. /**
  120765. * Called once for each button that changed state since the last frame
  120766. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  120767. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  120768. * 2) secondary trigger (same)
  120769. * 3) A (right) X (left), touch, pressed = value
  120770. * 4) B / Y
  120771. * 5) thumb rest
  120772. * @param buttonIdx Which button index changed
  120773. * @param state New state of the button
  120774. * @param changes Which properties on the state changed since last frame
  120775. */
  120776. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120777. }
  120778. }
  120779. declare module BABYLON {
  120780. /**
  120781. * Vive Controller
  120782. */
  120783. export class ViveController extends WebVRController {
  120784. /**
  120785. * Base Url for the controller model.
  120786. */
  120787. static MODEL_BASE_URL: string;
  120788. /**
  120789. * File name for the controller model.
  120790. */
  120791. static MODEL_FILENAME: string;
  120792. /**
  120793. * Creates a new ViveController from a gamepad
  120794. * @param vrGamepad the gamepad that the controller should be created from
  120795. */
  120796. constructor(vrGamepad: any);
  120797. /**
  120798. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120799. * @param scene scene in which to add meshes
  120800. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120801. */
  120802. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120803. /**
  120804. * Fired when the left button on this controller is modified
  120805. */
  120806. get onLeftButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120807. /**
  120808. * Fired when the right button on this controller is modified
  120809. */
  120810. get onRightButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120811. /**
  120812. * Fired when the menu button on this controller is modified
  120813. */
  120814. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120815. /**
  120816. * Called once for each button that changed state since the last frame
  120817. * Vive mapping:
  120818. * 0: touchpad
  120819. * 1: trigger
  120820. * 2: left AND right buttons
  120821. * 3: menu button
  120822. * @param buttonIdx Which button index changed
  120823. * @param state New state of the button
  120824. * @param changes Which properties on the state changed since last frame
  120825. */
  120826. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120827. }
  120828. }
  120829. declare module BABYLON {
  120830. /**
  120831. * Defines the WindowsMotionController object that the state of the windows motion controller
  120832. */
  120833. export class WindowsMotionController extends WebVRController {
  120834. /**
  120835. * The base url used to load the left and right controller models
  120836. */
  120837. static MODEL_BASE_URL: string;
  120838. /**
  120839. * The name of the left controller model file
  120840. */
  120841. static MODEL_LEFT_FILENAME: string;
  120842. /**
  120843. * The name of the right controller model file
  120844. */
  120845. static MODEL_RIGHT_FILENAME: string;
  120846. /**
  120847. * The controller name prefix for this controller type
  120848. */
  120849. static readonly GAMEPAD_ID_PREFIX: string;
  120850. /**
  120851. * The controller id pattern for this controller type
  120852. */
  120853. private static readonly GAMEPAD_ID_PATTERN;
  120854. private _loadedMeshInfo;
  120855. protected readonly _mapping: {
  120856. buttons: string[];
  120857. buttonMeshNames: {
  120858. 'trigger': string;
  120859. 'menu': string;
  120860. 'grip': string;
  120861. 'thumbstick': string;
  120862. 'trackpad': string;
  120863. };
  120864. buttonObservableNames: {
  120865. 'trigger': string;
  120866. 'menu': string;
  120867. 'grip': string;
  120868. 'thumbstick': string;
  120869. 'trackpad': string;
  120870. };
  120871. axisMeshNames: string[];
  120872. pointingPoseMeshName: string;
  120873. };
  120874. /**
  120875. * Fired when the trackpad on this controller is clicked
  120876. */
  120877. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  120878. /**
  120879. * Fired when the trackpad on this controller is modified
  120880. */
  120881. onTrackpadValuesChangedObservable: Observable<StickValues>;
  120882. /**
  120883. * The current x and y values of this controller's trackpad
  120884. */
  120885. trackpad: StickValues;
  120886. /**
  120887. * Creates a new WindowsMotionController from a gamepad
  120888. * @param vrGamepad the gamepad that the controller should be created from
  120889. */
  120890. constructor(vrGamepad: any);
  120891. /**
  120892. * Fired when the trigger on this controller is modified
  120893. */
  120894. get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120895. /**
  120896. * Fired when the menu button on this controller is modified
  120897. */
  120898. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120899. /**
  120900. * Fired when the grip button on this controller is modified
  120901. */
  120902. get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120903. /**
  120904. * Fired when the thumbstick button on this controller is modified
  120905. */
  120906. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120907. /**
  120908. * Fired when the touchpad button on this controller is modified
  120909. */
  120910. get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120911. /**
  120912. * Fired when the touchpad values on this controller are modified
  120913. */
  120914. get onTouchpadValuesChangedObservable(): Observable<StickValues>;
  120915. protected _updateTrackpad(): void;
  120916. /**
  120917. * Called once per frame by the engine.
  120918. */
  120919. update(): void;
  120920. /**
  120921. * Called once for each button that changed state since the last frame
  120922. * @param buttonIdx Which button index changed
  120923. * @param state New state of the button
  120924. * @param changes Which properties on the state changed since last frame
  120925. */
  120926. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120927. /**
  120928. * Moves the buttons on the controller mesh based on their current state
  120929. * @param buttonName the name of the button to move
  120930. * @param buttonValue the value of the button which determines the buttons new position
  120931. */
  120932. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  120933. /**
  120934. * Moves the axis on the controller mesh based on its current state
  120935. * @param axis the index of the axis
  120936. * @param axisValue the value of the axis which determines the meshes new position
  120937. * @hidden
  120938. */
  120939. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  120940. /**
  120941. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120942. * @param scene scene in which to add meshes
  120943. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120944. */
  120945. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  120946. /**
  120947. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  120948. * can be transformed by button presses and axes values, based on this._mapping.
  120949. *
  120950. * @param scene scene in which the meshes exist
  120951. * @param meshes list of meshes that make up the controller model to process
  120952. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  120953. */
  120954. private processModel;
  120955. private createMeshInfo;
  120956. /**
  120957. * Gets the ray of the controller in the direction the controller is pointing
  120958. * @param length the length the resulting ray should be
  120959. * @returns a ray in the direction the controller is pointing
  120960. */
  120961. getForwardRay(length?: number): Ray;
  120962. /**
  120963. * Disposes of the controller
  120964. */
  120965. dispose(): void;
  120966. }
  120967. /**
  120968. * This class represents a new windows motion controller in XR.
  120969. */
  120970. export class XRWindowsMotionController extends WindowsMotionController {
  120971. /**
  120972. * Changing the original WIndowsMotionController mapping to fir the new mapping
  120973. */
  120974. protected readonly _mapping: {
  120975. buttons: string[];
  120976. buttonMeshNames: {
  120977. 'trigger': string;
  120978. 'menu': string;
  120979. 'grip': string;
  120980. 'thumbstick': string;
  120981. 'trackpad': string;
  120982. };
  120983. buttonObservableNames: {
  120984. 'trigger': string;
  120985. 'menu': string;
  120986. 'grip': string;
  120987. 'thumbstick': string;
  120988. 'trackpad': string;
  120989. };
  120990. axisMeshNames: string[];
  120991. pointingPoseMeshName: string;
  120992. };
  120993. /**
  120994. * Construct a new XR-Based windows motion controller
  120995. *
  120996. * @param gamepadInfo the gamepad object from the browser
  120997. */
  120998. constructor(gamepadInfo: any);
  120999. /**
  121000. * holds the thumbstick values (X,Y)
  121001. */
  121002. thumbstickValues: StickValues;
  121003. /**
  121004. * Fired when the thumbstick on this controller is clicked
  121005. */
  121006. onThumbstickStateChangedObservable: Observable<ExtendedGamepadButton>;
  121007. /**
  121008. * Fired when the thumbstick on this controller is modified
  121009. */
  121010. onThumbstickValuesChangedObservable: Observable<StickValues>;
  121011. /**
  121012. * Fired when the touchpad button on this controller is modified
  121013. */
  121014. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  121015. /**
  121016. * Fired when the touchpad values on this controller are modified
  121017. */
  121018. onTrackpadValuesChangedObservable: Observable<StickValues>;
  121019. /**
  121020. * Fired when the thumbstick button on this controller is modified
  121021. * here to prevent breaking changes
  121022. */
  121023. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  121024. /**
  121025. * updating the thumbstick(!) and not the trackpad.
  121026. * This is named this way due to the difference between WebVR and XR and to avoid
  121027. * changing the parent class.
  121028. */
  121029. protected _updateTrackpad(): void;
  121030. /**
  121031. * Disposes the class with joy
  121032. */
  121033. dispose(): void;
  121034. }
  121035. }
  121036. declare module BABYLON {
  121037. /**
  121038. * Class containing static functions to help procedurally build meshes
  121039. */
  121040. export class PolyhedronBuilder {
  121041. /**
  121042. * Creates a polyhedron mesh
  121043. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  121044. * * The parameter `size` (positive float, default 1) sets the polygon size
  121045. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121046. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  121047. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  121048. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  121049. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121050. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  121051. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121052. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121053. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121054. * @param name defines the name of the mesh
  121055. * @param options defines the options used to create the mesh
  121056. * @param scene defines the hosting scene
  121057. * @returns the polyhedron mesh
  121058. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121059. */
  121060. static CreatePolyhedron(name: string, options: {
  121061. type?: number;
  121062. size?: number;
  121063. sizeX?: number;
  121064. sizeY?: number;
  121065. sizeZ?: number;
  121066. custom?: any;
  121067. faceUV?: Vector4[];
  121068. faceColors?: Color4[];
  121069. flat?: boolean;
  121070. updatable?: boolean;
  121071. sideOrientation?: number;
  121072. frontUVs?: Vector4;
  121073. backUVs?: Vector4;
  121074. }, scene?: Nullable<Scene>): Mesh;
  121075. }
  121076. }
  121077. declare module BABYLON {
  121078. /**
  121079. * Gizmo that enables scaling a mesh along 3 axis
  121080. */
  121081. export class ScaleGizmo extends Gizmo {
  121082. /**
  121083. * Internal gizmo used for interactions on the x axis
  121084. */
  121085. xGizmo: AxisScaleGizmo;
  121086. /**
  121087. * Internal gizmo used for interactions on the y axis
  121088. */
  121089. yGizmo: AxisScaleGizmo;
  121090. /**
  121091. * Internal gizmo used for interactions on the z axis
  121092. */
  121093. zGizmo: AxisScaleGizmo;
  121094. /**
  121095. * Internal gizmo used to scale all axis equally
  121096. */
  121097. uniformScaleGizmo: AxisScaleGizmo;
  121098. private _meshAttached;
  121099. private _updateGizmoRotationToMatchAttachedMesh;
  121100. private _snapDistance;
  121101. private _scaleRatio;
  121102. private _uniformScalingMesh;
  121103. private _octahedron;
  121104. private _sensitivity;
  121105. /** Fires an event when any of it's sub gizmos are dragged */
  121106. onDragStartObservable: Observable<unknown>;
  121107. /** Fires an event when any of it's sub gizmos are released from dragging */
  121108. onDragEndObservable: Observable<unknown>;
  121109. get attachedMesh(): Nullable<AbstractMesh>;
  121110. set attachedMesh(mesh: Nullable<AbstractMesh>);
  121111. /**
  121112. * Creates a ScaleGizmo
  121113. * @param gizmoLayer The utility layer the gizmo will be added to
  121114. */
  121115. constructor(gizmoLayer?: UtilityLayerRenderer);
  121116. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  121117. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  121118. /**
  121119. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121120. */
  121121. set snapDistance(value: number);
  121122. get snapDistance(): number;
  121123. /**
  121124. * Ratio for the scale of the gizmo (Default: 1)
  121125. */
  121126. set scaleRatio(value: number);
  121127. get scaleRatio(): number;
  121128. /**
  121129. * Sensitivity factor for dragging (Default: 1)
  121130. */
  121131. set sensitivity(value: number);
  121132. get sensitivity(): number;
  121133. /**
  121134. * Disposes of the gizmo
  121135. */
  121136. dispose(): void;
  121137. }
  121138. }
  121139. declare module BABYLON {
  121140. /**
  121141. * Single axis scale gizmo
  121142. */
  121143. export class AxisScaleGizmo extends Gizmo {
  121144. /**
  121145. * Drag behavior responsible for the gizmos dragging interactions
  121146. */
  121147. dragBehavior: PointerDragBehavior;
  121148. private _pointerObserver;
  121149. /**
  121150. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121151. */
  121152. snapDistance: number;
  121153. /**
  121154. * Event that fires each time the gizmo snaps to a new location.
  121155. * * snapDistance is the the change in distance
  121156. */
  121157. onSnapObservable: Observable<{
  121158. snapDistance: number;
  121159. }>;
  121160. /**
  121161. * If the scaling operation should be done on all axis (default: false)
  121162. */
  121163. uniformScaling: boolean;
  121164. /**
  121165. * Custom sensitivity value for the drag strength
  121166. */
  121167. sensitivity: number;
  121168. private _isEnabled;
  121169. private _parent;
  121170. private _arrow;
  121171. private _coloredMaterial;
  121172. private _hoverMaterial;
  121173. /**
  121174. * Creates an AxisScaleGizmo
  121175. * @param gizmoLayer The utility layer the gizmo will be added to
  121176. * @param dragAxis The axis which the gizmo will be able to scale on
  121177. * @param color The color of the gizmo
  121178. */
  121179. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  121180. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121181. /**
  121182. * If the gizmo is enabled
  121183. */
  121184. set isEnabled(value: boolean);
  121185. get isEnabled(): boolean;
  121186. /**
  121187. * Disposes of the gizmo
  121188. */
  121189. dispose(): void;
  121190. /**
  121191. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  121192. * @param mesh The mesh to replace the default mesh of the gizmo
  121193. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  121194. */
  121195. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  121196. }
  121197. }
  121198. declare module BABYLON {
  121199. /**
  121200. * Bounding box gizmo
  121201. */
  121202. export class BoundingBoxGizmo extends Gizmo {
  121203. private _lineBoundingBox;
  121204. private _rotateSpheresParent;
  121205. private _scaleBoxesParent;
  121206. private _boundingDimensions;
  121207. private _renderObserver;
  121208. private _pointerObserver;
  121209. private _scaleDragSpeed;
  121210. private _tmpQuaternion;
  121211. private _tmpVector;
  121212. private _tmpRotationMatrix;
  121213. /**
  121214. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  121215. */
  121216. ignoreChildren: boolean;
  121217. /**
  121218. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  121219. */
  121220. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  121221. /**
  121222. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  121223. */
  121224. rotationSphereSize: number;
  121225. /**
  121226. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  121227. */
  121228. scaleBoxSize: number;
  121229. /**
  121230. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  121231. */
  121232. fixedDragMeshScreenSize: boolean;
  121233. /**
  121234. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  121235. */
  121236. fixedDragMeshScreenSizeDistanceFactor: number;
  121237. /**
  121238. * Fired when a rotation sphere or scale box is dragged
  121239. */
  121240. onDragStartObservable: Observable<{}>;
  121241. /**
  121242. * Fired when a scale box is dragged
  121243. */
  121244. onScaleBoxDragObservable: Observable<{}>;
  121245. /**
  121246. * Fired when a scale box drag is ended
  121247. */
  121248. onScaleBoxDragEndObservable: Observable<{}>;
  121249. /**
  121250. * Fired when a rotation sphere is dragged
  121251. */
  121252. onRotationSphereDragObservable: Observable<{}>;
  121253. /**
  121254. * Fired when a rotation sphere drag is ended
  121255. */
  121256. onRotationSphereDragEndObservable: Observable<{}>;
  121257. /**
  121258. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  121259. */
  121260. scalePivot: Nullable<Vector3>;
  121261. /**
  121262. * Mesh used as a pivot to rotate the attached mesh
  121263. */
  121264. private _anchorMesh;
  121265. private _existingMeshScale;
  121266. private _dragMesh;
  121267. private pointerDragBehavior;
  121268. private coloredMaterial;
  121269. private hoverColoredMaterial;
  121270. /**
  121271. * Sets the color of the bounding box gizmo
  121272. * @param color the color to set
  121273. */
  121274. setColor(color: Color3): void;
  121275. /**
  121276. * Creates an BoundingBoxGizmo
  121277. * @param gizmoLayer The utility layer the gizmo will be added to
  121278. * @param color The color of the gizmo
  121279. */
  121280. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  121281. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121282. private _selectNode;
  121283. /**
  121284. * Updates the bounding box information for the Gizmo
  121285. */
  121286. updateBoundingBox(): void;
  121287. private _updateRotationSpheres;
  121288. private _updateScaleBoxes;
  121289. /**
  121290. * Enables rotation on the specified axis and disables rotation on the others
  121291. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  121292. */
  121293. setEnabledRotationAxis(axis: string): void;
  121294. /**
  121295. * Enables/disables scaling
  121296. * @param enable if scaling should be enabled
  121297. */
  121298. setEnabledScaling(enable: boolean): void;
  121299. private _updateDummy;
  121300. /**
  121301. * Enables a pointer drag behavior on the bounding box of the gizmo
  121302. */
  121303. enableDragBehavior(): void;
  121304. /**
  121305. * Disposes of the gizmo
  121306. */
  121307. dispose(): void;
  121308. /**
  121309. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  121310. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  121311. * @returns the bounding box mesh with the passed in mesh as a child
  121312. */
  121313. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  121314. /**
  121315. * CustomMeshes are not supported by this gizmo
  121316. * @param mesh The mesh to replace the default mesh of the gizmo
  121317. */
  121318. setCustomMesh(mesh: Mesh): void;
  121319. }
  121320. }
  121321. declare module BABYLON {
  121322. /**
  121323. * Single plane rotation gizmo
  121324. */
  121325. export class PlaneRotationGizmo extends Gizmo {
  121326. /**
  121327. * Drag behavior responsible for the gizmos dragging interactions
  121328. */
  121329. dragBehavior: PointerDragBehavior;
  121330. private _pointerObserver;
  121331. /**
  121332. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  121333. */
  121334. snapDistance: number;
  121335. /**
  121336. * Event that fires each time the gizmo snaps to a new location.
  121337. * * snapDistance is the the change in distance
  121338. */
  121339. onSnapObservable: Observable<{
  121340. snapDistance: number;
  121341. }>;
  121342. private _isEnabled;
  121343. private _parent;
  121344. /**
  121345. * Creates a PlaneRotationGizmo
  121346. * @param gizmoLayer The utility layer the gizmo will be added to
  121347. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  121348. * @param color The color of the gizmo
  121349. * @param tessellation Amount of tessellation to be used when creating rotation circles
  121350. * @param useEulerRotation Use and update Euler angle instead of quaternion
  121351. */
  121352. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  121353. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121354. /**
  121355. * If the gizmo is enabled
  121356. */
  121357. set isEnabled(value: boolean);
  121358. get isEnabled(): boolean;
  121359. /**
  121360. * Disposes of the gizmo
  121361. */
  121362. dispose(): void;
  121363. }
  121364. }
  121365. declare module BABYLON {
  121366. /**
  121367. * Gizmo that enables rotating a mesh along 3 axis
  121368. */
  121369. export class RotationGizmo extends Gizmo {
  121370. /**
  121371. * Internal gizmo used for interactions on the x axis
  121372. */
  121373. xGizmo: PlaneRotationGizmo;
  121374. /**
  121375. * Internal gizmo used for interactions on the y axis
  121376. */
  121377. yGizmo: PlaneRotationGizmo;
  121378. /**
  121379. * Internal gizmo used for interactions on the z axis
  121380. */
  121381. zGizmo: PlaneRotationGizmo;
  121382. /** Fires an event when any of it's sub gizmos are dragged */
  121383. onDragStartObservable: Observable<unknown>;
  121384. /** Fires an event when any of it's sub gizmos are released from dragging */
  121385. onDragEndObservable: Observable<unknown>;
  121386. private _meshAttached;
  121387. get attachedMesh(): Nullable<AbstractMesh>;
  121388. set attachedMesh(mesh: Nullable<AbstractMesh>);
  121389. /**
  121390. * Creates a RotationGizmo
  121391. * @param gizmoLayer The utility layer the gizmo will be added to
  121392. * @param tessellation Amount of tessellation to be used when creating rotation circles
  121393. * @param useEulerRotation Use and update Euler angle instead of quaternion
  121394. */
  121395. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  121396. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  121397. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  121398. /**
  121399. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121400. */
  121401. set snapDistance(value: number);
  121402. get snapDistance(): number;
  121403. /**
  121404. * Ratio for the scale of the gizmo (Default: 1)
  121405. */
  121406. set scaleRatio(value: number);
  121407. get scaleRatio(): number;
  121408. /**
  121409. * Disposes of the gizmo
  121410. */
  121411. dispose(): void;
  121412. /**
  121413. * CustomMeshes are not supported by this gizmo
  121414. * @param mesh The mesh to replace the default mesh of the gizmo
  121415. */
  121416. setCustomMesh(mesh: Mesh): void;
  121417. }
  121418. }
  121419. declare module BABYLON {
  121420. /**
  121421. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  121422. */
  121423. export class GizmoManager implements IDisposable {
  121424. private scene;
  121425. /**
  121426. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  121427. */
  121428. gizmos: {
  121429. positionGizmo: Nullable<PositionGizmo>;
  121430. rotationGizmo: Nullable<RotationGizmo>;
  121431. scaleGizmo: Nullable<ScaleGizmo>;
  121432. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  121433. };
  121434. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  121435. clearGizmoOnEmptyPointerEvent: boolean;
  121436. /** Fires an event when the manager is attached to a mesh */
  121437. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  121438. private _gizmosEnabled;
  121439. private _pointerObserver;
  121440. private _attachedMesh;
  121441. private _boundingBoxColor;
  121442. private _defaultUtilityLayer;
  121443. private _defaultKeepDepthUtilityLayer;
  121444. /**
  121445. * When bounding box gizmo is enabled, this can be used to track drag/end events
  121446. */
  121447. boundingBoxDragBehavior: SixDofDragBehavior;
  121448. /**
  121449. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  121450. */
  121451. attachableMeshes: Nullable<Array<AbstractMesh>>;
  121452. /**
  121453. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  121454. */
  121455. usePointerToAttachGizmos: boolean;
  121456. /**
  121457. * Utility layer that the bounding box gizmo belongs to
  121458. */
  121459. get keepDepthUtilityLayer(): UtilityLayerRenderer;
  121460. /**
  121461. * Utility layer that all gizmos besides bounding box belong to
  121462. */
  121463. get utilityLayer(): UtilityLayerRenderer;
  121464. /**
  121465. * Instatiates a gizmo manager
  121466. * @param scene the scene to overlay the gizmos on top of
  121467. */
  121468. constructor(scene: Scene);
  121469. /**
  121470. * Attaches a set of gizmos to the specified mesh
  121471. * @param mesh The mesh the gizmo's should be attached to
  121472. */
  121473. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  121474. /**
  121475. * If the position gizmo is enabled
  121476. */
  121477. set positionGizmoEnabled(value: boolean);
  121478. get positionGizmoEnabled(): boolean;
  121479. /**
  121480. * If the rotation gizmo is enabled
  121481. */
  121482. set rotationGizmoEnabled(value: boolean);
  121483. get rotationGizmoEnabled(): boolean;
  121484. /**
  121485. * If the scale gizmo is enabled
  121486. */
  121487. set scaleGizmoEnabled(value: boolean);
  121488. get scaleGizmoEnabled(): boolean;
  121489. /**
  121490. * If the boundingBox gizmo is enabled
  121491. */
  121492. set boundingBoxGizmoEnabled(value: boolean);
  121493. get boundingBoxGizmoEnabled(): boolean;
  121494. /**
  121495. * Disposes of the gizmo manager
  121496. */
  121497. dispose(): void;
  121498. }
  121499. }
  121500. declare module BABYLON {
  121501. /**
  121502. * A directional light is defined by a direction (what a surprise!).
  121503. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  121504. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  121505. * Documentation: https://doc.babylonjs.com/babylon101/lights
  121506. */
  121507. export class DirectionalLight extends ShadowLight {
  121508. private _shadowFrustumSize;
  121509. /**
  121510. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  121511. */
  121512. get shadowFrustumSize(): number;
  121513. /**
  121514. * Specifies a fix frustum size for the shadow generation.
  121515. */
  121516. set shadowFrustumSize(value: number);
  121517. private _shadowOrthoScale;
  121518. /**
  121519. * Gets the shadow projection scale against the optimal computed one.
  121520. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  121521. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  121522. */
  121523. get shadowOrthoScale(): number;
  121524. /**
  121525. * Sets the shadow projection scale against the optimal computed one.
  121526. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  121527. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  121528. */
  121529. set shadowOrthoScale(value: number);
  121530. /**
  121531. * Automatically compute the projection matrix to best fit (including all the casters)
  121532. * on each frame.
  121533. */
  121534. autoUpdateExtends: boolean;
  121535. /**
  121536. * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
  121537. * on each frame. autoUpdateExtends must be set to true for this to work
  121538. */
  121539. autoCalcShadowZBounds: boolean;
  121540. private _orthoLeft;
  121541. private _orthoRight;
  121542. private _orthoTop;
  121543. private _orthoBottom;
  121544. /**
  121545. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  121546. * The directional light is emitted from everywhere in the given direction.
  121547. * It can cast shadows.
  121548. * Documentation : https://doc.babylonjs.com/babylon101/lights
  121549. * @param name The friendly name of the light
  121550. * @param direction The direction of the light
  121551. * @param scene The scene the light belongs to
  121552. */
  121553. constructor(name: string, direction: Vector3, scene: Scene);
  121554. /**
  121555. * Returns the string "DirectionalLight".
  121556. * @return The class name
  121557. */
  121558. getClassName(): string;
  121559. /**
  121560. * Returns the integer 1.
  121561. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  121562. */
  121563. getTypeID(): number;
  121564. /**
  121565. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  121566. * Returns the DirectionalLight Shadow projection matrix.
  121567. */
  121568. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121569. /**
  121570. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  121571. * Returns the DirectionalLight Shadow projection matrix.
  121572. */
  121573. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  121574. /**
  121575. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  121576. * Returns the DirectionalLight Shadow projection matrix.
  121577. */
  121578. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121579. protected _buildUniformLayout(): void;
  121580. /**
  121581. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  121582. * @param effect The effect to update
  121583. * @param lightIndex The index of the light in the effect to update
  121584. * @returns The directional light
  121585. */
  121586. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  121587. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  121588. /**
  121589. * Gets the minZ used for shadow according to both the scene and the light.
  121590. *
  121591. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  121592. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  121593. * @param activeCamera The camera we are returning the min for
  121594. * @returns the depth min z
  121595. */
  121596. getDepthMinZ(activeCamera: Camera): number;
  121597. /**
  121598. * Gets the maxZ used for shadow according to both the scene and the light.
  121599. *
  121600. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  121601. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  121602. * @param activeCamera The camera we are returning the max for
  121603. * @returns the depth max z
  121604. */
  121605. getDepthMaxZ(activeCamera: Camera): number;
  121606. /**
  121607. * Prepares the list of defines specific to the light type.
  121608. * @param defines the list of defines
  121609. * @param lightIndex defines the index of the light for the effect
  121610. */
  121611. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  121612. }
  121613. }
  121614. declare module BABYLON {
  121615. /**
  121616. * Class containing static functions to help procedurally build meshes
  121617. */
  121618. export class HemisphereBuilder {
  121619. /**
  121620. * Creates a hemisphere mesh
  121621. * @param name defines the name of the mesh
  121622. * @param options defines the options used to create the mesh
  121623. * @param scene defines the hosting scene
  121624. * @returns the hemisphere mesh
  121625. */
  121626. static CreateHemisphere(name: string, options: {
  121627. segments?: number;
  121628. diameter?: number;
  121629. sideOrientation?: number;
  121630. }, scene: any): Mesh;
  121631. }
  121632. }
  121633. declare module BABYLON {
  121634. /**
  121635. * A spot light is defined by a position, a direction, an angle, and an exponent.
  121636. * These values define a cone of light starting from the position, emitting toward the direction.
  121637. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  121638. * and the exponent defines the speed of the decay of the light with distance (reach).
  121639. * Documentation: https://doc.babylonjs.com/babylon101/lights
  121640. */
  121641. export class SpotLight extends ShadowLight {
  121642. private _angle;
  121643. private _innerAngle;
  121644. private _cosHalfAngle;
  121645. private _lightAngleScale;
  121646. private _lightAngleOffset;
  121647. /**
  121648. * Gets the cone angle of the spot light in Radians.
  121649. */
  121650. get angle(): number;
  121651. /**
  121652. * Sets the cone angle of the spot light in Radians.
  121653. */
  121654. set angle(value: number);
  121655. /**
  121656. * Only used in gltf falloff mode, this defines the angle where
  121657. * the directional falloff will start before cutting at angle which could be seen
  121658. * as outer angle.
  121659. */
  121660. get innerAngle(): number;
  121661. /**
  121662. * Only used in gltf falloff mode, this defines the angle where
  121663. * the directional falloff will start before cutting at angle which could be seen
  121664. * as outer angle.
  121665. */
  121666. set innerAngle(value: number);
  121667. private _shadowAngleScale;
  121668. /**
  121669. * Allows scaling the angle of the light for shadow generation only.
  121670. */
  121671. get shadowAngleScale(): number;
  121672. /**
  121673. * Allows scaling the angle of the light for shadow generation only.
  121674. */
  121675. set shadowAngleScale(value: number);
  121676. /**
  121677. * The light decay speed with the distance from the emission spot.
  121678. */
  121679. exponent: number;
  121680. private _projectionTextureMatrix;
  121681. /**
  121682. * Allows reading the projecton texture
  121683. */
  121684. get projectionTextureMatrix(): Matrix;
  121685. protected _projectionTextureLightNear: number;
  121686. /**
  121687. * Gets the near clip of the Spotlight for texture projection.
  121688. */
  121689. get projectionTextureLightNear(): number;
  121690. /**
  121691. * Sets the near clip of the Spotlight for texture projection.
  121692. */
  121693. set projectionTextureLightNear(value: number);
  121694. protected _projectionTextureLightFar: number;
  121695. /**
  121696. * Gets the far clip of the Spotlight for texture projection.
  121697. */
  121698. get projectionTextureLightFar(): number;
  121699. /**
  121700. * Sets the far clip of the Spotlight for texture projection.
  121701. */
  121702. set projectionTextureLightFar(value: number);
  121703. protected _projectionTextureUpDirection: Vector3;
  121704. /**
  121705. * Gets the Up vector of the Spotlight for texture projection.
  121706. */
  121707. get projectionTextureUpDirection(): Vector3;
  121708. /**
  121709. * Sets the Up vector of the Spotlight for texture projection.
  121710. */
  121711. set projectionTextureUpDirection(value: Vector3);
  121712. private _projectionTexture;
  121713. /**
  121714. * Gets the projection texture of the light.
  121715. */
  121716. get projectionTexture(): Nullable<BaseTexture>;
  121717. /**
  121718. * Sets the projection texture of the light.
  121719. */
  121720. set projectionTexture(value: Nullable<BaseTexture>);
  121721. private _projectionTextureViewLightDirty;
  121722. private _projectionTextureProjectionLightDirty;
  121723. private _projectionTextureDirty;
  121724. private _projectionTextureViewTargetVector;
  121725. private _projectionTextureViewLightMatrix;
  121726. private _projectionTextureProjectionLightMatrix;
  121727. private _projectionTextureScalingMatrix;
  121728. /**
  121729. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  121730. * It can cast shadows.
  121731. * Documentation : https://doc.babylonjs.com/babylon101/lights
  121732. * @param name The light friendly name
  121733. * @param position The position of the spot light in the scene
  121734. * @param direction The direction of the light in the scene
  121735. * @param angle The cone angle of the light in Radians
  121736. * @param exponent The light decay speed with the distance from the emission spot
  121737. * @param scene The scene the lights belongs to
  121738. */
  121739. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  121740. /**
  121741. * Returns the string "SpotLight".
  121742. * @returns the class name
  121743. */
  121744. getClassName(): string;
  121745. /**
  121746. * Returns the integer 2.
  121747. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  121748. */
  121749. getTypeID(): number;
  121750. /**
  121751. * Overrides the direction setter to recompute the projection texture view light Matrix.
  121752. */
  121753. protected _setDirection(value: Vector3): void;
  121754. /**
  121755. * Overrides the position setter to recompute the projection texture view light Matrix.
  121756. */
  121757. protected _setPosition(value: Vector3): void;
  121758. /**
  121759. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  121760. * Returns the SpotLight.
  121761. */
  121762. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121763. protected _computeProjectionTextureViewLightMatrix(): void;
  121764. protected _computeProjectionTextureProjectionLightMatrix(): void;
  121765. /**
  121766. * Main function for light texture projection matrix computing.
  121767. */
  121768. protected _computeProjectionTextureMatrix(): void;
  121769. protected _buildUniformLayout(): void;
  121770. private _computeAngleValues;
  121771. /**
  121772. * Sets the passed Effect "effect" with the Light textures.
  121773. * @param effect The effect to update
  121774. * @param lightIndex The index of the light in the effect to update
  121775. * @returns The light
  121776. */
  121777. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  121778. /**
  121779. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  121780. * @param effect The effect to update
  121781. * @param lightIndex The index of the light in the effect to update
  121782. * @returns The spot light
  121783. */
  121784. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  121785. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  121786. /**
  121787. * Disposes the light and the associated resources.
  121788. */
  121789. dispose(): void;
  121790. /**
  121791. * Prepares the list of defines specific to the light type.
  121792. * @param defines the list of defines
  121793. * @param lightIndex defines the index of the light for the effect
  121794. */
  121795. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  121796. }
  121797. }
  121798. declare module BABYLON {
  121799. /**
  121800. * Gizmo that enables viewing a light
  121801. */
  121802. export class LightGizmo extends Gizmo {
  121803. private _lightMesh;
  121804. private _material;
  121805. private _cachedPosition;
  121806. private _cachedForward;
  121807. private _attachedMeshParent;
  121808. /**
  121809. * Creates a LightGizmo
  121810. * @param gizmoLayer The utility layer the gizmo will be added to
  121811. */
  121812. constructor(gizmoLayer?: UtilityLayerRenderer);
  121813. private _light;
  121814. /**
  121815. * The light that the gizmo is attached to
  121816. */
  121817. set light(light: Nullable<Light>);
  121818. get light(): Nullable<Light>;
  121819. /**
  121820. * Gets the material used to render the light gizmo
  121821. */
  121822. get material(): StandardMaterial;
  121823. /**
  121824. * @hidden
  121825. * Updates the gizmo to match the attached mesh's position/rotation
  121826. */
  121827. protected _update(): void;
  121828. private static _Scale;
  121829. /**
  121830. * Creates the lines for a light mesh
  121831. */
  121832. private static _CreateLightLines;
  121833. /**
  121834. * Disposes of the light gizmo
  121835. */
  121836. dispose(): void;
  121837. private static _CreateHemisphericLightMesh;
  121838. private static _CreatePointLightMesh;
  121839. private static _CreateSpotLightMesh;
  121840. private static _CreateDirectionalLightMesh;
  121841. }
  121842. }
  121843. declare module BABYLON {
  121844. /** @hidden */
  121845. export var backgroundFragmentDeclaration: {
  121846. name: string;
  121847. shader: string;
  121848. };
  121849. }
  121850. declare module BABYLON {
  121851. /** @hidden */
  121852. export var backgroundUboDeclaration: {
  121853. name: string;
  121854. shader: string;
  121855. };
  121856. }
  121857. declare module BABYLON {
  121858. /** @hidden */
  121859. export var backgroundPixelShader: {
  121860. name: string;
  121861. shader: string;
  121862. };
  121863. }
  121864. declare module BABYLON {
  121865. /** @hidden */
  121866. export var backgroundVertexDeclaration: {
  121867. name: string;
  121868. shader: string;
  121869. };
  121870. }
  121871. declare module BABYLON {
  121872. /** @hidden */
  121873. export var backgroundVertexShader: {
  121874. name: string;
  121875. shader: string;
  121876. };
  121877. }
  121878. declare module BABYLON {
  121879. /**
  121880. * Background material used to create an efficient environement around your scene.
  121881. */
  121882. export class BackgroundMaterial extends PushMaterial {
  121883. /**
  121884. * Standard reflectance value at parallel view angle.
  121885. */
  121886. static StandardReflectance0: number;
  121887. /**
  121888. * Standard reflectance value at grazing angle.
  121889. */
  121890. static StandardReflectance90: number;
  121891. protected _primaryColor: Color3;
  121892. /**
  121893. * Key light Color (multiply against the environement texture)
  121894. */
  121895. primaryColor: Color3;
  121896. protected __perceptualColor: Nullable<Color3>;
  121897. /**
  121898. * Experimental Internal Use Only.
  121899. *
  121900. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  121901. * This acts as a helper to set the primary color to a more "human friendly" value.
  121902. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  121903. * output color as close as possible from the chosen value.
  121904. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  121905. * part of lighting setup.)
  121906. */
  121907. get _perceptualColor(): Nullable<Color3>;
  121908. set _perceptualColor(value: Nullable<Color3>);
  121909. protected _primaryColorShadowLevel: float;
  121910. /**
  121911. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  121912. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  121913. */
  121914. get primaryColorShadowLevel(): float;
  121915. set primaryColorShadowLevel(value: float);
  121916. protected _primaryColorHighlightLevel: float;
  121917. /**
  121918. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  121919. * The primary color is used at the level chosen to define what the white area would look.
  121920. */
  121921. get primaryColorHighlightLevel(): float;
  121922. set primaryColorHighlightLevel(value: float);
  121923. protected _reflectionTexture: Nullable<BaseTexture>;
  121924. /**
  121925. * Reflection Texture used in the material.
  121926. * Should be author in a specific way for the best result (refer to the documentation).
  121927. */
  121928. reflectionTexture: Nullable<BaseTexture>;
  121929. protected _reflectionBlur: float;
  121930. /**
  121931. * Reflection Texture level of blur.
  121932. *
  121933. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  121934. * texture twice.
  121935. */
  121936. reflectionBlur: float;
  121937. protected _diffuseTexture: Nullable<BaseTexture>;
  121938. /**
  121939. * Diffuse Texture used in the material.
  121940. * Should be author in a specific way for the best result (refer to the documentation).
  121941. */
  121942. diffuseTexture: Nullable<BaseTexture>;
  121943. protected _shadowLights: Nullable<IShadowLight[]>;
  121944. /**
  121945. * Specify the list of lights casting shadow on the material.
  121946. * All scene shadow lights will be included if null.
  121947. */
  121948. shadowLights: Nullable<IShadowLight[]>;
  121949. protected _shadowLevel: float;
  121950. /**
  121951. * Helps adjusting the shadow to a softer level if required.
  121952. * 0 means black shadows and 1 means no shadows.
  121953. */
  121954. shadowLevel: float;
  121955. protected _sceneCenter: Vector3;
  121956. /**
  121957. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  121958. * It is usually zero but might be interesting to modify according to your setup.
  121959. */
  121960. sceneCenter: Vector3;
  121961. protected _opacityFresnel: boolean;
  121962. /**
  121963. * This helps specifying that the material is falling off to the sky box at grazing angle.
  121964. * This helps ensuring a nice transition when the camera goes under the ground.
  121965. */
  121966. opacityFresnel: boolean;
  121967. protected _reflectionFresnel: boolean;
  121968. /**
  121969. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  121970. * This helps adding a mirror texture on the ground.
  121971. */
  121972. reflectionFresnel: boolean;
  121973. protected _reflectionFalloffDistance: number;
  121974. /**
  121975. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  121976. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  121977. */
  121978. reflectionFalloffDistance: number;
  121979. protected _reflectionAmount: number;
  121980. /**
  121981. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  121982. */
  121983. reflectionAmount: number;
  121984. protected _reflectionReflectance0: number;
  121985. /**
  121986. * This specifies the weight of the reflection at grazing angle.
  121987. */
  121988. reflectionReflectance0: number;
  121989. protected _reflectionReflectance90: number;
  121990. /**
  121991. * This specifies the weight of the reflection at a perpendicular point of view.
  121992. */
  121993. reflectionReflectance90: number;
  121994. /**
  121995. * Sets the reflection reflectance fresnel values according to the default standard
  121996. * empirically know to work well :-)
  121997. */
  121998. set reflectionStandardFresnelWeight(value: number);
  121999. protected _useRGBColor: boolean;
  122000. /**
  122001. * Helps to directly use the maps channels instead of their level.
  122002. */
  122003. useRGBColor: boolean;
  122004. protected _enableNoise: boolean;
  122005. /**
  122006. * This helps reducing the banding effect that could occur on the background.
  122007. */
  122008. enableNoise: boolean;
  122009. /**
  122010. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  122011. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  122012. * Recommended to be keep at 1.0 except for special cases.
  122013. */
  122014. get fovMultiplier(): number;
  122015. set fovMultiplier(value: number);
  122016. private _fovMultiplier;
  122017. /**
  122018. * Enable the FOV adjustment feature controlled by fovMultiplier.
  122019. */
  122020. useEquirectangularFOV: boolean;
  122021. private _maxSimultaneousLights;
  122022. /**
  122023. * Number of Simultaneous lights allowed on the material.
  122024. */
  122025. maxSimultaneousLights: int;
  122026. /**
  122027. * Default configuration related to image processing available in the Background Material.
  122028. */
  122029. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122030. /**
  122031. * Keep track of the image processing observer to allow dispose and replace.
  122032. */
  122033. private _imageProcessingObserver;
  122034. /**
  122035. * Attaches a new image processing configuration to the PBR Material.
  122036. * @param configuration (if null the scene configuration will be use)
  122037. */
  122038. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122039. /**
  122040. * Gets the image processing configuration used either in this material.
  122041. */
  122042. get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
  122043. /**
  122044. * Sets the Default image processing configuration used either in the this material.
  122045. *
  122046. * If sets to null, the scene one is in use.
  122047. */
  122048. set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
  122049. /**
  122050. * Gets wether the color curves effect is enabled.
  122051. */
  122052. get cameraColorCurvesEnabled(): boolean;
  122053. /**
  122054. * Sets wether the color curves effect is enabled.
  122055. */
  122056. set cameraColorCurvesEnabled(value: boolean);
  122057. /**
  122058. * Gets wether the color grading effect is enabled.
  122059. */
  122060. get cameraColorGradingEnabled(): boolean;
  122061. /**
  122062. * Gets wether the color grading effect is enabled.
  122063. */
  122064. set cameraColorGradingEnabled(value: boolean);
  122065. /**
  122066. * Gets wether tonemapping is enabled or not.
  122067. */
  122068. get cameraToneMappingEnabled(): boolean;
  122069. /**
  122070. * Sets wether tonemapping is enabled or not
  122071. */
  122072. set cameraToneMappingEnabled(value: boolean);
  122073. /**
  122074. * The camera exposure used on this material.
  122075. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  122076. * This corresponds to a photographic exposure.
  122077. */
  122078. get cameraExposure(): float;
  122079. /**
  122080. * The camera exposure used on this material.
  122081. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  122082. * This corresponds to a photographic exposure.
  122083. */
  122084. set cameraExposure(value: float);
  122085. /**
  122086. * Gets The camera contrast used on this material.
  122087. */
  122088. get cameraContrast(): float;
  122089. /**
  122090. * Sets The camera contrast used on this material.
  122091. */
  122092. set cameraContrast(value: float);
  122093. /**
  122094. * Gets the Color Grading 2D Lookup Texture.
  122095. */
  122096. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  122097. /**
  122098. * Sets the Color Grading 2D Lookup Texture.
  122099. */
  122100. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  122101. /**
  122102. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  122103. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  122104. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  122105. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  122106. */
  122107. get cameraColorCurves(): Nullable<ColorCurves>;
  122108. /**
  122109. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  122110. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  122111. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  122112. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  122113. */
  122114. set cameraColorCurves(value: Nullable<ColorCurves>);
  122115. /**
  122116. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  122117. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  122118. */
  122119. switchToBGR: boolean;
  122120. private _renderTargets;
  122121. private _reflectionControls;
  122122. private _white;
  122123. private _primaryShadowColor;
  122124. private _primaryHighlightColor;
  122125. /**
  122126. * Instantiates a Background Material in the given scene
  122127. * @param name The friendly name of the material
  122128. * @param scene The scene to add the material to
  122129. */
  122130. constructor(name: string, scene: Scene);
  122131. /**
  122132. * Gets a boolean indicating that current material needs to register RTT
  122133. */
  122134. get hasRenderTargetTextures(): boolean;
  122135. /**
  122136. * The entire material has been created in order to prevent overdraw.
  122137. * @returns false
  122138. */
  122139. needAlphaTesting(): boolean;
  122140. /**
  122141. * The entire material has been created in order to prevent overdraw.
  122142. * @returns true if blending is enable
  122143. */
  122144. needAlphaBlending(): boolean;
  122145. /**
  122146. * Checks wether the material is ready to be rendered for a given mesh.
  122147. * @param mesh The mesh to render
  122148. * @param subMesh The submesh to check against
  122149. * @param useInstances Specify wether or not the material is used with instances
  122150. * @returns true if all the dependencies are ready (Textures, Effects...)
  122151. */
  122152. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122153. /**
  122154. * Compute the primary color according to the chosen perceptual color.
  122155. */
  122156. private _computePrimaryColorFromPerceptualColor;
  122157. /**
  122158. * Compute the highlights and shadow colors according to their chosen levels.
  122159. */
  122160. private _computePrimaryColors;
  122161. /**
  122162. * Build the uniform buffer used in the material.
  122163. */
  122164. buildUniformLayout(): void;
  122165. /**
  122166. * Unbind the material.
  122167. */
  122168. unbind(): void;
  122169. /**
  122170. * Bind only the world matrix to the material.
  122171. * @param world The world matrix to bind.
  122172. */
  122173. bindOnlyWorldMatrix(world: Matrix): void;
  122174. /**
  122175. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  122176. * @param world The world matrix to bind.
  122177. * @param subMesh The submesh to bind for.
  122178. */
  122179. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122180. /**
  122181. * Checks to see if a texture is used in the material.
  122182. * @param texture - Base texture to use.
  122183. * @returns - Boolean specifying if a texture is used in the material.
  122184. */
  122185. hasTexture(texture: BaseTexture): boolean;
  122186. /**
  122187. * Dispose the material.
  122188. * @param forceDisposeEffect Force disposal of the associated effect.
  122189. * @param forceDisposeTextures Force disposal of the associated textures.
  122190. */
  122191. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  122192. /**
  122193. * Clones the material.
  122194. * @param name The cloned name.
  122195. * @returns The cloned material.
  122196. */
  122197. clone(name: string): BackgroundMaterial;
  122198. /**
  122199. * Serializes the current material to its JSON representation.
  122200. * @returns The JSON representation.
  122201. */
  122202. serialize(): any;
  122203. /**
  122204. * Gets the class name of the material
  122205. * @returns "BackgroundMaterial"
  122206. */
  122207. getClassName(): string;
  122208. /**
  122209. * Parse a JSON input to create back a background material.
  122210. * @param source The JSON data to parse
  122211. * @param scene The scene to create the parsed material in
  122212. * @param rootUrl The root url of the assets the material depends upon
  122213. * @returns the instantiated BackgroundMaterial.
  122214. */
  122215. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  122216. }
  122217. }
  122218. declare module BABYLON {
  122219. /**
  122220. * Represents the different options available during the creation of
  122221. * a Environment helper.
  122222. *
  122223. * This can control the default ground, skybox and image processing setup of your scene.
  122224. */
  122225. export interface IEnvironmentHelperOptions {
  122226. /**
  122227. * Specifies wether or not to create a ground.
  122228. * True by default.
  122229. */
  122230. createGround: boolean;
  122231. /**
  122232. * Specifies the ground size.
  122233. * 15 by default.
  122234. */
  122235. groundSize: number;
  122236. /**
  122237. * The texture used on the ground for the main color.
  122238. * Comes from the BabylonJS CDN by default.
  122239. *
  122240. * Remarks: Can be either a texture or a url.
  122241. */
  122242. groundTexture: string | BaseTexture;
  122243. /**
  122244. * The color mixed in the ground texture by default.
  122245. * BabylonJS clearColor by default.
  122246. */
  122247. groundColor: Color3;
  122248. /**
  122249. * Specifies the ground opacity.
  122250. * 1 by default.
  122251. */
  122252. groundOpacity: number;
  122253. /**
  122254. * Enables the ground to receive shadows.
  122255. * True by default.
  122256. */
  122257. enableGroundShadow: boolean;
  122258. /**
  122259. * Helps preventing the shadow to be fully black on the ground.
  122260. * 0.5 by default.
  122261. */
  122262. groundShadowLevel: number;
  122263. /**
  122264. * Creates a mirror texture attach to the ground.
  122265. * false by default.
  122266. */
  122267. enableGroundMirror: boolean;
  122268. /**
  122269. * Specifies the ground mirror size ratio.
  122270. * 0.3 by default as the default kernel is 64.
  122271. */
  122272. groundMirrorSizeRatio: number;
  122273. /**
  122274. * Specifies the ground mirror blur kernel size.
  122275. * 64 by default.
  122276. */
  122277. groundMirrorBlurKernel: number;
  122278. /**
  122279. * Specifies the ground mirror visibility amount.
  122280. * 1 by default
  122281. */
  122282. groundMirrorAmount: number;
  122283. /**
  122284. * Specifies the ground mirror reflectance weight.
  122285. * This uses the standard weight of the background material to setup the fresnel effect
  122286. * of the mirror.
  122287. * 1 by default.
  122288. */
  122289. groundMirrorFresnelWeight: number;
  122290. /**
  122291. * Specifies the ground mirror Falloff distance.
  122292. * This can helps reducing the size of the reflection.
  122293. * 0 by Default.
  122294. */
  122295. groundMirrorFallOffDistance: number;
  122296. /**
  122297. * Specifies the ground mirror texture type.
  122298. * Unsigned Int by Default.
  122299. */
  122300. groundMirrorTextureType: number;
  122301. /**
  122302. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  122303. * the shown objects.
  122304. */
  122305. groundYBias: number;
  122306. /**
  122307. * Specifies wether or not to create a skybox.
  122308. * True by default.
  122309. */
  122310. createSkybox: boolean;
  122311. /**
  122312. * Specifies the skybox size.
  122313. * 20 by default.
  122314. */
  122315. skyboxSize: number;
  122316. /**
  122317. * The texture used on the skybox for the main color.
  122318. * Comes from the BabylonJS CDN by default.
  122319. *
  122320. * Remarks: Can be either a texture or a url.
  122321. */
  122322. skyboxTexture: string | BaseTexture;
  122323. /**
  122324. * The color mixed in the skybox texture by default.
  122325. * BabylonJS clearColor by default.
  122326. */
  122327. skyboxColor: Color3;
  122328. /**
  122329. * The background rotation around the Y axis of the scene.
  122330. * This helps aligning the key lights of your scene with the background.
  122331. * 0 by default.
  122332. */
  122333. backgroundYRotation: number;
  122334. /**
  122335. * Compute automatically the size of the elements to best fit with the scene.
  122336. */
  122337. sizeAuto: boolean;
  122338. /**
  122339. * Default position of the rootMesh if autoSize is not true.
  122340. */
  122341. rootPosition: Vector3;
  122342. /**
  122343. * Sets up the image processing in the scene.
  122344. * true by default.
  122345. */
  122346. setupImageProcessing: boolean;
  122347. /**
  122348. * The texture used as your environment texture in the scene.
  122349. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  122350. *
  122351. * Remarks: Can be either a texture or a url.
  122352. */
  122353. environmentTexture: string | BaseTexture;
  122354. /**
  122355. * The value of the exposure to apply to the scene.
  122356. * 0.6 by default if setupImageProcessing is true.
  122357. */
  122358. cameraExposure: number;
  122359. /**
  122360. * The value of the contrast to apply to the scene.
  122361. * 1.6 by default if setupImageProcessing is true.
  122362. */
  122363. cameraContrast: number;
  122364. /**
  122365. * Specifies wether or not tonemapping should be enabled in the scene.
  122366. * true by default if setupImageProcessing is true.
  122367. */
  122368. toneMappingEnabled: boolean;
  122369. }
  122370. /**
  122371. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  122372. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  122373. * It also helps with the default setup of your imageProcessing configuration.
  122374. */
  122375. export class EnvironmentHelper {
  122376. /**
  122377. * Default ground texture URL.
  122378. */
  122379. private static _groundTextureCDNUrl;
  122380. /**
  122381. * Default skybox texture URL.
  122382. */
  122383. private static _skyboxTextureCDNUrl;
  122384. /**
  122385. * Default environment texture URL.
  122386. */
  122387. private static _environmentTextureCDNUrl;
  122388. /**
  122389. * Creates the default options for the helper.
  122390. */
  122391. private static _getDefaultOptions;
  122392. private _rootMesh;
  122393. /**
  122394. * Gets the root mesh created by the helper.
  122395. */
  122396. get rootMesh(): Mesh;
  122397. private _skybox;
  122398. /**
  122399. * Gets the skybox created by the helper.
  122400. */
  122401. get skybox(): Nullable<Mesh>;
  122402. private _skyboxTexture;
  122403. /**
  122404. * Gets the skybox texture created by the helper.
  122405. */
  122406. get skyboxTexture(): Nullable<BaseTexture>;
  122407. private _skyboxMaterial;
  122408. /**
  122409. * Gets the skybox material created by the helper.
  122410. */
  122411. get skyboxMaterial(): Nullable<BackgroundMaterial>;
  122412. private _ground;
  122413. /**
  122414. * Gets the ground mesh created by the helper.
  122415. */
  122416. get ground(): Nullable<Mesh>;
  122417. private _groundTexture;
  122418. /**
  122419. * Gets the ground texture created by the helper.
  122420. */
  122421. get groundTexture(): Nullable<BaseTexture>;
  122422. private _groundMirror;
  122423. /**
  122424. * Gets the ground mirror created by the helper.
  122425. */
  122426. get groundMirror(): Nullable<MirrorTexture>;
  122427. /**
  122428. * Gets the ground mirror render list to helps pushing the meshes
  122429. * you wish in the ground reflection.
  122430. */
  122431. get groundMirrorRenderList(): Nullable<AbstractMesh[]>;
  122432. private _groundMaterial;
  122433. /**
  122434. * Gets the ground material created by the helper.
  122435. */
  122436. get groundMaterial(): Nullable<BackgroundMaterial>;
  122437. /**
  122438. * Stores the creation options.
  122439. */
  122440. private readonly _scene;
  122441. private _options;
  122442. /**
  122443. * This observable will be notified with any error during the creation of the environment,
  122444. * mainly texture creation errors.
  122445. */
  122446. onErrorObservable: Observable<{
  122447. message?: string;
  122448. exception?: any;
  122449. }>;
  122450. /**
  122451. * constructor
  122452. * @param options Defines the options we want to customize the helper
  122453. * @param scene The scene to add the material to
  122454. */
  122455. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  122456. /**
  122457. * Updates the background according to the new options
  122458. * @param options
  122459. */
  122460. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  122461. /**
  122462. * Sets the primary color of all the available elements.
  122463. * @param color the main color to affect to the ground and the background
  122464. */
  122465. setMainColor(color: Color3): void;
  122466. /**
  122467. * Setup the image processing according to the specified options.
  122468. */
  122469. private _setupImageProcessing;
  122470. /**
  122471. * Setup the environment texture according to the specified options.
  122472. */
  122473. private _setupEnvironmentTexture;
  122474. /**
  122475. * Setup the background according to the specified options.
  122476. */
  122477. private _setupBackground;
  122478. /**
  122479. * Get the scene sizes according to the setup.
  122480. */
  122481. private _getSceneSize;
  122482. /**
  122483. * Setup the ground according to the specified options.
  122484. */
  122485. private _setupGround;
  122486. /**
  122487. * Setup the ground material according to the specified options.
  122488. */
  122489. private _setupGroundMaterial;
  122490. /**
  122491. * Setup the ground diffuse texture according to the specified options.
  122492. */
  122493. private _setupGroundDiffuseTexture;
  122494. /**
  122495. * Setup the ground mirror texture according to the specified options.
  122496. */
  122497. private _setupGroundMirrorTexture;
  122498. /**
  122499. * Setup the ground to receive the mirror texture.
  122500. */
  122501. private _setupMirrorInGroundMaterial;
  122502. /**
  122503. * Setup the skybox according to the specified options.
  122504. */
  122505. private _setupSkybox;
  122506. /**
  122507. * Setup the skybox material according to the specified options.
  122508. */
  122509. private _setupSkyboxMaterial;
  122510. /**
  122511. * Setup the skybox reflection texture according to the specified options.
  122512. */
  122513. private _setupSkyboxReflectionTexture;
  122514. private _errorHandler;
  122515. /**
  122516. * Dispose all the elements created by the Helper.
  122517. */
  122518. dispose(): void;
  122519. }
  122520. }
  122521. declare module BABYLON {
  122522. /**
  122523. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  122524. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  122525. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  122526. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  122527. */
  122528. export class PhotoDome extends TransformNode {
  122529. /**
  122530. * Define the image as a Monoscopic panoramic 360 image.
  122531. */
  122532. static readonly MODE_MONOSCOPIC: number;
  122533. /**
  122534. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  122535. */
  122536. static readonly MODE_TOPBOTTOM: number;
  122537. /**
  122538. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  122539. */
  122540. static readonly MODE_SIDEBYSIDE: number;
  122541. private _useDirectMapping;
  122542. /**
  122543. * The texture being displayed on the sphere
  122544. */
  122545. protected _photoTexture: Texture;
  122546. /**
  122547. * Gets or sets the texture being displayed on the sphere
  122548. */
  122549. get photoTexture(): Texture;
  122550. set photoTexture(value: Texture);
  122551. /**
  122552. * Observable raised when an error occured while loading the 360 image
  122553. */
  122554. onLoadErrorObservable: Observable<string>;
  122555. /**
  122556. * The skybox material
  122557. */
  122558. protected _material: BackgroundMaterial;
  122559. /**
  122560. * The surface used for the skybox
  122561. */
  122562. protected _mesh: Mesh;
  122563. /**
  122564. * Gets the mesh used for the skybox.
  122565. */
  122566. get mesh(): Mesh;
  122567. /**
  122568. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  122569. * Also see the options.resolution property.
  122570. */
  122571. get fovMultiplier(): number;
  122572. set fovMultiplier(value: number);
  122573. private _imageMode;
  122574. /**
  122575. * Gets or set the current video mode for the video. It can be:
  122576. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  122577. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  122578. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  122579. */
  122580. get imageMode(): number;
  122581. set imageMode(value: number);
  122582. /**
  122583. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  122584. * @param name Element's name, child elements will append suffixes for their own names.
  122585. * @param urlsOfPhoto defines the url of the photo to display
  122586. * @param options defines an object containing optional or exposed sub element properties
  122587. * @param onError defines a callback called when an error occured while loading the texture
  122588. */
  122589. constructor(name: string, urlOfPhoto: string, options: {
  122590. resolution?: number;
  122591. size?: number;
  122592. useDirectMapping?: boolean;
  122593. faceForward?: boolean;
  122594. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  122595. private _onBeforeCameraRenderObserver;
  122596. private _changeImageMode;
  122597. /**
  122598. * Releases resources associated with this node.
  122599. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  122600. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  122601. */
  122602. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  122603. }
  122604. }
  122605. declare module BABYLON {
  122606. /**
  122607. * Class used to host RGBD texture specific utilities
  122608. */
  122609. export class RGBDTextureTools {
  122610. /**
  122611. * Expand the RGBD Texture from RGBD to Half Float if possible.
  122612. * @param texture the texture to expand.
  122613. */
  122614. static ExpandRGBDTexture(texture: Texture): void;
  122615. }
  122616. }
  122617. declare module BABYLON {
  122618. /**
  122619. * Class used to host texture specific utilities
  122620. */
  122621. export class BRDFTextureTools {
  122622. /**
  122623. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  122624. * @param scene defines the hosting scene
  122625. * @returns the environment BRDF texture
  122626. */
  122627. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  122628. private static _environmentBRDFBase64Texture;
  122629. }
  122630. }
  122631. declare module BABYLON {
  122632. /**
  122633. * @hidden
  122634. */
  122635. export interface IMaterialClearCoatDefines {
  122636. CLEARCOAT: boolean;
  122637. CLEARCOAT_DEFAULTIOR: boolean;
  122638. CLEARCOAT_TEXTURE: boolean;
  122639. CLEARCOAT_TEXTUREDIRECTUV: number;
  122640. CLEARCOAT_BUMP: boolean;
  122641. CLEARCOAT_BUMPDIRECTUV: number;
  122642. CLEARCOAT_TINT: boolean;
  122643. CLEARCOAT_TINT_TEXTURE: boolean;
  122644. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  122645. /** @hidden */
  122646. _areTexturesDirty: boolean;
  122647. }
  122648. /**
  122649. * Define the code related to the clear coat parameters of the pbr material.
  122650. */
  122651. export class PBRClearCoatConfiguration {
  122652. /**
  122653. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  122654. * The default fits with a polyurethane material.
  122655. */
  122656. private static readonly _DefaultIndexOfRefraction;
  122657. private _isEnabled;
  122658. /**
  122659. * Defines if the clear coat is enabled in the material.
  122660. */
  122661. isEnabled: boolean;
  122662. /**
  122663. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  122664. */
  122665. intensity: number;
  122666. /**
  122667. * Defines the clear coat layer roughness.
  122668. */
  122669. roughness: number;
  122670. private _indexOfRefraction;
  122671. /**
  122672. * Defines the index of refraction of the clear coat.
  122673. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  122674. * The default fits with a polyurethane material.
  122675. * Changing the default value is more performance intensive.
  122676. */
  122677. indexOfRefraction: number;
  122678. private _texture;
  122679. /**
  122680. * Stores the clear coat values in a texture.
  122681. */
  122682. texture: Nullable<BaseTexture>;
  122683. private _bumpTexture;
  122684. /**
  122685. * Define the clear coat specific bump texture.
  122686. */
  122687. bumpTexture: Nullable<BaseTexture>;
  122688. private _isTintEnabled;
  122689. /**
  122690. * Defines if the clear coat tint is enabled in the material.
  122691. */
  122692. isTintEnabled: boolean;
  122693. /**
  122694. * Defines the clear coat tint of the material.
  122695. * This is only use if tint is enabled
  122696. */
  122697. tintColor: Color3;
  122698. /**
  122699. * Defines the distance at which the tint color should be found in the
  122700. * clear coat media.
  122701. * This is only use if tint is enabled
  122702. */
  122703. tintColorAtDistance: number;
  122704. /**
  122705. * Defines the clear coat layer thickness.
  122706. * This is only use if tint is enabled
  122707. */
  122708. tintThickness: number;
  122709. private _tintTexture;
  122710. /**
  122711. * Stores the clear tint values in a texture.
  122712. * rgb is tint
  122713. * a is a thickness factor
  122714. */
  122715. tintTexture: Nullable<BaseTexture>;
  122716. /** @hidden */
  122717. private _internalMarkAllSubMeshesAsTexturesDirty;
  122718. /** @hidden */
  122719. _markAllSubMeshesAsTexturesDirty(): void;
  122720. /**
  122721. * Instantiate a new istance of clear coat configuration.
  122722. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  122723. */
  122724. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  122725. /**
  122726. * Gets wehter the submesh is ready to be used or not.
  122727. * @param defines the list of "defines" to update.
  122728. * @param scene defines the scene the material belongs to.
  122729. * @param engine defines the engine the material belongs to.
  122730. * @param disableBumpMap defines wether the material disables bump or not.
  122731. * @returns - boolean indicating that the submesh is ready or not.
  122732. */
  122733. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  122734. /**
  122735. * Checks to see if a texture is used in the material.
  122736. * @param defines the list of "defines" to update.
  122737. * @param scene defines the scene to the material belongs to.
  122738. */
  122739. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  122740. /**
  122741. * Binds the material data.
  122742. * @param uniformBuffer defines the Uniform buffer to fill in.
  122743. * @param scene defines the scene the material belongs to.
  122744. * @param engine defines the engine the material belongs to.
  122745. * @param disableBumpMap defines wether the material disables bump or not.
  122746. * @param isFrozen defines wether the material is frozen or not.
  122747. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  122748. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  122749. */
  122750. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  122751. /**
  122752. * Checks to see if a texture is used in the material.
  122753. * @param texture - Base texture to use.
  122754. * @returns - Boolean specifying if a texture is used in the material.
  122755. */
  122756. hasTexture(texture: BaseTexture): boolean;
  122757. /**
  122758. * Returns an array of the actively used textures.
  122759. * @param activeTextures Array of BaseTextures
  122760. */
  122761. getActiveTextures(activeTextures: BaseTexture[]): void;
  122762. /**
  122763. * Returns the animatable textures.
  122764. * @param animatables Array of animatable textures.
  122765. */
  122766. getAnimatables(animatables: IAnimatable[]): void;
  122767. /**
  122768. * Disposes the resources of the material.
  122769. * @param forceDisposeTextures - Forces the disposal of all textures.
  122770. */
  122771. dispose(forceDisposeTextures?: boolean): void;
  122772. /**
  122773. * Get the current class name of the texture useful for serialization or dynamic coding.
  122774. * @returns "PBRClearCoatConfiguration"
  122775. */
  122776. getClassName(): string;
  122777. /**
  122778. * Add fallbacks to the effect fallbacks list.
  122779. * @param defines defines the Base texture to use.
  122780. * @param fallbacks defines the current fallback list.
  122781. * @param currentRank defines the current fallback rank.
  122782. * @returns the new fallback rank.
  122783. */
  122784. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  122785. /**
  122786. * Add the required uniforms to the current list.
  122787. * @param uniforms defines the current uniform list.
  122788. */
  122789. static AddUniforms(uniforms: string[]): void;
  122790. /**
  122791. * Add the required samplers to the current list.
  122792. * @param samplers defines the current sampler list.
  122793. */
  122794. static AddSamplers(samplers: string[]): void;
  122795. /**
  122796. * Add the required uniforms to the current buffer.
  122797. * @param uniformBuffer defines the current uniform buffer.
  122798. */
  122799. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  122800. /**
  122801. * Makes a duplicate of the current configuration into another one.
  122802. * @param clearCoatConfiguration define the config where to copy the info
  122803. */
  122804. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  122805. /**
  122806. * Serializes this clear coat configuration.
  122807. * @returns - An object with the serialized config.
  122808. */
  122809. serialize(): any;
  122810. /**
  122811. * Parses a anisotropy Configuration from a serialized object.
  122812. * @param source - Serialized object.
  122813. * @param scene Defines the scene we are parsing for
  122814. * @param rootUrl Defines the rootUrl to load from
  122815. */
  122816. parse(source: any, scene: Scene, rootUrl: string): void;
  122817. }
  122818. }
  122819. declare module BABYLON {
  122820. /**
  122821. * @hidden
  122822. */
  122823. export interface IMaterialAnisotropicDefines {
  122824. ANISOTROPIC: boolean;
  122825. ANISOTROPIC_TEXTURE: boolean;
  122826. ANISOTROPIC_TEXTUREDIRECTUV: number;
  122827. MAINUV1: boolean;
  122828. _areTexturesDirty: boolean;
  122829. _needUVs: boolean;
  122830. }
  122831. /**
  122832. * Define the code related to the anisotropic parameters of the pbr material.
  122833. */
  122834. export class PBRAnisotropicConfiguration {
  122835. private _isEnabled;
  122836. /**
  122837. * Defines if the anisotropy is enabled in the material.
  122838. */
  122839. isEnabled: boolean;
  122840. /**
  122841. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  122842. */
  122843. intensity: number;
  122844. /**
  122845. * Defines if the effect is along the tangents, bitangents or in between.
  122846. * By default, the effect is "strectching" the highlights along the tangents.
  122847. */
  122848. direction: Vector2;
  122849. private _texture;
  122850. /**
  122851. * Stores the anisotropy values in a texture.
  122852. * rg is direction (like normal from -1 to 1)
  122853. * b is a intensity
  122854. */
  122855. texture: Nullable<BaseTexture>;
  122856. /** @hidden */
  122857. private _internalMarkAllSubMeshesAsTexturesDirty;
  122858. /** @hidden */
  122859. _markAllSubMeshesAsTexturesDirty(): void;
  122860. /**
  122861. * Instantiate a new istance of anisotropy configuration.
  122862. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  122863. */
  122864. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  122865. /**
  122866. * Specifies that the submesh is ready to be used.
  122867. * @param defines the list of "defines" to update.
  122868. * @param scene defines the scene the material belongs to.
  122869. * @returns - boolean indicating that the submesh is ready or not.
  122870. */
  122871. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  122872. /**
  122873. * Checks to see if a texture is used in the material.
  122874. * @param defines the list of "defines" to update.
  122875. * @param mesh the mesh we are preparing the defines for.
  122876. * @param scene defines the scene the material belongs to.
  122877. */
  122878. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  122879. /**
  122880. * Binds the material data.
  122881. * @param uniformBuffer defines the Uniform buffer to fill in.
  122882. * @param scene defines the scene the material belongs to.
  122883. * @param isFrozen defines wether the material is frozen or not.
  122884. */
  122885. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  122886. /**
  122887. * Checks to see if a texture is used in the material.
  122888. * @param texture - Base texture to use.
  122889. * @returns - Boolean specifying if a texture is used in the material.
  122890. */
  122891. hasTexture(texture: BaseTexture): boolean;
  122892. /**
  122893. * Returns an array of the actively used textures.
  122894. * @param activeTextures Array of BaseTextures
  122895. */
  122896. getActiveTextures(activeTextures: BaseTexture[]): void;
  122897. /**
  122898. * Returns the animatable textures.
  122899. * @param animatables Array of animatable textures.
  122900. */
  122901. getAnimatables(animatables: IAnimatable[]): void;
  122902. /**
  122903. * Disposes the resources of the material.
  122904. * @param forceDisposeTextures - Forces the disposal of all textures.
  122905. */
  122906. dispose(forceDisposeTextures?: boolean): void;
  122907. /**
  122908. * Get the current class name of the texture useful for serialization or dynamic coding.
  122909. * @returns "PBRAnisotropicConfiguration"
  122910. */
  122911. getClassName(): string;
  122912. /**
  122913. * Add fallbacks to the effect fallbacks list.
  122914. * @param defines defines the Base texture to use.
  122915. * @param fallbacks defines the current fallback list.
  122916. * @param currentRank defines the current fallback rank.
  122917. * @returns the new fallback rank.
  122918. */
  122919. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  122920. /**
  122921. * Add the required uniforms to the current list.
  122922. * @param uniforms defines the current uniform list.
  122923. */
  122924. static AddUniforms(uniforms: string[]): void;
  122925. /**
  122926. * Add the required uniforms to the current buffer.
  122927. * @param uniformBuffer defines the current uniform buffer.
  122928. */
  122929. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  122930. /**
  122931. * Add the required samplers to the current list.
  122932. * @param samplers defines the current sampler list.
  122933. */
  122934. static AddSamplers(samplers: string[]): void;
  122935. /**
  122936. * Makes a duplicate of the current configuration into another one.
  122937. * @param anisotropicConfiguration define the config where to copy the info
  122938. */
  122939. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  122940. /**
  122941. * Serializes this anisotropy configuration.
  122942. * @returns - An object with the serialized config.
  122943. */
  122944. serialize(): any;
  122945. /**
  122946. * Parses a anisotropy Configuration from a serialized object.
  122947. * @param source - Serialized object.
  122948. * @param scene Defines the scene we are parsing for
  122949. * @param rootUrl Defines the rootUrl to load from
  122950. */
  122951. parse(source: any, scene: Scene, rootUrl: string): void;
  122952. }
  122953. }
  122954. declare module BABYLON {
  122955. /**
  122956. * @hidden
  122957. */
  122958. export interface IMaterialBRDFDefines {
  122959. BRDF_V_HEIGHT_CORRELATED: boolean;
  122960. MS_BRDF_ENERGY_CONSERVATION: boolean;
  122961. SPHERICAL_HARMONICS: boolean;
  122962. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  122963. /** @hidden */
  122964. _areMiscDirty: boolean;
  122965. }
  122966. /**
  122967. * Define the code related to the BRDF parameters of the pbr material.
  122968. */
  122969. export class PBRBRDFConfiguration {
  122970. /**
  122971. * Default value used for the energy conservation.
  122972. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  122973. */
  122974. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  122975. /**
  122976. * Default value used for the Smith Visibility Height Correlated mode.
  122977. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  122978. */
  122979. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  122980. /**
  122981. * Default value used for the IBL diffuse part.
  122982. * This can help switching back to the polynomials mode globally which is a tiny bit
  122983. * less GPU intensive at the drawback of a lower quality.
  122984. */
  122985. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  122986. /**
  122987. * Default value used for activating energy conservation for the specular workflow.
  122988. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  122989. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  122990. */
  122991. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  122992. private _useEnergyConservation;
  122993. /**
  122994. * Defines if the material uses energy conservation.
  122995. */
  122996. useEnergyConservation: boolean;
  122997. private _useSmithVisibilityHeightCorrelated;
  122998. /**
  122999. * LEGACY Mode set to false
  123000. * Defines if the material uses height smith correlated visibility term.
  123001. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  123002. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  123003. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  123004. * Not relying on height correlated will also disable energy conservation.
  123005. */
  123006. useSmithVisibilityHeightCorrelated: boolean;
  123007. private _useSphericalHarmonics;
  123008. /**
  123009. * LEGACY Mode set to false
  123010. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  123011. * diffuse part of the IBL.
  123012. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  123013. * to the ground truth.
  123014. */
  123015. useSphericalHarmonics: boolean;
  123016. private _useSpecularGlossinessInputEnergyConservation;
  123017. /**
  123018. * Defines if the material uses energy conservation, when the specular workflow is active.
  123019. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  123020. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  123021. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  123022. */
  123023. useSpecularGlossinessInputEnergyConservation: boolean;
  123024. /** @hidden */
  123025. private _internalMarkAllSubMeshesAsMiscDirty;
  123026. /** @hidden */
  123027. _markAllSubMeshesAsMiscDirty(): void;
  123028. /**
  123029. * Instantiate a new istance of clear coat configuration.
  123030. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  123031. */
  123032. constructor(markAllSubMeshesAsMiscDirty: () => void);
  123033. /**
  123034. * Checks to see if a texture is used in the material.
  123035. * @param defines the list of "defines" to update.
  123036. */
  123037. prepareDefines(defines: IMaterialBRDFDefines): void;
  123038. /**
  123039. * Get the current class name of the texture useful for serialization or dynamic coding.
  123040. * @returns "PBRClearCoatConfiguration"
  123041. */
  123042. getClassName(): string;
  123043. /**
  123044. * Makes a duplicate of the current configuration into another one.
  123045. * @param brdfConfiguration define the config where to copy the info
  123046. */
  123047. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  123048. /**
  123049. * Serializes this BRDF configuration.
  123050. * @returns - An object with the serialized config.
  123051. */
  123052. serialize(): any;
  123053. /**
  123054. * Parses a anisotropy Configuration from a serialized object.
  123055. * @param source - Serialized object.
  123056. * @param scene Defines the scene we are parsing for
  123057. * @param rootUrl Defines the rootUrl to load from
  123058. */
  123059. parse(source: any, scene: Scene, rootUrl: string): void;
  123060. }
  123061. }
  123062. declare module BABYLON {
  123063. /**
  123064. * @hidden
  123065. */
  123066. export interface IMaterialSheenDefines {
  123067. SHEEN: boolean;
  123068. SHEEN_TEXTURE: boolean;
  123069. SHEEN_TEXTUREDIRECTUV: number;
  123070. SHEEN_LINKWITHALBEDO: boolean;
  123071. /** @hidden */
  123072. _areTexturesDirty: boolean;
  123073. }
  123074. /**
  123075. * Define the code related to the Sheen parameters of the pbr material.
  123076. */
  123077. export class PBRSheenConfiguration {
  123078. private _isEnabled;
  123079. /**
  123080. * Defines if the material uses sheen.
  123081. */
  123082. isEnabled: boolean;
  123083. private _linkSheenWithAlbedo;
  123084. /**
  123085. * Defines if the sheen is linked to the sheen color.
  123086. */
  123087. linkSheenWithAlbedo: boolean;
  123088. /**
  123089. * Defines the sheen intensity.
  123090. */
  123091. intensity: number;
  123092. /**
  123093. * Defines the sheen color.
  123094. */
  123095. color: Color3;
  123096. private _texture;
  123097. /**
  123098. * Stores the sheen tint values in a texture.
  123099. * rgb is tint
  123100. * a is a intensity
  123101. */
  123102. texture: Nullable<BaseTexture>;
  123103. /** @hidden */
  123104. private _internalMarkAllSubMeshesAsTexturesDirty;
  123105. /** @hidden */
  123106. _markAllSubMeshesAsTexturesDirty(): void;
  123107. /**
  123108. * Instantiate a new istance of clear coat configuration.
  123109. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  123110. */
  123111. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  123112. /**
  123113. * Specifies that the submesh is ready to be used.
  123114. * @param defines the list of "defines" to update.
  123115. * @param scene defines the scene the material belongs to.
  123116. * @returns - boolean indicating that the submesh is ready or not.
  123117. */
  123118. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  123119. /**
  123120. * Checks to see if a texture is used in the material.
  123121. * @param defines the list of "defines" to update.
  123122. * @param scene defines the scene the material belongs to.
  123123. */
  123124. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  123125. /**
  123126. * Binds the material data.
  123127. * @param uniformBuffer defines the Uniform buffer to fill in.
  123128. * @param scene defines the scene the material belongs to.
  123129. * @param isFrozen defines wether the material is frozen or not.
  123130. */
  123131. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  123132. /**
  123133. * Checks to see if a texture is used in the material.
  123134. * @param texture - Base texture to use.
  123135. * @returns - Boolean specifying if a texture is used in the material.
  123136. */
  123137. hasTexture(texture: BaseTexture): boolean;
  123138. /**
  123139. * Returns an array of the actively used textures.
  123140. * @param activeTextures Array of BaseTextures
  123141. */
  123142. getActiveTextures(activeTextures: BaseTexture[]): void;
  123143. /**
  123144. * Returns the animatable textures.
  123145. * @param animatables Array of animatable textures.
  123146. */
  123147. getAnimatables(animatables: IAnimatable[]): void;
  123148. /**
  123149. * Disposes the resources of the material.
  123150. * @param forceDisposeTextures - Forces the disposal of all textures.
  123151. */
  123152. dispose(forceDisposeTextures?: boolean): void;
  123153. /**
  123154. * Get the current class name of the texture useful for serialization or dynamic coding.
  123155. * @returns "PBRSheenConfiguration"
  123156. */
  123157. getClassName(): string;
  123158. /**
  123159. * Add fallbacks to the effect fallbacks list.
  123160. * @param defines defines the Base texture to use.
  123161. * @param fallbacks defines the current fallback list.
  123162. * @param currentRank defines the current fallback rank.
  123163. * @returns the new fallback rank.
  123164. */
  123165. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  123166. /**
  123167. * Add the required uniforms to the current list.
  123168. * @param uniforms defines the current uniform list.
  123169. */
  123170. static AddUniforms(uniforms: string[]): void;
  123171. /**
  123172. * Add the required uniforms to the current buffer.
  123173. * @param uniformBuffer defines the current uniform buffer.
  123174. */
  123175. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  123176. /**
  123177. * Add the required samplers to the current list.
  123178. * @param samplers defines the current sampler list.
  123179. */
  123180. static AddSamplers(samplers: string[]): void;
  123181. /**
  123182. * Makes a duplicate of the current configuration into another one.
  123183. * @param sheenConfiguration define the config where to copy the info
  123184. */
  123185. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  123186. /**
  123187. * Serializes this BRDF configuration.
  123188. * @returns - An object with the serialized config.
  123189. */
  123190. serialize(): any;
  123191. /**
  123192. * Parses a anisotropy Configuration from a serialized object.
  123193. * @param source - Serialized object.
  123194. * @param scene Defines the scene we are parsing for
  123195. * @param rootUrl Defines the rootUrl to load from
  123196. */
  123197. parse(source: any, scene: Scene, rootUrl: string): void;
  123198. }
  123199. }
  123200. declare module BABYLON {
  123201. /**
  123202. * @hidden
  123203. */
  123204. export interface IMaterialSubSurfaceDefines {
  123205. SUBSURFACE: boolean;
  123206. SS_REFRACTION: boolean;
  123207. SS_TRANSLUCENCY: boolean;
  123208. SS_SCATERRING: boolean;
  123209. SS_THICKNESSANDMASK_TEXTURE: boolean;
  123210. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  123211. SS_REFRACTIONMAP_3D: boolean;
  123212. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  123213. SS_LODINREFRACTIONALPHA: boolean;
  123214. SS_GAMMAREFRACTION: boolean;
  123215. SS_RGBDREFRACTION: boolean;
  123216. SS_LINEARSPECULARREFRACTION: boolean;
  123217. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  123218. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  123219. /** @hidden */
  123220. _areTexturesDirty: boolean;
  123221. }
  123222. /**
  123223. * Define the code related to the sub surface parameters of the pbr material.
  123224. */
  123225. export class PBRSubSurfaceConfiguration {
  123226. private _isRefractionEnabled;
  123227. /**
  123228. * Defines if the refraction is enabled in the material.
  123229. */
  123230. isRefractionEnabled: boolean;
  123231. private _isTranslucencyEnabled;
  123232. /**
  123233. * Defines if the translucency is enabled in the material.
  123234. */
  123235. isTranslucencyEnabled: boolean;
  123236. private _isScatteringEnabled;
  123237. /**
  123238. * Defines the refraction intensity of the material.
  123239. * The refraction when enabled replaces the Diffuse part of the material.
  123240. * The intensity helps transitionning between diffuse and refraction.
  123241. */
  123242. refractionIntensity: number;
  123243. /**
  123244. * Defines the translucency intensity of the material.
  123245. * When translucency has been enabled, this defines how much of the "translucency"
  123246. * is addded to the diffuse part of the material.
  123247. */
  123248. translucencyIntensity: number;
  123249. /**
  123250. * Defines the scattering intensity of the material.
  123251. * When scattering has been enabled, this defines how much of the "scattered light"
  123252. * is addded to the diffuse part of the material.
  123253. */
  123254. scatteringIntensity: number;
  123255. private _thicknessTexture;
  123256. /**
  123257. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  123258. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  123259. * 0 would mean minimumThickness
  123260. * 1 would mean maximumThickness
  123261. * The other channels might be use as a mask to vary the different effects intensity.
  123262. */
  123263. thicknessTexture: Nullable<BaseTexture>;
  123264. private _refractionTexture;
  123265. /**
  123266. * Defines the texture to use for refraction.
  123267. */
  123268. refractionTexture: Nullable<BaseTexture>;
  123269. private _indexOfRefraction;
  123270. /**
  123271. * Defines the index of refraction used in the material.
  123272. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  123273. */
  123274. indexOfRefraction: number;
  123275. private _invertRefractionY;
  123276. /**
  123277. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  123278. */
  123279. invertRefractionY: boolean;
  123280. private _linkRefractionWithTransparency;
  123281. /**
  123282. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  123283. * Materials half opaque for instance using refraction could benefit from this control.
  123284. */
  123285. linkRefractionWithTransparency: boolean;
  123286. /**
  123287. * Defines the minimum thickness stored in the thickness map.
  123288. * If no thickness map is defined, this value will be used to simulate thickness.
  123289. */
  123290. minimumThickness: number;
  123291. /**
  123292. * Defines the maximum thickness stored in the thickness map.
  123293. */
  123294. maximumThickness: number;
  123295. /**
  123296. * Defines the volume tint of the material.
  123297. * This is used for both translucency and scattering.
  123298. */
  123299. tintColor: Color3;
  123300. /**
  123301. * Defines the distance at which the tint color should be found in the media.
  123302. * This is used for refraction only.
  123303. */
  123304. tintColorAtDistance: number;
  123305. /**
  123306. * Defines how far each channel transmit through the media.
  123307. * It is defined as a color to simplify it selection.
  123308. */
  123309. diffusionDistance: Color3;
  123310. private _useMaskFromThicknessTexture;
  123311. /**
  123312. * Stores the intensity of the different subsurface effects in the thickness texture.
  123313. * * the green channel is the translucency intensity.
  123314. * * the blue channel is the scattering intensity.
  123315. * * the alpha channel is the refraction intensity.
  123316. */
  123317. useMaskFromThicknessTexture: boolean;
  123318. /** @hidden */
  123319. private _internalMarkAllSubMeshesAsTexturesDirty;
  123320. /** @hidden */
  123321. _markAllSubMeshesAsTexturesDirty(): void;
  123322. /**
  123323. * Instantiate a new istance of sub surface configuration.
  123324. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  123325. */
  123326. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  123327. /**
  123328. * Gets wehter the submesh is ready to be used or not.
  123329. * @param defines the list of "defines" to update.
  123330. * @param scene defines the scene the material belongs to.
  123331. * @returns - boolean indicating that the submesh is ready or not.
  123332. */
  123333. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  123334. /**
  123335. * Checks to see if a texture is used in the material.
  123336. * @param defines the list of "defines" to update.
  123337. * @param scene defines the scene to the material belongs to.
  123338. */
  123339. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  123340. /**
  123341. * Binds the material data.
  123342. * @param uniformBuffer defines the Uniform buffer to fill in.
  123343. * @param scene defines the scene the material belongs to.
  123344. * @param engine defines the engine the material belongs to.
  123345. * @param isFrozen defines wether the material is frozen or not.
  123346. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  123347. */
  123348. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  123349. /**
  123350. * Unbinds the material from the mesh.
  123351. * @param activeEffect defines the effect that should be unbound from.
  123352. * @returns true if unbound, otherwise false
  123353. */
  123354. unbind(activeEffect: Effect): boolean;
  123355. /**
  123356. * Returns the texture used for refraction or null if none is used.
  123357. * @param scene defines the scene the material belongs to.
  123358. * @returns - Refraction texture if present. If no refraction texture and refraction
  123359. * is linked with transparency, returns environment texture. Otherwise, returns null.
  123360. */
  123361. private _getRefractionTexture;
  123362. /**
  123363. * Returns true if alpha blending should be disabled.
  123364. */
  123365. get disableAlphaBlending(): boolean;
  123366. /**
  123367. * Fills the list of render target textures.
  123368. * @param renderTargets the list of render targets to update
  123369. */
  123370. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  123371. /**
  123372. * Checks to see if a texture is used in the material.
  123373. * @param texture - Base texture to use.
  123374. * @returns - Boolean specifying if a texture is used in the material.
  123375. */
  123376. hasTexture(texture: BaseTexture): boolean;
  123377. /**
  123378. * Gets a boolean indicating that current material needs to register RTT
  123379. * @returns true if this uses a render target otherwise false.
  123380. */
  123381. hasRenderTargetTextures(): boolean;
  123382. /**
  123383. * Returns an array of the actively used textures.
  123384. * @param activeTextures Array of BaseTextures
  123385. */
  123386. getActiveTextures(activeTextures: BaseTexture[]): void;
  123387. /**
  123388. * Returns the animatable textures.
  123389. * @param animatables Array of animatable textures.
  123390. */
  123391. getAnimatables(animatables: IAnimatable[]): void;
  123392. /**
  123393. * Disposes the resources of the material.
  123394. * @param forceDisposeTextures - Forces the disposal of all textures.
  123395. */
  123396. dispose(forceDisposeTextures?: boolean): void;
  123397. /**
  123398. * Get the current class name of the texture useful for serialization or dynamic coding.
  123399. * @returns "PBRSubSurfaceConfiguration"
  123400. */
  123401. getClassName(): string;
  123402. /**
  123403. * Add fallbacks to the effect fallbacks list.
  123404. * @param defines defines the Base texture to use.
  123405. * @param fallbacks defines the current fallback list.
  123406. * @param currentRank defines the current fallback rank.
  123407. * @returns the new fallback rank.
  123408. */
  123409. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  123410. /**
  123411. * Add the required uniforms to the current list.
  123412. * @param uniforms defines the current uniform list.
  123413. */
  123414. static AddUniforms(uniforms: string[]): void;
  123415. /**
  123416. * Add the required samplers to the current list.
  123417. * @param samplers defines the current sampler list.
  123418. */
  123419. static AddSamplers(samplers: string[]): void;
  123420. /**
  123421. * Add the required uniforms to the current buffer.
  123422. * @param uniformBuffer defines the current uniform buffer.
  123423. */
  123424. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  123425. /**
  123426. * Makes a duplicate of the current configuration into another one.
  123427. * @param configuration define the config where to copy the info
  123428. */
  123429. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  123430. /**
  123431. * Serializes this Sub Surface configuration.
  123432. * @returns - An object with the serialized config.
  123433. */
  123434. serialize(): any;
  123435. /**
  123436. * Parses a anisotropy Configuration from a serialized object.
  123437. * @param source - Serialized object.
  123438. * @param scene Defines the scene we are parsing for
  123439. * @param rootUrl Defines the rootUrl to load from
  123440. */
  123441. parse(source: any, scene: Scene, rootUrl: string): void;
  123442. }
  123443. }
  123444. declare module BABYLON {
  123445. /** @hidden */
  123446. export var pbrFragmentDeclaration: {
  123447. name: string;
  123448. shader: string;
  123449. };
  123450. }
  123451. declare module BABYLON {
  123452. /** @hidden */
  123453. export var pbrUboDeclaration: {
  123454. name: string;
  123455. shader: string;
  123456. };
  123457. }
  123458. declare module BABYLON {
  123459. /** @hidden */
  123460. export var pbrFragmentExtraDeclaration: {
  123461. name: string;
  123462. shader: string;
  123463. };
  123464. }
  123465. declare module BABYLON {
  123466. /** @hidden */
  123467. export var pbrFragmentSamplersDeclaration: {
  123468. name: string;
  123469. shader: string;
  123470. };
  123471. }
  123472. declare module BABYLON {
  123473. /** @hidden */
  123474. export var pbrHelperFunctions: {
  123475. name: string;
  123476. shader: string;
  123477. };
  123478. }
  123479. declare module BABYLON {
  123480. /** @hidden */
  123481. export var harmonicsFunctions: {
  123482. name: string;
  123483. shader: string;
  123484. };
  123485. }
  123486. declare module BABYLON {
  123487. /** @hidden */
  123488. export var pbrDirectLightingSetupFunctions: {
  123489. name: string;
  123490. shader: string;
  123491. };
  123492. }
  123493. declare module BABYLON {
  123494. /** @hidden */
  123495. export var pbrDirectLightingFalloffFunctions: {
  123496. name: string;
  123497. shader: string;
  123498. };
  123499. }
  123500. declare module BABYLON {
  123501. /** @hidden */
  123502. export var pbrBRDFFunctions: {
  123503. name: string;
  123504. shader: string;
  123505. };
  123506. }
  123507. declare module BABYLON {
  123508. /** @hidden */
  123509. export var pbrDirectLightingFunctions: {
  123510. name: string;
  123511. shader: string;
  123512. };
  123513. }
  123514. declare module BABYLON {
  123515. /** @hidden */
  123516. export var pbrIBLFunctions: {
  123517. name: string;
  123518. shader: string;
  123519. };
  123520. }
  123521. declare module BABYLON {
  123522. /** @hidden */
  123523. export var pbrDebug: {
  123524. name: string;
  123525. shader: string;
  123526. };
  123527. }
  123528. declare module BABYLON {
  123529. /** @hidden */
  123530. export var pbrPixelShader: {
  123531. name: string;
  123532. shader: string;
  123533. };
  123534. }
  123535. declare module BABYLON {
  123536. /** @hidden */
  123537. export var pbrVertexDeclaration: {
  123538. name: string;
  123539. shader: string;
  123540. };
  123541. }
  123542. declare module BABYLON {
  123543. /** @hidden */
  123544. export var pbrVertexShader: {
  123545. name: string;
  123546. shader: string;
  123547. };
  123548. }
  123549. declare module BABYLON {
  123550. /**
  123551. * Manages the defines for the PBR Material.
  123552. * @hidden
  123553. */
  123554. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  123555. PBR: boolean;
  123556. MAINUV1: boolean;
  123557. MAINUV2: boolean;
  123558. UV1: boolean;
  123559. UV2: boolean;
  123560. ALBEDO: boolean;
  123561. ALBEDODIRECTUV: number;
  123562. VERTEXCOLOR: boolean;
  123563. AMBIENT: boolean;
  123564. AMBIENTDIRECTUV: number;
  123565. AMBIENTINGRAYSCALE: boolean;
  123566. OPACITY: boolean;
  123567. VERTEXALPHA: boolean;
  123568. OPACITYDIRECTUV: number;
  123569. OPACITYRGB: boolean;
  123570. ALPHATEST: boolean;
  123571. DEPTHPREPASS: boolean;
  123572. ALPHABLEND: boolean;
  123573. ALPHAFROMALBEDO: boolean;
  123574. ALPHATESTVALUE: string;
  123575. SPECULAROVERALPHA: boolean;
  123576. RADIANCEOVERALPHA: boolean;
  123577. ALPHAFRESNEL: boolean;
  123578. LINEARALPHAFRESNEL: boolean;
  123579. PREMULTIPLYALPHA: boolean;
  123580. EMISSIVE: boolean;
  123581. EMISSIVEDIRECTUV: number;
  123582. REFLECTIVITY: boolean;
  123583. REFLECTIVITYDIRECTUV: number;
  123584. SPECULARTERM: boolean;
  123585. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  123586. MICROSURFACEAUTOMATIC: boolean;
  123587. LODBASEDMICROSFURACE: boolean;
  123588. MICROSURFACEMAP: boolean;
  123589. MICROSURFACEMAPDIRECTUV: number;
  123590. METALLICWORKFLOW: boolean;
  123591. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  123592. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  123593. METALLNESSSTOREINMETALMAPBLUE: boolean;
  123594. AOSTOREINMETALMAPRED: boolean;
  123595. METALLICF0FACTORFROMMETALLICMAP: boolean;
  123596. ENVIRONMENTBRDF: boolean;
  123597. ENVIRONMENTBRDF_RGBD: boolean;
  123598. NORMAL: boolean;
  123599. TANGENT: boolean;
  123600. BUMP: boolean;
  123601. BUMPDIRECTUV: number;
  123602. OBJECTSPACE_NORMALMAP: boolean;
  123603. PARALLAX: boolean;
  123604. PARALLAXOCCLUSION: boolean;
  123605. NORMALXYSCALE: boolean;
  123606. LIGHTMAP: boolean;
  123607. LIGHTMAPDIRECTUV: number;
  123608. USELIGHTMAPASSHADOWMAP: boolean;
  123609. GAMMALIGHTMAP: boolean;
  123610. RGBDLIGHTMAP: boolean;
  123611. REFLECTION: boolean;
  123612. REFLECTIONMAP_3D: boolean;
  123613. REFLECTIONMAP_SPHERICAL: boolean;
  123614. REFLECTIONMAP_PLANAR: boolean;
  123615. REFLECTIONMAP_CUBIC: boolean;
  123616. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  123617. REFLECTIONMAP_PROJECTION: boolean;
  123618. REFLECTIONMAP_SKYBOX: boolean;
  123619. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  123620. REFLECTIONMAP_EXPLICIT: boolean;
  123621. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  123622. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  123623. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  123624. INVERTCUBICMAP: boolean;
  123625. USESPHERICALFROMREFLECTIONMAP: boolean;
  123626. USEIRRADIANCEMAP: boolean;
  123627. SPHERICAL_HARMONICS: boolean;
  123628. USESPHERICALINVERTEX: boolean;
  123629. REFLECTIONMAP_OPPOSITEZ: boolean;
  123630. LODINREFLECTIONALPHA: boolean;
  123631. GAMMAREFLECTION: boolean;
  123632. RGBDREFLECTION: boolean;
  123633. LINEARSPECULARREFLECTION: boolean;
  123634. RADIANCEOCCLUSION: boolean;
  123635. HORIZONOCCLUSION: boolean;
  123636. INSTANCES: boolean;
  123637. NUM_BONE_INFLUENCERS: number;
  123638. BonesPerMesh: number;
  123639. BONETEXTURE: boolean;
  123640. NONUNIFORMSCALING: boolean;
  123641. MORPHTARGETS: boolean;
  123642. MORPHTARGETS_NORMAL: boolean;
  123643. MORPHTARGETS_TANGENT: boolean;
  123644. MORPHTARGETS_UV: boolean;
  123645. NUM_MORPH_INFLUENCERS: number;
  123646. IMAGEPROCESSING: boolean;
  123647. VIGNETTE: boolean;
  123648. VIGNETTEBLENDMODEMULTIPLY: boolean;
  123649. VIGNETTEBLENDMODEOPAQUE: boolean;
  123650. TONEMAPPING: boolean;
  123651. TONEMAPPING_ACES: boolean;
  123652. CONTRAST: boolean;
  123653. COLORCURVES: boolean;
  123654. COLORGRADING: boolean;
  123655. COLORGRADING3D: boolean;
  123656. SAMPLER3DGREENDEPTH: boolean;
  123657. SAMPLER3DBGRMAP: boolean;
  123658. IMAGEPROCESSINGPOSTPROCESS: boolean;
  123659. EXPOSURE: boolean;
  123660. MULTIVIEW: boolean;
  123661. USEPHYSICALLIGHTFALLOFF: boolean;
  123662. USEGLTFLIGHTFALLOFF: boolean;
  123663. TWOSIDEDLIGHTING: boolean;
  123664. SHADOWFLOAT: boolean;
  123665. CLIPPLANE: boolean;
  123666. CLIPPLANE2: boolean;
  123667. CLIPPLANE3: boolean;
  123668. CLIPPLANE4: boolean;
  123669. CLIPPLANE5: boolean;
  123670. CLIPPLANE6: boolean;
  123671. POINTSIZE: boolean;
  123672. FOG: boolean;
  123673. LOGARITHMICDEPTH: boolean;
  123674. FORCENORMALFORWARD: boolean;
  123675. SPECULARAA: boolean;
  123676. CLEARCOAT: boolean;
  123677. CLEARCOAT_DEFAULTIOR: boolean;
  123678. CLEARCOAT_TEXTURE: boolean;
  123679. CLEARCOAT_TEXTUREDIRECTUV: number;
  123680. CLEARCOAT_BUMP: boolean;
  123681. CLEARCOAT_BUMPDIRECTUV: number;
  123682. CLEARCOAT_TINT: boolean;
  123683. CLEARCOAT_TINT_TEXTURE: boolean;
  123684. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  123685. ANISOTROPIC: boolean;
  123686. ANISOTROPIC_TEXTURE: boolean;
  123687. ANISOTROPIC_TEXTUREDIRECTUV: number;
  123688. BRDF_V_HEIGHT_CORRELATED: boolean;
  123689. MS_BRDF_ENERGY_CONSERVATION: boolean;
  123690. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  123691. SHEEN: boolean;
  123692. SHEEN_TEXTURE: boolean;
  123693. SHEEN_TEXTUREDIRECTUV: number;
  123694. SHEEN_LINKWITHALBEDO: boolean;
  123695. SUBSURFACE: boolean;
  123696. SS_REFRACTION: boolean;
  123697. SS_TRANSLUCENCY: boolean;
  123698. SS_SCATERRING: boolean;
  123699. SS_THICKNESSANDMASK_TEXTURE: boolean;
  123700. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  123701. SS_REFRACTIONMAP_3D: boolean;
  123702. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  123703. SS_LODINREFRACTIONALPHA: boolean;
  123704. SS_GAMMAREFRACTION: boolean;
  123705. SS_RGBDREFRACTION: boolean;
  123706. SS_LINEARSPECULARREFRACTION: boolean;
  123707. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  123708. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  123709. UNLIT: boolean;
  123710. DEBUGMODE: number;
  123711. /**
  123712. * Initializes the PBR Material defines.
  123713. */
  123714. constructor();
  123715. /**
  123716. * Resets the PBR Material defines.
  123717. */
  123718. reset(): void;
  123719. }
  123720. /**
  123721. * The Physically based material base class of BJS.
  123722. *
  123723. * This offers the main features of a standard PBR material.
  123724. * For more information, please refer to the documentation :
  123725. * https://doc.babylonjs.com/how_to/physically_based_rendering
  123726. */
  123727. export abstract class PBRBaseMaterial extends PushMaterial {
  123728. /**
  123729. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  123730. */
  123731. static readonly PBRMATERIAL_OPAQUE: number;
  123732. /**
  123733. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  123734. */
  123735. static readonly PBRMATERIAL_ALPHATEST: number;
  123736. /**
  123737. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  123738. */
  123739. static readonly PBRMATERIAL_ALPHABLEND: number;
  123740. /**
  123741. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  123742. * They are also discarded below the alpha cutoff threshold to improve performances.
  123743. */
  123744. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  123745. /**
  123746. * Defines the default value of how much AO map is occluding the analytical lights
  123747. * (point spot...).
  123748. */
  123749. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  123750. /**
  123751. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  123752. */
  123753. static readonly LIGHTFALLOFF_PHYSICAL: number;
  123754. /**
  123755. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  123756. * to enhance interoperability with other engines.
  123757. */
  123758. static readonly LIGHTFALLOFF_GLTF: number;
  123759. /**
  123760. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  123761. * to enhance interoperability with other materials.
  123762. */
  123763. static readonly LIGHTFALLOFF_STANDARD: number;
  123764. /**
  123765. * Intensity of the direct lights e.g. the four lights available in your scene.
  123766. * This impacts both the direct diffuse and specular highlights.
  123767. */
  123768. protected _directIntensity: number;
  123769. /**
  123770. * Intensity of the emissive part of the material.
  123771. * This helps controlling the emissive effect without modifying the emissive color.
  123772. */
  123773. protected _emissiveIntensity: number;
  123774. /**
  123775. * Intensity of the environment e.g. how much the environment will light the object
  123776. * either through harmonics for rough material or through the refelction for shiny ones.
  123777. */
  123778. protected _environmentIntensity: number;
  123779. /**
  123780. * This is a special control allowing the reduction of the specular highlights coming from the
  123781. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  123782. */
  123783. protected _specularIntensity: number;
  123784. /**
  123785. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  123786. */
  123787. private _lightingInfos;
  123788. /**
  123789. * Debug Control allowing disabling the bump map on this material.
  123790. */
  123791. protected _disableBumpMap: boolean;
  123792. /**
  123793. * AKA Diffuse Texture in standard nomenclature.
  123794. */
  123795. protected _albedoTexture: Nullable<BaseTexture>;
  123796. /**
  123797. * AKA Occlusion Texture in other nomenclature.
  123798. */
  123799. protected _ambientTexture: Nullable<BaseTexture>;
  123800. /**
  123801. * AKA Occlusion Texture Intensity in other nomenclature.
  123802. */
  123803. protected _ambientTextureStrength: number;
  123804. /**
  123805. * Defines how much the AO map is occluding the analytical lights (point spot...).
  123806. * 1 means it completely occludes it
  123807. * 0 mean it has no impact
  123808. */
  123809. protected _ambientTextureImpactOnAnalyticalLights: number;
  123810. /**
  123811. * Stores the alpha values in a texture.
  123812. */
  123813. protected _opacityTexture: Nullable<BaseTexture>;
  123814. /**
  123815. * Stores the reflection values in a texture.
  123816. */
  123817. protected _reflectionTexture: Nullable<BaseTexture>;
  123818. /**
  123819. * Stores the emissive values in a texture.
  123820. */
  123821. protected _emissiveTexture: Nullable<BaseTexture>;
  123822. /**
  123823. * AKA Specular texture in other nomenclature.
  123824. */
  123825. protected _reflectivityTexture: Nullable<BaseTexture>;
  123826. /**
  123827. * Used to switch from specular/glossiness to metallic/roughness workflow.
  123828. */
  123829. protected _metallicTexture: Nullable<BaseTexture>;
  123830. /**
  123831. * Specifies the metallic scalar of the metallic/roughness workflow.
  123832. * Can also be used to scale the metalness values of the metallic texture.
  123833. */
  123834. protected _metallic: Nullable<number>;
  123835. /**
  123836. * Specifies the roughness scalar of the metallic/roughness workflow.
  123837. * Can also be used to scale the roughness values of the metallic texture.
  123838. */
  123839. protected _roughness: Nullable<number>;
  123840. /**
  123841. * Specifies the an F0 factor to help configuring the material F0.
  123842. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  123843. * to 0.5 the previously hard coded value stays the same.
  123844. * Can also be used to scale the F0 values of the metallic texture.
  123845. */
  123846. protected _metallicF0Factor: number;
  123847. /**
  123848. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  123849. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  123850. * your expectation as it multiplies with the texture data.
  123851. */
  123852. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  123853. /**
  123854. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  123855. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  123856. */
  123857. protected _microSurfaceTexture: Nullable<BaseTexture>;
  123858. /**
  123859. * Stores surface normal data used to displace a mesh in a texture.
  123860. */
  123861. protected _bumpTexture: Nullable<BaseTexture>;
  123862. /**
  123863. * Stores the pre-calculated light information of a mesh in a texture.
  123864. */
  123865. protected _lightmapTexture: Nullable<BaseTexture>;
  123866. /**
  123867. * The color of a material in ambient lighting.
  123868. */
  123869. protected _ambientColor: Color3;
  123870. /**
  123871. * AKA Diffuse Color in other nomenclature.
  123872. */
  123873. protected _albedoColor: Color3;
  123874. /**
  123875. * AKA Specular Color in other nomenclature.
  123876. */
  123877. protected _reflectivityColor: Color3;
  123878. /**
  123879. * The color applied when light is reflected from a material.
  123880. */
  123881. protected _reflectionColor: Color3;
  123882. /**
  123883. * The color applied when light is emitted from a material.
  123884. */
  123885. protected _emissiveColor: Color3;
  123886. /**
  123887. * AKA Glossiness in other nomenclature.
  123888. */
  123889. protected _microSurface: number;
  123890. /**
  123891. * Specifies that the material will use the light map as a show map.
  123892. */
  123893. protected _useLightmapAsShadowmap: boolean;
  123894. /**
  123895. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  123896. * makes the reflect vector face the model (under horizon).
  123897. */
  123898. protected _useHorizonOcclusion: boolean;
  123899. /**
  123900. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  123901. * too much the area relying on ambient texture to define their ambient occlusion.
  123902. */
  123903. protected _useRadianceOcclusion: boolean;
  123904. /**
  123905. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  123906. */
  123907. protected _useAlphaFromAlbedoTexture: boolean;
  123908. /**
  123909. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  123910. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  123911. */
  123912. protected _useSpecularOverAlpha: boolean;
  123913. /**
  123914. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  123915. */
  123916. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  123917. /**
  123918. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  123919. */
  123920. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  123921. /**
  123922. * Specifies if the metallic texture contains the roughness information in its green channel.
  123923. */
  123924. protected _useRoughnessFromMetallicTextureGreen: boolean;
  123925. /**
  123926. * Specifies if the metallic texture contains the metallness information in its blue channel.
  123927. */
  123928. protected _useMetallnessFromMetallicTextureBlue: boolean;
  123929. /**
  123930. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  123931. */
  123932. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  123933. /**
  123934. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  123935. */
  123936. protected _useAmbientInGrayScale: boolean;
  123937. /**
  123938. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  123939. * The material will try to infer what glossiness each pixel should be.
  123940. */
  123941. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  123942. /**
  123943. * Defines the falloff type used in this material.
  123944. * It by default is Physical.
  123945. */
  123946. protected _lightFalloff: number;
  123947. /**
  123948. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  123949. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  123950. */
  123951. protected _useRadianceOverAlpha: boolean;
  123952. /**
  123953. * Allows using an object space normal map (instead of tangent space).
  123954. */
  123955. protected _useObjectSpaceNormalMap: boolean;
  123956. /**
  123957. * Allows using the bump map in parallax mode.
  123958. */
  123959. protected _useParallax: boolean;
  123960. /**
  123961. * Allows using the bump map in parallax occlusion mode.
  123962. */
  123963. protected _useParallaxOcclusion: boolean;
  123964. /**
  123965. * Controls the scale bias of the parallax mode.
  123966. */
  123967. protected _parallaxScaleBias: number;
  123968. /**
  123969. * If sets to true, disables all the lights affecting the material.
  123970. */
  123971. protected _disableLighting: boolean;
  123972. /**
  123973. * Number of Simultaneous lights allowed on the material.
  123974. */
  123975. protected _maxSimultaneousLights: number;
  123976. /**
  123977. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  123978. */
  123979. protected _invertNormalMapX: boolean;
  123980. /**
  123981. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  123982. */
  123983. protected _invertNormalMapY: boolean;
  123984. /**
  123985. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  123986. */
  123987. protected _twoSidedLighting: boolean;
  123988. /**
  123989. * Defines the alpha limits in alpha test mode.
  123990. */
  123991. protected _alphaCutOff: number;
  123992. /**
  123993. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  123994. */
  123995. protected _forceAlphaTest: boolean;
  123996. /**
  123997. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  123998. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  123999. */
  124000. protected _useAlphaFresnel: boolean;
  124001. /**
  124002. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  124003. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  124004. */
  124005. protected _useLinearAlphaFresnel: boolean;
  124006. /**
  124007. * The transparency mode of the material.
  124008. */
  124009. protected _transparencyMode: Nullable<number>;
  124010. /**
  124011. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  124012. * from cos thetav and roughness:
  124013. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  124014. */
  124015. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  124016. /**
  124017. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  124018. */
  124019. protected _forceIrradianceInFragment: boolean;
  124020. /**
  124021. * Force normal to face away from face.
  124022. */
  124023. protected _forceNormalForward: boolean;
  124024. /**
  124025. * Enables specular anti aliasing in the PBR shader.
  124026. * It will both interacts on the Geometry for analytical and IBL lighting.
  124027. * It also prefilter the roughness map based on the bump values.
  124028. */
  124029. protected _enableSpecularAntiAliasing: boolean;
  124030. /**
  124031. * Default configuration related to image processing available in the PBR Material.
  124032. */
  124033. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  124034. /**
  124035. * Keep track of the image processing observer to allow dispose and replace.
  124036. */
  124037. private _imageProcessingObserver;
  124038. /**
  124039. * Attaches a new image processing configuration to the PBR Material.
  124040. * @param configuration
  124041. */
  124042. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  124043. /**
  124044. * Stores the available render targets.
  124045. */
  124046. private _renderTargets;
  124047. /**
  124048. * Sets the global ambient color for the material used in lighting calculations.
  124049. */
  124050. private _globalAmbientColor;
  124051. /**
  124052. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  124053. */
  124054. private _useLogarithmicDepth;
  124055. /**
  124056. * If set to true, no lighting calculations will be applied.
  124057. */
  124058. private _unlit;
  124059. private _debugMode;
  124060. /**
  124061. * @hidden
  124062. * This is reserved for the inspector.
  124063. * Defines the material debug mode.
  124064. * It helps seeing only some components of the material while troubleshooting.
  124065. */
  124066. debugMode: number;
  124067. /**
  124068. * @hidden
  124069. * This is reserved for the inspector.
  124070. * Specify from where on screen the debug mode should start.
  124071. * The value goes from -1 (full screen) to 1 (not visible)
  124072. * It helps with side by side comparison against the final render
  124073. * This defaults to -1
  124074. */
  124075. private debugLimit;
  124076. /**
  124077. * @hidden
  124078. * This is reserved for the inspector.
  124079. * As the default viewing range might not be enough (if the ambient is really small for instance)
  124080. * You can use the factor to better multiply the final value.
  124081. */
  124082. private debugFactor;
  124083. /**
  124084. * Defines the clear coat layer parameters for the material.
  124085. */
  124086. readonly clearCoat: PBRClearCoatConfiguration;
  124087. /**
  124088. * Defines the anisotropic parameters for the material.
  124089. */
  124090. readonly anisotropy: PBRAnisotropicConfiguration;
  124091. /**
  124092. * Defines the BRDF parameters for the material.
  124093. */
  124094. readonly brdf: PBRBRDFConfiguration;
  124095. /**
  124096. * Defines the Sheen parameters for the material.
  124097. */
  124098. readonly sheen: PBRSheenConfiguration;
  124099. /**
  124100. * Defines the SubSurface parameters for the material.
  124101. */
  124102. readonly subSurface: PBRSubSurfaceConfiguration;
  124103. /**
  124104. * Custom callback helping to override the default shader used in the material.
  124105. */
  124106. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  124107. protected _rebuildInParallel: boolean;
  124108. /**
  124109. * Instantiates a new PBRMaterial instance.
  124110. *
  124111. * @param name The material name
  124112. * @param scene The scene the material will be use in.
  124113. */
  124114. constructor(name: string, scene: Scene);
  124115. /**
  124116. * Gets a boolean indicating that current material needs to register RTT
  124117. */
  124118. get hasRenderTargetTextures(): boolean;
  124119. /**
  124120. * Gets the name of the material class.
  124121. */
  124122. getClassName(): string;
  124123. /**
  124124. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  124125. */
  124126. get useLogarithmicDepth(): boolean;
  124127. /**
  124128. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  124129. */
  124130. set useLogarithmicDepth(value: boolean);
  124131. /**
  124132. * Gets the current transparency mode.
  124133. */
  124134. get transparencyMode(): Nullable<number>;
  124135. /**
  124136. * Sets the transparency mode of the material.
  124137. *
  124138. * | Value | Type | Description |
  124139. * | ----- | ----------------------------------- | ----------- |
  124140. * | 0 | OPAQUE | |
  124141. * | 1 | ALPHATEST | |
  124142. * | 2 | ALPHABLEND | |
  124143. * | 3 | ALPHATESTANDBLEND | |
  124144. *
  124145. */
  124146. set transparencyMode(value: Nullable<number>);
  124147. /**
  124148. * Returns true if alpha blending should be disabled.
  124149. */
  124150. private get _disableAlphaBlending();
  124151. /**
  124152. * Specifies whether or not this material should be rendered in alpha blend mode.
  124153. */
  124154. needAlphaBlending(): boolean;
  124155. /**
  124156. * Specifies if the mesh will require alpha blending.
  124157. * @param mesh - BJS mesh.
  124158. */
  124159. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  124160. /**
  124161. * Specifies whether or not this material should be rendered in alpha test mode.
  124162. */
  124163. needAlphaTesting(): boolean;
  124164. /**
  124165. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  124166. */
  124167. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  124168. /**
  124169. * Gets the texture used for the alpha test.
  124170. */
  124171. getAlphaTestTexture(): Nullable<BaseTexture>;
  124172. /**
  124173. * Specifies that the submesh is ready to be used.
  124174. * @param mesh - BJS mesh.
  124175. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  124176. * @param useInstances - Specifies that instances should be used.
  124177. * @returns - boolean indicating that the submesh is ready or not.
  124178. */
  124179. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  124180. /**
  124181. * Specifies if the material uses metallic roughness workflow.
  124182. * @returns boolean specifiying if the material uses metallic roughness workflow.
  124183. */
  124184. isMetallicWorkflow(): boolean;
  124185. private _prepareEffect;
  124186. private _prepareDefines;
  124187. /**
  124188. * Force shader compilation
  124189. */
  124190. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  124191. /**
  124192. * Initializes the uniform buffer layout for the shader.
  124193. */
  124194. buildUniformLayout(): void;
  124195. /**
  124196. * Unbinds the material from the mesh
  124197. */
  124198. unbind(): void;
  124199. /**
  124200. * Binds the submesh data.
  124201. * @param world - The world matrix.
  124202. * @param mesh - The BJS mesh.
  124203. * @param subMesh - A submesh of the BJS mesh.
  124204. */
  124205. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  124206. /**
  124207. * Returns the animatable textures.
  124208. * @returns - Array of animatable textures.
  124209. */
  124210. getAnimatables(): IAnimatable[];
  124211. /**
  124212. * Returns the texture used for reflections.
  124213. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  124214. */
  124215. private _getReflectionTexture;
  124216. /**
  124217. * Returns an array of the actively used textures.
  124218. * @returns - Array of BaseTextures
  124219. */
  124220. getActiveTextures(): BaseTexture[];
  124221. /**
  124222. * Checks to see if a texture is used in the material.
  124223. * @param texture - Base texture to use.
  124224. * @returns - Boolean specifying if a texture is used in the material.
  124225. */
  124226. hasTexture(texture: BaseTexture): boolean;
  124227. /**
  124228. * Disposes the resources of the material.
  124229. * @param forceDisposeEffect - Forces the disposal of effects.
  124230. * @param forceDisposeTextures - Forces the disposal of all textures.
  124231. */
  124232. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  124233. }
  124234. }
  124235. declare module BABYLON {
  124236. /**
  124237. * The Physically based material of BJS.
  124238. *
  124239. * This offers the main features of a standard PBR material.
  124240. * For more information, please refer to the documentation :
  124241. * https://doc.babylonjs.com/how_to/physically_based_rendering
  124242. */
  124243. export class PBRMaterial extends PBRBaseMaterial {
  124244. /**
  124245. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  124246. */
  124247. static readonly PBRMATERIAL_OPAQUE: number;
  124248. /**
  124249. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  124250. */
  124251. static readonly PBRMATERIAL_ALPHATEST: number;
  124252. /**
  124253. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  124254. */
  124255. static readonly PBRMATERIAL_ALPHABLEND: number;
  124256. /**
  124257. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  124258. * They are also discarded below the alpha cutoff threshold to improve performances.
  124259. */
  124260. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  124261. /**
  124262. * Defines the default value of how much AO map is occluding the analytical lights
  124263. * (point spot...).
  124264. */
  124265. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  124266. /**
  124267. * Intensity of the direct lights e.g. the four lights available in your scene.
  124268. * This impacts both the direct diffuse and specular highlights.
  124269. */
  124270. directIntensity: number;
  124271. /**
  124272. * Intensity of the emissive part of the material.
  124273. * This helps controlling the emissive effect without modifying the emissive color.
  124274. */
  124275. emissiveIntensity: number;
  124276. /**
  124277. * Intensity of the environment e.g. how much the environment will light the object
  124278. * either through harmonics for rough material or through the refelction for shiny ones.
  124279. */
  124280. environmentIntensity: number;
  124281. /**
  124282. * This is a special control allowing the reduction of the specular highlights coming from the
  124283. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  124284. */
  124285. specularIntensity: number;
  124286. /**
  124287. * Debug Control allowing disabling the bump map on this material.
  124288. */
  124289. disableBumpMap: boolean;
  124290. /**
  124291. * AKA Diffuse Texture in standard nomenclature.
  124292. */
  124293. albedoTexture: BaseTexture;
  124294. /**
  124295. * AKA Occlusion Texture in other nomenclature.
  124296. */
  124297. ambientTexture: BaseTexture;
  124298. /**
  124299. * AKA Occlusion Texture Intensity in other nomenclature.
  124300. */
  124301. ambientTextureStrength: number;
  124302. /**
  124303. * Defines how much the AO map is occluding the analytical lights (point spot...).
  124304. * 1 means it completely occludes it
  124305. * 0 mean it has no impact
  124306. */
  124307. ambientTextureImpactOnAnalyticalLights: number;
  124308. /**
  124309. * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
  124310. */
  124311. opacityTexture: BaseTexture;
  124312. /**
  124313. * Stores the reflection values in a texture.
  124314. */
  124315. reflectionTexture: Nullable<BaseTexture>;
  124316. /**
  124317. * Stores the emissive values in a texture.
  124318. */
  124319. emissiveTexture: BaseTexture;
  124320. /**
  124321. * AKA Specular texture in other nomenclature.
  124322. */
  124323. reflectivityTexture: BaseTexture;
  124324. /**
  124325. * Used to switch from specular/glossiness to metallic/roughness workflow.
  124326. */
  124327. metallicTexture: BaseTexture;
  124328. /**
  124329. * Specifies the metallic scalar of the metallic/roughness workflow.
  124330. * Can also be used to scale the metalness values of the metallic texture.
  124331. */
  124332. metallic: Nullable<number>;
  124333. /**
  124334. * Specifies the roughness scalar of the metallic/roughness workflow.
  124335. * Can also be used to scale the roughness values of the metallic texture.
  124336. */
  124337. roughness: Nullable<number>;
  124338. /**
  124339. * Specifies the an F0 factor to help configuring the material F0.
  124340. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  124341. * to 0.5 the previously hard coded value stays the same.
  124342. * Can also be used to scale the F0 values of the metallic texture.
  124343. */
  124344. metallicF0Factor: number;
  124345. /**
  124346. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  124347. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  124348. * your expectation as it multiplies with the texture data.
  124349. */
  124350. useMetallicF0FactorFromMetallicTexture: boolean;
  124351. /**
  124352. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  124353. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  124354. */
  124355. microSurfaceTexture: BaseTexture;
  124356. /**
  124357. * Stores surface normal data used to displace a mesh in a texture.
  124358. */
  124359. bumpTexture: BaseTexture;
  124360. /**
  124361. * Stores the pre-calculated light information of a mesh in a texture.
  124362. */
  124363. lightmapTexture: BaseTexture;
  124364. /**
  124365. * Stores the refracted light information in a texture.
  124366. */
  124367. get refractionTexture(): Nullable<BaseTexture>;
  124368. set refractionTexture(value: Nullable<BaseTexture>);
  124369. /**
  124370. * The color of a material in ambient lighting.
  124371. */
  124372. ambientColor: Color3;
  124373. /**
  124374. * AKA Diffuse Color in other nomenclature.
  124375. */
  124376. albedoColor: Color3;
  124377. /**
  124378. * AKA Specular Color in other nomenclature.
  124379. */
  124380. reflectivityColor: Color3;
  124381. /**
  124382. * The color reflected from the material.
  124383. */
  124384. reflectionColor: Color3;
  124385. /**
  124386. * The color emitted from the material.
  124387. */
  124388. emissiveColor: Color3;
  124389. /**
  124390. * AKA Glossiness in other nomenclature.
  124391. */
  124392. microSurface: number;
  124393. /**
  124394. * source material index of refraction (IOR)' / 'destination material IOR.
  124395. */
  124396. get indexOfRefraction(): number;
  124397. set indexOfRefraction(value: number);
  124398. /**
  124399. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  124400. */
  124401. get invertRefractionY(): boolean;
  124402. set invertRefractionY(value: boolean);
  124403. /**
  124404. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  124405. * Materials half opaque for instance using refraction could benefit from this control.
  124406. */
  124407. get linkRefractionWithTransparency(): boolean;
  124408. set linkRefractionWithTransparency(value: boolean);
  124409. /**
  124410. * If true, the light map contains occlusion information instead of lighting info.
  124411. */
  124412. useLightmapAsShadowmap: boolean;
  124413. /**
  124414. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  124415. */
  124416. useAlphaFromAlbedoTexture: boolean;
  124417. /**
  124418. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  124419. */
  124420. forceAlphaTest: boolean;
  124421. /**
  124422. * Defines the alpha limits in alpha test mode.
  124423. */
  124424. alphaCutOff: number;
  124425. /**
  124426. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  124427. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  124428. */
  124429. useSpecularOverAlpha: boolean;
  124430. /**
  124431. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  124432. */
  124433. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  124434. /**
  124435. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  124436. */
  124437. useRoughnessFromMetallicTextureAlpha: boolean;
  124438. /**
  124439. * Specifies if the metallic texture contains the roughness information in its green channel.
  124440. */
  124441. useRoughnessFromMetallicTextureGreen: boolean;
  124442. /**
  124443. * Specifies if the metallic texture contains the metallness information in its blue channel.
  124444. */
  124445. useMetallnessFromMetallicTextureBlue: boolean;
  124446. /**
  124447. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  124448. */
  124449. useAmbientOcclusionFromMetallicTextureRed: boolean;
  124450. /**
  124451. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  124452. */
  124453. useAmbientInGrayScale: boolean;
  124454. /**
  124455. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  124456. * The material will try to infer what glossiness each pixel should be.
  124457. */
  124458. useAutoMicroSurfaceFromReflectivityMap: boolean;
  124459. /**
  124460. * BJS is using an harcoded light falloff based on a manually sets up range.
  124461. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  124462. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  124463. */
  124464. get usePhysicalLightFalloff(): boolean;
  124465. /**
  124466. * BJS is using an harcoded light falloff based on a manually sets up range.
  124467. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  124468. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  124469. */
  124470. set usePhysicalLightFalloff(value: boolean);
  124471. /**
  124472. * In order to support the falloff compatibility with gltf, a special mode has been added
  124473. * to reproduce the gltf light falloff.
  124474. */
  124475. get useGLTFLightFalloff(): boolean;
  124476. /**
  124477. * In order to support the falloff compatibility with gltf, a special mode has been added
  124478. * to reproduce the gltf light falloff.
  124479. */
  124480. set useGLTFLightFalloff(value: boolean);
  124481. /**
  124482. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  124483. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  124484. */
  124485. useRadianceOverAlpha: boolean;
  124486. /**
  124487. * Allows using an object space normal map (instead of tangent space).
  124488. */
  124489. useObjectSpaceNormalMap: boolean;
  124490. /**
  124491. * Allows using the bump map in parallax mode.
  124492. */
  124493. useParallax: boolean;
  124494. /**
  124495. * Allows using the bump map in parallax occlusion mode.
  124496. */
  124497. useParallaxOcclusion: boolean;
  124498. /**
  124499. * Controls the scale bias of the parallax mode.
  124500. */
  124501. parallaxScaleBias: number;
  124502. /**
  124503. * If sets to true, disables all the lights affecting the material.
  124504. */
  124505. disableLighting: boolean;
  124506. /**
  124507. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  124508. */
  124509. forceIrradianceInFragment: boolean;
  124510. /**
  124511. * Number of Simultaneous lights allowed on the material.
  124512. */
  124513. maxSimultaneousLights: number;
  124514. /**
  124515. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  124516. */
  124517. invertNormalMapX: boolean;
  124518. /**
  124519. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  124520. */
  124521. invertNormalMapY: boolean;
  124522. /**
  124523. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  124524. */
  124525. twoSidedLighting: boolean;
  124526. /**
  124527. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  124528. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  124529. */
  124530. useAlphaFresnel: boolean;
  124531. /**
  124532. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  124533. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  124534. */
  124535. useLinearAlphaFresnel: boolean;
  124536. /**
  124537. * Let user defines the brdf lookup texture used for IBL.
  124538. * A default 8bit version is embedded but you could point at :
  124539. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  124540. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  124541. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  124542. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  124543. */
  124544. environmentBRDFTexture: Nullable<BaseTexture>;
  124545. /**
  124546. * Force normal to face away from face.
  124547. */
  124548. forceNormalForward: boolean;
  124549. /**
  124550. * Enables specular anti aliasing in the PBR shader.
  124551. * It will both interacts on the Geometry for analytical and IBL lighting.
  124552. * It also prefilter the roughness map based on the bump values.
  124553. */
  124554. enableSpecularAntiAliasing: boolean;
  124555. /**
  124556. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  124557. * makes the reflect vector face the model (under horizon).
  124558. */
  124559. useHorizonOcclusion: boolean;
  124560. /**
  124561. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  124562. * too much the area relying on ambient texture to define their ambient occlusion.
  124563. */
  124564. useRadianceOcclusion: boolean;
  124565. /**
  124566. * If set to true, no lighting calculations will be applied.
  124567. */
  124568. unlit: boolean;
  124569. /**
  124570. * Gets the image processing configuration used either in this material.
  124571. */
  124572. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  124573. /**
  124574. * Sets the Default image processing configuration used either in the this material.
  124575. *
  124576. * If sets to null, the scene one is in use.
  124577. */
  124578. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  124579. /**
  124580. * Gets wether the color curves effect is enabled.
  124581. */
  124582. get cameraColorCurvesEnabled(): boolean;
  124583. /**
  124584. * Sets wether the color curves effect is enabled.
  124585. */
  124586. set cameraColorCurvesEnabled(value: boolean);
  124587. /**
  124588. * Gets wether the color grading effect is enabled.
  124589. */
  124590. get cameraColorGradingEnabled(): boolean;
  124591. /**
  124592. * Gets wether the color grading effect is enabled.
  124593. */
  124594. set cameraColorGradingEnabled(value: boolean);
  124595. /**
  124596. * Gets wether tonemapping is enabled or not.
  124597. */
  124598. get cameraToneMappingEnabled(): boolean;
  124599. /**
  124600. * Sets wether tonemapping is enabled or not
  124601. */
  124602. set cameraToneMappingEnabled(value: boolean);
  124603. /**
  124604. * The camera exposure used on this material.
  124605. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  124606. * This corresponds to a photographic exposure.
  124607. */
  124608. get cameraExposure(): number;
  124609. /**
  124610. * The camera exposure used on this material.
  124611. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  124612. * This corresponds to a photographic exposure.
  124613. */
  124614. set cameraExposure(value: number);
  124615. /**
  124616. * Gets The camera contrast used on this material.
  124617. */
  124618. get cameraContrast(): number;
  124619. /**
  124620. * Sets The camera contrast used on this material.
  124621. */
  124622. set cameraContrast(value: number);
  124623. /**
  124624. * Gets the Color Grading 2D Lookup Texture.
  124625. */
  124626. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  124627. /**
  124628. * Sets the Color Grading 2D Lookup Texture.
  124629. */
  124630. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  124631. /**
  124632. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  124633. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  124634. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  124635. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  124636. */
  124637. get cameraColorCurves(): Nullable<ColorCurves>;
  124638. /**
  124639. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  124640. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  124641. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  124642. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  124643. */
  124644. set cameraColorCurves(value: Nullable<ColorCurves>);
  124645. /**
  124646. * Instantiates a new PBRMaterial instance.
  124647. *
  124648. * @param name The material name
  124649. * @param scene The scene the material will be use in.
  124650. */
  124651. constructor(name: string, scene: Scene);
  124652. /**
  124653. * Returns the name of this material class.
  124654. */
  124655. getClassName(): string;
  124656. /**
  124657. * Makes a duplicate of the current material.
  124658. * @param name - name to use for the new material.
  124659. */
  124660. clone(name: string): PBRMaterial;
  124661. /**
  124662. * Serializes this PBR Material.
  124663. * @returns - An object with the serialized material.
  124664. */
  124665. serialize(): any;
  124666. /**
  124667. * Parses a PBR Material from a serialized object.
  124668. * @param source - Serialized object.
  124669. * @param scene - BJS scene instance.
  124670. * @param rootUrl - url for the scene object
  124671. * @returns - PBRMaterial
  124672. */
  124673. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  124674. }
  124675. }
  124676. declare module BABYLON {
  124677. /**
  124678. * Direct draw surface info
  124679. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  124680. */
  124681. export interface DDSInfo {
  124682. /**
  124683. * Width of the texture
  124684. */
  124685. width: number;
  124686. /**
  124687. * Width of the texture
  124688. */
  124689. height: number;
  124690. /**
  124691. * Number of Mipmaps for the texture
  124692. * @see https://en.wikipedia.org/wiki/Mipmap
  124693. */
  124694. mipmapCount: number;
  124695. /**
  124696. * If the textures format is a known fourCC format
  124697. * @see https://www.fourcc.org/
  124698. */
  124699. isFourCC: boolean;
  124700. /**
  124701. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  124702. */
  124703. isRGB: boolean;
  124704. /**
  124705. * If the texture is a lumincance format
  124706. */
  124707. isLuminance: boolean;
  124708. /**
  124709. * If this is a cube texture
  124710. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  124711. */
  124712. isCube: boolean;
  124713. /**
  124714. * If the texture is a compressed format eg. FOURCC_DXT1
  124715. */
  124716. isCompressed: boolean;
  124717. /**
  124718. * The dxgiFormat of the texture
  124719. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  124720. */
  124721. dxgiFormat: number;
  124722. /**
  124723. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  124724. */
  124725. textureType: number;
  124726. /**
  124727. * Sphericle polynomial created for the dds texture
  124728. */
  124729. sphericalPolynomial?: SphericalPolynomial;
  124730. }
  124731. /**
  124732. * Class used to provide DDS decompression tools
  124733. */
  124734. export class DDSTools {
  124735. /**
  124736. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  124737. */
  124738. static StoreLODInAlphaChannel: boolean;
  124739. /**
  124740. * Gets DDS information from an array buffer
  124741. * @param arrayBuffer defines the array buffer to read data from
  124742. * @returns the DDS information
  124743. */
  124744. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  124745. private static _FloatView;
  124746. private static _Int32View;
  124747. private static _ToHalfFloat;
  124748. private static _FromHalfFloat;
  124749. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  124750. private static _GetHalfFloatRGBAArrayBuffer;
  124751. private static _GetFloatRGBAArrayBuffer;
  124752. private static _GetFloatAsUIntRGBAArrayBuffer;
  124753. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  124754. private static _GetRGBAArrayBuffer;
  124755. private static _ExtractLongWordOrder;
  124756. private static _GetRGBArrayBuffer;
  124757. private static _GetLuminanceArrayBuffer;
  124758. /**
  124759. * Uploads DDS Levels to a Babylon Texture
  124760. * @hidden
  124761. */
  124762. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  124763. }
  124764. interface ThinEngine {
  124765. /**
  124766. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  124767. * @param rootUrl defines the url where the file to load is located
  124768. * @param scene defines the current scene
  124769. * @param lodScale defines scale to apply to the mip map selection
  124770. * @param lodOffset defines offset to apply to the mip map selection
  124771. * @param onLoad defines an optional callback raised when the texture is loaded
  124772. * @param onError defines an optional callback raised if there is an issue to load the texture
  124773. * @param format defines the format of the data
  124774. * @param forcedExtension defines the extension to use to pick the right loader
  124775. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  124776. * @returns the cube texture as an InternalTexture
  124777. */
  124778. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  124779. }
  124780. }
  124781. declare module BABYLON {
  124782. /**
  124783. * Implementation of the DDS Texture Loader.
  124784. * @hidden
  124785. */
  124786. export class _DDSTextureLoader implements IInternalTextureLoader {
  124787. /**
  124788. * Defines wether the loader supports cascade loading the different faces.
  124789. */
  124790. readonly supportCascades: boolean;
  124791. /**
  124792. * This returns if the loader support the current file information.
  124793. * @param extension defines the file extension of the file being loaded
  124794. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124795. * @param fallback defines the fallback internal texture if any
  124796. * @param isBase64 defines whether the texture is encoded as a base64
  124797. * @param isBuffer defines whether the texture data are stored as a buffer
  124798. * @returns true if the loader can load the specified file
  124799. */
  124800. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124801. /**
  124802. * Transform the url before loading if required.
  124803. * @param rootUrl the url of the texture
  124804. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124805. * @returns the transformed texture
  124806. */
  124807. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  124808. /**
  124809. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  124810. * @param rootUrl the url of the texture
  124811. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124812. * @returns the fallback texture
  124813. */
  124814. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  124815. /**
  124816. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  124817. * @param data contains the texture data
  124818. * @param texture defines the BabylonJS internal texture
  124819. * @param createPolynomials will be true if polynomials have been requested
  124820. * @param onLoad defines the callback to trigger once the texture is ready
  124821. * @param onError defines the callback to trigger in case of error
  124822. */
  124823. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  124824. /**
  124825. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  124826. * @param data contains the texture data
  124827. * @param texture defines the BabylonJS internal texture
  124828. * @param callback defines the method to call once ready to upload
  124829. */
  124830. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  124831. }
  124832. }
  124833. declare module BABYLON {
  124834. /**
  124835. * Implementation of the ENV Texture Loader.
  124836. * @hidden
  124837. */
  124838. export class _ENVTextureLoader implements IInternalTextureLoader {
  124839. /**
  124840. * Defines wether the loader supports cascade loading the different faces.
  124841. */
  124842. readonly supportCascades: boolean;
  124843. /**
  124844. * This returns if the loader support the current file information.
  124845. * @param extension defines the file extension of the file being loaded
  124846. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124847. * @param fallback defines the fallback internal texture if any
  124848. * @param isBase64 defines whether the texture is encoded as a base64
  124849. * @param isBuffer defines whether the texture data are stored as a buffer
  124850. * @returns true if the loader can load the specified file
  124851. */
  124852. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124853. /**
  124854. * Transform the url before loading if required.
  124855. * @param rootUrl the url of the texture
  124856. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124857. * @returns the transformed texture
  124858. */
  124859. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  124860. /**
  124861. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  124862. * @param rootUrl the url of the texture
  124863. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124864. * @returns the fallback texture
  124865. */
  124866. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  124867. /**
  124868. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  124869. * @param data contains the texture data
  124870. * @param texture defines the BabylonJS internal texture
  124871. * @param createPolynomials will be true if polynomials have been requested
  124872. * @param onLoad defines the callback to trigger once the texture is ready
  124873. * @param onError defines the callback to trigger in case of error
  124874. */
  124875. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  124876. /**
  124877. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  124878. * @param data contains the texture data
  124879. * @param texture defines the BabylonJS internal texture
  124880. * @param callback defines the method to call once ready to upload
  124881. */
  124882. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  124883. }
  124884. }
  124885. declare module BABYLON {
  124886. /**
  124887. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  124888. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  124889. */
  124890. export class KhronosTextureContainer {
  124891. /** contents of the KTX container file */
  124892. arrayBuffer: any;
  124893. private static HEADER_LEN;
  124894. private static COMPRESSED_2D;
  124895. private static COMPRESSED_3D;
  124896. private static TEX_2D;
  124897. private static TEX_3D;
  124898. /**
  124899. * Gets the openGL type
  124900. */
  124901. glType: number;
  124902. /**
  124903. * Gets the openGL type size
  124904. */
  124905. glTypeSize: number;
  124906. /**
  124907. * Gets the openGL format
  124908. */
  124909. glFormat: number;
  124910. /**
  124911. * Gets the openGL internal format
  124912. */
  124913. glInternalFormat: number;
  124914. /**
  124915. * Gets the base internal format
  124916. */
  124917. glBaseInternalFormat: number;
  124918. /**
  124919. * Gets image width in pixel
  124920. */
  124921. pixelWidth: number;
  124922. /**
  124923. * Gets image height in pixel
  124924. */
  124925. pixelHeight: number;
  124926. /**
  124927. * Gets image depth in pixels
  124928. */
  124929. pixelDepth: number;
  124930. /**
  124931. * Gets the number of array elements
  124932. */
  124933. numberOfArrayElements: number;
  124934. /**
  124935. * Gets the number of faces
  124936. */
  124937. numberOfFaces: number;
  124938. /**
  124939. * Gets the number of mipmap levels
  124940. */
  124941. numberOfMipmapLevels: number;
  124942. /**
  124943. * Gets the bytes of key value data
  124944. */
  124945. bytesOfKeyValueData: number;
  124946. /**
  124947. * Gets the load type
  124948. */
  124949. loadType: number;
  124950. /**
  124951. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  124952. */
  124953. isInvalid: boolean;
  124954. /**
  124955. * Creates a new KhronosTextureContainer
  124956. * @param arrayBuffer contents of the KTX container file
  124957. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  124958. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  124959. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  124960. */
  124961. constructor(
  124962. /** contents of the KTX container file */
  124963. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  124964. /**
  124965. * Uploads KTX content to a Babylon Texture.
  124966. * It is assumed that the texture has already been created & is currently bound
  124967. * @hidden
  124968. */
  124969. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  124970. private _upload2DCompressedLevels;
  124971. }
  124972. }
  124973. declare module BABYLON {
  124974. /**
  124975. * Implementation of the KTX Texture Loader.
  124976. * @hidden
  124977. */
  124978. export class _KTXTextureLoader implements IInternalTextureLoader {
  124979. /**
  124980. * Defines wether the loader supports cascade loading the different faces.
  124981. */
  124982. readonly supportCascades: boolean;
  124983. /**
  124984. * This returns if the loader support the current file information.
  124985. * @param extension defines the file extension of the file being loaded
  124986. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124987. * @param fallback defines the fallback internal texture if any
  124988. * @param isBase64 defines whether the texture is encoded as a base64
  124989. * @param isBuffer defines whether the texture data are stored as a buffer
  124990. * @returns true if the loader can load the specified file
  124991. */
  124992. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124993. /**
  124994. * Transform the url before loading if required.
  124995. * @param rootUrl the url of the texture
  124996. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124997. * @returns the transformed texture
  124998. */
  124999. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  125000. /**
  125001. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  125002. * @param rootUrl the url of the texture
  125003. * @param textureFormatInUse defines the current compressed format in use iun the engine
  125004. * @returns the fallback texture
  125005. */
  125006. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  125007. /**
  125008. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  125009. * @param data contains the texture data
  125010. * @param texture defines the BabylonJS internal texture
  125011. * @param createPolynomials will be true if polynomials have been requested
  125012. * @param onLoad defines the callback to trigger once the texture is ready
  125013. * @param onError defines the callback to trigger in case of error
  125014. */
  125015. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  125016. /**
  125017. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  125018. * @param data contains the texture data
  125019. * @param texture defines the BabylonJS internal texture
  125020. * @param callback defines the method to call once ready to upload
  125021. */
  125022. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  125023. }
  125024. }
  125025. declare module BABYLON {
  125026. /** @hidden */
  125027. export var _forceSceneHelpersToBundle: boolean;
  125028. interface Scene {
  125029. /**
  125030. * Creates a default light for the scene.
  125031. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  125032. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  125033. */
  125034. createDefaultLight(replace?: boolean): void;
  125035. /**
  125036. * Creates a default camera for the scene.
  125037. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  125038. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  125039. * @param replace has default false, when true replaces the active camera in the scene
  125040. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  125041. */
  125042. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  125043. /**
  125044. * Creates a default camera and a default light.
  125045. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  125046. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  125047. * @param replace has the default false, when true replaces the active camera/light in the scene
  125048. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  125049. */
  125050. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  125051. /**
  125052. * Creates a new sky box
  125053. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  125054. * @param environmentTexture defines the texture to use as environment texture
  125055. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  125056. * @param scale defines the overall scale of the skybox
  125057. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  125058. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  125059. * @returns a new mesh holding the sky box
  125060. */
  125061. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  125062. /**
  125063. * Creates a new environment
  125064. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  125065. * @param options defines the options you can use to configure the environment
  125066. * @returns the new EnvironmentHelper
  125067. */
  125068. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  125069. /**
  125070. * Creates a new VREXperienceHelper
  125071. * @see http://doc.babylonjs.com/how_to/webvr_helper
  125072. * @param webVROptions defines the options used to create the new VREXperienceHelper
  125073. * @returns a new VREXperienceHelper
  125074. */
  125075. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  125076. /**
  125077. * Creates a new WebXRDefaultExperience
  125078. * @see http://doc.babylonjs.com/how_to/webxr
  125079. * @param options experience options
  125080. * @returns a promise for a new WebXRDefaultExperience
  125081. */
  125082. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  125083. }
  125084. }
  125085. declare module BABYLON {
  125086. /**
  125087. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  125088. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  125089. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  125090. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  125091. */
  125092. export class VideoDome extends TransformNode {
  125093. /**
  125094. * Define the video source as a Monoscopic panoramic 360 video.
  125095. */
  125096. static readonly MODE_MONOSCOPIC: number;
  125097. /**
  125098. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  125099. */
  125100. static readonly MODE_TOPBOTTOM: number;
  125101. /**
  125102. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  125103. */
  125104. static readonly MODE_SIDEBYSIDE: number;
  125105. private _halfDome;
  125106. private _useDirectMapping;
  125107. /**
  125108. * The video texture being displayed on the sphere
  125109. */
  125110. protected _videoTexture: VideoTexture;
  125111. /**
  125112. * Gets the video texture being displayed on the sphere
  125113. */
  125114. get videoTexture(): VideoTexture;
  125115. /**
  125116. * The skybox material
  125117. */
  125118. protected _material: BackgroundMaterial;
  125119. /**
  125120. * The surface used for the skybox
  125121. */
  125122. protected _mesh: Mesh;
  125123. /**
  125124. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  125125. */
  125126. private _halfDomeMask;
  125127. /**
  125128. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  125129. * Also see the options.resolution property.
  125130. */
  125131. get fovMultiplier(): number;
  125132. set fovMultiplier(value: number);
  125133. private _videoMode;
  125134. /**
  125135. * Gets or set the current video mode for the video. It can be:
  125136. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  125137. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  125138. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  125139. */
  125140. get videoMode(): number;
  125141. set videoMode(value: number);
  125142. /**
  125143. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  125144. *
  125145. */
  125146. get halfDome(): boolean;
  125147. /**
  125148. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  125149. */
  125150. set halfDome(enabled: boolean);
  125151. /**
  125152. * Oberserver used in Stereoscopic VR Mode.
  125153. */
  125154. private _onBeforeCameraRenderObserver;
  125155. /**
  125156. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  125157. * @param name Element's name, child elements will append suffixes for their own names.
  125158. * @param urlsOrVideo defines the url(s) or the video element to use
  125159. * @param options An object containing optional or exposed sub element properties
  125160. */
  125161. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  125162. resolution?: number;
  125163. clickToPlay?: boolean;
  125164. autoPlay?: boolean;
  125165. loop?: boolean;
  125166. size?: number;
  125167. poster?: string;
  125168. faceForward?: boolean;
  125169. useDirectMapping?: boolean;
  125170. halfDomeMode?: boolean;
  125171. }, scene: Scene);
  125172. private _changeVideoMode;
  125173. /**
  125174. * Releases resources associated with this node.
  125175. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  125176. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  125177. */
  125178. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  125179. }
  125180. }
  125181. declare module BABYLON {
  125182. /**
  125183. * This class can be used to get instrumentation data from a Babylon engine
  125184. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  125185. */
  125186. export class EngineInstrumentation implements IDisposable {
  125187. /**
  125188. * Define the instrumented engine.
  125189. */
  125190. engine: Engine;
  125191. private _captureGPUFrameTime;
  125192. private _gpuFrameTimeToken;
  125193. private _gpuFrameTime;
  125194. private _captureShaderCompilationTime;
  125195. private _shaderCompilationTime;
  125196. private _onBeginFrameObserver;
  125197. private _onEndFrameObserver;
  125198. private _onBeforeShaderCompilationObserver;
  125199. private _onAfterShaderCompilationObserver;
  125200. /**
  125201. * Gets the perf counter used for GPU frame time
  125202. */
  125203. get gpuFrameTimeCounter(): PerfCounter;
  125204. /**
  125205. * Gets the GPU frame time capture status
  125206. */
  125207. get captureGPUFrameTime(): boolean;
  125208. /**
  125209. * Enable or disable the GPU frame time capture
  125210. */
  125211. set captureGPUFrameTime(value: boolean);
  125212. /**
  125213. * Gets the perf counter used for shader compilation time
  125214. */
  125215. get shaderCompilationTimeCounter(): PerfCounter;
  125216. /**
  125217. * Gets the shader compilation time capture status
  125218. */
  125219. get captureShaderCompilationTime(): boolean;
  125220. /**
  125221. * Enable or disable the shader compilation time capture
  125222. */
  125223. set captureShaderCompilationTime(value: boolean);
  125224. /**
  125225. * Instantiates a new engine instrumentation.
  125226. * This class can be used to get instrumentation data from a Babylon engine
  125227. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  125228. * @param engine Defines the engine to instrument
  125229. */
  125230. constructor(
  125231. /**
  125232. * Define the instrumented engine.
  125233. */
  125234. engine: Engine);
  125235. /**
  125236. * Dispose and release associated resources.
  125237. */
  125238. dispose(): void;
  125239. }
  125240. }
  125241. declare module BABYLON {
  125242. /**
  125243. * This class can be used to get instrumentation data from a Babylon engine
  125244. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  125245. */
  125246. export class SceneInstrumentation implements IDisposable {
  125247. /**
  125248. * Defines the scene to instrument
  125249. */
  125250. scene: Scene;
  125251. private _captureActiveMeshesEvaluationTime;
  125252. private _activeMeshesEvaluationTime;
  125253. private _captureRenderTargetsRenderTime;
  125254. private _renderTargetsRenderTime;
  125255. private _captureFrameTime;
  125256. private _frameTime;
  125257. private _captureRenderTime;
  125258. private _renderTime;
  125259. private _captureInterFrameTime;
  125260. private _interFrameTime;
  125261. private _captureParticlesRenderTime;
  125262. private _particlesRenderTime;
  125263. private _captureSpritesRenderTime;
  125264. private _spritesRenderTime;
  125265. private _capturePhysicsTime;
  125266. private _physicsTime;
  125267. private _captureAnimationsTime;
  125268. private _animationsTime;
  125269. private _captureCameraRenderTime;
  125270. private _cameraRenderTime;
  125271. private _onBeforeActiveMeshesEvaluationObserver;
  125272. private _onAfterActiveMeshesEvaluationObserver;
  125273. private _onBeforeRenderTargetsRenderObserver;
  125274. private _onAfterRenderTargetsRenderObserver;
  125275. private _onAfterRenderObserver;
  125276. private _onBeforeDrawPhaseObserver;
  125277. private _onAfterDrawPhaseObserver;
  125278. private _onBeforeAnimationsObserver;
  125279. private _onBeforeParticlesRenderingObserver;
  125280. private _onAfterParticlesRenderingObserver;
  125281. private _onBeforeSpritesRenderingObserver;
  125282. private _onAfterSpritesRenderingObserver;
  125283. private _onBeforePhysicsObserver;
  125284. private _onAfterPhysicsObserver;
  125285. private _onAfterAnimationsObserver;
  125286. private _onBeforeCameraRenderObserver;
  125287. private _onAfterCameraRenderObserver;
  125288. /**
  125289. * Gets the perf counter used for active meshes evaluation time
  125290. */
  125291. get activeMeshesEvaluationTimeCounter(): PerfCounter;
  125292. /**
  125293. * Gets the active meshes evaluation time capture status
  125294. */
  125295. get captureActiveMeshesEvaluationTime(): boolean;
  125296. /**
  125297. * Enable or disable the active meshes evaluation time capture
  125298. */
  125299. set captureActiveMeshesEvaluationTime(value: boolean);
  125300. /**
  125301. * Gets the perf counter used for render targets render time
  125302. */
  125303. get renderTargetsRenderTimeCounter(): PerfCounter;
  125304. /**
  125305. * Gets the render targets render time capture status
  125306. */
  125307. get captureRenderTargetsRenderTime(): boolean;
  125308. /**
  125309. * Enable or disable the render targets render time capture
  125310. */
  125311. set captureRenderTargetsRenderTime(value: boolean);
  125312. /**
  125313. * Gets the perf counter used for particles render time
  125314. */
  125315. get particlesRenderTimeCounter(): PerfCounter;
  125316. /**
  125317. * Gets the particles render time capture status
  125318. */
  125319. get captureParticlesRenderTime(): boolean;
  125320. /**
  125321. * Enable or disable the particles render time capture
  125322. */
  125323. set captureParticlesRenderTime(value: boolean);
  125324. /**
  125325. * Gets the perf counter used for sprites render time
  125326. */
  125327. get spritesRenderTimeCounter(): PerfCounter;
  125328. /**
  125329. * Gets the sprites render time capture status
  125330. */
  125331. get captureSpritesRenderTime(): boolean;
  125332. /**
  125333. * Enable or disable the sprites render time capture
  125334. */
  125335. set captureSpritesRenderTime(value: boolean);
  125336. /**
  125337. * Gets the perf counter used for physics time
  125338. */
  125339. get physicsTimeCounter(): PerfCounter;
  125340. /**
  125341. * Gets the physics time capture status
  125342. */
  125343. get capturePhysicsTime(): boolean;
  125344. /**
  125345. * Enable or disable the physics time capture
  125346. */
  125347. set capturePhysicsTime(value: boolean);
  125348. /**
  125349. * Gets the perf counter used for animations time
  125350. */
  125351. get animationsTimeCounter(): PerfCounter;
  125352. /**
  125353. * Gets the animations time capture status
  125354. */
  125355. get captureAnimationsTime(): boolean;
  125356. /**
  125357. * Enable or disable the animations time capture
  125358. */
  125359. set captureAnimationsTime(value: boolean);
  125360. /**
  125361. * Gets the perf counter used for frame time capture
  125362. */
  125363. get frameTimeCounter(): PerfCounter;
  125364. /**
  125365. * Gets the frame time capture status
  125366. */
  125367. get captureFrameTime(): boolean;
  125368. /**
  125369. * Enable or disable the frame time capture
  125370. */
  125371. set captureFrameTime(value: boolean);
  125372. /**
  125373. * Gets the perf counter used for inter-frames time capture
  125374. */
  125375. get interFrameTimeCounter(): PerfCounter;
  125376. /**
  125377. * Gets the inter-frames time capture status
  125378. */
  125379. get captureInterFrameTime(): boolean;
  125380. /**
  125381. * Enable or disable the inter-frames time capture
  125382. */
  125383. set captureInterFrameTime(value: boolean);
  125384. /**
  125385. * Gets the perf counter used for render time capture
  125386. */
  125387. get renderTimeCounter(): PerfCounter;
  125388. /**
  125389. * Gets the render time capture status
  125390. */
  125391. get captureRenderTime(): boolean;
  125392. /**
  125393. * Enable or disable the render time capture
  125394. */
  125395. set captureRenderTime(value: boolean);
  125396. /**
  125397. * Gets the perf counter used for camera render time capture
  125398. */
  125399. get cameraRenderTimeCounter(): PerfCounter;
  125400. /**
  125401. * Gets the camera render time capture status
  125402. */
  125403. get captureCameraRenderTime(): boolean;
  125404. /**
  125405. * Enable or disable the camera render time capture
  125406. */
  125407. set captureCameraRenderTime(value: boolean);
  125408. /**
  125409. * Gets the perf counter used for draw calls
  125410. */
  125411. get drawCallsCounter(): PerfCounter;
  125412. /**
  125413. * Instantiates a new scene instrumentation.
  125414. * This class can be used to get instrumentation data from a Babylon engine
  125415. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  125416. * @param scene Defines the scene to instrument
  125417. */
  125418. constructor(
  125419. /**
  125420. * Defines the scene to instrument
  125421. */
  125422. scene: Scene);
  125423. /**
  125424. * Dispose and release associated resources.
  125425. */
  125426. dispose(): void;
  125427. }
  125428. }
  125429. declare module BABYLON {
  125430. /** @hidden */
  125431. export var glowMapGenerationPixelShader: {
  125432. name: string;
  125433. shader: string;
  125434. };
  125435. }
  125436. declare module BABYLON {
  125437. /** @hidden */
  125438. export var glowMapGenerationVertexShader: {
  125439. name: string;
  125440. shader: string;
  125441. };
  125442. }
  125443. declare module BABYLON {
  125444. /**
  125445. * Effect layer options. This helps customizing the behaviour
  125446. * of the effect layer.
  125447. */
  125448. export interface IEffectLayerOptions {
  125449. /**
  125450. * Multiplication factor apply to the canvas size to compute the render target size
  125451. * used to generated the objects (the smaller the faster).
  125452. */
  125453. mainTextureRatio: number;
  125454. /**
  125455. * Enforces a fixed size texture to ensure effect stability across devices.
  125456. */
  125457. mainTextureFixedSize?: number;
  125458. /**
  125459. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  125460. */
  125461. alphaBlendingMode: number;
  125462. /**
  125463. * The camera attached to the layer.
  125464. */
  125465. camera: Nullable<Camera>;
  125466. /**
  125467. * The rendering group to draw the layer in.
  125468. */
  125469. renderingGroupId: number;
  125470. }
  125471. /**
  125472. * The effect layer Helps adding post process effect blended with the main pass.
  125473. *
  125474. * This can be for instance use to generate glow or higlight effects on the scene.
  125475. *
  125476. * The effect layer class can not be used directly and is intented to inherited from to be
  125477. * customized per effects.
  125478. */
  125479. export abstract class EffectLayer {
  125480. private _vertexBuffers;
  125481. private _indexBuffer;
  125482. private _cachedDefines;
  125483. private _effectLayerMapGenerationEffect;
  125484. private _effectLayerOptions;
  125485. private _mergeEffect;
  125486. protected _scene: Scene;
  125487. protected _engine: Engine;
  125488. protected _maxSize: number;
  125489. protected _mainTextureDesiredSize: ISize;
  125490. protected _mainTexture: RenderTargetTexture;
  125491. protected _shouldRender: boolean;
  125492. protected _postProcesses: PostProcess[];
  125493. protected _textures: BaseTexture[];
  125494. protected _emissiveTextureAndColor: {
  125495. texture: Nullable<BaseTexture>;
  125496. color: Color4;
  125497. };
  125498. /**
  125499. * The name of the layer
  125500. */
  125501. name: string;
  125502. /**
  125503. * The clear color of the texture used to generate the glow map.
  125504. */
  125505. neutralColor: Color4;
  125506. /**
  125507. * Specifies wether the highlight layer is enabled or not.
  125508. */
  125509. isEnabled: boolean;
  125510. /**
  125511. * Gets the camera attached to the layer.
  125512. */
  125513. get camera(): Nullable<Camera>;
  125514. /**
  125515. * Gets the rendering group id the layer should render in.
  125516. */
  125517. get renderingGroupId(): number;
  125518. set renderingGroupId(renderingGroupId: number);
  125519. /**
  125520. * An event triggered when the effect layer has been disposed.
  125521. */
  125522. onDisposeObservable: Observable<EffectLayer>;
  125523. /**
  125524. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  125525. */
  125526. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  125527. /**
  125528. * An event triggered when the generated texture is being merged in the scene.
  125529. */
  125530. onBeforeComposeObservable: Observable<EffectLayer>;
  125531. /**
  125532. * An event triggered when the mesh is rendered into the effect render target.
  125533. */
  125534. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  125535. /**
  125536. * An event triggered after the mesh has been rendered into the effect render target.
  125537. */
  125538. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  125539. /**
  125540. * An event triggered when the generated texture has been merged in the scene.
  125541. */
  125542. onAfterComposeObservable: Observable<EffectLayer>;
  125543. /**
  125544. * An event triggered when the efffect layer changes its size.
  125545. */
  125546. onSizeChangedObservable: Observable<EffectLayer>;
  125547. /** @hidden */
  125548. static _SceneComponentInitialization: (scene: Scene) => void;
  125549. /**
  125550. * Instantiates a new effect Layer and references it in the scene.
  125551. * @param name The name of the layer
  125552. * @param scene The scene to use the layer in
  125553. */
  125554. constructor(
  125555. /** The Friendly of the effect in the scene */
  125556. name: string, scene: Scene);
  125557. /**
  125558. * Get the effect name of the layer.
  125559. * @return The effect name
  125560. */
  125561. abstract getEffectName(): string;
  125562. /**
  125563. * Checks for the readiness of the element composing the layer.
  125564. * @param subMesh the mesh to check for
  125565. * @param useInstances specify wether or not to use instances to render the mesh
  125566. * @return true if ready otherwise, false
  125567. */
  125568. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125569. /**
  125570. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  125571. * @returns true if the effect requires stencil during the main canvas render pass.
  125572. */
  125573. abstract needStencil(): boolean;
  125574. /**
  125575. * Create the merge effect. This is the shader use to blit the information back
  125576. * to the main canvas at the end of the scene rendering.
  125577. * @returns The effect containing the shader used to merge the effect on the main canvas
  125578. */
  125579. protected abstract _createMergeEffect(): Effect;
  125580. /**
  125581. * Creates the render target textures and post processes used in the effect layer.
  125582. */
  125583. protected abstract _createTextureAndPostProcesses(): void;
  125584. /**
  125585. * Implementation specific of rendering the generating effect on the main canvas.
  125586. * @param effect The effect used to render through
  125587. */
  125588. protected abstract _internalRender(effect: Effect): void;
  125589. /**
  125590. * Sets the required values for both the emissive texture and and the main color.
  125591. */
  125592. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  125593. /**
  125594. * Free any resources and references associated to a mesh.
  125595. * Internal use
  125596. * @param mesh The mesh to free.
  125597. */
  125598. abstract _disposeMesh(mesh: Mesh): void;
  125599. /**
  125600. * Serializes this layer (Glow or Highlight for example)
  125601. * @returns a serialized layer object
  125602. */
  125603. abstract serialize?(): any;
  125604. /**
  125605. * Initializes the effect layer with the required options.
  125606. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  125607. */
  125608. protected _init(options: Partial<IEffectLayerOptions>): void;
  125609. /**
  125610. * Generates the index buffer of the full screen quad blending to the main canvas.
  125611. */
  125612. private _generateIndexBuffer;
  125613. /**
  125614. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  125615. */
  125616. private _generateVertexBuffer;
  125617. /**
  125618. * Sets the main texture desired size which is the closest power of two
  125619. * of the engine canvas size.
  125620. */
  125621. private _setMainTextureSize;
  125622. /**
  125623. * Creates the main texture for the effect layer.
  125624. */
  125625. protected _createMainTexture(): void;
  125626. /**
  125627. * Adds specific effects defines.
  125628. * @param defines The defines to add specifics to.
  125629. */
  125630. protected _addCustomEffectDefines(defines: string[]): void;
  125631. /**
  125632. * Checks for the readiness of the element composing the layer.
  125633. * @param subMesh the mesh to check for
  125634. * @param useInstances specify wether or not to use instances to render the mesh
  125635. * @param emissiveTexture the associated emissive texture used to generate the glow
  125636. * @return true if ready otherwise, false
  125637. */
  125638. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  125639. /**
  125640. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  125641. */
  125642. render(): void;
  125643. /**
  125644. * Determine if a given mesh will be used in the current effect.
  125645. * @param mesh mesh to test
  125646. * @returns true if the mesh will be used
  125647. */
  125648. hasMesh(mesh: AbstractMesh): boolean;
  125649. /**
  125650. * Returns true if the layer contains information to display, otherwise false.
  125651. * @returns true if the glow layer should be rendered
  125652. */
  125653. shouldRender(): boolean;
  125654. /**
  125655. * Returns true if the mesh should render, otherwise false.
  125656. * @param mesh The mesh to render
  125657. * @returns true if it should render otherwise false
  125658. */
  125659. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  125660. /**
  125661. * Returns true if the mesh can be rendered, otherwise false.
  125662. * @param mesh The mesh to render
  125663. * @param material The material used on the mesh
  125664. * @returns true if it can be rendered otherwise false
  125665. */
  125666. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  125667. /**
  125668. * Returns true if the mesh should render, otherwise false.
  125669. * @param mesh The mesh to render
  125670. * @returns true if it should render otherwise false
  125671. */
  125672. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  125673. /**
  125674. * Renders the submesh passed in parameter to the generation map.
  125675. */
  125676. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  125677. /**
  125678. * Defines wether the current material of the mesh should be use to render the effect.
  125679. * @param mesh defines the current mesh to render
  125680. */
  125681. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  125682. /**
  125683. * Rebuild the required buffers.
  125684. * @hidden Internal use only.
  125685. */
  125686. _rebuild(): void;
  125687. /**
  125688. * Dispose only the render target textures and post process.
  125689. */
  125690. private _disposeTextureAndPostProcesses;
  125691. /**
  125692. * Dispose the highlight layer and free resources.
  125693. */
  125694. dispose(): void;
  125695. /**
  125696. * Gets the class name of the effect layer
  125697. * @returns the string with the class name of the effect layer
  125698. */
  125699. getClassName(): string;
  125700. /**
  125701. * Creates an effect layer from parsed effect layer data
  125702. * @param parsedEffectLayer defines effect layer data
  125703. * @param scene defines the current scene
  125704. * @param rootUrl defines the root URL containing the effect layer information
  125705. * @returns a parsed effect Layer
  125706. */
  125707. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  125708. }
  125709. }
  125710. declare module BABYLON {
  125711. interface AbstractScene {
  125712. /**
  125713. * The list of effect layers (highlights/glow) added to the scene
  125714. * @see http://doc.babylonjs.com/how_to/highlight_layer
  125715. * @see http://doc.babylonjs.com/how_to/glow_layer
  125716. */
  125717. effectLayers: Array<EffectLayer>;
  125718. /**
  125719. * Removes the given effect layer from this scene.
  125720. * @param toRemove defines the effect layer to remove
  125721. * @returns the index of the removed effect layer
  125722. */
  125723. removeEffectLayer(toRemove: EffectLayer): number;
  125724. /**
  125725. * Adds the given effect layer to this scene
  125726. * @param newEffectLayer defines the effect layer to add
  125727. */
  125728. addEffectLayer(newEffectLayer: EffectLayer): void;
  125729. }
  125730. /**
  125731. * Defines the layer scene component responsible to manage any effect layers
  125732. * in a given scene.
  125733. */
  125734. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  125735. /**
  125736. * The component name helpfull to identify the component in the list of scene components.
  125737. */
  125738. readonly name: string;
  125739. /**
  125740. * The scene the component belongs to.
  125741. */
  125742. scene: Scene;
  125743. private _engine;
  125744. private _renderEffects;
  125745. private _needStencil;
  125746. private _previousStencilState;
  125747. /**
  125748. * Creates a new instance of the component for the given scene
  125749. * @param scene Defines the scene to register the component in
  125750. */
  125751. constructor(scene: Scene);
  125752. /**
  125753. * Registers the component in a given scene
  125754. */
  125755. register(): void;
  125756. /**
  125757. * Rebuilds the elements related to this component in case of
  125758. * context lost for instance.
  125759. */
  125760. rebuild(): void;
  125761. /**
  125762. * Serializes the component data to the specified json object
  125763. * @param serializationObject The object to serialize to
  125764. */
  125765. serialize(serializationObject: any): void;
  125766. /**
  125767. * Adds all the elements from the container to the scene
  125768. * @param container the container holding the elements
  125769. */
  125770. addFromContainer(container: AbstractScene): void;
  125771. /**
  125772. * Removes all the elements in the container from the scene
  125773. * @param container contains the elements to remove
  125774. * @param dispose if the removed element should be disposed (default: false)
  125775. */
  125776. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  125777. /**
  125778. * Disposes the component and the associated ressources.
  125779. */
  125780. dispose(): void;
  125781. private _isReadyForMesh;
  125782. private _renderMainTexture;
  125783. private _setStencil;
  125784. private _setStencilBack;
  125785. private _draw;
  125786. private _drawCamera;
  125787. private _drawRenderingGroup;
  125788. }
  125789. }
  125790. declare module BABYLON {
  125791. /** @hidden */
  125792. export var glowMapMergePixelShader: {
  125793. name: string;
  125794. shader: string;
  125795. };
  125796. }
  125797. declare module BABYLON {
  125798. /** @hidden */
  125799. export var glowMapMergeVertexShader: {
  125800. name: string;
  125801. shader: string;
  125802. };
  125803. }
  125804. declare module BABYLON {
  125805. interface AbstractScene {
  125806. /**
  125807. * Return a the first highlight layer of the scene with a given name.
  125808. * @param name The name of the highlight layer to look for.
  125809. * @return The highlight layer if found otherwise null.
  125810. */
  125811. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  125812. }
  125813. /**
  125814. * Glow layer options. This helps customizing the behaviour
  125815. * of the glow layer.
  125816. */
  125817. export interface IGlowLayerOptions {
  125818. /**
  125819. * Multiplication factor apply to the canvas size to compute the render target size
  125820. * used to generated the glowing objects (the smaller the faster).
  125821. */
  125822. mainTextureRatio: number;
  125823. /**
  125824. * Enforces a fixed size texture to ensure resize independant blur.
  125825. */
  125826. mainTextureFixedSize?: number;
  125827. /**
  125828. * How big is the kernel of the blur texture.
  125829. */
  125830. blurKernelSize: number;
  125831. /**
  125832. * The camera attached to the layer.
  125833. */
  125834. camera: Nullable<Camera>;
  125835. /**
  125836. * Enable MSAA by chosing the number of samples.
  125837. */
  125838. mainTextureSamples?: number;
  125839. /**
  125840. * The rendering group to draw the layer in.
  125841. */
  125842. renderingGroupId: number;
  125843. }
  125844. /**
  125845. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  125846. *
  125847. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  125848. *
  125849. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  125850. */
  125851. export class GlowLayer extends EffectLayer {
  125852. /**
  125853. * Effect Name of the layer.
  125854. */
  125855. static readonly EffectName: string;
  125856. /**
  125857. * The default blur kernel size used for the glow.
  125858. */
  125859. static DefaultBlurKernelSize: number;
  125860. /**
  125861. * The default texture size ratio used for the glow.
  125862. */
  125863. static DefaultTextureRatio: number;
  125864. /**
  125865. * Sets the kernel size of the blur.
  125866. */
  125867. set blurKernelSize(value: number);
  125868. /**
  125869. * Gets the kernel size of the blur.
  125870. */
  125871. get blurKernelSize(): number;
  125872. /**
  125873. * Sets the glow intensity.
  125874. */
  125875. set intensity(value: number);
  125876. /**
  125877. * Gets the glow intensity.
  125878. */
  125879. get intensity(): number;
  125880. private _options;
  125881. private _intensity;
  125882. private _horizontalBlurPostprocess1;
  125883. private _verticalBlurPostprocess1;
  125884. private _horizontalBlurPostprocess2;
  125885. private _verticalBlurPostprocess2;
  125886. private _blurTexture1;
  125887. private _blurTexture2;
  125888. private _postProcesses1;
  125889. private _postProcesses2;
  125890. private _includedOnlyMeshes;
  125891. private _excludedMeshes;
  125892. private _meshesUsingTheirOwnMaterials;
  125893. /**
  125894. * Callback used to let the user override the color selection on a per mesh basis
  125895. */
  125896. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  125897. /**
  125898. * Callback used to let the user override the texture selection on a per mesh basis
  125899. */
  125900. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  125901. /**
  125902. * Instantiates a new glow Layer and references it to the scene.
  125903. * @param name The name of the layer
  125904. * @param scene The scene to use the layer in
  125905. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  125906. */
  125907. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  125908. /**
  125909. * Get the effect name of the layer.
  125910. * @return The effect name
  125911. */
  125912. getEffectName(): string;
  125913. /**
  125914. * Create the merge effect. This is the shader use to blit the information back
  125915. * to the main canvas at the end of the scene rendering.
  125916. */
  125917. protected _createMergeEffect(): Effect;
  125918. /**
  125919. * Creates the render target textures and post processes used in the glow layer.
  125920. */
  125921. protected _createTextureAndPostProcesses(): void;
  125922. /**
  125923. * Checks for the readiness of the element composing the layer.
  125924. * @param subMesh the mesh to check for
  125925. * @param useInstances specify wether or not to use instances to render the mesh
  125926. * @param emissiveTexture the associated emissive texture used to generate the glow
  125927. * @return true if ready otherwise, false
  125928. */
  125929. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125930. /**
  125931. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  125932. */
  125933. needStencil(): boolean;
  125934. /**
  125935. * Returns true if the mesh can be rendered, otherwise false.
  125936. * @param mesh The mesh to render
  125937. * @param material The material used on the mesh
  125938. * @returns true if it can be rendered otherwise false
  125939. */
  125940. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  125941. /**
  125942. * Implementation specific of rendering the generating effect on the main canvas.
  125943. * @param effect The effect used to render through
  125944. */
  125945. protected _internalRender(effect: Effect): void;
  125946. /**
  125947. * Sets the required values for both the emissive texture and and the main color.
  125948. */
  125949. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  125950. /**
  125951. * Returns true if the mesh should render, otherwise false.
  125952. * @param mesh The mesh to render
  125953. * @returns true if it should render otherwise false
  125954. */
  125955. protected _shouldRenderMesh(mesh: Mesh): boolean;
  125956. /**
  125957. * Adds specific effects defines.
  125958. * @param defines The defines to add specifics to.
  125959. */
  125960. protected _addCustomEffectDefines(defines: string[]): void;
  125961. /**
  125962. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  125963. * @param mesh The mesh to exclude from the glow layer
  125964. */
  125965. addExcludedMesh(mesh: Mesh): void;
  125966. /**
  125967. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  125968. * @param mesh The mesh to remove
  125969. */
  125970. removeExcludedMesh(mesh: Mesh): void;
  125971. /**
  125972. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  125973. * @param mesh The mesh to include in the glow layer
  125974. */
  125975. addIncludedOnlyMesh(mesh: Mesh): void;
  125976. /**
  125977. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  125978. * @param mesh The mesh to remove
  125979. */
  125980. removeIncludedOnlyMesh(mesh: Mesh): void;
  125981. /**
  125982. * Determine if a given mesh will be used in the glow layer
  125983. * @param mesh The mesh to test
  125984. * @returns true if the mesh will be highlighted by the current glow layer
  125985. */
  125986. hasMesh(mesh: AbstractMesh): boolean;
  125987. /**
  125988. * Defines wether the current material of the mesh should be use to render the effect.
  125989. * @param mesh defines the current mesh to render
  125990. */
  125991. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  125992. /**
  125993. * Add a mesh to be rendered through its own material and not with emissive only.
  125994. * @param mesh The mesh for which we need to use its material
  125995. */
  125996. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  125997. /**
  125998. * Remove a mesh from being rendered through its own material and not with emissive only.
  125999. * @param mesh The mesh for which we need to not use its material
  126000. */
  126001. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  126002. /**
  126003. * Free any resources and references associated to a mesh.
  126004. * Internal use
  126005. * @param mesh The mesh to free.
  126006. * @hidden
  126007. */
  126008. _disposeMesh(mesh: Mesh): void;
  126009. /**
  126010. * Gets the class name of the effect layer
  126011. * @returns the string with the class name of the effect layer
  126012. */
  126013. getClassName(): string;
  126014. /**
  126015. * Serializes this glow layer
  126016. * @returns a serialized glow layer object
  126017. */
  126018. serialize(): any;
  126019. /**
  126020. * Creates a Glow Layer from parsed glow layer data
  126021. * @param parsedGlowLayer defines glow layer data
  126022. * @param scene defines the current scene
  126023. * @param rootUrl defines the root URL containing the glow layer information
  126024. * @returns a parsed Glow Layer
  126025. */
  126026. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  126027. }
  126028. }
  126029. declare module BABYLON {
  126030. /** @hidden */
  126031. export var glowBlurPostProcessPixelShader: {
  126032. name: string;
  126033. shader: string;
  126034. };
  126035. }
  126036. declare module BABYLON {
  126037. interface AbstractScene {
  126038. /**
  126039. * Return a the first highlight layer of the scene with a given name.
  126040. * @param name The name of the highlight layer to look for.
  126041. * @return The highlight layer if found otherwise null.
  126042. */
  126043. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  126044. }
  126045. /**
  126046. * Highlight layer options. This helps customizing the behaviour
  126047. * of the highlight layer.
  126048. */
  126049. export interface IHighlightLayerOptions {
  126050. /**
  126051. * Multiplication factor apply to the canvas size to compute the render target size
  126052. * used to generated the glowing objects (the smaller the faster).
  126053. */
  126054. mainTextureRatio: number;
  126055. /**
  126056. * Enforces a fixed size texture to ensure resize independant blur.
  126057. */
  126058. mainTextureFixedSize?: number;
  126059. /**
  126060. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  126061. * of the picture to blur (the smaller the faster).
  126062. */
  126063. blurTextureSizeRatio: number;
  126064. /**
  126065. * How big in texel of the blur texture is the vertical blur.
  126066. */
  126067. blurVerticalSize: number;
  126068. /**
  126069. * How big in texel of the blur texture is the horizontal blur.
  126070. */
  126071. blurHorizontalSize: number;
  126072. /**
  126073. * Alpha blending mode used to apply the blur. Default is combine.
  126074. */
  126075. alphaBlendingMode: number;
  126076. /**
  126077. * The camera attached to the layer.
  126078. */
  126079. camera: Nullable<Camera>;
  126080. /**
  126081. * Should we display highlight as a solid stroke?
  126082. */
  126083. isStroke?: boolean;
  126084. /**
  126085. * The rendering group to draw the layer in.
  126086. */
  126087. renderingGroupId: number;
  126088. }
  126089. /**
  126090. * The highlight layer Helps adding a glow effect around a mesh.
  126091. *
  126092. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  126093. * glowy meshes to your scene.
  126094. *
  126095. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  126096. */
  126097. export class HighlightLayer extends EffectLayer {
  126098. name: string;
  126099. /**
  126100. * Effect Name of the highlight layer.
  126101. */
  126102. static readonly EffectName: string;
  126103. /**
  126104. * The neutral color used during the preparation of the glow effect.
  126105. * This is black by default as the blend operation is a blend operation.
  126106. */
  126107. static NeutralColor: Color4;
  126108. /**
  126109. * Stencil value used for glowing meshes.
  126110. */
  126111. static GlowingMeshStencilReference: number;
  126112. /**
  126113. * Stencil value used for the other meshes in the scene.
  126114. */
  126115. static NormalMeshStencilReference: number;
  126116. /**
  126117. * Specifies whether or not the inner glow is ACTIVE in the layer.
  126118. */
  126119. innerGlow: boolean;
  126120. /**
  126121. * Specifies whether or not the outer glow is ACTIVE in the layer.
  126122. */
  126123. outerGlow: boolean;
  126124. /**
  126125. * Specifies the horizontal size of the blur.
  126126. */
  126127. set blurHorizontalSize(value: number);
  126128. /**
  126129. * Specifies the vertical size of the blur.
  126130. */
  126131. set blurVerticalSize(value: number);
  126132. /**
  126133. * Gets the horizontal size of the blur.
  126134. */
  126135. get blurHorizontalSize(): number;
  126136. /**
  126137. * Gets the vertical size of the blur.
  126138. */
  126139. get blurVerticalSize(): number;
  126140. /**
  126141. * An event triggered when the highlight layer is being blurred.
  126142. */
  126143. onBeforeBlurObservable: Observable<HighlightLayer>;
  126144. /**
  126145. * An event triggered when the highlight layer has been blurred.
  126146. */
  126147. onAfterBlurObservable: Observable<HighlightLayer>;
  126148. private _instanceGlowingMeshStencilReference;
  126149. private _options;
  126150. private _downSamplePostprocess;
  126151. private _horizontalBlurPostprocess;
  126152. private _verticalBlurPostprocess;
  126153. private _blurTexture;
  126154. private _meshes;
  126155. private _excludedMeshes;
  126156. /**
  126157. * Instantiates a new highlight Layer and references it to the scene..
  126158. * @param name The name of the layer
  126159. * @param scene The scene to use the layer in
  126160. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  126161. */
  126162. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  126163. /**
  126164. * Get the effect name of the layer.
  126165. * @return The effect name
  126166. */
  126167. getEffectName(): string;
  126168. /**
  126169. * Create the merge effect. This is the shader use to blit the information back
  126170. * to the main canvas at the end of the scene rendering.
  126171. */
  126172. protected _createMergeEffect(): Effect;
  126173. /**
  126174. * Creates the render target textures and post processes used in the highlight layer.
  126175. */
  126176. protected _createTextureAndPostProcesses(): void;
  126177. /**
  126178. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  126179. */
  126180. needStencil(): boolean;
  126181. /**
  126182. * Checks for the readiness of the element composing the layer.
  126183. * @param subMesh the mesh to check for
  126184. * @param useInstances specify wether or not to use instances to render the mesh
  126185. * @param emissiveTexture the associated emissive texture used to generate the glow
  126186. * @return true if ready otherwise, false
  126187. */
  126188. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126189. /**
  126190. * Implementation specific of rendering the generating effect on the main canvas.
  126191. * @param effect The effect used to render through
  126192. */
  126193. protected _internalRender(effect: Effect): void;
  126194. /**
  126195. * Returns true if the layer contains information to display, otherwise false.
  126196. */
  126197. shouldRender(): boolean;
  126198. /**
  126199. * Returns true if the mesh should render, otherwise false.
  126200. * @param mesh The mesh to render
  126201. * @returns true if it should render otherwise false
  126202. */
  126203. protected _shouldRenderMesh(mesh: Mesh): boolean;
  126204. /**
  126205. * Sets the required values for both the emissive texture and and the main color.
  126206. */
  126207. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  126208. /**
  126209. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  126210. * @param mesh The mesh to exclude from the highlight layer
  126211. */
  126212. addExcludedMesh(mesh: Mesh): void;
  126213. /**
  126214. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  126215. * @param mesh The mesh to highlight
  126216. */
  126217. removeExcludedMesh(mesh: Mesh): void;
  126218. /**
  126219. * Determine if a given mesh will be highlighted by the current HighlightLayer
  126220. * @param mesh mesh to test
  126221. * @returns true if the mesh will be highlighted by the current HighlightLayer
  126222. */
  126223. hasMesh(mesh: AbstractMesh): boolean;
  126224. /**
  126225. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  126226. * @param mesh The mesh to highlight
  126227. * @param color The color of the highlight
  126228. * @param glowEmissiveOnly Extract the glow from the emissive texture
  126229. */
  126230. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  126231. /**
  126232. * Remove a mesh from the highlight layer in order to make it stop glowing.
  126233. * @param mesh The mesh to highlight
  126234. */
  126235. removeMesh(mesh: Mesh): void;
  126236. /**
  126237. * Force the stencil to the normal expected value for none glowing parts
  126238. */
  126239. private _defaultStencilReference;
  126240. /**
  126241. * Free any resources and references associated to a mesh.
  126242. * Internal use
  126243. * @param mesh The mesh to free.
  126244. * @hidden
  126245. */
  126246. _disposeMesh(mesh: Mesh): void;
  126247. /**
  126248. * Dispose the highlight layer and free resources.
  126249. */
  126250. dispose(): void;
  126251. /**
  126252. * Gets the class name of the effect layer
  126253. * @returns the string with the class name of the effect layer
  126254. */
  126255. getClassName(): string;
  126256. /**
  126257. * Serializes this Highlight layer
  126258. * @returns a serialized Highlight layer object
  126259. */
  126260. serialize(): any;
  126261. /**
  126262. * Creates a Highlight layer from parsed Highlight layer data
  126263. * @param parsedHightlightLayer defines the Highlight layer data
  126264. * @param scene defines the current scene
  126265. * @param rootUrl defines the root URL containing the Highlight layer information
  126266. * @returns a parsed Highlight layer
  126267. */
  126268. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  126269. }
  126270. }
  126271. declare module BABYLON {
  126272. interface AbstractScene {
  126273. /**
  126274. * The list of layers (background and foreground) of the scene
  126275. */
  126276. layers: Array<Layer>;
  126277. }
  126278. /**
  126279. * Defines the layer scene component responsible to manage any layers
  126280. * in a given scene.
  126281. */
  126282. export class LayerSceneComponent implements ISceneComponent {
  126283. /**
  126284. * The component name helpfull to identify the component in the list of scene components.
  126285. */
  126286. readonly name: string;
  126287. /**
  126288. * The scene the component belongs to.
  126289. */
  126290. scene: Scene;
  126291. private _engine;
  126292. /**
  126293. * Creates a new instance of the component for the given scene
  126294. * @param scene Defines the scene to register the component in
  126295. */
  126296. constructor(scene: Scene);
  126297. /**
  126298. * Registers the component in a given scene
  126299. */
  126300. register(): void;
  126301. /**
  126302. * Rebuilds the elements related to this component in case of
  126303. * context lost for instance.
  126304. */
  126305. rebuild(): void;
  126306. /**
  126307. * Disposes the component and the associated ressources.
  126308. */
  126309. dispose(): void;
  126310. private _draw;
  126311. private _drawCameraPredicate;
  126312. private _drawCameraBackground;
  126313. private _drawCameraForeground;
  126314. private _drawRenderTargetPredicate;
  126315. private _drawRenderTargetBackground;
  126316. private _drawRenderTargetForeground;
  126317. /**
  126318. * Adds all the elements from the container to the scene
  126319. * @param container the container holding the elements
  126320. */
  126321. addFromContainer(container: AbstractScene): void;
  126322. /**
  126323. * Removes all the elements in the container from the scene
  126324. * @param container contains the elements to remove
  126325. * @param dispose if the removed element should be disposed (default: false)
  126326. */
  126327. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  126328. }
  126329. }
  126330. declare module BABYLON {
  126331. /** @hidden */
  126332. export var layerPixelShader: {
  126333. name: string;
  126334. shader: string;
  126335. };
  126336. }
  126337. declare module BABYLON {
  126338. /** @hidden */
  126339. export var layerVertexShader: {
  126340. name: string;
  126341. shader: string;
  126342. };
  126343. }
  126344. declare module BABYLON {
  126345. /**
  126346. * This represents a full screen 2d layer.
  126347. * This can be useful to display a picture in the background of your scene for instance.
  126348. * @see https://www.babylonjs-playground.com/#08A2BS#1
  126349. */
  126350. export class Layer {
  126351. /**
  126352. * Define the name of the layer.
  126353. */
  126354. name: string;
  126355. /**
  126356. * Define the texture the layer should display.
  126357. */
  126358. texture: Nullable<Texture>;
  126359. /**
  126360. * Is the layer in background or foreground.
  126361. */
  126362. isBackground: boolean;
  126363. /**
  126364. * Define the color of the layer (instead of texture).
  126365. */
  126366. color: Color4;
  126367. /**
  126368. * Define the scale of the layer in order to zoom in out of the texture.
  126369. */
  126370. scale: Vector2;
  126371. /**
  126372. * Define an offset for the layer in order to shift the texture.
  126373. */
  126374. offset: Vector2;
  126375. /**
  126376. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  126377. */
  126378. alphaBlendingMode: number;
  126379. /**
  126380. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  126381. * Alpha test will not mix with the background color in case of transparency.
  126382. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  126383. */
  126384. alphaTest: boolean;
  126385. /**
  126386. * Define a mask to restrict the layer to only some of the scene cameras.
  126387. */
  126388. layerMask: number;
  126389. /**
  126390. * Define the list of render target the layer is visible into.
  126391. */
  126392. renderTargetTextures: RenderTargetTexture[];
  126393. /**
  126394. * Define if the layer is only used in renderTarget or if it also
  126395. * renders in the main frame buffer of the canvas.
  126396. */
  126397. renderOnlyInRenderTargetTextures: boolean;
  126398. private _scene;
  126399. private _vertexBuffers;
  126400. private _indexBuffer;
  126401. private _effect;
  126402. private _previousDefines;
  126403. /**
  126404. * An event triggered when the layer is disposed.
  126405. */
  126406. onDisposeObservable: Observable<Layer>;
  126407. private _onDisposeObserver;
  126408. /**
  126409. * Back compatibility with callback before the onDisposeObservable existed.
  126410. * The set callback will be triggered when the layer has been disposed.
  126411. */
  126412. set onDispose(callback: () => void);
  126413. /**
  126414. * An event triggered before rendering the scene
  126415. */
  126416. onBeforeRenderObservable: Observable<Layer>;
  126417. private _onBeforeRenderObserver;
  126418. /**
  126419. * Back compatibility with callback before the onBeforeRenderObservable existed.
  126420. * The set callback will be triggered just before rendering the layer.
  126421. */
  126422. set onBeforeRender(callback: () => void);
  126423. /**
  126424. * An event triggered after rendering the scene
  126425. */
  126426. onAfterRenderObservable: Observable<Layer>;
  126427. private _onAfterRenderObserver;
  126428. /**
  126429. * Back compatibility with callback before the onAfterRenderObservable existed.
  126430. * The set callback will be triggered just after rendering the layer.
  126431. */
  126432. set onAfterRender(callback: () => void);
  126433. /**
  126434. * Instantiates a new layer.
  126435. * This represents a full screen 2d layer.
  126436. * This can be useful to display a picture in the background of your scene for instance.
  126437. * @see https://www.babylonjs-playground.com/#08A2BS#1
  126438. * @param name Define the name of the layer in the scene
  126439. * @param imgUrl Define the url of the texture to display in the layer
  126440. * @param scene Define the scene the layer belongs to
  126441. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  126442. * @param color Defines a color for the layer
  126443. */
  126444. constructor(
  126445. /**
  126446. * Define the name of the layer.
  126447. */
  126448. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  126449. private _createIndexBuffer;
  126450. /** @hidden */
  126451. _rebuild(): void;
  126452. /**
  126453. * Renders the layer in the scene.
  126454. */
  126455. render(): void;
  126456. /**
  126457. * Disposes and releases the associated ressources.
  126458. */
  126459. dispose(): void;
  126460. }
  126461. }
  126462. declare module BABYLON {
  126463. /** @hidden */
  126464. export var lensFlarePixelShader: {
  126465. name: string;
  126466. shader: string;
  126467. };
  126468. }
  126469. declare module BABYLON {
  126470. /** @hidden */
  126471. export var lensFlareVertexShader: {
  126472. name: string;
  126473. shader: string;
  126474. };
  126475. }
  126476. declare module BABYLON {
  126477. /**
  126478. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  126479. * It is usually composed of several `lensFlare`.
  126480. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126481. */
  126482. export class LensFlareSystem {
  126483. /**
  126484. * Define the name of the lens flare system
  126485. */
  126486. name: string;
  126487. /**
  126488. * List of lens flares used in this system.
  126489. */
  126490. lensFlares: LensFlare[];
  126491. /**
  126492. * Define a limit from the border the lens flare can be visible.
  126493. */
  126494. borderLimit: number;
  126495. /**
  126496. * Define a viewport border we do not want to see the lens flare in.
  126497. */
  126498. viewportBorder: number;
  126499. /**
  126500. * Define a predicate which could limit the list of meshes able to occlude the effect.
  126501. */
  126502. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  126503. /**
  126504. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  126505. */
  126506. layerMask: number;
  126507. /**
  126508. * Define the id of the lens flare system in the scene.
  126509. * (equal to name by default)
  126510. */
  126511. id: string;
  126512. private _scene;
  126513. private _emitter;
  126514. private _vertexBuffers;
  126515. private _indexBuffer;
  126516. private _effect;
  126517. private _positionX;
  126518. private _positionY;
  126519. private _isEnabled;
  126520. /** @hidden */
  126521. static _SceneComponentInitialization: (scene: Scene) => void;
  126522. /**
  126523. * Instantiates a lens flare system.
  126524. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  126525. * It is usually composed of several `lensFlare`.
  126526. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126527. * @param name Define the name of the lens flare system in the scene
  126528. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  126529. * @param scene Define the scene the lens flare system belongs to
  126530. */
  126531. constructor(
  126532. /**
  126533. * Define the name of the lens flare system
  126534. */
  126535. name: string, emitter: any, scene: Scene);
  126536. /**
  126537. * Define if the lens flare system is enabled.
  126538. */
  126539. get isEnabled(): boolean;
  126540. set isEnabled(value: boolean);
  126541. /**
  126542. * Get the scene the effects belongs to.
  126543. * @returns the scene holding the lens flare system
  126544. */
  126545. getScene(): Scene;
  126546. /**
  126547. * Get the emitter of the lens flare system.
  126548. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  126549. * @returns the emitter of the lens flare system
  126550. */
  126551. getEmitter(): any;
  126552. /**
  126553. * Set the emitter of the lens flare system.
  126554. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  126555. * @param newEmitter Define the new emitter of the system
  126556. */
  126557. setEmitter(newEmitter: any): void;
  126558. /**
  126559. * Get the lens flare system emitter position.
  126560. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  126561. * @returns the position
  126562. */
  126563. getEmitterPosition(): Vector3;
  126564. /**
  126565. * @hidden
  126566. */
  126567. computeEffectivePosition(globalViewport: Viewport): boolean;
  126568. /** @hidden */
  126569. _isVisible(): boolean;
  126570. /**
  126571. * @hidden
  126572. */
  126573. render(): boolean;
  126574. /**
  126575. * Dispose and release the lens flare with its associated resources.
  126576. */
  126577. dispose(): void;
  126578. /**
  126579. * Parse a lens flare system from a JSON repressentation
  126580. * @param parsedLensFlareSystem Define the JSON to parse
  126581. * @param scene Define the scene the parsed system should be instantiated in
  126582. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  126583. * @returns the parsed system
  126584. */
  126585. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  126586. /**
  126587. * Serialize the current Lens Flare System into a JSON representation.
  126588. * @returns the serialized JSON
  126589. */
  126590. serialize(): any;
  126591. }
  126592. }
  126593. declare module BABYLON {
  126594. /**
  126595. * This represents one of the lens effect in a `lensFlareSystem`.
  126596. * It controls one of the indiviual texture used in the effect.
  126597. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126598. */
  126599. export class LensFlare {
  126600. /**
  126601. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  126602. */
  126603. size: number;
  126604. /**
  126605. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  126606. */
  126607. position: number;
  126608. /**
  126609. * Define the lens color.
  126610. */
  126611. color: Color3;
  126612. /**
  126613. * Define the lens texture.
  126614. */
  126615. texture: Nullable<Texture>;
  126616. /**
  126617. * Define the alpha mode to render this particular lens.
  126618. */
  126619. alphaMode: number;
  126620. private _system;
  126621. /**
  126622. * Creates a new Lens Flare.
  126623. * This represents one of the lens effect in a `lensFlareSystem`.
  126624. * It controls one of the indiviual texture used in the effect.
  126625. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126626. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  126627. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  126628. * @param color Define the lens color
  126629. * @param imgUrl Define the lens texture url
  126630. * @param system Define the `lensFlareSystem` this flare is part of
  126631. * @returns The newly created Lens Flare
  126632. */
  126633. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  126634. /**
  126635. * Instantiates a new Lens Flare.
  126636. * This represents one of the lens effect in a `lensFlareSystem`.
  126637. * It controls one of the indiviual texture used in the effect.
  126638. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126639. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  126640. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  126641. * @param color Define the lens color
  126642. * @param imgUrl Define the lens texture url
  126643. * @param system Define the `lensFlareSystem` this flare is part of
  126644. */
  126645. constructor(
  126646. /**
  126647. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  126648. */
  126649. size: number,
  126650. /**
  126651. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  126652. */
  126653. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  126654. /**
  126655. * Dispose and release the lens flare with its associated resources.
  126656. */
  126657. dispose(): void;
  126658. }
  126659. }
  126660. declare module BABYLON {
  126661. interface AbstractScene {
  126662. /**
  126663. * The list of lens flare system added to the scene
  126664. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126665. */
  126666. lensFlareSystems: Array<LensFlareSystem>;
  126667. /**
  126668. * Removes the given lens flare system from this scene.
  126669. * @param toRemove The lens flare system to remove
  126670. * @returns The index of the removed lens flare system
  126671. */
  126672. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  126673. /**
  126674. * Adds the given lens flare system to this scene
  126675. * @param newLensFlareSystem The lens flare system to add
  126676. */
  126677. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  126678. /**
  126679. * Gets a lens flare system using its name
  126680. * @param name defines the name to look for
  126681. * @returns the lens flare system or null if not found
  126682. */
  126683. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  126684. /**
  126685. * Gets a lens flare system using its id
  126686. * @param id defines the id to look for
  126687. * @returns the lens flare system or null if not found
  126688. */
  126689. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  126690. }
  126691. /**
  126692. * Defines the lens flare scene component responsible to manage any lens flares
  126693. * in a given scene.
  126694. */
  126695. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  126696. /**
  126697. * The component name helpfull to identify the component in the list of scene components.
  126698. */
  126699. readonly name: string;
  126700. /**
  126701. * The scene the component belongs to.
  126702. */
  126703. scene: Scene;
  126704. /**
  126705. * Creates a new instance of the component for the given scene
  126706. * @param scene Defines the scene to register the component in
  126707. */
  126708. constructor(scene: Scene);
  126709. /**
  126710. * Registers the component in a given scene
  126711. */
  126712. register(): void;
  126713. /**
  126714. * Rebuilds the elements related to this component in case of
  126715. * context lost for instance.
  126716. */
  126717. rebuild(): void;
  126718. /**
  126719. * Adds all the elements from the container to the scene
  126720. * @param container the container holding the elements
  126721. */
  126722. addFromContainer(container: AbstractScene): void;
  126723. /**
  126724. * Removes all the elements in the container from the scene
  126725. * @param container contains the elements to remove
  126726. * @param dispose if the removed element should be disposed (default: false)
  126727. */
  126728. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  126729. /**
  126730. * Serializes the component data to the specified json object
  126731. * @param serializationObject The object to serialize to
  126732. */
  126733. serialize(serializationObject: any): void;
  126734. /**
  126735. * Disposes the component and the associated ressources.
  126736. */
  126737. dispose(): void;
  126738. private _draw;
  126739. }
  126740. }
  126741. declare module BABYLON {
  126742. /** @hidden */
  126743. export var depthPixelShader: {
  126744. name: string;
  126745. shader: string;
  126746. };
  126747. }
  126748. declare module BABYLON {
  126749. /** @hidden */
  126750. export var depthVertexShader: {
  126751. name: string;
  126752. shader: string;
  126753. };
  126754. }
  126755. declare module BABYLON {
  126756. /**
  126757. * This represents a depth renderer in Babylon.
  126758. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  126759. */
  126760. export class DepthRenderer {
  126761. private _scene;
  126762. private _depthMap;
  126763. private _effect;
  126764. private readonly _storeNonLinearDepth;
  126765. private readonly _clearColor;
  126766. /** Get if the depth renderer is using packed depth or not */
  126767. readonly isPacked: boolean;
  126768. private _cachedDefines;
  126769. private _camera;
  126770. /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
  126771. enabled: boolean;
  126772. /**
  126773. * Specifiess that the depth renderer will only be used within
  126774. * the camera it is created for.
  126775. * This can help forcing its rendering during the camera processing.
  126776. */
  126777. useOnlyInActiveCamera: boolean;
  126778. /** @hidden */
  126779. static _SceneComponentInitialization: (scene: Scene) => void;
  126780. /**
  126781. * Instantiates a depth renderer
  126782. * @param scene The scene the renderer belongs to
  126783. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  126784. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  126785. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126786. */
  126787. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  126788. /**
  126789. * Creates the depth rendering effect and checks if the effect is ready.
  126790. * @param subMesh The submesh to be used to render the depth map of
  126791. * @param useInstances If multiple world instances should be used
  126792. * @returns if the depth renderer is ready to render the depth map
  126793. */
  126794. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126795. /**
  126796. * Gets the texture which the depth map will be written to.
  126797. * @returns The depth map texture
  126798. */
  126799. getDepthMap(): RenderTargetTexture;
  126800. /**
  126801. * Disposes of the depth renderer.
  126802. */
  126803. dispose(): void;
  126804. }
  126805. }
  126806. declare module BABYLON {
  126807. /** @hidden */
  126808. export var minmaxReduxPixelShader: {
  126809. name: string;
  126810. shader: string;
  126811. };
  126812. }
  126813. declare module BABYLON {
  126814. /**
  126815. * This class computes a min/max reduction from a texture: it means it computes the minimum
  126816. * and maximum values from all values of the texture.
  126817. * It is performed on the GPU for better performances, thanks to a succession of post processes.
  126818. * The source values are read from the red channel of the texture.
  126819. */
  126820. export class MinMaxReducer {
  126821. /**
  126822. * Observable triggered when the computation has been performed
  126823. */
  126824. onAfterReductionPerformed: Observable<{
  126825. min: number;
  126826. max: number;
  126827. }>;
  126828. protected _camera: Camera;
  126829. protected _sourceTexture: Nullable<RenderTargetTexture>;
  126830. protected _reductionSteps: Nullable<Array<PostProcess>>;
  126831. protected _postProcessManager: PostProcessManager;
  126832. protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  126833. protected _forceFullscreenViewport: boolean;
  126834. /**
  126835. * Creates a min/max reducer
  126836. * @param camera The camera to use for the post processes
  126837. */
  126838. constructor(camera: Camera);
  126839. /**
  126840. * Gets the texture used to read the values from.
  126841. */
  126842. get sourceTexture(): Nullable<RenderTargetTexture>;
  126843. /**
  126844. * Sets the source texture to read the values from.
  126845. * One must indicate if the texture is a depth texture or not through the depthRedux parameter
  126846. * because in such textures '1' value must not be taken into account to compute the maximum
  126847. * as this value is used to clear the texture.
  126848. * Note that the computation is not activated by calling this function, you must call activate() for that!
  126849. * @param sourceTexture The texture to read the values from. The values should be in the red channel.
  126850. * @param depthRedux Indicates if the texture is a depth texture or not
  126851. * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)
  126852. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  126853. */
  126854. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  126855. /**
  126856. * Defines the refresh rate of the computation.
  126857. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  126858. */
  126859. get refreshRate(): number;
  126860. set refreshRate(value: number);
  126861. protected _activated: boolean;
  126862. /**
  126863. * Gets the activation status of the reducer
  126864. */
  126865. get activated(): boolean;
  126866. /**
  126867. * Activates the reduction computation.
  126868. * When activated, the observers registered in onAfterReductionPerformed are
  126869. * called after the compuation is performed
  126870. */
  126871. activate(): void;
  126872. /**
  126873. * Deactivates the reduction computation.
  126874. */
  126875. deactivate(): void;
  126876. /**
  126877. * Disposes the min/max reducer
  126878. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  126879. */
  126880. dispose(disposeAll?: boolean): void;
  126881. }
  126882. }
  126883. declare module BABYLON {
  126884. /**
  126885. * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture
  126886. */
  126887. export class DepthReducer extends MinMaxReducer {
  126888. private _depthRenderer;
  126889. private _depthRendererId;
  126890. /**
  126891. * Gets the depth renderer used for the computation.
  126892. * Note that the result is null if you provide your own renderer when calling setDepthRenderer.
  126893. */
  126894. get depthRenderer(): Nullable<DepthRenderer>;
  126895. /**
  126896. * Creates a depth reducer
  126897. * @param camera The camera used to render the depth texture
  126898. */
  126899. constructor(camera: Camera);
  126900. /**
  126901. * Sets the depth renderer to use to generate the depth map
  126902. * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically
  126903. * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)
  126904. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  126905. */
  126906. setDepthRenderer(depthRenderer?: Nullable<DepthRenderer>, type?: number, forceFullscreenViewport?: boolean): void;
  126907. /** @hidden */
  126908. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  126909. /**
  126910. * Activates the reduction computation.
  126911. * When activated, the observers registered in onAfterReductionPerformed are
  126912. * called after the compuation is performed
  126913. */
  126914. activate(): void;
  126915. /**
  126916. * Deactivates the reduction computation.
  126917. */
  126918. deactivate(): void;
  126919. /**
  126920. * Disposes the depth reducer
  126921. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  126922. */
  126923. dispose(disposeAll?: boolean): void;
  126924. }
  126925. }
  126926. declare module BABYLON {
  126927. /**
  126928. * A CSM implementation allowing casting shadows on large scenes.
  126929. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  126930. * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
  126931. */
  126932. export class CascadedShadowGenerator implements IShadowGenerator {
  126933. private static readonly frustumCornersNDCSpace;
  126934. /**
  126935. * Name of the CSM class
  126936. */
  126937. static readonly CLASSNAME: string;
  126938. /**
  126939. * Defines the default number of cascades used by the CSM.
  126940. */
  126941. static readonly DEFAULT_CASCADES_COUNT: number;
  126942. /**
  126943. * Defines the minimum number of cascades used by the CSM.
  126944. */
  126945. static readonly MIN_CASCADES_COUNT: number;
  126946. /**
  126947. * Defines the maximum number of cascades used by the CSM.
  126948. */
  126949. static readonly MAX_CASCADES_COUNT: number;
  126950. /**
  126951. * Shadow generator mode None: no filtering applied.
  126952. */
  126953. static readonly FILTER_NONE: number;
  126954. /**
  126955. * Shadow generator mode PCF: Percentage Closer Filtering
  126956. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  126957. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  126958. */
  126959. static readonly FILTER_PCF: number;
  126960. /**
  126961. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  126962. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  126963. * Contact Hardening
  126964. */
  126965. static readonly FILTER_PCSS: number;
  126966. /**
  126967. * Reserved for PCF and PCSS
  126968. * Highest Quality.
  126969. *
  126970. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  126971. *
  126972. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  126973. */
  126974. static readonly QUALITY_HIGH: number;
  126975. /**
  126976. * Reserved for PCF and PCSS
  126977. * Good tradeoff for quality/perf cross devices
  126978. *
  126979. * Execute PCF on a 3*3 kernel.
  126980. *
  126981. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  126982. */
  126983. static readonly QUALITY_MEDIUM: number;
  126984. /**
  126985. * Reserved for PCF and PCSS
  126986. * The lowest quality but the fastest.
  126987. *
  126988. * Execute PCF on a 1*1 kernel.
  126989. *
  126990. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  126991. */
  126992. static readonly QUALITY_LOW: number;
  126993. private static readonly _CLEARONE;
  126994. /**
  126995. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  126996. */
  126997. onBeforeShadowMapRenderObservable: Observable<Effect>;
  126998. /**
  126999. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  127000. */
  127001. onAfterShadowMapRenderObservable: Observable<Effect>;
  127002. /**
  127003. * Observable triggered before a mesh is rendered in the shadow map.
  127004. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  127005. */
  127006. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  127007. /**
  127008. * Observable triggered after a mesh is rendered in the shadow map.
  127009. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  127010. */
  127011. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  127012. private _bias;
  127013. /**
  127014. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  127015. */
  127016. get bias(): number;
  127017. /**
  127018. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  127019. */
  127020. set bias(bias: number);
  127021. private _normalBias;
  127022. /**
  127023. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  127024. */
  127025. get normalBias(): number;
  127026. /**
  127027. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  127028. */
  127029. set normalBias(normalBias: number);
  127030. private _filter;
  127031. /**
  127032. * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
  127033. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  127034. */
  127035. get filter(): number;
  127036. /**
  127037. * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
  127038. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  127039. */
  127040. set filter(value: number);
  127041. /**
  127042. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  127043. */
  127044. get usePercentageCloserFiltering(): boolean;
  127045. /**
  127046. * Sets the current filter to "PCF" (percentage closer filtering).
  127047. */
  127048. set usePercentageCloserFiltering(value: boolean);
  127049. private _filteringQuality;
  127050. /**
  127051. * Gets the PCF or PCSS Quality.
  127052. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  127053. */
  127054. get filteringQuality(): number;
  127055. /**
  127056. * Sets the PCF or PCSS Quality.
  127057. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  127058. */
  127059. set filteringQuality(filteringQuality: number);
  127060. /**
  127061. * Gets if the current filter is set to "PCSS" (contact hardening).
  127062. */
  127063. get useContactHardeningShadow(): boolean;
  127064. /**
  127065. * Sets the current filter to "PCSS" (contact hardening).
  127066. */
  127067. set useContactHardeningShadow(value: boolean);
  127068. private _contactHardeningLightSizeUVRatio;
  127069. /**
  127070. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  127071. * Using a ratio helps keeping shape stability independently of the map size.
  127072. *
  127073. * It does not account for the light projection as it was having too much
  127074. * instability during the light setup or during light position changes.
  127075. *
  127076. * Only valid if useContactHardeningShadow is true.
  127077. */
  127078. get contactHardeningLightSizeUVRatio(): number;
  127079. /**
  127080. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  127081. * Using a ratio helps keeping shape stability independently of the map size.
  127082. *
  127083. * It does not account for the light projection as it was having too much
  127084. * instability during the light setup or during light position changes.
  127085. *
  127086. * Only valid if useContactHardeningShadow is true.
  127087. */
  127088. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  127089. private _darkness;
  127090. /** Gets or sets the actual darkness of a shadow */
  127091. get darkness(): number;
  127092. set darkness(value: number);
  127093. /**
  127094. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  127095. * 0 means strongest and 1 would means no shadow.
  127096. * @returns the darkness.
  127097. */
  127098. getDarkness(): number;
  127099. /**
  127100. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  127101. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  127102. * @returns the shadow generator allowing fluent coding.
  127103. */
  127104. setDarkness(darkness: number): CascadedShadowGenerator;
  127105. /**
  127106. * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
  127107. */
  127108. penumbraDarkness: number;
  127109. private _transparencyShadow;
  127110. /** Gets or sets the ability to have transparent shadow */
  127111. get transparencyShadow(): boolean;
  127112. set transparencyShadow(value: boolean);
  127113. /**
  127114. * Sets the ability to have transparent shadow (boolean).
  127115. * @param transparent True if transparent else False
  127116. * @returns the shadow generator allowing fluent coding
  127117. */
  127118. setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
  127119. private _numCascades;
  127120. /**
  127121. * Gets or set the number of cascades used by the CSM.
  127122. */
  127123. get numCascades(): number;
  127124. set numCascades(value: number);
  127125. /**
  127126. * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
  127127. * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
  127128. */
  127129. stabilizeCascades: boolean;
  127130. private _shadowMap;
  127131. /**
  127132. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  127133. * @returns The render target texture if present otherwise, null
  127134. */
  127135. getShadowMap(): Nullable<RenderTargetTexture>;
  127136. protected _freezeShadowCastersBoundingInfo: boolean;
  127137. private _freezeShadowCastersBoundingInfoObservable;
  127138. /**
  127139. * Enables or disables the shadow casters bounding info computation.
  127140. * If your shadow casters don't move, you can disable this feature.
  127141. * If it is enabled, the bounding box computation is done every frame.
  127142. */
  127143. get freezeShadowCastersBoundingInfo(): boolean;
  127144. set freezeShadowCastersBoundingInfo(freeze: boolean);
  127145. private _scbiMin;
  127146. private _scbiMax;
  127147. protected _computeShadowCastersBoundingInfo(): void;
  127148. protected _shadowCastersBoundingInfo: BoundingInfo;
  127149. /**
  127150. * Gets or sets the shadow casters bounding info.
  127151. * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
  127152. * so that the system won't overwrite the bounds you provide
  127153. */
  127154. get shadowCastersBoundingInfo(): BoundingInfo;
  127155. set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
  127156. protected _breaksAreDirty: boolean;
  127157. protected _minDistance: number;
  127158. protected _maxDistance: number;
  127159. /**
  127160. * Sets the minimal and maximal distances to use when computing the cascade breaks.
  127161. *
  127162. * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
  127163. * If you don't know these values, simply leave them to their defaults and don't call this function.
  127164. * @param min minimal distance for the breaks (default to 0.)
  127165. * @param max maximal distance for the breaks (default to 1.)
  127166. */
  127167. setMinMaxDistance(min: number, max: number): void;
  127168. /** Gets the minimal distance used in the cascade break computation */
  127169. get minDistance(): number;
  127170. /** Gets the maximal distance used in the cascade break computation */
  127171. get maxDistance(): number;
  127172. /**
  127173. * Gets the class name of that object
  127174. * @returns "ShadowGenerator"
  127175. */
  127176. getClassName(): string;
  127177. /**
  127178. * Helper function to add a mesh and its descendants to the list of shadow casters.
  127179. * @param mesh Mesh to add
  127180. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  127181. * @returns the Shadow Generator itself
  127182. */
  127183. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  127184. /**
  127185. * Helper function to remove a mesh and its descendants from the list of shadow casters
  127186. * @param mesh Mesh to remove
  127187. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  127188. * @returns the Shadow Generator itself
  127189. */
  127190. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  127191. /**
  127192. * Controls the extent to which the shadows fade out at the edge of the frustum
  127193. */
  127194. frustumEdgeFalloff: number;
  127195. private _light;
  127196. /**
  127197. * Returns the associated light object.
  127198. * @returns the light generating the shadow
  127199. */
  127200. getLight(): DirectionalLight;
  127201. /**
  127202. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  127203. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  127204. * It might on the other hand introduce peter panning.
  127205. */
  127206. forceBackFacesOnly: boolean;
  127207. private _cascadeMinExtents;
  127208. private _cascadeMaxExtents;
  127209. /**
  127210. * Gets a cascade minimum extents
  127211. * @param cascadeIndex index of the cascade
  127212. * @returns the minimum cascade extents
  127213. */
  127214. getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
  127215. /**
  127216. * Gets a cascade maximum extents
  127217. * @param cascadeIndex index of the cascade
  127218. * @returns the maximum cascade extents
  127219. */
  127220. getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
  127221. private _scene;
  127222. private _lightDirection;
  127223. private _effect;
  127224. private _cascades;
  127225. private _cachedDirection;
  127226. private _cachedDefines;
  127227. private _mapSize;
  127228. private _currentLayer;
  127229. private _textureType;
  127230. private _defaultTextureMatrix;
  127231. private _storedUniqueId;
  127232. private _viewSpaceFrustumsZ;
  127233. private _viewMatrices;
  127234. private _projectionMatrices;
  127235. private _transformMatrices;
  127236. private _transformMatricesAsArray;
  127237. private _frustumLengths;
  127238. private _lightSizeUVCorrection;
  127239. private _depthCorrection;
  127240. private _frustumCornersWorldSpace;
  127241. private _frustumCenter;
  127242. private _shadowCameraPos;
  127243. private _shadowMaxZ;
  127244. /**
  127245. * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
  127246. * It defaults to camera.maxZ
  127247. */
  127248. get shadowMaxZ(): number;
  127249. /**
  127250. * Sets the shadow max z distance.
  127251. */
  127252. set shadowMaxZ(value: number);
  127253. protected _debug: boolean;
  127254. /**
  127255. * Gets or sets the debug flag.
  127256. * When enabled, the cascades are materialized by different colors on the screen.
  127257. */
  127258. get debug(): boolean;
  127259. set debug(dbg: boolean);
  127260. private _depthClamp;
  127261. /**
  127262. * Gets or sets the depth clamping value.
  127263. *
  127264. * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
  127265. * to account for the shadow casters far away.
  127266. *
  127267. * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
  127268. */
  127269. get depthClamp(): boolean;
  127270. set depthClamp(value: boolean);
  127271. private _cascadeBlendPercentage;
  127272. /**
  127273. * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
  127274. * It defaults to 0.1 (10% blending).
  127275. */
  127276. get cascadeBlendPercentage(): number;
  127277. set cascadeBlendPercentage(value: number);
  127278. private _lambda;
  127279. /**
  127280. * Gets or set the lambda parameter.
  127281. * This parameter is used to split the camera frustum and create the cascades.
  127282. * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
  127283. * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
  127284. */
  127285. get lambda(): number;
  127286. set lambda(value: number);
  127287. /**
  127288. * Gets the view matrix corresponding to a given cascade
  127289. * @param cascadeNum cascade to retrieve the view matrix from
  127290. * @returns the cascade view matrix
  127291. */
  127292. getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
  127293. /**
  127294. * Gets the projection matrix corresponding to a given cascade
  127295. * @param cascadeNum cascade to retrieve the projection matrix from
  127296. * @returns the cascade projection matrix
  127297. */
  127298. getCascadeProjectionMatrix(cascadeNum: number): Nullable<Matrix>;
  127299. private _depthRenderer;
  127300. /**
  127301. * Sets the depth renderer to use when autoCalcDepthBounds is enabled.
  127302. *
  127303. * Note that if no depth renderer is set, a new one will be automatically created internally when necessary.
  127304. *
  127305. * You should call this function if you already have a depth renderer enabled in your scene, to avoid
  127306. * doing multiple depth rendering each frame. If you provide your own depth renderer, make sure it stores linear depth!
  127307. * @param depthRenderer The depth renderer to use when autoCalcDepthBounds is enabled. If you pass null or don't call this function at all, a depth renderer will be automatically created
  127308. */
  127309. setDepthRenderer(depthRenderer: Nullable<DepthRenderer>): void;
  127310. private _depthReducer;
  127311. private _autoCalcDepthBounds;
  127312. /**
  127313. * Gets or sets the autoCalcDepthBounds property.
  127314. *
  127315. * When enabled, a depth rendering pass is first performed (with an internally created depth renderer or with the one
  127316. * you provide by calling setDepthRenderer). Then, a min/max reducing is applied on the depth map to compute the
  127317. * minimal and maximal depth of the map and those values are used as inputs for the setMinMaxDistance() function.
  127318. * It can greatly enhance the shadow quality, at the expense of more GPU works.
  127319. * When using this option, you should increase the value of the lambda parameter, and even set it to 1 for best results.
  127320. */
  127321. get autoCalcDepthBounds(): boolean;
  127322. set autoCalcDepthBounds(value: boolean);
  127323. /**
  127324. * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
  127325. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  127326. * Note that if you provided your own depth renderer through a call to setDepthRenderer, you are responsible
  127327. * for setting the refresh rate on the renderer yourself!
  127328. */
  127329. get autoCalcDepthBoundsRefreshRate(): number;
  127330. set autoCalcDepthBoundsRefreshRate(value: number);
  127331. /**
  127332. * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
  127333. * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
  127334. * you change the camera near/far planes!
  127335. */
  127336. splitFrustum(): void;
  127337. private _splitFrustum;
  127338. /**
  127339. * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
  127340. * (eq to view projection * shadow projection matrices)
  127341. * @param cascadeIndex index number of the cascaded shadow map
  127342. * @returns The transform matrix used to create the CSM shadow map
  127343. */
  127344. getCSMTransformMatrix(cascadeIndex: number): Matrix;
  127345. private _computeMatrices;
  127346. private _computeFrustumInWorldSpace;
  127347. private _computeCascadeFrustum;
  127348. /** @hidden */
  127349. static _SceneComponentInitialization: (scene: Scene) => void;
  127350. /**
  127351. * Creates a Cascaded Shadow Generator object.
  127352. * A ShadowGenerator is the required tool to use the shadows.
  127353. * Each directional light casting shadows needs to use its own ShadowGenerator.
  127354. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  127355. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  127356. * @param light The directional light object generating the shadows.
  127357. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  127358. */
  127359. constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
  127360. private _initializeGenerator;
  127361. private _initializeShadowMap;
  127362. private _renderForShadowMap;
  127363. private _renderSubMeshForShadowMap;
  127364. private _applyFilterValues;
  127365. /**
  127366. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  127367. * @param onCompiled Callback triggered at the and of the effects compilation
  127368. * @param options Sets of optional options forcing the compilation with different modes
  127369. */
  127370. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  127371. useInstances: boolean;
  127372. }>): void;
  127373. /**
  127374. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  127375. * @param options Sets of optional options forcing the compilation with different modes
  127376. * @returns A promise that resolves when the compilation completes
  127377. */
  127378. forceCompilationAsync(options?: Partial<{
  127379. useInstances: boolean;
  127380. }>): Promise<void>;
  127381. /**
  127382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  127383. * @param subMesh The submesh we want to render in the shadow map
  127384. * @param useInstances Defines wether will draw in the map using instances
  127385. * @returns true if ready otherwise, false
  127386. */
  127387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  127388. /**
  127389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  127390. * @param defines Defines of the material we want to update
  127391. * @param lightIndex Index of the light in the enabled light list of the material
  127392. */
  127393. prepareDefines(defines: any, lightIndex: number): void;
  127394. /**
  127395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  127396. * defined in the generator but impacting the effect).
  127397. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  127398. * @param effect The effect we are binfing the information for
  127399. */
  127400. bindShadowLight(lightIndex: string, effect: Effect): void;
  127401. /**
  127402. * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
  127403. * (eq to view projection * shadow projection matrices)
  127404. * @returns The transform matrix used to create the shadow map
  127405. */
  127406. getTransformMatrix(): Matrix;
  127407. /**
  127408. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  127409. * Cube and 2D textures for instance.
  127410. */
  127411. recreateShadowMap(): void;
  127412. private _disposeRTT;
  127413. /**
  127414. * Disposes the ShadowGenerator.
  127415. * Returns nothing.
  127416. */
  127417. dispose(): void;
  127418. /**
  127419. * Serializes the shadow generator setup to a json object.
  127420. * @returns The serialized JSON object
  127421. */
  127422. serialize(): any;
  127423. /**
  127424. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  127425. * @param parsedShadowGenerator The JSON object to parse
  127426. * @param scene The scene to create the shadow map for
  127427. * @returns The parsed shadow generator
  127428. */
  127429. static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
  127430. }
  127431. }
  127432. declare module BABYLON {
  127433. /**
  127434. * Defines the shadow generator component responsible to manage any shadow generators
  127435. * in a given scene.
  127436. */
  127437. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  127438. /**
  127439. * The component name helpfull to identify the component in the list of scene components.
  127440. */
  127441. readonly name: string;
  127442. /**
  127443. * The scene the component belongs to.
  127444. */
  127445. scene: Scene;
  127446. /**
  127447. * Creates a new instance of the component for the given scene
  127448. * @param scene Defines the scene to register the component in
  127449. */
  127450. constructor(scene: Scene);
  127451. /**
  127452. * Registers the component in a given scene
  127453. */
  127454. register(): void;
  127455. /**
  127456. * Rebuilds the elements related to this component in case of
  127457. * context lost for instance.
  127458. */
  127459. rebuild(): void;
  127460. /**
  127461. * Serializes the component data to the specified json object
  127462. * @param serializationObject The object to serialize to
  127463. */
  127464. serialize(serializationObject: any): void;
  127465. /**
  127466. * Adds all the elements from the container to the scene
  127467. * @param container the container holding the elements
  127468. */
  127469. addFromContainer(container: AbstractScene): void;
  127470. /**
  127471. * Removes all the elements in the container from the scene
  127472. * @param container contains the elements to remove
  127473. * @param dispose if the removed element should be disposed (default: false)
  127474. */
  127475. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  127476. /**
  127477. * Rebuilds the elements related to this component in case of
  127478. * context lost for instance.
  127479. */
  127480. dispose(): void;
  127481. private _gatherRenderTargets;
  127482. }
  127483. }
  127484. declare module BABYLON {
  127485. /**
  127486. * A point light is a light defined by an unique point in world space.
  127487. * The light is emitted in every direction from this point.
  127488. * A good example of a point light is a standard light bulb.
  127489. * Documentation: https://doc.babylonjs.com/babylon101/lights
  127490. */
  127491. export class PointLight extends ShadowLight {
  127492. private _shadowAngle;
  127493. /**
  127494. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127495. * This specifies what angle the shadow will use to be created.
  127496. *
  127497. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  127498. */
  127499. get shadowAngle(): number;
  127500. /**
  127501. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127502. * This specifies what angle the shadow will use to be created.
  127503. *
  127504. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  127505. */
  127506. set shadowAngle(value: number);
  127507. /**
  127508. * Gets the direction if it has been set.
  127509. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127510. */
  127511. get direction(): Vector3;
  127512. /**
  127513. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127514. */
  127515. set direction(value: Vector3);
  127516. /**
  127517. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  127518. * A PointLight emits the light in every direction.
  127519. * It can cast shadows.
  127520. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  127521. * ```javascript
  127522. * var pointLight = new PointLight("pl", camera.position, scene);
  127523. * ```
  127524. * Documentation : https://doc.babylonjs.com/babylon101/lights
  127525. * @param name The light friendly name
  127526. * @param position The position of the point light in the scene
  127527. * @param scene The scene the lights belongs to
  127528. */
  127529. constructor(name: string, position: Vector3, scene: Scene);
  127530. /**
  127531. * Returns the string "PointLight"
  127532. * @returns the class name
  127533. */
  127534. getClassName(): string;
  127535. /**
  127536. * Returns the integer 0.
  127537. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  127538. */
  127539. getTypeID(): number;
  127540. /**
  127541. * Specifies wether or not the shadowmap should be a cube texture.
  127542. * @returns true if the shadowmap needs to be a cube texture.
  127543. */
  127544. needCube(): boolean;
  127545. /**
  127546. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  127547. * @param faceIndex The index of the face we are computed the direction to generate shadow
  127548. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  127549. */
  127550. getShadowDirection(faceIndex?: number): Vector3;
  127551. /**
  127552. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  127553. * - fov = PI / 2
  127554. * - aspect ratio : 1.0
  127555. * - z-near and far equal to the active camera minZ and maxZ.
  127556. * Returns the PointLight.
  127557. */
  127558. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  127559. protected _buildUniformLayout(): void;
  127560. /**
  127561. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  127562. * @param effect The effect to update
  127563. * @param lightIndex The index of the light in the effect to update
  127564. * @returns The point light
  127565. */
  127566. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  127567. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  127568. /**
  127569. * Prepares the list of defines specific to the light type.
  127570. * @param defines the list of defines
  127571. * @param lightIndex defines the index of the light for the effect
  127572. */
  127573. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  127574. }
  127575. }
  127576. declare module BABYLON {
  127577. /**
  127578. * Header information of HDR texture files.
  127579. */
  127580. export interface HDRInfo {
  127581. /**
  127582. * The height of the texture in pixels.
  127583. */
  127584. height: number;
  127585. /**
  127586. * The width of the texture in pixels.
  127587. */
  127588. width: number;
  127589. /**
  127590. * The index of the beginning of the data in the binary file.
  127591. */
  127592. dataPosition: number;
  127593. }
  127594. /**
  127595. * This groups tools to convert HDR texture to native colors array.
  127596. */
  127597. export class HDRTools {
  127598. private static Ldexp;
  127599. private static Rgbe2float;
  127600. private static readStringLine;
  127601. /**
  127602. * Reads header information from an RGBE texture stored in a native array.
  127603. * More information on this format are available here:
  127604. * https://en.wikipedia.org/wiki/RGBE_image_format
  127605. *
  127606. * @param uint8array The binary file stored in native array.
  127607. * @return The header information.
  127608. */
  127609. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  127610. /**
  127611. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  127612. * This RGBE texture needs to store the information as a panorama.
  127613. *
  127614. * More information on this format are available here:
  127615. * https://en.wikipedia.org/wiki/RGBE_image_format
  127616. *
  127617. * @param buffer The binary file stored in an array buffer.
  127618. * @param size The expected size of the extracted cubemap.
  127619. * @return The Cube Map information.
  127620. */
  127621. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  127622. /**
  127623. * Returns the pixels data extracted from an RGBE texture.
  127624. * This pixels will be stored left to right up to down in the R G B order in one array.
  127625. *
  127626. * More information on this format are available here:
  127627. * https://en.wikipedia.org/wiki/RGBE_image_format
  127628. *
  127629. * @param uint8array The binary file stored in an array buffer.
  127630. * @param hdrInfo The header information of the file.
  127631. * @return The pixels data in RGB right to left up to down order.
  127632. */
  127633. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  127634. private static RGBE_ReadPixels_RLE;
  127635. }
  127636. }
  127637. declare module BABYLON {
  127638. /**
  127639. * This represents a texture coming from an HDR input.
  127640. *
  127641. * The only supported format is currently panorama picture stored in RGBE format.
  127642. * Example of such files can be found on HDRLib: http://hdrlib.com/
  127643. */
  127644. export class HDRCubeTexture extends BaseTexture {
  127645. private static _facesMapping;
  127646. private _generateHarmonics;
  127647. private _noMipmap;
  127648. private _textureMatrix;
  127649. private _size;
  127650. private _onLoad;
  127651. private _onError;
  127652. /**
  127653. * The texture URL.
  127654. */
  127655. url: string;
  127656. /**
  127657. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  127658. */
  127659. coordinatesMode: number;
  127660. protected _isBlocking: boolean;
  127661. /**
  127662. * Sets wether or not the texture is blocking during loading.
  127663. */
  127664. set isBlocking(value: boolean);
  127665. /**
  127666. * Gets wether or not the texture is blocking during loading.
  127667. */
  127668. get isBlocking(): boolean;
  127669. protected _rotationY: number;
  127670. /**
  127671. * Sets texture matrix rotation angle around Y axis in radians.
  127672. */
  127673. set rotationY(value: number);
  127674. /**
  127675. * Gets texture matrix rotation angle around Y axis radians.
  127676. */
  127677. get rotationY(): number;
  127678. /**
  127679. * Gets or sets the center of the bounding box associated with the cube texture
  127680. * It must define where the camera used to render the texture was set
  127681. */
  127682. boundingBoxPosition: Vector3;
  127683. private _boundingBoxSize;
  127684. /**
  127685. * Gets or sets the size of the bounding box associated with the cube texture
  127686. * When defined, the cubemap will switch to local mode
  127687. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  127688. * @example https://www.babylonjs-playground.com/#RNASML
  127689. */
  127690. set boundingBoxSize(value: Vector3);
  127691. get boundingBoxSize(): Vector3;
  127692. /**
  127693. * Instantiates an HDRTexture from the following parameters.
  127694. *
  127695. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  127696. * @param scene The scene the texture will be used in
  127697. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  127698. * @param noMipmap Forces to not generate the mipmap if true
  127699. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  127700. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  127701. * @param reserved Reserved flag for internal use.
  127702. */
  127703. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  127704. /**
  127705. * Get the current class name of the texture useful for serialization or dynamic coding.
  127706. * @returns "HDRCubeTexture"
  127707. */
  127708. getClassName(): string;
  127709. /**
  127710. * Occurs when the file is raw .hdr file.
  127711. */
  127712. private loadTexture;
  127713. clone(): HDRCubeTexture;
  127714. delayLoad(): void;
  127715. /**
  127716. * Get the texture reflection matrix used to rotate/transform the reflection.
  127717. * @returns the reflection matrix
  127718. */
  127719. getReflectionTextureMatrix(): Matrix;
  127720. /**
  127721. * Set the texture reflection matrix used to rotate/transform the reflection.
  127722. * @param value Define the reflection matrix to set
  127723. */
  127724. setReflectionTextureMatrix(value: Matrix): void;
  127725. /**
  127726. * Parses a JSON representation of an HDR Texture in order to create the texture
  127727. * @param parsedTexture Define the JSON representation
  127728. * @param scene Define the scene the texture should be created in
  127729. * @param rootUrl Define the root url in case we need to load relative dependencies
  127730. * @returns the newly created texture after parsing
  127731. */
  127732. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  127733. serialize(): any;
  127734. }
  127735. }
  127736. declare module BABYLON {
  127737. /**
  127738. * Class used to control physics engine
  127739. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127740. */
  127741. export class PhysicsEngine implements IPhysicsEngine {
  127742. private _physicsPlugin;
  127743. /**
  127744. * Global value used to control the smallest number supported by the simulation
  127745. */
  127746. static Epsilon: number;
  127747. private _impostors;
  127748. private _joints;
  127749. private _subTimeStep;
  127750. /**
  127751. * Gets the gravity vector used by the simulation
  127752. */
  127753. gravity: Vector3;
  127754. /**
  127755. * Factory used to create the default physics plugin.
  127756. * @returns The default physics plugin
  127757. */
  127758. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  127759. /**
  127760. * Creates a new Physics Engine
  127761. * @param gravity defines the gravity vector used by the simulation
  127762. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  127763. */
  127764. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  127765. /**
  127766. * Sets the gravity vector used by the simulation
  127767. * @param gravity defines the gravity vector to use
  127768. */
  127769. setGravity(gravity: Vector3): void;
  127770. /**
  127771. * Set the time step of the physics engine.
  127772. * Default is 1/60.
  127773. * To slow it down, enter 1/600 for example.
  127774. * To speed it up, 1/30
  127775. * @param newTimeStep defines the new timestep to apply to this world.
  127776. */
  127777. setTimeStep(newTimeStep?: number): void;
  127778. /**
  127779. * Get the time step of the physics engine.
  127780. * @returns the current time step
  127781. */
  127782. getTimeStep(): number;
  127783. /**
  127784. * Set the sub time step of the physics engine.
  127785. * Default is 0 meaning there is no sub steps
  127786. * To increase physics resolution precision, set a small value (like 1 ms)
  127787. * @param subTimeStep defines the new sub timestep used for physics resolution.
  127788. */
  127789. setSubTimeStep(subTimeStep?: number): void;
  127790. /**
  127791. * Get the sub time step of the physics engine.
  127792. * @returns the current sub time step
  127793. */
  127794. getSubTimeStep(): number;
  127795. /**
  127796. * Release all resources
  127797. */
  127798. dispose(): void;
  127799. /**
  127800. * Gets the name of the current physics plugin
  127801. * @returns the name of the plugin
  127802. */
  127803. getPhysicsPluginName(): string;
  127804. /**
  127805. * Adding a new impostor for the impostor tracking.
  127806. * This will be done by the impostor itself.
  127807. * @param impostor the impostor to add
  127808. */
  127809. addImpostor(impostor: PhysicsImpostor): void;
  127810. /**
  127811. * Remove an impostor from the engine.
  127812. * This impostor and its mesh will not longer be updated by the physics engine.
  127813. * @param impostor the impostor to remove
  127814. */
  127815. removeImpostor(impostor: PhysicsImpostor): void;
  127816. /**
  127817. * Add a joint to the physics engine
  127818. * @param mainImpostor defines the main impostor to which the joint is added.
  127819. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  127820. * @param joint defines the joint that will connect both impostors.
  127821. */
  127822. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  127823. /**
  127824. * Removes a joint from the simulation
  127825. * @param mainImpostor defines the impostor used with the joint
  127826. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  127827. * @param joint defines the joint to remove
  127828. */
  127829. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  127830. /**
  127831. * Called by the scene. No need to call it.
  127832. * @param delta defines the timespam between frames
  127833. */
  127834. _step(delta: number): void;
  127835. /**
  127836. * Gets the current plugin used to run the simulation
  127837. * @returns current plugin
  127838. */
  127839. getPhysicsPlugin(): IPhysicsEnginePlugin;
  127840. /**
  127841. * Gets the list of physic impostors
  127842. * @returns an array of PhysicsImpostor
  127843. */
  127844. getImpostors(): Array<PhysicsImpostor>;
  127845. /**
  127846. * Gets the impostor for a physics enabled object
  127847. * @param object defines the object impersonated by the impostor
  127848. * @returns the PhysicsImpostor or null if not found
  127849. */
  127850. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  127851. /**
  127852. * Gets the impostor for a physics body object
  127853. * @param body defines physics body used by the impostor
  127854. * @returns the PhysicsImpostor or null if not found
  127855. */
  127856. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  127857. /**
  127858. * Does a raycast in the physics world
  127859. * @param from when should the ray start?
  127860. * @param to when should the ray end?
  127861. * @returns PhysicsRaycastResult
  127862. */
  127863. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127864. }
  127865. }
  127866. declare module BABYLON {
  127867. /** @hidden */
  127868. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  127869. private _useDeltaForWorldStep;
  127870. world: any;
  127871. name: string;
  127872. private _physicsMaterials;
  127873. private _fixedTimeStep;
  127874. private _cannonRaycastResult;
  127875. private _raycastResult;
  127876. private _physicsBodysToRemoveAfterStep;
  127877. BJSCANNON: any;
  127878. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  127879. setGravity(gravity: Vector3): void;
  127880. setTimeStep(timeStep: number): void;
  127881. getTimeStep(): number;
  127882. executeStep(delta: number): void;
  127883. private _removeMarkedPhysicsBodiesFromWorld;
  127884. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127885. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127886. generatePhysicsBody(impostor: PhysicsImpostor): void;
  127887. private _processChildMeshes;
  127888. removePhysicsBody(impostor: PhysicsImpostor): void;
  127889. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  127890. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  127891. private _addMaterial;
  127892. private _checkWithEpsilon;
  127893. private _createShape;
  127894. private _createHeightmap;
  127895. private _minus90X;
  127896. private _plus90X;
  127897. private _tmpPosition;
  127898. private _tmpDeltaPosition;
  127899. private _tmpUnityRotation;
  127900. private _updatePhysicsBodyTransformation;
  127901. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  127902. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  127903. isSupported(): boolean;
  127904. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127905. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127906. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127907. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127908. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  127909. getBodyMass(impostor: PhysicsImpostor): number;
  127910. getBodyFriction(impostor: PhysicsImpostor): number;
  127911. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  127912. getBodyRestitution(impostor: PhysicsImpostor): number;
  127913. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  127914. sleepBody(impostor: PhysicsImpostor): void;
  127915. wakeUpBody(impostor: PhysicsImpostor): void;
  127916. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  127917. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  127918. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  127919. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  127920. getRadius(impostor: PhysicsImpostor): number;
  127921. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  127922. dispose(): void;
  127923. private _extendNamespace;
  127924. /**
  127925. * Does a raycast in the physics world
  127926. * @param from when should the ray start?
  127927. * @param to when should the ray end?
  127928. * @returns PhysicsRaycastResult
  127929. */
  127930. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127931. }
  127932. }
  127933. declare module BABYLON {
  127934. /** @hidden */
  127935. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  127936. world: any;
  127937. name: string;
  127938. BJSOIMO: any;
  127939. private _raycastResult;
  127940. constructor(iterations?: number, oimoInjection?: any);
  127941. setGravity(gravity: Vector3): void;
  127942. setTimeStep(timeStep: number): void;
  127943. getTimeStep(): number;
  127944. private _tmpImpostorsArray;
  127945. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  127946. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127947. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127948. generatePhysicsBody(impostor: PhysicsImpostor): void;
  127949. private _tmpPositionVector;
  127950. removePhysicsBody(impostor: PhysicsImpostor): void;
  127951. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  127952. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  127953. isSupported(): boolean;
  127954. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  127955. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  127956. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127957. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127958. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127959. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127960. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  127961. getBodyMass(impostor: PhysicsImpostor): number;
  127962. getBodyFriction(impostor: PhysicsImpostor): number;
  127963. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  127964. getBodyRestitution(impostor: PhysicsImpostor): number;
  127965. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  127966. sleepBody(impostor: PhysicsImpostor): void;
  127967. wakeUpBody(impostor: PhysicsImpostor): void;
  127968. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  127969. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  127970. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  127971. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  127972. getRadius(impostor: PhysicsImpostor): number;
  127973. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  127974. dispose(): void;
  127975. /**
  127976. * Does a raycast in the physics world
  127977. * @param from when should the ray start?
  127978. * @param to when should the ray end?
  127979. * @returns PhysicsRaycastResult
  127980. */
  127981. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127982. }
  127983. }
  127984. declare module BABYLON {
  127985. /**
  127986. * Class containing static functions to help procedurally build meshes
  127987. */
  127988. export class RibbonBuilder {
  127989. /**
  127990. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  127991. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  127992. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  127993. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  127994. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  127995. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  127996. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  127997. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  127998. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  127999. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  128000. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  128001. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  128002. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  128003. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  128004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  128005. * @param name defines the name of the mesh
  128006. * @param options defines the options used to create the mesh
  128007. * @param scene defines the hosting scene
  128008. * @returns the ribbon mesh
  128009. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  128010. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  128011. */
  128012. static CreateRibbon(name: string, options: {
  128013. pathArray: Vector3[][];
  128014. closeArray?: boolean;
  128015. closePath?: boolean;
  128016. offset?: number;
  128017. updatable?: boolean;
  128018. sideOrientation?: number;
  128019. frontUVs?: Vector4;
  128020. backUVs?: Vector4;
  128021. instance?: Mesh;
  128022. invertUV?: boolean;
  128023. uvs?: Vector2[];
  128024. colors?: Color4[];
  128025. }, scene?: Nullable<Scene>): Mesh;
  128026. }
  128027. }
  128028. declare module BABYLON {
  128029. /**
  128030. * Class containing static functions to help procedurally build meshes
  128031. */
  128032. export class ShapeBuilder {
  128033. /**
  128034. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  128035. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  128036. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  128037. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  128038. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  128039. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  128040. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  128041. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  128042. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  128043. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  128044. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  128045. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  128046. * @param name defines the name of the mesh
  128047. * @param options defines the options used to create the mesh
  128048. * @param scene defines the hosting scene
  128049. * @returns the extruded shape mesh
  128050. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  128051. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  128052. */
  128053. static ExtrudeShape(name: string, options: {
  128054. shape: Vector3[];
  128055. path: Vector3[];
  128056. scale?: number;
  128057. rotation?: number;
  128058. cap?: number;
  128059. updatable?: boolean;
  128060. sideOrientation?: number;
  128061. frontUVs?: Vector4;
  128062. backUVs?: Vector4;
  128063. instance?: Mesh;
  128064. invertUV?: boolean;
  128065. }, scene?: Nullable<Scene>): Mesh;
  128066. /**
  128067. * Creates an custom extruded shape mesh.
  128068. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  128069. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  128070. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  128071. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  128072. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  128073. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  128074. * * It must returns a float value that will be the scale value applied to the shape on each path point
  128075. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  128076. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  128077. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  128078. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  128079. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  128080. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  128081. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  128082. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  128083. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  128084. * @param name defines the name of the mesh
  128085. * @param options defines the options used to create the mesh
  128086. * @param scene defines the hosting scene
  128087. * @returns the custom extruded shape mesh
  128088. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  128089. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  128090. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  128091. */
  128092. static ExtrudeShapeCustom(name: string, options: {
  128093. shape: Vector3[];
  128094. path: Vector3[];
  128095. scaleFunction?: any;
  128096. rotationFunction?: any;
  128097. ribbonCloseArray?: boolean;
  128098. ribbonClosePath?: boolean;
  128099. cap?: number;
  128100. updatable?: boolean;
  128101. sideOrientation?: number;
  128102. frontUVs?: Vector4;
  128103. backUVs?: Vector4;
  128104. instance?: Mesh;
  128105. invertUV?: boolean;
  128106. }, scene?: Nullable<Scene>): Mesh;
  128107. private static _ExtrudeShapeGeneric;
  128108. }
  128109. }
  128110. declare module BABYLON {
  128111. /**
  128112. * AmmoJS Physics plugin
  128113. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  128114. * @see https://github.com/kripken/ammo.js/
  128115. */
  128116. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  128117. private _useDeltaForWorldStep;
  128118. /**
  128119. * Reference to the Ammo library
  128120. */
  128121. bjsAMMO: any;
  128122. /**
  128123. * Created ammoJS world which physics bodies are added to
  128124. */
  128125. world: any;
  128126. /**
  128127. * Name of the plugin
  128128. */
  128129. name: string;
  128130. private _timeStep;
  128131. private _fixedTimeStep;
  128132. private _maxSteps;
  128133. private _tmpQuaternion;
  128134. private _tmpAmmoTransform;
  128135. private _tmpAmmoQuaternion;
  128136. private _tmpAmmoConcreteContactResultCallback;
  128137. private _collisionConfiguration;
  128138. private _dispatcher;
  128139. private _overlappingPairCache;
  128140. private _solver;
  128141. private _softBodySolver;
  128142. private _tmpAmmoVectorA;
  128143. private _tmpAmmoVectorB;
  128144. private _tmpAmmoVectorC;
  128145. private _tmpAmmoVectorD;
  128146. private _tmpContactCallbackResult;
  128147. private _tmpAmmoVectorRCA;
  128148. private _tmpAmmoVectorRCB;
  128149. private _raycastResult;
  128150. private static readonly DISABLE_COLLISION_FLAG;
  128151. private static readonly KINEMATIC_FLAG;
  128152. private static readonly DISABLE_DEACTIVATION_FLAG;
  128153. /**
  128154. * Initializes the ammoJS plugin
  128155. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  128156. * @param ammoInjection can be used to inject your own ammo reference
  128157. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  128158. */
  128159. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  128160. /**
  128161. * Sets the gravity of the physics world (m/(s^2))
  128162. * @param gravity Gravity to set
  128163. */
  128164. setGravity(gravity: Vector3): void;
  128165. /**
  128166. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  128167. * @param timeStep timestep to use in seconds
  128168. */
  128169. setTimeStep(timeStep: number): void;
  128170. /**
  128171. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  128172. * @param fixedTimeStep fixedTimeStep to use in seconds
  128173. */
  128174. setFixedTimeStep(fixedTimeStep: number): void;
  128175. /**
  128176. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  128177. * @param maxSteps the maximum number of steps by the physics engine per frame
  128178. */
  128179. setMaxSteps(maxSteps: number): void;
  128180. /**
  128181. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  128182. * @returns the current timestep in seconds
  128183. */
  128184. getTimeStep(): number;
  128185. /**
  128186. * The create custom shape handler function to be called when using BABYLON.PhysicsImposter.CustomImpostor
  128187. */
  128188. onCreateCustomShape: (impostor: PhysicsImpostor) => any;
  128189. private _isImpostorInContact;
  128190. private _isImpostorPairInContact;
  128191. private _stepSimulation;
  128192. /**
  128193. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  128194. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  128195. * After the step the babylon meshes are set to the position of the physics imposters
  128196. * @param delta amount of time to step forward
  128197. * @param impostors array of imposters to update before/after the step
  128198. */
  128199. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  128200. /**
  128201. * Update babylon mesh to match physics world object
  128202. * @param impostor imposter to match
  128203. */
  128204. private _afterSoftStep;
  128205. /**
  128206. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  128207. * @param impostor imposter to match
  128208. */
  128209. private _ropeStep;
  128210. /**
  128211. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  128212. * @param impostor imposter to match
  128213. */
  128214. private _softbodyOrClothStep;
  128215. private _tmpVector;
  128216. private _tmpMatrix;
  128217. /**
  128218. * Applies an impulse on the imposter
  128219. * @param impostor imposter to apply impulse to
  128220. * @param force amount of force to be applied to the imposter
  128221. * @param contactPoint the location to apply the impulse on the imposter
  128222. */
  128223. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  128224. /**
  128225. * Applies a force on the imposter
  128226. * @param impostor imposter to apply force
  128227. * @param force amount of force to be applied to the imposter
  128228. * @param contactPoint the location to apply the force on the imposter
  128229. */
  128230. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  128231. /**
  128232. * Creates a physics body using the plugin
  128233. * @param impostor the imposter to create the physics body on
  128234. */
  128235. generatePhysicsBody(impostor: PhysicsImpostor): void;
  128236. /**
  128237. * Removes the physics body from the imposter and disposes of the body's memory
  128238. * @param impostor imposter to remove the physics body from
  128239. */
  128240. removePhysicsBody(impostor: PhysicsImpostor): void;
  128241. /**
  128242. * Generates a joint
  128243. * @param impostorJoint the imposter joint to create the joint with
  128244. */
  128245. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  128246. /**
  128247. * Removes a joint
  128248. * @param impostorJoint the imposter joint to remove the joint from
  128249. */
  128250. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  128251. private _addMeshVerts;
  128252. /**
  128253. * Initialise the soft body vertices to match its object's (mesh) vertices
  128254. * Softbody vertices (nodes) are in world space and to match this
  128255. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  128256. * @param impostor to create the softbody for
  128257. */
  128258. private _softVertexData;
  128259. /**
  128260. * Create an impostor's soft body
  128261. * @param impostor to create the softbody for
  128262. */
  128263. private _createSoftbody;
  128264. /**
  128265. * Create cloth for an impostor
  128266. * @param impostor to create the softbody for
  128267. */
  128268. private _createCloth;
  128269. /**
  128270. * Create rope for an impostor
  128271. * @param impostor to create the softbody for
  128272. */
  128273. private _createRope;
  128274. /**
  128275. * Create a custom physics impostor shape using the plugin's onCreateCustomShape handler
  128276. * @param impostor to create the custom physics shape for
  128277. */
  128278. private _createCustom;
  128279. private _addHullVerts;
  128280. private _createShape;
  128281. /**
  128282. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  128283. * @param impostor imposter containing the physics body and babylon object
  128284. */
  128285. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  128286. /**
  128287. * Sets the babylon object's position/rotation from the physics body's position/rotation
  128288. * @param impostor imposter containing the physics body and babylon object
  128289. * @param newPosition new position
  128290. * @param newRotation new rotation
  128291. */
  128292. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  128293. /**
  128294. * If this plugin is supported
  128295. * @returns true if its supported
  128296. */
  128297. isSupported(): boolean;
  128298. /**
  128299. * Sets the linear velocity of the physics body
  128300. * @param impostor imposter to set the velocity on
  128301. * @param velocity velocity to set
  128302. */
  128303. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  128304. /**
  128305. * Sets the angular velocity of the physics body
  128306. * @param impostor imposter to set the velocity on
  128307. * @param velocity velocity to set
  128308. */
  128309. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  128310. /**
  128311. * gets the linear velocity
  128312. * @param impostor imposter to get linear velocity from
  128313. * @returns linear velocity
  128314. */
  128315. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  128316. /**
  128317. * gets the angular velocity
  128318. * @param impostor imposter to get angular velocity from
  128319. * @returns angular velocity
  128320. */
  128321. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  128322. /**
  128323. * Sets the mass of physics body
  128324. * @param impostor imposter to set the mass on
  128325. * @param mass mass to set
  128326. */
  128327. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  128328. /**
  128329. * Gets the mass of the physics body
  128330. * @param impostor imposter to get the mass from
  128331. * @returns mass
  128332. */
  128333. getBodyMass(impostor: PhysicsImpostor): number;
  128334. /**
  128335. * Gets friction of the impostor
  128336. * @param impostor impostor to get friction from
  128337. * @returns friction value
  128338. */
  128339. getBodyFriction(impostor: PhysicsImpostor): number;
  128340. /**
  128341. * Sets friction of the impostor
  128342. * @param impostor impostor to set friction on
  128343. * @param friction friction value
  128344. */
  128345. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  128346. /**
  128347. * Gets restitution of the impostor
  128348. * @param impostor impostor to get restitution from
  128349. * @returns restitution value
  128350. */
  128351. getBodyRestitution(impostor: PhysicsImpostor): number;
  128352. /**
  128353. * Sets resitution of the impostor
  128354. * @param impostor impostor to set resitution on
  128355. * @param restitution resitution value
  128356. */
  128357. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  128358. /**
  128359. * Gets pressure inside the impostor
  128360. * @param impostor impostor to get pressure from
  128361. * @returns pressure value
  128362. */
  128363. getBodyPressure(impostor: PhysicsImpostor): number;
  128364. /**
  128365. * Sets pressure inside a soft body impostor
  128366. * Cloth and rope must remain 0 pressure
  128367. * @param impostor impostor to set pressure on
  128368. * @param pressure pressure value
  128369. */
  128370. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  128371. /**
  128372. * Gets stiffness of the impostor
  128373. * @param impostor impostor to get stiffness from
  128374. * @returns pressure value
  128375. */
  128376. getBodyStiffness(impostor: PhysicsImpostor): number;
  128377. /**
  128378. * Sets stiffness of the impostor
  128379. * @param impostor impostor to set stiffness on
  128380. * @param stiffness stiffness value from 0 to 1
  128381. */
  128382. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  128383. /**
  128384. * Gets velocityIterations of the impostor
  128385. * @param impostor impostor to get velocity iterations from
  128386. * @returns velocityIterations value
  128387. */
  128388. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  128389. /**
  128390. * Sets velocityIterations of the impostor
  128391. * @param impostor impostor to set velocity iterations on
  128392. * @param velocityIterations velocityIterations value
  128393. */
  128394. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  128395. /**
  128396. * Gets positionIterations of the impostor
  128397. * @param impostor impostor to get position iterations from
  128398. * @returns positionIterations value
  128399. */
  128400. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  128401. /**
  128402. * Sets positionIterations of the impostor
  128403. * @param impostor impostor to set position on
  128404. * @param positionIterations positionIterations value
  128405. */
  128406. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  128407. /**
  128408. * Append an anchor to a cloth object
  128409. * @param impostor is the cloth impostor to add anchor to
  128410. * @param otherImpostor is the rigid impostor to anchor to
  128411. * @param width ratio across width from 0 to 1
  128412. * @param height ratio up height from 0 to 1
  128413. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  128414. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  128415. */
  128416. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  128417. /**
  128418. * Append an hook to a rope object
  128419. * @param impostor is the rope impostor to add hook to
  128420. * @param otherImpostor is the rigid impostor to hook to
  128421. * @param length ratio along the rope from 0 to 1
  128422. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  128423. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  128424. */
  128425. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  128426. /**
  128427. * Sleeps the physics body and stops it from being active
  128428. * @param impostor impostor to sleep
  128429. */
  128430. sleepBody(impostor: PhysicsImpostor): void;
  128431. /**
  128432. * Activates the physics body
  128433. * @param impostor impostor to activate
  128434. */
  128435. wakeUpBody(impostor: PhysicsImpostor): void;
  128436. /**
  128437. * Updates the distance parameters of the joint
  128438. * @param joint joint to update
  128439. * @param maxDistance maximum distance of the joint
  128440. * @param minDistance minimum distance of the joint
  128441. */
  128442. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  128443. /**
  128444. * Sets a motor on the joint
  128445. * @param joint joint to set motor on
  128446. * @param speed speed of the motor
  128447. * @param maxForce maximum force of the motor
  128448. * @param motorIndex index of the motor
  128449. */
  128450. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  128451. /**
  128452. * Sets the motors limit
  128453. * @param joint joint to set limit on
  128454. * @param upperLimit upper limit
  128455. * @param lowerLimit lower limit
  128456. */
  128457. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  128458. /**
  128459. * Syncs the position and rotation of a mesh with the impostor
  128460. * @param mesh mesh to sync
  128461. * @param impostor impostor to update the mesh with
  128462. */
  128463. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  128464. /**
  128465. * Gets the radius of the impostor
  128466. * @param impostor impostor to get radius from
  128467. * @returns the radius
  128468. */
  128469. getRadius(impostor: PhysicsImpostor): number;
  128470. /**
  128471. * Gets the box size of the impostor
  128472. * @param impostor impostor to get box size from
  128473. * @param result the resulting box size
  128474. */
  128475. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  128476. /**
  128477. * Disposes of the impostor
  128478. */
  128479. dispose(): void;
  128480. /**
  128481. * Does a raycast in the physics world
  128482. * @param from when should the ray start?
  128483. * @param to when should the ray end?
  128484. * @returns PhysicsRaycastResult
  128485. */
  128486. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  128487. }
  128488. }
  128489. declare module BABYLON {
  128490. interface AbstractScene {
  128491. /**
  128492. * The list of reflection probes added to the scene
  128493. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  128494. */
  128495. reflectionProbes: Array<ReflectionProbe>;
  128496. /**
  128497. * Removes the given reflection probe from this scene.
  128498. * @param toRemove The reflection probe to remove
  128499. * @returns The index of the removed reflection probe
  128500. */
  128501. removeReflectionProbe(toRemove: ReflectionProbe): number;
  128502. /**
  128503. * Adds the given reflection probe to this scene.
  128504. * @param newReflectionProbe The reflection probe to add
  128505. */
  128506. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  128507. }
  128508. /**
  128509. * Class used to generate realtime reflection / refraction cube textures
  128510. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  128511. */
  128512. export class ReflectionProbe {
  128513. /** defines the name of the probe */
  128514. name: string;
  128515. private _scene;
  128516. private _renderTargetTexture;
  128517. private _projectionMatrix;
  128518. private _viewMatrix;
  128519. private _target;
  128520. private _add;
  128521. private _attachedMesh;
  128522. private _invertYAxis;
  128523. /** Gets or sets probe position (center of the cube map) */
  128524. position: Vector3;
  128525. /**
  128526. * Creates a new reflection probe
  128527. * @param name defines the name of the probe
  128528. * @param size defines the texture resolution (for each face)
  128529. * @param scene defines the hosting scene
  128530. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  128531. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  128532. */
  128533. constructor(
  128534. /** defines the name of the probe */
  128535. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  128536. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  128537. get samples(): number;
  128538. set samples(value: number);
  128539. /** Gets or sets the refresh rate to use (on every frame by default) */
  128540. get refreshRate(): number;
  128541. set refreshRate(value: number);
  128542. /**
  128543. * Gets the hosting scene
  128544. * @returns a Scene
  128545. */
  128546. getScene(): Scene;
  128547. /** Gets the internal CubeTexture used to render to */
  128548. get cubeTexture(): RenderTargetTexture;
  128549. /** Gets the list of meshes to render */
  128550. get renderList(): Nullable<AbstractMesh[]>;
  128551. /**
  128552. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  128553. * @param mesh defines the mesh to attach to
  128554. */
  128555. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  128556. /**
  128557. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  128558. * @param renderingGroupId The rendering group id corresponding to its index
  128559. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  128560. */
  128561. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  128562. /**
  128563. * Clean all associated resources
  128564. */
  128565. dispose(): void;
  128566. /**
  128567. * Converts the reflection probe information to a readable string for debug purpose.
  128568. * @param fullDetails Supports for multiple levels of logging within scene loading
  128569. * @returns the human readable reflection probe info
  128570. */
  128571. toString(fullDetails?: boolean): string;
  128572. /**
  128573. * Get the class name of the relfection probe.
  128574. * @returns "ReflectionProbe"
  128575. */
  128576. getClassName(): string;
  128577. /**
  128578. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  128579. * @returns The JSON representation of the texture
  128580. */
  128581. serialize(): any;
  128582. /**
  128583. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  128584. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  128585. * @param scene Define the scene the parsed reflection probe should be instantiated in
  128586. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  128587. * @returns The parsed reflection probe if successful
  128588. */
  128589. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  128590. }
  128591. }
  128592. declare module BABYLON {
  128593. /** @hidden */
  128594. export var _BabylonLoaderRegistered: boolean;
  128595. /**
  128596. * Helps setting up some configuration for the babylon file loader.
  128597. */
  128598. export class BabylonFileLoaderConfiguration {
  128599. /**
  128600. * The loader does not allow injecting custom physix engine into the plugins.
  128601. * Unfortunately in ES6, we need to manually inject them into the plugin.
  128602. * So you could set this variable to your engine import to make it work.
  128603. */
  128604. static LoaderInjectedPhysicsEngine: any;
  128605. }
  128606. }
  128607. declare module BABYLON {
  128608. /**
  128609. * The Physically based simple base material of BJS.
  128610. *
  128611. * This enables better naming and convention enforcements on top of the pbrMaterial.
  128612. * It is used as the base class for both the specGloss and metalRough conventions.
  128613. */
  128614. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  128615. /**
  128616. * Number of Simultaneous lights allowed on the material.
  128617. */
  128618. maxSimultaneousLights: number;
  128619. /**
  128620. * If sets to true, disables all the lights affecting the material.
  128621. */
  128622. disableLighting: boolean;
  128623. /**
  128624. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  128625. */
  128626. environmentTexture: BaseTexture;
  128627. /**
  128628. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  128629. */
  128630. invertNormalMapX: boolean;
  128631. /**
  128632. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  128633. */
  128634. invertNormalMapY: boolean;
  128635. /**
  128636. * Normal map used in the model.
  128637. */
  128638. normalTexture: BaseTexture;
  128639. /**
  128640. * Emissivie color used to self-illuminate the model.
  128641. */
  128642. emissiveColor: Color3;
  128643. /**
  128644. * Emissivie texture used to self-illuminate the model.
  128645. */
  128646. emissiveTexture: BaseTexture;
  128647. /**
  128648. * Occlusion Channel Strenght.
  128649. */
  128650. occlusionStrength: number;
  128651. /**
  128652. * Occlusion Texture of the material (adding extra occlusion effects).
  128653. */
  128654. occlusionTexture: BaseTexture;
  128655. /**
  128656. * Defines the alpha limits in alpha test mode.
  128657. */
  128658. alphaCutOff: number;
  128659. /**
  128660. * Gets the current double sided mode.
  128661. */
  128662. get doubleSided(): boolean;
  128663. /**
  128664. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  128665. */
  128666. set doubleSided(value: boolean);
  128667. /**
  128668. * Stores the pre-calculated light information of a mesh in a texture.
  128669. */
  128670. lightmapTexture: BaseTexture;
  128671. /**
  128672. * If true, the light map contains occlusion information instead of lighting info.
  128673. */
  128674. useLightmapAsShadowmap: boolean;
  128675. /**
  128676. * Instantiates a new PBRMaterial instance.
  128677. *
  128678. * @param name The material name
  128679. * @param scene The scene the material will be use in.
  128680. */
  128681. constructor(name: string, scene: Scene);
  128682. getClassName(): string;
  128683. }
  128684. }
  128685. declare module BABYLON {
  128686. /**
  128687. * The PBR material of BJS following the metal roughness convention.
  128688. *
  128689. * This fits to the PBR convention in the GLTF definition:
  128690. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  128691. */
  128692. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  128693. /**
  128694. * The base color has two different interpretations depending on the value of metalness.
  128695. * When the material is a metal, the base color is the specific measured reflectance value
  128696. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  128697. * of the material.
  128698. */
  128699. baseColor: Color3;
  128700. /**
  128701. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  128702. * well as opacity information in the alpha channel.
  128703. */
  128704. baseTexture: BaseTexture;
  128705. /**
  128706. * Specifies the metallic scalar value of the material.
  128707. * Can also be used to scale the metalness values of the metallic texture.
  128708. */
  128709. metallic: number;
  128710. /**
  128711. * Specifies the roughness scalar value of the material.
  128712. * Can also be used to scale the roughness values of the metallic texture.
  128713. */
  128714. roughness: number;
  128715. /**
  128716. * Texture containing both the metallic value in the B channel and the
  128717. * roughness value in the G channel to keep better precision.
  128718. */
  128719. metallicRoughnessTexture: BaseTexture;
  128720. /**
  128721. * Instantiates a new PBRMetalRoughnessMaterial instance.
  128722. *
  128723. * @param name The material name
  128724. * @param scene The scene the material will be use in.
  128725. */
  128726. constructor(name: string, scene: Scene);
  128727. /**
  128728. * Return the currrent class name of the material.
  128729. */
  128730. getClassName(): string;
  128731. /**
  128732. * Makes a duplicate of the current material.
  128733. * @param name - name to use for the new material.
  128734. */
  128735. clone(name: string): PBRMetallicRoughnessMaterial;
  128736. /**
  128737. * Serialize the material to a parsable JSON object.
  128738. */
  128739. serialize(): any;
  128740. /**
  128741. * Parses a JSON object correponding to the serialize function.
  128742. */
  128743. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  128744. }
  128745. }
  128746. declare module BABYLON {
  128747. /**
  128748. * The PBR material of BJS following the specular glossiness convention.
  128749. *
  128750. * This fits to the PBR convention in the GLTF definition:
  128751. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  128752. */
  128753. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  128754. /**
  128755. * Specifies the diffuse color of the material.
  128756. */
  128757. diffuseColor: Color3;
  128758. /**
  128759. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  128760. * channel.
  128761. */
  128762. diffuseTexture: BaseTexture;
  128763. /**
  128764. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  128765. */
  128766. specularColor: Color3;
  128767. /**
  128768. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  128769. */
  128770. glossiness: number;
  128771. /**
  128772. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  128773. */
  128774. specularGlossinessTexture: BaseTexture;
  128775. /**
  128776. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  128777. *
  128778. * @param name The material name
  128779. * @param scene The scene the material will be use in.
  128780. */
  128781. constructor(name: string, scene: Scene);
  128782. /**
  128783. * Return the currrent class name of the material.
  128784. */
  128785. getClassName(): string;
  128786. /**
  128787. * Makes a duplicate of the current material.
  128788. * @param name - name to use for the new material.
  128789. */
  128790. clone(name: string): PBRSpecularGlossinessMaterial;
  128791. /**
  128792. * Serialize the material to a parsable JSON object.
  128793. */
  128794. serialize(): any;
  128795. /**
  128796. * Parses a JSON object correponding to the serialize function.
  128797. */
  128798. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  128799. }
  128800. }
  128801. declare module BABYLON {
  128802. /**
  128803. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  128804. * It can help converting any input color in a desired output one. This can then be used to create effects
  128805. * from sepia, black and white to sixties or futuristic rendering...
  128806. *
  128807. * The only supported format is currently 3dl.
  128808. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  128809. */
  128810. export class ColorGradingTexture extends BaseTexture {
  128811. /**
  128812. * The current texture matrix. (will always be identity in color grading texture)
  128813. */
  128814. private _textureMatrix;
  128815. /**
  128816. * The texture URL.
  128817. */
  128818. url: string;
  128819. /**
  128820. * Empty line regex stored for GC.
  128821. */
  128822. private static _noneEmptyLineRegex;
  128823. private _engine;
  128824. /**
  128825. * Instantiates a ColorGradingTexture from the following parameters.
  128826. *
  128827. * @param url The location of the color gradind data (currently only supporting 3dl)
  128828. * @param scene The scene the texture will be used in
  128829. */
  128830. constructor(url: string, scene: Scene);
  128831. /**
  128832. * Returns the texture matrix used in most of the material.
  128833. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  128834. */
  128835. getTextureMatrix(): Matrix;
  128836. /**
  128837. * Occurs when the file being loaded is a .3dl LUT file.
  128838. */
  128839. private load3dlTexture;
  128840. /**
  128841. * Starts the loading process of the texture.
  128842. */
  128843. private loadTexture;
  128844. /**
  128845. * Clones the color gradind texture.
  128846. */
  128847. clone(): ColorGradingTexture;
  128848. /**
  128849. * Called during delayed load for textures.
  128850. */
  128851. delayLoad(): void;
  128852. /**
  128853. * Parses a color grading texture serialized by Babylon.
  128854. * @param parsedTexture The texture information being parsedTexture
  128855. * @param scene The scene to load the texture in
  128856. * @param rootUrl The root url of the data assets to load
  128857. * @return A color gradind texture
  128858. */
  128859. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  128860. /**
  128861. * Serializes the LUT texture to json format.
  128862. */
  128863. serialize(): any;
  128864. }
  128865. }
  128866. declare module BABYLON {
  128867. /**
  128868. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  128869. */
  128870. export class EquiRectangularCubeTexture extends BaseTexture {
  128871. /** The six faces of the cube. */
  128872. private static _FacesMapping;
  128873. private _noMipmap;
  128874. private _onLoad;
  128875. private _onError;
  128876. /** The size of the cubemap. */
  128877. private _size;
  128878. /** The buffer of the image. */
  128879. private _buffer;
  128880. /** The width of the input image. */
  128881. private _width;
  128882. /** The height of the input image. */
  128883. private _height;
  128884. /** The URL to the image. */
  128885. url: string;
  128886. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  128887. coordinatesMode: number;
  128888. /**
  128889. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  128890. * @param url The location of the image
  128891. * @param scene The scene the texture will be used in
  128892. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  128893. * @param noMipmap Forces to not generate the mipmap if true
  128894. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  128895. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  128896. * @param onLoad — defines a callback called when texture is loaded
  128897. * @param onError — defines a callback called if there is an error
  128898. */
  128899. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  128900. /**
  128901. * Load the image data, by putting the image on a canvas and extracting its buffer.
  128902. */
  128903. private loadImage;
  128904. /**
  128905. * Convert the image buffer into a cubemap and create a CubeTexture.
  128906. */
  128907. private loadTexture;
  128908. /**
  128909. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  128910. * @param buffer The ArrayBuffer that should be converted.
  128911. * @returns The buffer as Float32Array.
  128912. */
  128913. private getFloat32ArrayFromArrayBuffer;
  128914. /**
  128915. * Get the current class name of the texture useful for serialization or dynamic coding.
  128916. * @returns "EquiRectangularCubeTexture"
  128917. */
  128918. getClassName(): string;
  128919. /**
  128920. * Create a clone of the current EquiRectangularCubeTexture and return it.
  128921. * @returns A clone of the current EquiRectangularCubeTexture.
  128922. */
  128923. clone(): EquiRectangularCubeTexture;
  128924. }
  128925. }
  128926. declare module BABYLON {
  128927. /**
  128928. * Based on jsTGALoader - Javascript loader for TGA file
  128929. * By Vincent Thibault
  128930. * @see http://blog.robrowser.com/javascript-tga-loader.html
  128931. */
  128932. export class TGATools {
  128933. private static _TYPE_INDEXED;
  128934. private static _TYPE_RGB;
  128935. private static _TYPE_GREY;
  128936. private static _TYPE_RLE_INDEXED;
  128937. private static _TYPE_RLE_RGB;
  128938. private static _TYPE_RLE_GREY;
  128939. private static _ORIGIN_MASK;
  128940. private static _ORIGIN_SHIFT;
  128941. private static _ORIGIN_BL;
  128942. private static _ORIGIN_BR;
  128943. private static _ORIGIN_UL;
  128944. private static _ORIGIN_UR;
  128945. /**
  128946. * Gets the header of a TGA file
  128947. * @param data defines the TGA data
  128948. * @returns the header
  128949. */
  128950. static GetTGAHeader(data: Uint8Array): any;
  128951. /**
  128952. * Uploads TGA content to a Babylon Texture
  128953. * @hidden
  128954. */
  128955. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  128956. /** @hidden */
  128957. 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;
  128958. /** @hidden */
  128959. 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;
  128960. /** @hidden */
  128961. 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;
  128962. /** @hidden */
  128963. 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;
  128964. /** @hidden */
  128965. 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;
  128966. /** @hidden */
  128967. 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;
  128968. }
  128969. }
  128970. declare module BABYLON {
  128971. /**
  128972. * Implementation of the TGA Texture Loader.
  128973. * @hidden
  128974. */
  128975. export class _TGATextureLoader implements IInternalTextureLoader {
  128976. /**
  128977. * Defines wether the loader supports cascade loading the different faces.
  128978. */
  128979. readonly supportCascades: boolean;
  128980. /**
  128981. * This returns if the loader support the current file information.
  128982. * @param extension defines the file extension of the file being loaded
  128983. * @param textureFormatInUse defines the current compressed format in use iun the engine
  128984. * @param fallback defines the fallback internal texture if any
  128985. * @param isBase64 defines whether the texture is encoded as a base64
  128986. * @param isBuffer defines whether the texture data are stored as a buffer
  128987. * @returns true if the loader can load the specified file
  128988. */
  128989. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  128990. /**
  128991. * Transform the url before loading if required.
  128992. * @param rootUrl the url of the texture
  128993. * @param textureFormatInUse defines the current compressed format in use iun the engine
  128994. * @returns the transformed texture
  128995. */
  128996. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  128997. /**
  128998. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  128999. * @param rootUrl the url of the texture
  129000. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129001. * @returns the fallback texture
  129002. */
  129003. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  129004. /**
  129005. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  129006. * @param data contains the texture data
  129007. * @param texture defines the BabylonJS internal texture
  129008. * @param createPolynomials will be true if polynomials have been requested
  129009. * @param onLoad defines the callback to trigger once the texture is ready
  129010. * @param onError defines the callback to trigger in case of error
  129011. */
  129012. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  129013. /**
  129014. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  129015. * @param data contains the texture data
  129016. * @param texture defines the BabylonJS internal texture
  129017. * @param callback defines the method to call once ready to upload
  129018. */
  129019. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  129020. }
  129021. }
  129022. declare module BABYLON {
  129023. /**
  129024. * Info about the .basis files
  129025. */
  129026. class BasisFileInfo {
  129027. /**
  129028. * If the file has alpha
  129029. */
  129030. hasAlpha: boolean;
  129031. /**
  129032. * Info about each image of the basis file
  129033. */
  129034. images: Array<{
  129035. levels: Array<{
  129036. width: number;
  129037. height: number;
  129038. transcodedPixels: ArrayBufferView;
  129039. }>;
  129040. }>;
  129041. }
  129042. /**
  129043. * Result of transcoding a basis file
  129044. */
  129045. class TranscodeResult {
  129046. /**
  129047. * Info about the .basis file
  129048. */
  129049. fileInfo: BasisFileInfo;
  129050. /**
  129051. * Format to use when loading the file
  129052. */
  129053. format: number;
  129054. }
  129055. /**
  129056. * Configuration options for the Basis transcoder
  129057. */
  129058. export class BasisTranscodeConfiguration {
  129059. /**
  129060. * Supported compression formats used to determine the supported output format of the transcoder
  129061. */
  129062. supportedCompressionFormats?: {
  129063. /**
  129064. * etc1 compression format
  129065. */
  129066. etc1?: boolean;
  129067. /**
  129068. * s3tc compression format
  129069. */
  129070. s3tc?: boolean;
  129071. /**
  129072. * pvrtc compression format
  129073. */
  129074. pvrtc?: boolean;
  129075. /**
  129076. * etc2 compression format
  129077. */
  129078. etc2?: boolean;
  129079. };
  129080. /**
  129081. * If mipmap levels should be loaded for transcoded images (Default: true)
  129082. */
  129083. loadMipmapLevels?: boolean;
  129084. /**
  129085. * Index of a single image to load (Default: all images)
  129086. */
  129087. loadSingleImage?: number;
  129088. }
  129089. /**
  129090. * Used to load .Basis files
  129091. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  129092. */
  129093. export class BasisTools {
  129094. private static _IgnoreSupportedFormats;
  129095. /**
  129096. * URL to use when loading the basis transcoder
  129097. */
  129098. static JSModuleURL: string;
  129099. /**
  129100. * URL to use when loading the wasm module for the transcoder
  129101. */
  129102. static WasmModuleURL: string;
  129103. /**
  129104. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  129105. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  129106. * @returns internal format corresponding to the Basis format
  129107. */
  129108. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  129109. private static _WorkerPromise;
  129110. private static _Worker;
  129111. private static _actionId;
  129112. private static _CreateWorkerAsync;
  129113. /**
  129114. * Transcodes a loaded image file to compressed pixel data
  129115. * @param imageData image data to transcode
  129116. * @param config configuration options for the transcoding
  129117. * @returns a promise resulting in the transcoded image
  129118. */
  129119. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  129120. /**
  129121. * Loads a texture from the transcode result
  129122. * @param texture texture load to
  129123. * @param transcodeResult the result of transcoding the basis file to load from
  129124. */
  129125. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  129126. }
  129127. }
  129128. declare module BABYLON {
  129129. /**
  129130. * Loader for .basis file format
  129131. */
  129132. export class _BasisTextureLoader implements IInternalTextureLoader {
  129133. /**
  129134. * Defines whether the loader supports cascade loading the different faces.
  129135. */
  129136. readonly supportCascades: boolean;
  129137. /**
  129138. * This returns if the loader support the current file information.
  129139. * @param extension defines the file extension of the file being loaded
  129140. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129141. * @param fallback defines the fallback internal texture if any
  129142. * @param isBase64 defines whether the texture is encoded as a base64
  129143. * @param isBuffer defines whether the texture data are stored as a buffer
  129144. * @returns true if the loader can load the specified file
  129145. */
  129146. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  129147. /**
  129148. * Transform the url before loading if required.
  129149. * @param rootUrl the url of the texture
  129150. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129151. * @returns the transformed texture
  129152. */
  129153. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  129154. /**
  129155. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  129156. * @param rootUrl the url of the texture
  129157. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129158. * @returns the fallback texture
  129159. */
  129160. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  129161. /**
  129162. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  129163. * @param data contains the texture data
  129164. * @param texture defines the BabylonJS internal texture
  129165. * @param createPolynomials will be true if polynomials have been requested
  129166. * @param onLoad defines the callback to trigger once the texture is ready
  129167. * @param onError defines the callback to trigger in case of error
  129168. */
  129169. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  129170. /**
  129171. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  129172. * @param data contains the texture data
  129173. * @param texture defines the BabylonJS internal texture
  129174. * @param callback defines the method to call once ready to upload
  129175. */
  129176. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  129177. }
  129178. }
  129179. declare module BABYLON {
  129180. /**
  129181. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  129182. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  129183. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  129184. */
  129185. export class CustomProceduralTexture extends ProceduralTexture {
  129186. private _animate;
  129187. private _time;
  129188. private _config;
  129189. private _texturePath;
  129190. /**
  129191. * Instantiates a new Custom Procedural Texture.
  129192. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  129193. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  129194. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  129195. * @param name Define the name of the texture
  129196. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  129197. * @param size Define the size of the texture to create
  129198. * @param scene Define the scene the texture belongs to
  129199. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  129200. * @param generateMipMaps Define if the texture should creates mip maps or not
  129201. */
  129202. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  129203. private _loadJson;
  129204. /**
  129205. * Is the texture ready to be used ? (rendered at least once)
  129206. * @returns true if ready, otherwise, false.
  129207. */
  129208. isReady(): boolean;
  129209. /**
  129210. * Render the texture to its associated render target.
  129211. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  129212. */
  129213. render(useCameraPostProcess?: boolean): void;
  129214. /**
  129215. * Update the list of dependant textures samplers in the shader.
  129216. */
  129217. updateTextures(): void;
  129218. /**
  129219. * Update the uniform values of the procedural texture in the shader.
  129220. */
  129221. updateShaderUniforms(): void;
  129222. /**
  129223. * Define if the texture animates or not.
  129224. */
  129225. get animate(): boolean;
  129226. set animate(value: boolean);
  129227. }
  129228. }
  129229. declare module BABYLON {
  129230. /** @hidden */
  129231. export var noisePixelShader: {
  129232. name: string;
  129233. shader: string;
  129234. };
  129235. }
  129236. declare module BABYLON {
  129237. /**
  129238. * Class used to generate noise procedural textures
  129239. */
  129240. export class NoiseProceduralTexture extends ProceduralTexture {
  129241. private _time;
  129242. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  129243. brightness: number;
  129244. /** Defines the number of octaves to process */
  129245. octaves: number;
  129246. /** Defines the level of persistence (0.8 by default) */
  129247. persistence: number;
  129248. /** Gets or sets animation speed factor (default is 1) */
  129249. animationSpeedFactor: number;
  129250. /**
  129251. * Creates a new NoiseProceduralTexture
  129252. * @param name defines the name fo the texture
  129253. * @param size defines the size of the texture (default is 256)
  129254. * @param scene defines the hosting scene
  129255. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  129256. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  129257. */
  129258. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  129259. private _updateShaderUniforms;
  129260. protected _getDefines(): string;
  129261. /** Generate the current state of the procedural texture */
  129262. render(useCameraPostProcess?: boolean): void;
  129263. /**
  129264. * Serializes this noise procedural texture
  129265. * @returns a serialized noise procedural texture object
  129266. */
  129267. serialize(): any;
  129268. /**
  129269. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  129270. * @param parsedTexture defines parsed texture data
  129271. * @param scene defines the current scene
  129272. * @param rootUrl defines the root URL containing noise procedural texture information
  129273. * @returns a parsed NoiseProceduralTexture
  129274. */
  129275. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  129276. }
  129277. }
  129278. declare module BABYLON {
  129279. /**
  129280. * Raw cube texture where the raw buffers are passed in
  129281. */
  129282. export class RawCubeTexture extends CubeTexture {
  129283. /**
  129284. * Creates a cube texture where the raw buffers are passed in.
  129285. * @param scene defines the scene the texture is attached to
  129286. * @param data defines the array of data to use to create each face
  129287. * @param size defines the size of the textures
  129288. * @param format defines the format of the data
  129289. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  129290. * @param generateMipMaps defines if the engine should generate the mip levels
  129291. * @param invertY defines if data must be stored with Y axis inverted
  129292. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  129293. * @param compression defines the compression used (null by default)
  129294. */
  129295. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  129296. /**
  129297. * Updates the raw cube texture.
  129298. * @param data defines the data to store
  129299. * @param format defines the data format
  129300. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129301. * @param invertY defines if data must be stored with Y axis inverted
  129302. * @param compression defines the compression used (null by default)
  129303. * @param level defines which level of the texture to update
  129304. */
  129305. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  129306. /**
  129307. * Updates a raw cube texture with RGBD encoded data.
  129308. * @param data defines the array of data [mipmap][face] to use to create each face
  129309. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  129310. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  129311. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  129312. * @returns a promsie that resolves when the operation is complete
  129313. */
  129314. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  129315. /**
  129316. * Clones the raw cube texture.
  129317. * @return a new cube texture
  129318. */
  129319. clone(): CubeTexture;
  129320. /** @hidden */
  129321. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  129322. }
  129323. }
  129324. declare module BABYLON {
  129325. /**
  129326. * Class used to store 3D textures containing user data
  129327. */
  129328. export class RawTexture3D extends Texture {
  129329. /** Gets or sets the texture format to use */
  129330. format: number;
  129331. private _engine;
  129332. /**
  129333. * Create a new RawTexture3D
  129334. * @param data defines the data of the texture
  129335. * @param width defines the width of the texture
  129336. * @param height defines the height of the texture
  129337. * @param depth defines the depth of the texture
  129338. * @param format defines the texture format to use
  129339. * @param scene defines the hosting scene
  129340. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  129341. * @param invertY defines if texture must be stored with Y axis inverted
  129342. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  129343. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  129344. */
  129345. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  129346. /** Gets or sets the texture format to use */
  129347. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  129348. /**
  129349. * Update the texture with new data
  129350. * @param data defines the data to store in the texture
  129351. */
  129352. update(data: ArrayBufferView): void;
  129353. }
  129354. }
  129355. declare module BABYLON {
  129356. /**
  129357. * Class used to store 2D array textures containing user data
  129358. */
  129359. export class RawTexture2DArray extends Texture {
  129360. /** Gets or sets the texture format to use */
  129361. format: number;
  129362. private _engine;
  129363. /**
  129364. * Create a new RawTexture2DArray
  129365. * @param data defines the data of the texture
  129366. * @param width defines the width of the texture
  129367. * @param height defines the height of the texture
  129368. * @param depth defines the number of layers of the texture
  129369. * @param format defines the texture format to use
  129370. * @param scene defines the hosting scene
  129371. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  129372. * @param invertY defines if texture must be stored with Y axis inverted
  129373. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  129374. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  129375. */
  129376. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  129377. /** Gets or sets the texture format to use */
  129378. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  129379. /**
  129380. * Update the texture with new data
  129381. * @param data defines the data to store in the texture
  129382. */
  129383. update(data: ArrayBufferView): void;
  129384. }
  129385. }
  129386. declare module BABYLON {
  129387. /**
  129388. * Creates a refraction texture used by refraction channel of the standard material.
  129389. * It is like a mirror but to see through a material.
  129390. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129391. */
  129392. export class RefractionTexture extends RenderTargetTexture {
  129393. /**
  129394. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  129395. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  129396. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129397. */
  129398. refractionPlane: Plane;
  129399. /**
  129400. * Define how deep under the surface we should see.
  129401. */
  129402. depth: number;
  129403. /**
  129404. * Creates a refraction texture used by refraction channel of the standard material.
  129405. * It is like a mirror but to see through a material.
  129406. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129407. * @param name Define the texture name
  129408. * @param size Define the size of the underlying texture
  129409. * @param scene Define the scene the refraction belongs to
  129410. * @param generateMipMaps Define if we need to generate mips level for the refraction
  129411. */
  129412. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  129413. /**
  129414. * Clone the refraction texture.
  129415. * @returns the cloned texture
  129416. */
  129417. clone(): RefractionTexture;
  129418. /**
  129419. * Serialize the texture to a JSON representation you could use in Parse later on
  129420. * @returns the serialized JSON representation
  129421. */
  129422. serialize(): any;
  129423. }
  129424. }
  129425. declare module BABYLON {
  129426. /**
  129427. * Defines the options related to the creation of an HtmlElementTexture
  129428. */
  129429. export interface IHtmlElementTextureOptions {
  129430. /**
  129431. * Defines wether mip maps should be created or not.
  129432. */
  129433. generateMipMaps?: boolean;
  129434. /**
  129435. * Defines the sampling mode of the texture.
  129436. */
  129437. samplingMode?: number;
  129438. /**
  129439. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  129440. */
  129441. engine: Nullable<ThinEngine>;
  129442. /**
  129443. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  129444. */
  129445. scene: Nullable<Scene>;
  129446. }
  129447. /**
  129448. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  129449. * To be as efficient as possible depending on your constraints nothing aside the first upload
  129450. * is automatically managed.
  129451. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  129452. * in your application.
  129453. *
  129454. * As the update is not automatic, you need to call them manually.
  129455. */
  129456. export class HtmlElementTexture extends BaseTexture {
  129457. /**
  129458. * The texture URL.
  129459. */
  129460. element: HTMLVideoElement | HTMLCanvasElement;
  129461. private static readonly DefaultOptions;
  129462. private _textureMatrix;
  129463. private _engine;
  129464. private _isVideo;
  129465. private _generateMipMaps;
  129466. private _samplingMode;
  129467. /**
  129468. * Instantiates a HtmlElementTexture from the following parameters.
  129469. *
  129470. * @param name Defines the name of the texture
  129471. * @param element Defines the video or canvas the texture is filled with
  129472. * @param options Defines the other none mandatory texture creation options
  129473. */
  129474. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  129475. private _createInternalTexture;
  129476. /**
  129477. * Returns the texture matrix used in most of the material.
  129478. */
  129479. getTextureMatrix(): Matrix;
  129480. /**
  129481. * Updates the content of the texture.
  129482. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  129483. */
  129484. update(invertY?: Nullable<boolean>): void;
  129485. }
  129486. }
  129487. declare module BABYLON {
  129488. /**
  129489. * Enum used to define the target of a block
  129490. */
  129491. export enum NodeMaterialBlockTargets {
  129492. /** Vertex shader */
  129493. Vertex = 1,
  129494. /** Fragment shader */
  129495. Fragment = 2,
  129496. /** Neutral */
  129497. Neutral = 4,
  129498. /** Vertex and Fragment */
  129499. VertexAndFragment = 3
  129500. }
  129501. }
  129502. declare module BABYLON {
  129503. /**
  129504. * Defines the kind of connection point for node based material
  129505. */
  129506. export enum NodeMaterialBlockConnectionPointTypes {
  129507. /** Float */
  129508. Float = 1,
  129509. /** Int */
  129510. Int = 2,
  129511. /** Vector2 */
  129512. Vector2 = 4,
  129513. /** Vector3 */
  129514. Vector3 = 8,
  129515. /** Vector4 */
  129516. Vector4 = 16,
  129517. /** Color3 */
  129518. Color3 = 32,
  129519. /** Color4 */
  129520. Color4 = 64,
  129521. /** Matrix */
  129522. Matrix = 128,
  129523. /** Detect type based on connection */
  129524. AutoDetect = 1024,
  129525. /** Output type that will be defined by input type */
  129526. BasedOnInput = 2048
  129527. }
  129528. }
  129529. declare module BABYLON {
  129530. /**
  129531. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  129532. */
  129533. export enum NodeMaterialBlockConnectionPointMode {
  129534. /** Value is an uniform */
  129535. Uniform = 0,
  129536. /** Value is a mesh attribute */
  129537. Attribute = 1,
  129538. /** Value is a varying between vertex and fragment shaders */
  129539. Varying = 2,
  129540. /** Mode is undefined */
  129541. Undefined = 3
  129542. }
  129543. }
  129544. declare module BABYLON {
  129545. /**
  129546. * Enum used to define system values e.g. values automatically provided by the system
  129547. */
  129548. export enum NodeMaterialSystemValues {
  129549. /** World */
  129550. World = 1,
  129551. /** View */
  129552. View = 2,
  129553. /** Projection */
  129554. Projection = 3,
  129555. /** ViewProjection */
  129556. ViewProjection = 4,
  129557. /** WorldView */
  129558. WorldView = 5,
  129559. /** WorldViewProjection */
  129560. WorldViewProjection = 6,
  129561. /** CameraPosition */
  129562. CameraPosition = 7,
  129563. /** Fog Color */
  129564. FogColor = 8,
  129565. /** Delta time */
  129566. DeltaTime = 9
  129567. }
  129568. }
  129569. declare module BABYLON {
  129570. /**
  129571. * Root class for all node material optimizers
  129572. */
  129573. export class NodeMaterialOptimizer {
  129574. /**
  129575. * Function used to optimize a NodeMaterial graph
  129576. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  129577. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  129578. */
  129579. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  129580. }
  129581. }
  129582. declare module BABYLON {
  129583. /**
  129584. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  129585. */
  129586. export class TransformBlock extends NodeMaterialBlock {
  129587. /**
  129588. * Defines the value to use to complement W value to transform it to a Vector4
  129589. */
  129590. complementW: number;
  129591. /**
  129592. * Defines the value to use to complement z value to transform it to a Vector4
  129593. */
  129594. complementZ: number;
  129595. /**
  129596. * Creates a new TransformBlock
  129597. * @param name defines the block name
  129598. */
  129599. constructor(name: string);
  129600. /**
  129601. * Gets the current class name
  129602. * @returns the class name
  129603. */
  129604. getClassName(): string;
  129605. /**
  129606. * Gets the vector input
  129607. */
  129608. get vector(): NodeMaterialConnectionPoint;
  129609. /**
  129610. * Gets the output component
  129611. */
  129612. get output(): NodeMaterialConnectionPoint;
  129613. /**
  129614. * Gets the matrix transform input
  129615. */
  129616. get transform(): NodeMaterialConnectionPoint;
  129617. protected _buildBlock(state: NodeMaterialBuildState): this;
  129618. serialize(): any;
  129619. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  129620. protected _dumpPropertiesCode(): string;
  129621. }
  129622. }
  129623. declare module BABYLON {
  129624. /**
  129625. * Block used to output the vertex position
  129626. */
  129627. export class VertexOutputBlock extends NodeMaterialBlock {
  129628. /**
  129629. * Creates a new VertexOutputBlock
  129630. * @param name defines the block name
  129631. */
  129632. constructor(name: string);
  129633. /**
  129634. * Gets the current class name
  129635. * @returns the class name
  129636. */
  129637. getClassName(): string;
  129638. /**
  129639. * Gets the vector input component
  129640. */
  129641. get vector(): NodeMaterialConnectionPoint;
  129642. protected _buildBlock(state: NodeMaterialBuildState): this;
  129643. }
  129644. }
  129645. declare module BABYLON {
  129646. /**
  129647. * Block used to output the final color
  129648. */
  129649. export class FragmentOutputBlock extends NodeMaterialBlock {
  129650. /**
  129651. * Create a new FragmentOutputBlock
  129652. * @param name defines the block name
  129653. */
  129654. constructor(name: string);
  129655. /**
  129656. * Gets the current class name
  129657. * @returns the class name
  129658. */
  129659. getClassName(): string;
  129660. /**
  129661. * Gets the rgba input component
  129662. */
  129663. get rgba(): NodeMaterialConnectionPoint;
  129664. /**
  129665. * Gets the rgb input component
  129666. */
  129667. get rgb(): NodeMaterialConnectionPoint;
  129668. /**
  129669. * Gets the a input component
  129670. */
  129671. get a(): NodeMaterialConnectionPoint;
  129672. protected _buildBlock(state: NodeMaterialBuildState): this;
  129673. }
  129674. }
  129675. declare module BABYLON {
  129676. /**
  129677. * Block used to read a reflection texture from a sampler
  129678. */
  129679. export class ReflectionTextureBlock extends NodeMaterialBlock {
  129680. private _define3DName;
  129681. private _defineCubicName;
  129682. private _defineExplicitName;
  129683. private _defineProjectionName;
  129684. private _defineLocalCubicName;
  129685. private _defineSphericalName;
  129686. private _definePlanarName;
  129687. private _defineEquirectangularName;
  129688. private _defineMirroredEquirectangularFixedName;
  129689. private _defineEquirectangularFixedName;
  129690. private _defineSkyboxName;
  129691. private _cubeSamplerName;
  129692. private _2DSamplerName;
  129693. private _positionUVWName;
  129694. private _directionWName;
  129695. private _reflectionCoordsName;
  129696. private _reflection2DCoordsName;
  129697. private _reflectionColorName;
  129698. private _reflectionMatrixName;
  129699. /**
  129700. * Gets or sets the texture associated with the node
  129701. */
  129702. texture: Nullable<BaseTexture>;
  129703. /**
  129704. * Create a new TextureBlock
  129705. * @param name defines the block name
  129706. */
  129707. constructor(name: string);
  129708. /**
  129709. * Gets the current class name
  129710. * @returns the class name
  129711. */
  129712. getClassName(): string;
  129713. /**
  129714. * Gets the world position input component
  129715. */
  129716. get position(): NodeMaterialConnectionPoint;
  129717. /**
  129718. * Gets the world position input component
  129719. */
  129720. get worldPosition(): NodeMaterialConnectionPoint;
  129721. /**
  129722. * Gets the world normal input component
  129723. */
  129724. get worldNormal(): NodeMaterialConnectionPoint;
  129725. /**
  129726. * Gets the world input component
  129727. */
  129728. get world(): NodeMaterialConnectionPoint;
  129729. /**
  129730. * Gets the camera (or eye) position component
  129731. */
  129732. get cameraPosition(): NodeMaterialConnectionPoint;
  129733. /**
  129734. * Gets the view input component
  129735. */
  129736. get view(): NodeMaterialConnectionPoint;
  129737. /**
  129738. * Gets the rgb output component
  129739. */
  129740. get rgb(): NodeMaterialConnectionPoint;
  129741. /**
  129742. * Gets the r output component
  129743. */
  129744. get r(): NodeMaterialConnectionPoint;
  129745. /**
  129746. * Gets the g output component
  129747. */
  129748. get g(): NodeMaterialConnectionPoint;
  129749. /**
  129750. * Gets the b output component
  129751. */
  129752. get b(): NodeMaterialConnectionPoint;
  129753. autoConfigure(material: NodeMaterial): void;
  129754. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  129755. isReady(): boolean;
  129756. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  129757. private _injectVertexCode;
  129758. private _writeOutput;
  129759. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  129760. protected _dumpPropertiesCode(): string;
  129761. serialize(): any;
  129762. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  129763. }
  129764. }
  129765. declare module BABYLON {
  129766. /**
  129767. * Interface used to configure the node material editor
  129768. */
  129769. export interface INodeMaterialEditorOptions {
  129770. /** Define the URl to load node editor script */
  129771. editorURL?: string;
  129772. }
  129773. /** @hidden */
  129774. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  129775. NORMAL: boolean;
  129776. TANGENT: boolean;
  129777. UV1: boolean;
  129778. /** BONES */
  129779. NUM_BONE_INFLUENCERS: number;
  129780. BonesPerMesh: number;
  129781. BONETEXTURE: boolean;
  129782. /** MORPH TARGETS */
  129783. MORPHTARGETS: boolean;
  129784. MORPHTARGETS_NORMAL: boolean;
  129785. MORPHTARGETS_TANGENT: boolean;
  129786. MORPHTARGETS_UV: boolean;
  129787. NUM_MORPH_INFLUENCERS: number;
  129788. /** IMAGE PROCESSING */
  129789. IMAGEPROCESSING: boolean;
  129790. VIGNETTE: boolean;
  129791. VIGNETTEBLENDMODEMULTIPLY: boolean;
  129792. VIGNETTEBLENDMODEOPAQUE: boolean;
  129793. TONEMAPPING: boolean;
  129794. TONEMAPPING_ACES: boolean;
  129795. CONTRAST: boolean;
  129796. EXPOSURE: boolean;
  129797. COLORCURVES: boolean;
  129798. COLORGRADING: boolean;
  129799. COLORGRADING3D: boolean;
  129800. SAMPLER3DGREENDEPTH: boolean;
  129801. SAMPLER3DBGRMAP: boolean;
  129802. IMAGEPROCESSINGPOSTPROCESS: boolean;
  129803. /** MISC. */
  129804. BUMPDIRECTUV: number;
  129805. constructor();
  129806. setValue(name: string, value: boolean): void;
  129807. }
  129808. /**
  129809. * Class used to configure NodeMaterial
  129810. */
  129811. export interface INodeMaterialOptions {
  129812. /**
  129813. * Defines if blocks should emit comments
  129814. */
  129815. emitComments: boolean;
  129816. }
  129817. /**
  129818. * Class used to create a node based material built by assembling shader blocks
  129819. */
  129820. export class NodeMaterial extends PushMaterial {
  129821. private static _BuildIdGenerator;
  129822. private _options;
  129823. private _vertexCompilationState;
  129824. private _fragmentCompilationState;
  129825. private _sharedData;
  129826. private _buildId;
  129827. private _buildWasSuccessful;
  129828. private _cachedWorldViewMatrix;
  129829. private _cachedWorldViewProjectionMatrix;
  129830. private _optimizers;
  129831. private _animationFrame;
  129832. /** Define the Url to load node editor script */
  129833. static EditorURL: string;
  129834. /** Define the Url to load snippets */
  129835. static SnippetUrl: string;
  129836. private BJSNODEMATERIALEDITOR;
  129837. /** Get the inspector from bundle or global */
  129838. private _getGlobalNodeMaterialEditor;
  129839. /**
  129840. * Gets or sets data used by visual editor
  129841. * @see https://nme.babylonjs.com
  129842. */
  129843. editorData: any;
  129844. /**
  129845. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  129846. */
  129847. ignoreAlpha: boolean;
  129848. /**
  129849. * Defines the maximum number of lights that can be used in the material
  129850. */
  129851. maxSimultaneousLights: number;
  129852. /**
  129853. * Observable raised when the material is built
  129854. */
  129855. onBuildObservable: Observable<NodeMaterial>;
  129856. /**
  129857. * Gets or sets the root nodes of the material vertex shader
  129858. */
  129859. _vertexOutputNodes: NodeMaterialBlock[];
  129860. /**
  129861. * Gets or sets the root nodes of the material fragment (pixel) shader
  129862. */
  129863. _fragmentOutputNodes: NodeMaterialBlock[];
  129864. /** Gets or sets options to control the node material overall behavior */
  129865. get options(): INodeMaterialOptions;
  129866. set options(options: INodeMaterialOptions);
  129867. /**
  129868. * Default configuration related to image processing available in the standard Material.
  129869. */
  129870. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  129871. /**
  129872. * Gets the image processing configuration used either in this material.
  129873. */
  129874. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  129875. /**
  129876. * Sets the Default image processing configuration used either in the this material.
  129877. *
  129878. * If sets to null, the scene one is in use.
  129879. */
  129880. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  129881. /**
  129882. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  129883. */
  129884. attachedBlocks: NodeMaterialBlock[];
  129885. /**
  129886. * Create a new node based material
  129887. * @param name defines the material name
  129888. * @param scene defines the hosting scene
  129889. * @param options defines creation option
  129890. */
  129891. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  129892. /**
  129893. * Gets the current class name of the material e.g. "NodeMaterial"
  129894. * @returns the class name
  129895. */
  129896. getClassName(): string;
  129897. /**
  129898. * Keep track of the image processing observer to allow dispose and replace.
  129899. */
  129900. private _imageProcessingObserver;
  129901. /**
  129902. * Attaches a new image processing configuration to the Standard Material.
  129903. * @param configuration
  129904. */
  129905. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  129906. /**
  129907. * Get a block by its name
  129908. * @param name defines the name of the block to retrieve
  129909. * @returns the required block or null if not found
  129910. */
  129911. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  129912. /**
  129913. * Get a block by its name
  129914. * @param predicate defines the predicate used to find the good candidate
  129915. * @returns the required block or null if not found
  129916. */
  129917. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  129918. /**
  129919. * Get an input block by its name
  129920. * @param predicate defines the predicate used to find the good candidate
  129921. * @returns the required input block or null if not found
  129922. */
  129923. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  129924. /**
  129925. * Gets the list of input blocks attached to this material
  129926. * @returns an array of InputBlocks
  129927. */
  129928. getInputBlocks(): InputBlock[];
  129929. /**
  129930. * Adds a new optimizer to the list of optimizers
  129931. * @param optimizer defines the optimizers to add
  129932. * @returns the current material
  129933. */
  129934. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  129935. /**
  129936. * Remove an optimizer from the list of optimizers
  129937. * @param optimizer defines the optimizers to remove
  129938. * @returns the current material
  129939. */
  129940. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  129941. /**
  129942. * Add a new block to the list of output nodes
  129943. * @param node defines the node to add
  129944. * @returns the current material
  129945. */
  129946. addOutputNode(node: NodeMaterialBlock): this;
  129947. /**
  129948. * Remove a block from the list of root nodes
  129949. * @param node defines the node to remove
  129950. * @returns the current material
  129951. */
  129952. removeOutputNode(node: NodeMaterialBlock): this;
  129953. private _addVertexOutputNode;
  129954. private _removeVertexOutputNode;
  129955. private _addFragmentOutputNode;
  129956. private _removeFragmentOutputNode;
  129957. /**
  129958. * Specifies if the material will require alpha blending
  129959. * @returns a boolean specifying if alpha blending is needed
  129960. */
  129961. needAlphaBlending(): boolean;
  129962. /**
  129963. * Specifies if this material should be rendered in alpha test mode
  129964. * @returns a boolean specifying if an alpha test is needed.
  129965. */
  129966. needAlphaTesting(): boolean;
  129967. private _initializeBlock;
  129968. private _resetDualBlocks;
  129969. /**
  129970. * Remove a block from the current node material
  129971. * @param block defines the block to remove
  129972. */
  129973. removeBlock(block: NodeMaterialBlock): void;
  129974. /**
  129975. * Build the material and generates the inner effect
  129976. * @param verbose defines if the build should log activity
  129977. */
  129978. build(verbose?: boolean): void;
  129979. /**
  129980. * Runs an otpimization phase to try to improve the shader code
  129981. */
  129982. optimize(): void;
  129983. private _prepareDefinesForAttributes;
  129984. /**
  129985. * Get if the submesh is ready to be used and all its information available.
  129986. * Child classes can use it to update shaders
  129987. * @param mesh defines the mesh to check
  129988. * @param subMesh defines which submesh to check
  129989. * @param useInstances specifies that instances should be used
  129990. * @returns a boolean indicating that the submesh is ready or not
  129991. */
  129992. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  129993. /**
  129994. * Get a string representing the shaders built by the current node graph
  129995. */
  129996. get compiledShaders(): string;
  129997. /**
  129998. * Binds the world matrix to the material
  129999. * @param world defines the world transformation matrix
  130000. */
  130001. bindOnlyWorldMatrix(world: Matrix): void;
  130002. /**
  130003. * Binds the submesh to this material by preparing the effect and shader to draw
  130004. * @param world defines the world transformation matrix
  130005. * @param mesh defines the mesh containing the submesh
  130006. * @param subMesh defines the submesh to bind the material to
  130007. */
  130008. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  130009. /**
  130010. * Gets the active textures from the material
  130011. * @returns an array of textures
  130012. */
  130013. getActiveTextures(): BaseTexture[];
  130014. /**
  130015. * Gets the list of texture blocks
  130016. * @returns an array of texture blocks
  130017. */
  130018. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  130019. /**
  130020. * Specifies if the material uses a texture
  130021. * @param texture defines the texture to check against the material
  130022. * @returns a boolean specifying if the material uses the texture
  130023. */
  130024. hasTexture(texture: BaseTexture): boolean;
  130025. /**
  130026. * Disposes the material
  130027. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  130028. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  130029. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  130030. */
  130031. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  130032. /** Creates the node editor window. */
  130033. private _createNodeEditor;
  130034. /**
  130035. * Launch the node material editor
  130036. * @param config Define the configuration of the editor
  130037. * @return a promise fulfilled when the node editor is visible
  130038. */
  130039. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  130040. /**
  130041. * Clear the current material
  130042. */
  130043. clear(): void;
  130044. /**
  130045. * Clear the current material and set it to a default state
  130046. */
  130047. setToDefault(): void;
  130048. /**
  130049. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  130050. * @param url defines the url to load from
  130051. * @returns a promise that will fullfil when the material is fully loaded
  130052. */
  130053. loadAsync(url: string): Promise<void>;
  130054. private _gatherBlocks;
  130055. /**
  130056. * Generate a string containing the code declaration required to create an equivalent of this material
  130057. * @returns a string
  130058. */
  130059. generateCode(): string;
  130060. /**
  130061. * Serializes this material in a JSON representation
  130062. * @returns the serialized material object
  130063. */
  130064. serialize(selectedBlocks?: NodeMaterialBlock[]): any;
  130065. private _restoreConnections;
  130066. /**
  130067. * Clear the current graph and load a new one from a serialization object
  130068. * @param source defines the JSON representation of the material
  130069. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130070. */
  130071. loadFromSerialization(source: any, rootUrl?: string): void;
  130072. /**
  130073. * Creates a node material from parsed material data
  130074. * @param source defines the JSON representation of the material
  130075. * @param scene defines the hosting scene
  130076. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130077. * @returns a new node material
  130078. */
  130079. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  130080. /**
  130081. * Creates a node material from a snippet saved by the node material editor
  130082. * @param snippetId defines the snippet to load
  130083. * @param scene defines the hosting scene
  130084. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130085. * @returns a promise that will resolve to the new node material
  130086. */
  130087. static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<NodeMaterial>;
  130088. /**
  130089. * Creates a new node material set to default basic configuration
  130090. * @param name defines the name of the material
  130091. * @param scene defines the hosting scene
  130092. * @returns a new NodeMaterial
  130093. */
  130094. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  130095. }
  130096. }
  130097. declare module BABYLON {
  130098. /**
  130099. * Block used to read a texture from a sampler
  130100. */
  130101. export class TextureBlock extends NodeMaterialBlock {
  130102. private _defineName;
  130103. private _linearDefineName;
  130104. private _tempTextureRead;
  130105. private _samplerName;
  130106. private _transformedUVName;
  130107. private _textureTransformName;
  130108. private _textureInfoName;
  130109. private _mainUVName;
  130110. private _mainUVDefineName;
  130111. /**
  130112. * Gets or sets the texture associated with the node
  130113. */
  130114. texture: Nullable<Texture>;
  130115. /**
  130116. * Create a new TextureBlock
  130117. * @param name defines the block name
  130118. */
  130119. constructor(name: string);
  130120. /**
  130121. * Gets the current class name
  130122. * @returns the class name
  130123. */
  130124. getClassName(): string;
  130125. /**
  130126. * Gets the uv input component
  130127. */
  130128. get uv(): NodeMaterialConnectionPoint;
  130129. /**
  130130. * Gets the rgba output component
  130131. */
  130132. get rgba(): NodeMaterialConnectionPoint;
  130133. /**
  130134. * Gets the rgb output component
  130135. */
  130136. get rgb(): NodeMaterialConnectionPoint;
  130137. /**
  130138. * Gets the r output component
  130139. */
  130140. get r(): NodeMaterialConnectionPoint;
  130141. /**
  130142. * Gets the g output component
  130143. */
  130144. get g(): NodeMaterialConnectionPoint;
  130145. /**
  130146. * Gets the b output component
  130147. */
  130148. get b(): NodeMaterialConnectionPoint;
  130149. /**
  130150. * Gets the a output component
  130151. */
  130152. get a(): NodeMaterialConnectionPoint;
  130153. get target(): NodeMaterialBlockTargets;
  130154. autoConfigure(material: NodeMaterial): void;
  130155. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130156. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  130157. private _getTextureBase;
  130158. isReady(): boolean;
  130159. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130160. private get _isMixed();
  130161. private _injectVertexCode;
  130162. private _writeTextureRead;
  130163. private _writeOutput;
  130164. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  130165. protected _dumpPropertiesCode(): string;
  130166. serialize(): any;
  130167. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130168. }
  130169. }
  130170. declare module BABYLON {
  130171. /**
  130172. * Class used to store shared data between 2 NodeMaterialBuildState
  130173. */
  130174. export class NodeMaterialBuildStateSharedData {
  130175. /**
  130176. * Gets the list of emitted varyings
  130177. */
  130178. temps: string[];
  130179. /**
  130180. * Gets the list of emitted varyings
  130181. */
  130182. varyings: string[];
  130183. /**
  130184. * Gets the varying declaration string
  130185. */
  130186. varyingDeclaration: string;
  130187. /**
  130188. * Input blocks
  130189. */
  130190. inputBlocks: InputBlock[];
  130191. /**
  130192. * Input blocks
  130193. */
  130194. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  130195. /**
  130196. * Bindable blocks (Blocks that need to set data to the effect)
  130197. */
  130198. bindableBlocks: NodeMaterialBlock[];
  130199. /**
  130200. * List of blocks that can provide a compilation fallback
  130201. */
  130202. blocksWithFallbacks: NodeMaterialBlock[];
  130203. /**
  130204. * List of blocks that can provide a define update
  130205. */
  130206. blocksWithDefines: NodeMaterialBlock[];
  130207. /**
  130208. * List of blocks that can provide a repeatable content
  130209. */
  130210. repeatableContentBlocks: NodeMaterialBlock[];
  130211. /**
  130212. * List of blocks that can provide a dynamic list of uniforms
  130213. */
  130214. dynamicUniformBlocks: NodeMaterialBlock[];
  130215. /**
  130216. * List of blocks that can block the isReady function for the material
  130217. */
  130218. blockingBlocks: NodeMaterialBlock[];
  130219. /**
  130220. * Gets the list of animated inputs
  130221. */
  130222. animatedInputs: InputBlock[];
  130223. /**
  130224. * Build Id used to avoid multiple recompilations
  130225. */
  130226. buildId: number;
  130227. /** List of emitted variables */
  130228. variableNames: {
  130229. [key: string]: number;
  130230. };
  130231. /** List of emitted defines */
  130232. defineNames: {
  130233. [key: string]: number;
  130234. };
  130235. /** Should emit comments? */
  130236. emitComments: boolean;
  130237. /** Emit build activity */
  130238. verbose: boolean;
  130239. /** Gets or sets the hosting scene */
  130240. scene: Scene;
  130241. /**
  130242. * Gets the compilation hints emitted at compilation time
  130243. */
  130244. hints: {
  130245. needWorldViewMatrix: boolean;
  130246. needWorldViewProjectionMatrix: boolean;
  130247. needAlphaBlending: boolean;
  130248. needAlphaTesting: boolean;
  130249. };
  130250. /**
  130251. * List of compilation checks
  130252. */
  130253. checks: {
  130254. emitVertex: boolean;
  130255. emitFragment: boolean;
  130256. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  130257. };
  130258. /** Creates a new shared data */
  130259. constructor();
  130260. /**
  130261. * Emits console errors and exceptions if there is a failing check
  130262. */
  130263. emitErrors(): void;
  130264. }
  130265. }
  130266. declare module BABYLON {
  130267. /**
  130268. * Class used to store node based material build state
  130269. */
  130270. export class NodeMaterialBuildState {
  130271. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  130272. supportUniformBuffers: boolean;
  130273. /**
  130274. * Gets the list of emitted attributes
  130275. */
  130276. attributes: string[];
  130277. /**
  130278. * Gets the list of emitted uniforms
  130279. */
  130280. uniforms: string[];
  130281. /**
  130282. * Gets the list of emitted constants
  130283. */
  130284. constants: string[];
  130285. /**
  130286. * Gets the list of emitted samplers
  130287. */
  130288. samplers: string[];
  130289. /**
  130290. * Gets the list of emitted functions
  130291. */
  130292. functions: {
  130293. [key: string]: string;
  130294. };
  130295. /**
  130296. * Gets the list of emitted extensions
  130297. */
  130298. extensions: {
  130299. [key: string]: string;
  130300. };
  130301. /**
  130302. * Gets the target of the compilation state
  130303. */
  130304. target: NodeMaterialBlockTargets;
  130305. /**
  130306. * Gets the list of emitted counters
  130307. */
  130308. counters: {
  130309. [key: string]: number;
  130310. };
  130311. /**
  130312. * Shared data between multiple NodeMaterialBuildState instances
  130313. */
  130314. sharedData: NodeMaterialBuildStateSharedData;
  130315. /** @hidden */
  130316. _vertexState: NodeMaterialBuildState;
  130317. /** @hidden */
  130318. _attributeDeclaration: string;
  130319. /** @hidden */
  130320. _uniformDeclaration: string;
  130321. /** @hidden */
  130322. _constantDeclaration: string;
  130323. /** @hidden */
  130324. _samplerDeclaration: string;
  130325. /** @hidden */
  130326. _varyingTransfer: string;
  130327. private _repeatableContentAnchorIndex;
  130328. /** @hidden */
  130329. _builtCompilationString: string;
  130330. /**
  130331. * Gets the emitted compilation strings
  130332. */
  130333. compilationString: string;
  130334. /**
  130335. * Finalize the compilation strings
  130336. * @param state defines the current compilation state
  130337. */
  130338. finalize(state: NodeMaterialBuildState): void;
  130339. /** @hidden */
  130340. get _repeatableContentAnchor(): string;
  130341. /** @hidden */
  130342. _getFreeVariableName(prefix: string): string;
  130343. /** @hidden */
  130344. _getFreeDefineName(prefix: string): string;
  130345. /** @hidden */
  130346. _excludeVariableName(name: string): void;
  130347. /** @hidden */
  130348. _emit2DSampler(name: string): void;
  130349. /** @hidden */
  130350. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  130351. /** @hidden */
  130352. _emitExtension(name: string, extension: string): void;
  130353. /** @hidden */
  130354. _emitFunction(name: string, code: string, comments: string): void;
  130355. /** @hidden */
  130356. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  130357. replaceStrings?: {
  130358. search: RegExp;
  130359. replace: string;
  130360. }[];
  130361. repeatKey?: string;
  130362. }): string;
  130363. /** @hidden */
  130364. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  130365. repeatKey?: string;
  130366. removeAttributes?: boolean;
  130367. removeUniforms?: boolean;
  130368. removeVaryings?: boolean;
  130369. removeIfDef?: boolean;
  130370. replaceStrings?: {
  130371. search: RegExp;
  130372. replace: string;
  130373. }[];
  130374. }, storeKey?: string): void;
  130375. /** @hidden */
  130376. _registerTempVariable(name: string): boolean;
  130377. /** @hidden */
  130378. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  130379. /** @hidden */
  130380. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  130381. /** @hidden */
  130382. _emitFloat(value: number): string;
  130383. }
  130384. }
  130385. declare module BABYLON {
  130386. /**
  130387. * Defines a block that can be used inside a node based material
  130388. */
  130389. export class NodeMaterialBlock {
  130390. private _buildId;
  130391. private _buildTarget;
  130392. private _target;
  130393. private _isFinalMerger;
  130394. private _isInput;
  130395. protected _isUnique: boolean;
  130396. /** @hidden */
  130397. _codeVariableName: string;
  130398. /** @hidden */
  130399. _inputs: NodeMaterialConnectionPoint[];
  130400. /** @hidden */
  130401. _outputs: NodeMaterialConnectionPoint[];
  130402. /** @hidden */
  130403. _preparationId: number;
  130404. /**
  130405. * Gets or sets the name of the block
  130406. */
  130407. name: string;
  130408. /**
  130409. * Gets or sets the unique id of the node
  130410. */
  130411. uniqueId: number;
  130412. /**
  130413. * Gets or sets the comments associated with this block
  130414. */
  130415. comments: string;
  130416. /**
  130417. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  130418. */
  130419. get isUnique(): boolean;
  130420. /**
  130421. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  130422. */
  130423. get isFinalMerger(): boolean;
  130424. /**
  130425. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  130426. */
  130427. get isInput(): boolean;
  130428. /**
  130429. * Gets or sets the build Id
  130430. */
  130431. get buildId(): number;
  130432. set buildId(value: number);
  130433. /**
  130434. * Gets or sets the target of the block
  130435. */
  130436. get target(): NodeMaterialBlockTargets;
  130437. set target(value: NodeMaterialBlockTargets);
  130438. /**
  130439. * Gets the list of input points
  130440. */
  130441. get inputs(): NodeMaterialConnectionPoint[];
  130442. /** Gets the list of output points */
  130443. get outputs(): NodeMaterialConnectionPoint[];
  130444. /**
  130445. * Find an input by its name
  130446. * @param name defines the name of the input to look for
  130447. * @returns the input or null if not found
  130448. */
  130449. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  130450. /**
  130451. * Find an output by its name
  130452. * @param name defines the name of the outputto look for
  130453. * @returns the output or null if not found
  130454. */
  130455. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  130456. /**
  130457. * Creates a new NodeMaterialBlock
  130458. * @param name defines the block name
  130459. * @param target defines the target of that block (Vertex by default)
  130460. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  130461. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  130462. */
  130463. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  130464. /**
  130465. * Initialize the block and prepare the context for build
  130466. * @param state defines the state that will be used for the build
  130467. */
  130468. initialize(state: NodeMaterialBuildState): void;
  130469. /**
  130470. * Bind data to effect. Will only be called for blocks with isBindable === true
  130471. * @param effect defines the effect to bind data to
  130472. * @param nodeMaterial defines the hosting NodeMaterial
  130473. * @param mesh defines the mesh that will be rendered
  130474. */
  130475. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130476. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  130477. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  130478. protected _writeFloat(value: number): string;
  130479. /**
  130480. * Gets the current class name e.g. "NodeMaterialBlock"
  130481. * @returns the class name
  130482. */
  130483. getClassName(): string;
  130484. /**
  130485. * Register a new input. Must be called inside a block constructor
  130486. * @param name defines the connection point name
  130487. * @param type defines the connection point type
  130488. * @param isOptional defines a boolean indicating that this input can be omitted
  130489. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  130490. * @returns the current block
  130491. */
  130492. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  130493. /**
  130494. * Register a new output. Must be called inside a block constructor
  130495. * @param name defines the connection point name
  130496. * @param type defines the connection point type
  130497. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  130498. * @returns the current block
  130499. */
  130500. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  130501. /**
  130502. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  130503. * @param forOutput defines an optional connection point to check compatibility with
  130504. * @returns the first available input or null
  130505. */
  130506. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  130507. /**
  130508. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  130509. * @param forBlock defines an optional block to check compatibility with
  130510. * @returns the first available input or null
  130511. */
  130512. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  130513. /**
  130514. * Gets the sibling of the given output
  130515. * @param current defines the current output
  130516. * @returns the next output in the list or null
  130517. */
  130518. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  130519. /**
  130520. * Connect current block with another block
  130521. * @param other defines the block to connect with
  130522. * @param options define the various options to help pick the right connections
  130523. * @returns the current block
  130524. */
  130525. connectTo(other: NodeMaterialBlock, options?: {
  130526. input?: string;
  130527. output?: string;
  130528. outputSwizzle?: string;
  130529. }): this | undefined;
  130530. protected _buildBlock(state: NodeMaterialBuildState): void;
  130531. /**
  130532. * Add uniforms, samplers and uniform buffers at compilation time
  130533. * @param state defines the state to update
  130534. * @param nodeMaterial defines the node material requesting the update
  130535. * @param defines defines the material defines to update
  130536. * @param uniformBuffers defines the list of uniform buffer names
  130537. */
  130538. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  130539. /**
  130540. * Add potential fallbacks if shader compilation fails
  130541. * @param mesh defines the mesh to be rendered
  130542. * @param fallbacks defines the current prioritized list of fallbacks
  130543. */
  130544. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  130545. /**
  130546. * Initialize defines for shader compilation
  130547. * @param mesh defines the mesh to be rendered
  130548. * @param nodeMaterial defines the node material requesting the update
  130549. * @param defines defines the material defines to update
  130550. * @param useInstances specifies that instances should be used
  130551. */
  130552. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130553. /**
  130554. * Update defines for shader compilation
  130555. * @param mesh defines the mesh to be rendered
  130556. * @param nodeMaterial defines the node material requesting the update
  130557. * @param defines defines the material defines to update
  130558. * @param useInstances specifies that instances should be used
  130559. */
  130560. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130561. /**
  130562. * Lets the block try to connect some inputs automatically
  130563. * @param material defines the hosting NodeMaterial
  130564. */
  130565. autoConfigure(material: NodeMaterial): void;
  130566. /**
  130567. * Function called when a block is declared as repeatable content generator
  130568. * @param vertexShaderState defines the current compilation state for the vertex shader
  130569. * @param fragmentShaderState defines the current compilation state for the fragment shader
  130570. * @param mesh defines the mesh to be rendered
  130571. * @param defines defines the material defines to update
  130572. */
  130573. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  130574. /**
  130575. * Checks if the block is ready
  130576. * @param mesh defines the mesh to be rendered
  130577. * @param nodeMaterial defines the node material requesting the update
  130578. * @param defines defines the material defines to update
  130579. * @param useInstances specifies that instances should be used
  130580. * @returns true if the block is ready
  130581. */
  130582. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  130583. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  130584. private _processBuild;
  130585. /**
  130586. * Compile the current node and generate the shader code
  130587. * @param state defines the current compilation state (uniforms, samplers, current string)
  130588. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  130589. * @returns true if already built
  130590. */
  130591. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  130592. protected _inputRename(name: string): string;
  130593. protected _outputRename(name: string): string;
  130594. protected _dumpPropertiesCode(): string;
  130595. /** @hidden */
  130596. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  130597. /** @hidden */
  130598. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  130599. /**
  130600. * Clone the current block to a new identical block
  130601. * @param scene defines the hosting scene
  130602. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130603. * @returns a copy of the current block
  130604. */
  130605. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  130606. /**
  130607. * Serializes this block in a JSON representation
  130608. * @returns the serialized block object
  130609. */
  130610. serialize(): any;
  130611. /** @hidden */
  130612. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130613. /**
  130614. * Release resources
  130615. */
  130616. dispose(): void;
  130617. }
  130618. }
  130619. declare module BABYLON {
  130620. /**
  130621. * Enum defining the type of animations supported by InputBlock
  130622. */
  130623. export enum AnimatedInputBlockTypes {
  130624. /** No animation */
  130625. None = 0,
  130626. /** Time based animation. Will only work for floats */
  130627. Time = 1
  130628. }
  130629. }
  130630. declare module BABYLON {
  130631. /**
  130632. * Block used to expose an input value
  130633. */
  130634. export class InputBlock extends NodeMaterialBlock {
  130635. private _mode;
  130636. private _associatedVariableName;
  130637. private _storedValue;
  130638. private _valueCallback;
  130639. private _type;
  130640. private _animationType;
  130641. /** Gets or set a value used to limit the range of float values */
  130642. min: number;
  130643. /** Gets or set a value used to limit the range of float values */
  130644. max: number;
  130645. /** Gets or set a value indicating that this input can only get 0 and 1 values */
  130646. isBoolean: boolean;
  130647. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  130648. matrixMode: number;
  130649. /** @hidden */
  130650. _systemValue: Nullable<NodeMaterialSystemValues>;
  130651. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  130652. visibleInInspector: boolean;
  130653. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  130654. isConstant: boolean;
  130655. /** Gets or sets the group to use to display this block in the Inspector */
  130656. groupInInspector: string;
  130657. /**
  130658. * Gets or sets the connection point type (default is float)
  130659. */
  130660. get type(): NodeMaterialBlockConnectionPointTypes;
  130661. /**
  130662. * Creates a new InputBlock
  130663. * @param name defines the block name
  130664. * @param target defines the target of that block (Vertex by default)
  130665. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  130666. */
  130667. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  130668. /**
  130669. * Gets the output component
  130670. */
  130671. get output(): NodeMaterialConnectionPoint;
  130672. /**
  130673. * Set the source of this connection point to a vertex attribute
  130674. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  130675. * @returns the current connection point
  130676. */
  130677. setAsAttribute(attributeName?: string): InputBlock;
  130678. /**
  130679. * Set the source of this connection point to a system value
  130680. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  130681. * @returns the current connection point
  130682. */
  130683. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  130684. /**
  130685. * Gets or sets the value of that point.
  130686. * Please note that this value will be ignored if valueCallback is defined
  130687. */
  130688. get value(): any;
  130689. set value(value: any);
  130690. /**
  130691. * Gets or sets a callback used to get the value of that point.
  130692. * Please note that setting this value will force the connection point to ignore the value property
  130693. */
  130694. get valueCallback(): () => any;
  130695. set valueCallback(value: () => any);
  130696. /**
  130697. * Gets or sets the associated variable name in the shader
  130698. */
  130699. get associatedVariableName(): string;
  130700. set associatedVariableName(value: string);
  130701. /** Gets or sets the type of animation applied to the input */
  130702. get animationType(): AnimatedInputBlockTypes;
  130703. set animationType(value: AnimatedInputBlockTypes);
  130704. /**
  130705. * Gets a boolean indicating that this connection point not defined yet
  130706. */
  130707. get isUndefined(): boolean;
  130708. /**
  130709. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  130710. * In this case the connection point name must be the name of the uniform to use.
  130711. * Can only be set on inputs
  130712. */
  130713. get isUniform(): boolean;
  130714. set isUniform(value: boolean);
  130715. /**
  130716. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  130717. * In this case the connection point name must be the name of the attribute to use
  130718. * Can only be set on inputs
  130719. */
  130720. get isAttribute(): boolean;
  130721. set isAttribute(value: boolean);
  130722. /**
  130723. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  130724. * Can only be set on exit points
  130725. */
  130726. get isVarying(): boolean;
  130727. set isVarying(value: boolean);
  130728. /**
  130729. * Gets a boolean indicating that the current connection point is a system value
  130730. */
  130731. get isSystemValue(): boolean;
  130732. /**
  130733. * Gets or sets the current well known value or null if not defined as a system value
  130734. */
  130735. get systemValue(): Nullable<NodeMaterialSystemValues>;
  130736. set systemValue(value: Nullable<NodeMaterialSystemValues>);
  130737. /**
  130738. * Gets the current class name
  130739. * @returns the class name
  130740. */
  130741. getClassName(): string;
  130742. /**
  130743. * Animate the input if animationType !== None
  130744. * @param scene defines the rendering scene
  130745. */
  130746. animate(scene: Scene): void;
  130747. private _emitDefine;
  130748. initialize(state: NodeMaterialBuildState): void;
  130749. /**
  130750. * Set the input block to its default value (based on its type)
  130751. */
  130752. setDefaultValue(): void;
  130753. private _emitConstant;
  130754. private _emit;
  130755. /** @hidden */
  130756. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  130757. /** @hidden */
  130758. _transmit(effect: Effect, scene: Scene): void;
  130759. protected _buildBlock(state: NodeMaterialBuildState): void;
  130760. protected _dumpPropertiesCode(): string;
  130761. serialize(): any;
  130762. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130763. }
  130764. }
  130765. declare module BABYLON {
  130766. /**
  130767. * Enum used to define the compatibility state between two connection points
  130768. */
  130769. export enum NodeMaterialConnectionPointCompatibilityStates {
  130770. /** Points are compatibles */
  130771. Compatible = 0,
  130772. /** Points are incompatible because of their types */
  130773. TypeIncompatible = 1,
  130774. /** Points are incompatible because of their targets (vertex vs fragment) */
  130775. TargetIncompatible = 2
  130776. }
  130777. /**
  130778. * Defines the direction of a connection point
  130779. */
  130780. export enum NodeMaterialConnectionPointDirection {
  130781. /** Input */
  130782. Input = 0,
  130783. /** Output */
  130784. Output = 1
  130785. }
  130786. /**
  130787. * Defines a connection point for a block
  130788. */
  130789. export class NodeMaterialConnectionPoint {
  130790. /** @hidden */
  130791. _ownerBlock: NodeMaterialBlock;
  130792. /** @hidden */
  130793. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  130794. private _endpoints;
  130795. private _associatedVariableName;
  130796. private _direction;
  130797. /** @hidden */
  130798. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  130799. /** @hidden */
  130800. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  130801. private _type;
  130802. /** @hidden */
  130803. _enforceAssociatedVariableName: boolean;
  130804. /** Gets the direction of the point */
  130805. get direction(): NodeMaterialConnectionPointDirection;
  130806. /**
  130807. * Gets or sets the additional types supported by this connection point
  130808. */
  130809. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  130810. /**
  130811. * Gets or sets the additional types excluded by this connection point
  130812. */
  130813. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  130814. /**
  130815. * Observable triggered when this point is connected
  130816. */
  130817. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  130818. /**
  130819. * Gets or sets the associated variable name in the shader
  130820. */
  130821. get associatedVariableName(): string;
  130822. set associatedVariableName(value: string);
  130823. /**
  130824. * Gets or sets the connection point type (default is float)
  130825. */
  130826. get type(): NodeMaterialBlockConnectionPointTypes;
  130827. set type(value: NodeMaterialBlockConnectionPointTypes);
  130828. /**
  130829. * Gets or sets the connection point name
  130830. */
  130831. name: string;
  130832. /**
  130833. * Gets or sets a boolean indicating that this connection point can be omitted
  130834. */
  130835. isOptional: boolean;
  130836. /**
  130837. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  130838. */
  130839. define: string;
  130840. /** @hidden */
  130841. _prioritizeVertex: boolean;
  130842. private _target;
  130843. /** Gets or sets the target of that connection point */
  130844. get target(): NodeMaterialBlockTargets;
  130845. set target(value: NodeMaterialBlockTargets);
  130846. /**
  130847. * Gets a boolean indicating that the current point is connected
  130848. */
  130849. get isConnected(): boolean;
  130850. /**
  130851. * Gets a boolean indicating that the current point is connected to an input block
  130852. */
  130853. get isConnectedToInputBlock(): boolean;
  130854. /**
  130855. * Gets a the connected input block (if any)
  130856. */
  130857. get connectInputBlock(): Nullable<InputBlock>;
  130858. /** Get the other side of the connection (if any) */
  130859. get connectedPoint(): Nullable<NodeMaterialConnectionPoint>;
  130860. /** Get the block that owns this connection point */
  130861. get ownerBlock(): NodeMaterialBlock;
  130862. /** Get the block connected on the other side of this connection (if any) */
  130863. get sourceBlock(): Nullable<NodeMaterialBlock>;
  130864. /** Get the block connected on the endpoints of this connection (if any) */
  130865. get connectedBlocks(): Array<NodeMaterialBlock>;
  130866. /** Gets the list of connected endpoints */
  130867. get endpoints(): NodeMaterialConnectionPoint[];
  130868. /** Gets a boolean indicating if that output point is connected to at least one input */
  130869. get hasEndpoints(): boolean;
  130870. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  130871. get isConnectedInVertexShader(): boolean;
  130872. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  130873. get isConnectedInFragmentShader(): boolean;
  130874. /**
  130875. * Creates a new connection point
  130876. * @param name defines the connection point name
  130877. * @param ownerBlock defines the block hosting this connection point
  130878. * @param direction defines the direction of the connection point
  130879. */
  130880. constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection);
  130881. /**
  130882. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  130883. * @returns the class name
  130884. */
  130885. getClassName(): string;
  130886. /**
  130887. * Gets a boolean indicating if the current point can be connected to another point
  130888. * @param connectionPoint defines the other connection point
  130889. * @returns a boolean
  130890. */
  130891. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  130892. /**
  130893. * Gets a number indicating if the current point can be connected to another point
  130894. * @param connectionPoint defines the other connection point
  130895. * @returns a number defining the compatibility state
  130896. */
  130897. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  130898. /**
  130899. * Connect this point to another connection point
  130900. * @param connectionPoint defines the other connection point
  130901. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  130902. * @returns the current connection point
  130903. */
  130904. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  130905. /**
  130906. * Disconnect this point from one of his endpoint
  130907. * @param endpoint defines the other connection point
  130908. * @returns the current connection point
  130909. */
  130910. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  130911. /**
  130912. * Serializes this point in a JSON representation
  130913. * @returns the serialized point object
  130914. */
  130915. serialize(): any;
  130916. /**
  130917. * Release resources
  130918. */
  130919. dispose(): void;
  130920. }
  130921. }
  130922. declare module BABYLON {
  130923. /**
  130924. * Block used to add support for vertex skinning (bones)
  130925. */
  130926. export class BonesBlock extends NodeMaterialBlock {
  130927. /**
  130928. * Creates a new BonesBlock
  130929. * @param name defines the block name
  130930. */
  130931. constructor(name: string);
  130932. /**
  130933. * Initialize the block and prepare the context for build
  130934. * @param state defines the state that will be used for the build
  130935. */
  130936. initialize(state: NodeMaterialBuildState): void;
  130937. /**
  130938. * Gets the current class name
  130939. * @returns the class name
  130940. */
  130941. getClassName(): string;
  130942. /**
  130943. * Gets the matrix indices input component
  130944. */
  130945. get matricesIndices(): NodeMaterialConnectionPoint;
  130946. /**
  130947. * Gets the matrix weights input component
  130948. */
  130949. get matricesWeights(): NodeMaterialConnectionPoint;
  130950. /**
  130951. * Gets the extra matrix indices input component
  130952. */
  130953. get matricesIndicesExtra(): NodeMaterialConnectionPoint;
  130954. /**
  130955. * Gets the extra matrix weights input component
  130956. */
  130957. get matricesWeightsExtra(): NodeMaterialConnectionPoint;
  130958. /**
  130959. * Gets the world input component
  130960. */
  130961. get world(): NodeMaterialConnectionPoint;
  130962. /**
  130963. * Gets the output component
  130964. */
  130965. get output(): NodeMaterialConnectionPoint;
  130966. autoConfigure(material: NodeMaterial): void;
  130967. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  130968. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130969. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  130970. protected _buildBlock(state: NodeMaterialBuildState): this;
  130971. }
  130972. }
  130973. declare module BABYLON {
  130974. /**
  130975. * Block used to add support for instances
  130976. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  130977. */
  130978. export class InstancesBlock extends NodeMaterialBlock {
  130979. /**
  130980. * Creates a new InstancesBlock
  130981. * @param name defines the block name
  130982. */
  130983. constructor(name: string);
  130984. /**
  130985. * Gets the current class name
  130986. * @returns the class name
  130987. */
  130988. getClassName(): string;
  130989. /**
  130990. * Gets the first world row input component
  130991. */
  130992. get world0(): NodeMaterialConnectionPoint;
  130993. /**
  130994. * Gets the second world row input component
  130995. */
  130996. get world1(): NodeMaterialConnectionPoint;
  130997. /**
  130998. * Gets the third world row input component
  130999. */
  131000. get world2(): NodeMaterialConnectionPoint;
  131001. /**
  131002. * Gets the forth world row input component
  131003. */
  131004. get world3(): NodeMaterialConnectionPoint;
  131005. /**
  131006. * Gets the world input component
  131007. */
  131008. get world(): NodeMaterialConnectionPoint;
  131009. /**
  131010. * Gets the output component
  131011. */
  131012. get output(): NodeMaterialConnectionPoint;
  131013. autoConfigure(material: NodeMaterial): void;
  131014. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  131015. protected _buildBlock(state: NodeMaterialBuildState): this;
  131016. }
  131017. }
  131018. declare module BABYLON {
  131019. /**
  131020. * Block used to add morph targets support to vertex shader
  131021. */
  131022. export class MorphTargetsBlock extends NodeMaterialBlock {
  131023. private _repeatableContentAnchor;
  131024. private _repeatebleContentGenerated;
  131025. /**
  131026. * Create a new MorphTargetsBlock
  131027. * @param name defines the block name
  131028. */
  131029. constructor(name: string);
  131030. /**
  131031. * Gets the current class name
  131032. * @returns the class name
  131033. */
  131034. getClassName(): string;
  131035. /**
  131036. * Gets the position input component
  131037. */
  131038. get position(): NodeMaterialConnectionPoint;
  131039. /**
  131040. * Gets the normal input component
  131041. */
  131042. get normal(): NodeMaterialConnectionPoint;
  131043. /**
  131044. * Gets the tangent input component
  131045. */
  131046. get tangent(): NodeMaterialConnectionPoint;
  131047. /**
  131048. * Gets the tangent input component
  131049. */
  131050. get uv(): NodeMaterialConnectionPoint;
  131051. /**
  131052. * Gets the position output component
  131053. */
  131054. get positionOutput(): NodeMaterialConnectionPoint;
  131055. /**
  131056. * Gets the normal output component
  131057. */
  131058. get normalOutput(): NodeMaterialConnectionPoint;
  131059. /**
  131060. * Gets the tangent output component
  131061. */
  131062. get tangentOutput(): NodeMaterialConnectionPoint;
  131063. /**
  131064. * Gets the tangent output component
  131065. */
  131066. get uvOutput(): NodeMaterialConnectionPoint;
  131067. initialize(state: NodeMaterialBuildState): void;
  131068. autoConfigure(material: NodeMaterial): void;
  131069. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131070. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131071. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  131072. protected _buildBlock(state: NodeMaterialBuildState): this;
  131073. }
  131074. }
  131075. declare module BABYLON {
  131076. /**
  131077. * Block used to get data information from a light
  131078. */
  131079. export class LightInformationBlock extends NodeMaterialBlock {
  131080. private _lightDataUniformName;
  131081. private _lightColorUniformName;
  131082. private _lightTypeDefineName;
  131083. /**
  131084. * Gets or sets the light associated with this block
  131085. */
  131086. light: Nullable<Light>;
  131087. /**
  131088. * Creates a new LightInformationBlock
  131089. * @param name defines the block name
  131090. */
  131091. constructor(name: string);
  131092. /**
  131093. * Gets the current class name
  131094. * @returns the class name
  131095. */
  131096. getClassName(): string;
  131097. /**
  131098. * Gets the world position input component
  131099. */
  131100. get worldPosition(): NodeMaterialConnectionPoint;
  131101. /**
  131102. * Gets the direction output component
  131103. */
  131104. get direction(): NodeMaterialConnectionPoint;
  131105. /**
  131106. * Gets the direction output component
  131107. */
  131108. get color(): NodeMaterialConnectionPoint;
  131109. /**
  131110. * Gets the direction output component
  131111. */
  131112. get intensity(): NodeMaterialConnectionPoint;
  131113. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131114. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131115. protected _buildBlock(state: NodeMaterialBuildState): this;
  131116. serialize(): any;
  131117. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131118. }
  131119. }
  131120. declare module BABYLON {
  131121. /**
  131122. * Block used to add image processing support to fragment shader
  131123. */
  131124. export class ImageProcessingBlock extends NodeMaterialBlock {
  131125. /**
  131126. * Create a new ImageProcessingBlock
  131127. * @param name defines the block name
  131128. */
  131129. constructor(name: string);
  131130. /**
  131131. * Gets the current class name
  131132. * @returns the class name
  131133. */
  131134. getClassName(): string;
  131135. /**
  131136. * Gets the color input component
  131137. */
  131138. get color(): NodeMaterialConnectionPoint;
  131139. /**
  131140. * Gets the output component
  131141. */
  131142. get output(): NodeMaterialConnectionPoint;
  131143. /**
  131144. * Initialize the block and prepare the context for build
  131145. * @param state defines the state that will be used for the build
  131146. */
  131147. initialize(state: NodeMaterialBuildState): void;
  131148. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  131149. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131150. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131151. protected _buildBlock(state: NodeMaterialBuildState): this;
  131152. }
  131153. }
  131154. declare module BABYLON {
  131155. /**
  131156. * Block used to pertub normals based on a normal map
  131157. */
  131158. export class PerturbNormalBlock extends NodeMaterialBlock {
  131159. private _tangentSpaceParameterName;
  131160. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  131161. invertX: boolean;
  131162. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  131163. invertY: boolean;
  131164. /**
  131165. * Create a new PerturbNormalBlock
  131166. * @param name defines the block name
  131167. */
  131168. constructor(name: string);
  131169. /**
  131170. * Gets the current class name
  131171. * @returns the class name
  131172. */
  131173. getClassName(): string;
  131174. /**
  131175. * Gets the world position input component
  131176. */
  131177. get worldPosition(): NodeMaterialConnectionPoint;
  131178. /**
  131179. * Gets the world normal input component
  131180. */
  131181. get worldNormal(): NodeMaterialConnectionPoint;
  131182. /**
  131183. * Gets the uv input component
  131184. */
  131185. get uv(): NodeMaterialConnectionPoint;
  131186. /**
  131187. * Gets the normal map color input component
  131188. */
  131189. get normalMapColor(): NodeMaterialConnectionPoint;
  131190. /**
  131191. * Gets the strength input component
  131192. */
  131193. get strength(): NodeMaterialConnectionPoint;
  131194. /**
  131195. * Gets the output component
  131196. */
  131197. get output(): NodeMaterialConnectionPoint;
  131198. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131199. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131200. autoConfigure(material: NodeMaterial): void;
  131201. protected _buildBlock(state: NodeMaterialBuildState): this;
  131202. protected _dumpPropertiesCode(): string;
  131203. serialize(): any;
  131204. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131205. }
  131206. }
  131207. declare module BABYLON {
  131208. /**
  131209. * Block used to discard a pixel if a value is smaller than a cutoff
  131210. */
  131211. export class DiscardBlock extends NodeMaterialBlock {
  131212. /**
  131213. * Create a new DiscardBlock
  131214. * @param name defines the block name
  131215. */
  131216. constructor(name: string);
  131217. /**
  131218. * Gets the current class name
  131219. * @returns the class name
  131220. */
  131221. getClassName(): string;
  131222. /**
  131223. * Gets the color input component
  131224. */
  131225. get value(): NodeMaterialConnectionPoint;
  131226. /**
  131227. * Gets the cutoff input component
  131228. */
  131229. get cutoff(): NodeMaterialConnectionPoint;
  131230. protected _buildBlock(state: NodeMaterialBuildState): this;
  131231. }
  131232. }
  131233. declare module BABYLON {
  131234. /**
  131235. * Block used to test if the fragment shader is front facing
  131236. */
  131237. export class FrontFacingBlock extends NodeMaterialBlock {
  131238. /**
  131239. * Creates a new FrontFacingBlock
  131240. * @param name defines the block name
  131241. */
  131242. constructor(name: string);
  131243. /**
  131244. * Gets the current class name
  131245. * @returns the class name
  131246. */
  131247. getClassName(): string;
  131248. /**
  131249. * Gets the output component
  131250. */
  131251. get output(): NodeMaterialConnectionPoint;
  131252. protected _buildBlock(state: NodeMaterialBuildState): this;
  131253. }
  131254. }
  131255. declare module BABYLON {
  131256. /**
  131257. * Block used to get the derivative value on x and y of a given input
  131258. */
  131259. export class DerivativeBlock extends NodeMaterialBlock {
  131260. /**
  131261. * Create a new DerivativeBlock
  131262. * @param name defines the block name
  131263. */
  131264. constructor(name: string);
  131265. /**
  131266. * Gets the current class name
  131267. * @returns the class name
  131268. */
  131269. getClassName(): string;
  131270. /**
  131271. * Gets the input component
  131272. */
  131273. get input(): NodeMaterialConnectionPoint;
  131274. /**
  131275. * Gets the derivative output on x
  131276. */
  131277. get dx(): NodeMaterialConnectionPoint;
  131278. /**
  131279. * Gets the derivative output on y
  131280. */
  131281. get dy(): NodeMaterialConnectionPoint;
  131282. protected _buildBlock(state: NodeMaterialBuildState): this;
  131283. }
  131284. }
  131285. declare module BABYLON {
  131286. /**
  131287. * Block used to add support for scene fog
  131288. */
  131289. export class FogBlock extends NodeMaterialBlock {
  131290. private _fogDistanceName;
  131291. private _fogParameters;
  131292. /**
  131293. * Create a new FogBlock
  131294. * @param name defines the block name
  131295. */
  131296. constructor(name: string);
  131297. /**
  131298. * Gets the current class name
  131299. * @returns the class name
  131300. */
  131301. getClassName(): string;
  131302. /**
  131303. * Gets the world position input component
  131304. */
  131305. get worldPosition(): NodeMaterialConnectionPoint;
  131306. /**
  131307. * Gets the view input component
  131308. */
  131309. get view(): NodeMaterialConnectionPoint;
  131310. /**
  131311. * Gets the color input component
  131312. */
  131313. get input(): NodeMaterialConnectionPoint;
  131314. /**
  131315. * Gets the fog color input component
  131316. */
  131317. get fogColor(): NodeMaterialConnectionPoint;
  131318. /**
  131319. * Gets the output component
  131320. */
  131321. get output(): NodeMaterialConnectionPoint;
  131322. autoConfigure(material: NodeMaterial): void;
  131323. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131324. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131325. protected _buildBlock(state: NodeMaterialBuildState): this;
  131326. }
  131327. }
  131328. declare module BABYLON {
  131329. /**
  131330. * Block used to add light in the fragment shader
  131331. */
  131332. export class LightBlock extends NodeMaterialBlock {
  131333. private _lightId;
  131334. /**
  131335. * Gets or sets the light associated with this block
  131336. */
  131337. light: Nullable<Light>;
  131338. /**
  131339. * Create a new LightBlock
  131340. * @param name defines the block name
  131341. */
  131342. constructor(name: string);
  131343. /**
  131344. * Gets the current class name
  131345. * @returns the class name
  131346. */
  131347. getClassName(): string;
  131348. /**
  131349. * Gets the world position input component
  131350. */
  131351. get worldPosition(): NodeMaterialConnectionPoint;
  131352. /**
  131353. * Gets the world normal input component
  131354. */
  131355. get worldNormal(): NodeMaterialConnectionPoint;
  131356. /**
  131357. * Gets the camera (or eye) position component
  131358. */
  131359. get cameraPosition(): NodeMaterialConnectionPoint;
  131360. /**
  131361. * Gets the glossiness component
  131362. */
  131363. get glossiness(): NodeMaterialConnectionPoint;
  131364. /**
  131365. * Gets the glossinness power component
  131366. */
  131367. get glossPower(): NodeMaterialConnectionPoint;
  131368. /**
  131369. * Gets the diffuse color component
  131370. */
  131371. get diffuseColor(): NodeMaterialConnectionPoint;
  131372. /**
  131373. * Gets the specular color component
  131374. */
  131375. get specularColor(): NodeMaterialConnectionPoint;
  131376. /**
  131377. * Gets the diffuse output component
  131378. */
  131379. get diffuseOutput(): NodeMaterialConnectionPoint;
  131380. /**
  131381. * Gets the specular output component
  131382. */
  131383. get specularOutput(): NodeMaterialConnectionPoint;
  131384. /**
  131385. * Gets the shadow output component
  131386. */
  131387. get shadow(): NodeMaterialConnectionPoint;
  131388. autoConfigure(material: NodeMaterial): void;
  131389. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131390. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  131391. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131392. private _injectVertexCode;
  131393. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  131394. serialize(): any;
  131395. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131396. }
  131397. }
  131398. declare module BABYLON {
  131399. /**
  131400. * Block used to multiply 2 values
  131401. */
  131402. export class MultiplyBlock extends NodeMaterialBlock {
  131403. /**
  131404. * Creates a new MultiplyBlock
  131405. * @param name defines the block name
  131406. */
  131407. constructor(name: string);
  131408. /**
  131409. * Gets the current class name
  131410. * @returns the class name
  131411. */
  131412. getClassName(): string;
  131413. /**
  131414. * Gets the left operand input component
  131415. */
  131416. get left(): NodeMaterialConnectionPoint;
  131417. /**
  131418. * Gets the right operand input component
  131419. */
  131420. get right(): NodeMaterialConnectionPoint;
  131421. /**
  131422. * Gets the output component
  131423. */
  131424. get output(): NodeMaterialConnectionPoint;
  131425. protected _buildBlock(state: NodeMaterialBuildState): this;
  131426. }
  131427. }
  131428. declare module BABYLON {
  131429. /**
  131430. * Block used to add 2 vectors
  131431. */
  131432. export class AddBlock extends NodeMaterialBlock {
  131433. /**
  131434. * Creates a new AddBlock
  131435. * @param name defines the block name
  131436. */
  131437. constructor(name: string);
  131438. /**
  131439. * Gets the current class name
  131440. * @returns the class name
  131441. */
  131442. getClassName(): string;
  131443. /**
  131444. * Gets the left operand input component
  131445. */
  131446. get left(): NodeMaterialConnectionPoint;
  131447. /**
  131448. * Gets the right operand input component
  131449. */
  131450. get right(): NodeMaterialConnectionPoint;
  131451. /**
  131452. * Gets the output component
  131453. */
  131454. get output(): NodeMaterialConnectionPoint;
  131455. protected _buildBlock(state: NodeMaterialBuildState): this;
  131456. }
  131457. }
  131458. declare module BABYLON {
  131459. /**
  131460. * Block used to scale a vector by a float
  131461. */
  131462. export class ScaleBlock extends NodeMaterialBlock {
  131463. /**
  131464. * Creates a new ScaleBlock
  131465. * @param name defines the block name
  131466. */
  131467. constructor(name: string);
  131468. /**
  131469. * Gets the current class name
  131470. * @returns the class name
  131471. */
  131472. getClassName(): string;
  131473. /**
  131474. * Gets the input component
  131475. */
  131476. get input(): NodeMaterialConnectionPoint;
  131477. /**
  131478. * Gets the factor input component
  131479. */
  131480. get factor(): NodeMaterialConnectionPoint;
  131481. /**
  131482. * Gets the output component
  131483. */
  131484. get output(): NodeMaterialConnectionPoint;
  131485. protected _buildBlock(state: NodeMaterialBuildState): this;
  131486. }
  131487. }
  131488. declare module BABYLON {
  131489. /**
  131490. * Block used to clamp a float
  131491. */
  131492. export class ClampBlock extends NodeMaterialBlock {
  131493. /** Gets or sets the minimum range */
  131494. minimum: number;
  131495. /** Gets or sets the maximum range */
  131496. maximum: number;
  131497. /**
  131498. * Creates a new ClampBlock
  131499. * @param name defines the block name
  131500. */
  131501. constructor(name: string);
  131502. /**
  131503. * Gets the current class name
  131504. * @returns the class name
  131505. */
  131506. getClassName(): string;
  131507. /**
  131508. * Gets the value input component
  131509. */
  131510. get value(): NodeMaterialConnectionPoint;
  131511. /**
  131512. * Gets the output component
  131513. */
  131514. get output(): NodeMaterialConnectionPoint;
  131515. protected _buildBlock(state: NodeMaterialBuildState): this;
  131516. protected _dumpPropertiesCode(): string;
  131517. serialize(): any;
  131518. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131519. }
  131520. }
  131521. declare module BABYLON {
  131522. /**
  131523. * Block used to apply a cross product between 2 vectors
  131524. */
  131525. export class CrossBlock extends NodeMaterialBlock {
  131526. /**
  131527. * Creates a new CrossBlock
  131528. * @param name defines the block name
  131529. */
  131530. constructor(name: string);
  131531. /**
  131532. * Gets the current class name
  131533. * @returns the class name
  131534. */
  131535. getClassName(): string;
  131536. /**
  131537. * Gets the left operand input component
  131538. */
  131539. get left(): NodeMaterialConnectionPoint;
  131540. /**
  131541. * Gets the right operand input component
  131542. */
  131543. get right(): NodeMaterialConnectionPoint;
  131544. /**
  131545. * Gets the output component
  131546. */
  131547. get output(): NodeMaterialConnectionPoint;
  131548. protected _buildBlock(state: NodeMaterialBuildState): this;
  131549. }
  131550. }
  131551. declare module BABYLON {
  131552. /**
  131553. * Block used to apply a dot product between 2 vectors
  131554. */
  131555. export class DotBlock extends NodeMaterialBlock {
  131556. /**
  131557. * Creates a new DotBlock
  131558. * @param name defines the block name
  131559. */
  131560. constructor(name: string);
  131561. /**
  131562. * Gets the current class name
  131563. * @returns the class name
  131564. */
  131565. getClassName(): string;
  131566. /**
  131567. * Gets the left operand input component
  131568. */
  131569. get left(): NodeMaterialConnectionPoint;
  131570. /**
  131571. * Gets the right operand input component
  131572. */
  131573. get right(): NodeMaterialConnectionPoint;
  131574. /**
  131575. * Gets the output component
  131576. */
  131577. get output(): NodeMaterialConnectionPoint;
  131578. protected _buildBlock(state: NodeMaterialBuildState): this;
  131579. }
  131580. }
  131581. declare module BABYLON {
  131582. /**
  131583. * Block used to remap a float from a range to a new one
  131584. */
  131585. export class RemapBlock extends NodeMaterialBlock {
  131586. /**
  131587. * Gets or sets the source range
  131588. */
  131589. sourceRange: Vector2;
  131590. /**
  131591. * Gets or sets the target range
  131592. */
  131593. targetRange: Vector2;
  131594. /**
  131595. * Creates a new RemapBlock
  131596. * @param name defines the block name
  131597. */
  131598. constructor(name: string);
  131599. /**
  131600. * Gets the current class name
  131601. * @returns the class name
  131602. */
  131603. getClassName(): string;
  131604. /**
  131605. * Gets the input component
  131606. */
  131607. get input(): NodeMaterialConnectionPoint;
  131608. /**
  131609. * Gets the source min input component
  131610. */
  131611. get sourceMin(): NodeMaterialConnectionPoint;
  131612. /**
  131613. * Gets the source max input component
  131614. */
  131615. get sourceMax(): NodeMaterialConnectionPoint;
  131616. /**
  131617. * Gets the target min input component
  131618. */
  131619. get targetMin(): NodeMaterialConnectionPoint;
  131620. /**
  131621. * Gets the target max input component
  131622. */
  131623. get targetMax(): NodeMaterialConnectionPoint;
  131624. /**
  131625. * Gets the output component
  131626. */
  131627. get output(): NodeMaterialConnectionPoint;
  131628. protected _buildBlock(state: NodeMaterialBuildState): this;
  131629. protected _dumpPropertiesCode(): string;
  131630. serialize(): any;
  131631. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131632. }
  131633. }
  131634. declare module BABYLON {
  131635. /**
  131636. * Block used to normalize a vector
  131637. */
  131638. export class NormalizeBlock extends NodeMaterialBlock {
  131639. /**
  131640. * Creates a new NormalizeBlock
  131641. * @param name defines the block name
  131642. */
  131643. constructor(name: string);
  131644. /**
  131645. * Gets the current class name
  131646. * @returns the class name
  131647. */
  131648. getClassName(): string;
  131649. /**
  131650. * Gets the input component
  131651. */
  131652. get input(): NodeMaterialConnectionPoint;
  131653. /**
  131654. * Gets the output component
  131655. */
  131656. get output(): NodeMaterialConnectionPoint;
  131657. protected _buildBlock(state: NodeMaterialBuildState): this;
  131658. }
  131659. }
  131660. declare module BABYLON {
  131661. /**
  131662. * Operations supported by the Trigonometry block
  131663. */
  131664. export enum TrigonometryBlockOperations {
  131665. /** Cos */
  131666. Cos = 0,
  131667. /** Sin */
  131668. Sin = 1,
  131669. /** Abs */
  131670. Abs = 2,
  131671. /** Exp */
  131672. Exp = 3,
  131673. /** Exp2 */
  131674. Exp2 = 4,
  131675. /** Round */
  131676. Round = 5,
  131677. /** Floor */
  131678. Floor = 6,
  131679. /** Ceiling */
  131680. Ceiling = 7,
  131681. /** Square root */
  131682. Sqrt = 8,
  131683. /** Log */
  131684. Log = 9,
  131685. /** Tangent */
  131686. Tan = 10,
  131687. /** Arc tangent */
  131688. ArcTan = 11,
  131689. /** Arc cosinus */
  131690. ArcCos = 12,
  131691. /** Arc sinus */
  131692. ArcSin = 13,
  131693. /** Fraction */
  131694. Fract = 14,
  131695. /** Sign */
  131696. Sign = 15,
  131697. /** To radians (from degrees) */
  131698. Radians = 16,
  131699. /** To degrees (from radians) */
  131700. Degrees = 17
  131701. }
  131702. /**
  131703. * Block used to apply trigonometry operation to floats
  131704. */
  131705. export class TrigonometryBlock extends NodeMaterialBlock {
  131706. /**
  131707. * Gets or sets the operation applied by the block
  131708. */
  131709. operation: TrigonometryBlockOperations;
  131710. /**
  131711. * Creates a new TrigonometryBlock
  131712. * @param name defines the block name
  131713. */
  131714. constructor(name: string);
  131715. /**
  131716. * Gets the current class name
  131717. * @returns the class name
  131718. */
  131719. getClassName(): string;
  131720. /**
  131721. * Gets the input component
  131722. */
  131723. get input(): NodeMaterialConnectionPoint;
  131724. /**
  131725. * Gets the output component
  131726. */
  131727. get output(): NodeMaterialConnectionPoint;
  131728. protected _buildBlock(state: NodeMaterialBuildState): this;
  131729. serialize(): any;
  131730. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131731. protected _dumpPropertiesCode(): string;
  131732. }
  131733. }
  131734. declare module BABYLON {
  131735. /**
  131736. * Block used to create a Color3/4 out of individual inputs (one for each component)
  131737. */
  131738. export class ColorMergerBlock extends NodeMaterialBlock {
  131739. /**
  131740. * Create a new ColorMergerBlock
  131741. * @param name defines the block name
  131742. */
  131743. constructor(name: string);
  131744. /**
  131745. * Gets the current class name
  131746. * @returns the class name
  131747. */
  131748. getClassName(): string;
  131749. /**
  131750. * Gets the rgb component (input)
  131751. */
  131752. get rgbIn(): NodeMaterialConnectionPoint;
  131753. /**
  131754. * Gets the r component (input)
  131755. */
  131756. get r(): NodeMaterialConnectionPoint;
  131757. /**
  131758. * Gets the g component (input)
  131759. */
  131760. get g(): NodeMaterialConnectionPoint;
  131761. /**
  131762. * Gets the b component (input)
  131763. */
  131764. get b(): NodeMaterialConnectionPoint;
  131765. /**
  131766. * Gets the a component (input)
  131767. */
  131768. get a(): NodeMaterialConnectionPoint;
  131769. /**
  131770. * Gets the rgba component (output)
  131771. */
  131772. get rgba(): NodeMaterialConnectionPoint;
  131773. /**
  131774. * Gets the rgb component (output)
  131775. */
  131776. get rgbOut(): NodeMaterialConnectionPoint;
  131777. /**
  131778. * Gets the rgb component (output)
  131779. * @deprecated Please use rgbOut instead.
  131780. */
  131781. get rgb(): NodeMaterialConnectionPoint;
  131782. protected _buildBlock(state: NodeMaterialBuildState): this;
  131783. }
  131784. }
  131785. declare module BABYLON {
  131786. /**
  131787. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  131788. */
  131789. export class VectorMergerBlock extends NodeMaterialBlock {
  131790. /**
  131791. * Create a new VectorMergerBlock
  131792. * @param name defines the block name
  131793. */
  131794. constructor(name: string);
  131795. /**
  131796. * Gets the current class name
  131797. * @returns the class name
  131798. */
  131799. getClassName(): string;
  131800. /**
  131801. * Gets the xyz component (input)
  131802. */
  131803. get xyzIn(): NodeMaterialConnectionPoint;
  131804. /**
  131805. * Gets the xy component (input)
  131806. */
  131807. get xyIn(): NodeMaterialConnectionPoint;
  131808. /**
  131809. * Gets the x component (input)
  131810. */
  131811. get x(): NodeMaterialConnectionPoint;
  131812. /**
  131813. * Gets the y component (input)
  131814. */
  131815. get y(): NodeMaterialConnectionPoint;
  131816. /**
  131817. * Gets the z component (input)
  131818. */
  131819. get z(): NodeMaterialConnectionPoint;
  131820. /**
  131821. * Gets the w component (input)
  131822. */
  131823. get w(): NodeMaterialConnectionPoint;
  131824. /**
  131825. * Gets the xyzw component (output)
  131826. */
  131827. get xyzw(): NodeMaterialConnectionPoint;
  131828. /**
  131829. * Gets the xyz component (output)
  131830. */
  131831. get xyzOut(): NodeMaterialConnectionPoint;
  131832. /**
  131833. * Gets the xy component (output)
  131834. */
  131835. get xyOut(): NodeMaterialConnectionPoint;
  131836. /**
  131837. * Gets the xy component (output)
  131838. * @deprecated Please use xyOut instead.
  131839. */
  131840. get xy(): NodeMaterialConnectionPoint;
  131841. /**
  131842. * Gets the xyz component (output)
  131843. * @deprecated Please use xyzOut instead.
  131844. */
  131845. get xyz(): NodeMaterialConnectionPoint;
  131846. protected _buildBlock(state: NodeMaterialBuildState): this;
  131847. }
  131848. }
  131849. declare module BABYLON {
  131850. /**
  131851. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  131852. */
  131853. export class ColorSplitterBlock extends NodeMaterialBlock {
  131854. /**
  131855. * Create a new ColorSplitterBlock
  131856. * @param name defines the block name
  131857. */
  131858. constructor(name: string);
  131859. /**
  131860. * Gets the current class name
  131861. * @returns the class name
  131862. */
  131863. getClassName(): string;
  131864. /**
  131865. * Gets the rgba component (input)
  131866. */
  131867. get rgba(): NodeMaterialConnectionPoint;
  131868. /**
  131869. * Gets the rgb component (input)
  131870. */
  131871. get rgbIn(): NodeMaterialConnectionPoint;
  131872. /**
  131873. * Gets the rgb component (output)
  131874. */
  131875. get rgbOut(): NodeMaterialConnectionPoint;
  131876. /**
  131877. * Gets the r component (output)
  131878. */
  131879. get r(): NodeMaterialConnectionPoint;
  131880. /**
  131881. * Gets the g component (output)
  131882. */
  131883. get g(): NodeMaterialConnectionPoint;
  131884. /**
  131885. * Gets the b component (output)
  131886. */
  131887. get b(): NodeMaterialConnectionPoint;
  131888. /**
  131889. * Gets the a component (output)
  131890. */
  131891. get a(): NodeMaterialConnectionPoint;
  131892. protected _inputRename(name: string): string;
  131893. protected _outputRename(name: string): string;
  131894. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  131895. }
  131896. }
  131897. declare module BABYLON {
  131898. /**
  131899. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  131900. */
  131901. export class VectorSplitterBlock extends NodeMaterialBlock {
  131902. /**
  131903. * Create a new VectorSplitterBlock
  131904. * @param name defines the block name
  131905. */
  131906. constructor(name: string);
  131907. /**
  131908. * Gets the current class name
  131909. * @returns the class name
  131910. */
  131911. getClassName(): string;
  131912. /**
  131913. * Gets the xyzw component (input)
  131914. */
  131915. get xyzw(): NodeMaterialConnectionPoint;
  131916. /**
  131917. * Gets the xyz component (input)
  131918. */
  131919. get xyzIn(): NodeMaterialConnectionPoint;
  131920. /**
  131921. * Gets the xy component (input)
  131922. */
  131923. get xyIn(): NodeMaterialConnectionPoint;
  131924. /**
  131925. * Gets the xyz component (output)
  131926. */
  131927. get xyzOut(): NodeMaterialConnectionPoint;
  131928. /**
  131929. * Gets the xy component (output)
  131930. */
  131931. get xyOut(): NodeMaterialConnectionPoint;
  131932. /**
  131933. * Gets the x component (output)
  131934. */
  131935. get x(): NodeMaterialConnectionPoint;
  131936. /**
  131937. * Gets the y component (output)
  131938. */
  131939. get y(): NodeMaterialConnectionPoint;
  131940. /**
  131941. * Gets the z component (output)
  131942. */
  131943. get z(): NodeMaterialConnectionPoint;
  131944. /**
  131945. * Gets the w component (output)
  131946. */
  131947. get w(): NodeMaterialConnectionPoint;
  131948. protected _inputRename(name: string): string;
  131949. protected _outputRename(name: string): string;
  131950. protected _buildBlock(state: NodeMaterialBuildState): this;
  131951. }
  131952. }
  131953. declare module BABYLON {
  131954. /**
  131955. * Block used to lerp between 2 values
  131956. */
  131957. export class LerpBlock extends NodeMaterialBlock {
  131958. /**
  131959. * Creates a new LerpBlock
  131960. * @param name defines the block name
  131961. */
  131962. constructor(name: string);
  131963. /**
  131964. * Gets the current class name
  131965. * @returns the class name
  131966. */
  131967. getClassName(): string;
  131968. /**
  131969. * Gets the left operand input component
  131970. */
  131971. get left(): NodeMaterialConnectionPoint;
  131972. /**
  131973. * Gets the right operand input component
  131974. */
  131975. get right(): NodeMaterialConnectionPoint;
  131976. /**
  131977. * Gets the gradient operand input component
  131978. */
  131979. get gradient(): NodeMaterialConnectionPoint;
  131980. /**
  131981. * Gets the output component
  131982. */
  131983. get output(): NodeMaterialConnectionPoint;
  131984. protected _buildBlock(state: NodeMaterialBuildState): this;
  131985. }
  131986. }
  131987. declare module BABYLON {
  131988. /**
  131989. * Block used to divide 2 vectors
  131990. */
  131991. export class DivideBlock extends NodeMaterialBlock {
  131992. /**
  131993. * Creates a new DivideBlock
  131994. * @param name defines the block name
  131995. */
  131996. constructor(name: string);
  131997. /**
  131998. * Gets the current class name
  131999. * @returns the class name
  132000. */
  132001. getClassName(): string;
  132002. /**
  132003. * Gets the left operand input component
  132004. */
  132005. get left(): NodeMaterialConnectionPoint;
  132006. /**
  132007. * Gets the right operand input component
  132008. */
  132009. get right(): NodeMaterialConnectionPoint;
  132010. /**
  132011. * Gets the output component
  132012. */
  132013. get output(): NodeMaterialConnectionPoint;
  132014. protected _buildBlock(state: NodeMaterialBuildState): this;
  132015. }
  132016. }
  132017. declare module BABYLON {
  132018. /**
  132019. * Block used to subtract 2 vectors
  132020. */
  132021. export class SubtractBlock extends NodeMaterialBlock {
  132022. /**
  132023. * Creates a new SubtractBlock
  132024. * @param name defines the block name
  132025. */
  132026. constructor(name: string);
  132027. /**
  132028. * Gets the current class name
  132029. * @returns the class name
  132030. */
  132031. getClassName(): string;
  132032. /**
  132033. * Gets the left operand input component
  132034. */
  132035. get left(): NodeMaterialConnectionPoint;
  132036. /**
  132037. * Gets the right operand input component
  132038. */
  132039. get right(): NodeMaterialConnectionPoint;
  132040. /**
  132041. * Gets the output component
  132042. */
  132043. get output(): NodeMaterialConnectionPoint;
  132044. protected _buildBlock(state: NodeMaterialBuildState): this;
  132045. }
  132046. }
  132047. declare module BABYLON {
  132048. /**
  132049. * Block used to step a value
  132050. */
  132051. export class StepBlock extends NodeMaterialBlock {
  132052. /**
  132053. * Creates a new StepBlock
  132054. * @param name defines the block name
  132055. */
  132056. constructor(name: string);
  132057. /**
  132058. * Gets the current class name
  132059. * @returns the class name
  132060. */
  132061. getClassName(): string;
  132062. /**
  132063. * Gets the value operand input component
  132064. */
  132065. get value(): NodeMaterialConnectionPoint;
  132066. /**
  132067. * Gets the edge operand input component
  132068. */
  132069. get edge(): NodeMaterialConnectionPoint;
  132070. /**
  132071. * Gets the output component
  132072. */
  132073. get output(): NodeMaterialConnectionPoint;
  132074. protected _buildBlock(state: NodeMaterialBuildState): this;
  132075. }
  132076. }
  132077. declare module BABYLON {
  132078. /**
  132079. * Block used to get the opposite (1 - x) of a value
  132080. */
  132081. export class OneMinusBlock extends NodeMaterialBlock {
  132082. /**
  132083. * Creates a new OneMinusBlock
  132084. * @param name defines the block name
  132085. */
  132086. constructor(name: string);
  132087. /**
  132088. * Gets the current class name
  132089. * @returns the class name
  132090. */
  132091. getClassName(): string;
  132092. /**
  132093. * Gets the input component
  132094. */
  132095. get input(): NodeMaterialConnectionPoint;
  132096. /**
  132097. * Gets the output component
  132098. */
  132099. get output(): NodeMaterialConnectionPoint;
  132100. protected _buildBlock(state: NodeMaterialBuildState): this;
  132101. }
  132102. }
  132103. declare module BABYLON {
  132104. /**
  132105. * Block used to get the view direction
  132106. */
  132107. export class ViewDirectionBlock extends NodeMaterialBlock {
  132108. /**
  132109. * Creates a new ViewDirectionBlock
  132110. * @param name defines the block name
  132111. */
  132112. constructor(name: string);
  132113. /**
  132114. * Gets the current class name
  132115. * @returns the class name
  132116. */
  132117. getClassName(): string;
  132118. /**
  132119. * Gets the world position component
  132120. */
  132121. get worldPosition(): NodeMaterialConnectionPoint;
  132122. /**
  132123. * Gets the camera position component
  132124. */
  132125. get cameraPosition(): NodeMaterialConnectionPoint;
  132126. /**
  132127. * Gets the output component
  132128. */
  132129. get output(): NodeMaterialConnectionPoint;
  132130. autoConfigure(material: NodeMaterial): void;
  132131. protected _buildBlock(state: NodeMaterialBuildState): this;
  132132. }
  132133. }
  132134. declare module BABYLON {
  132135. /**
  132136. * Block used to compute fresnel value
  132137. */
  132138. export class FresnelBlock extends NodeMaterialBlock {
  132139. /**
  132140. * Create a new FresnelBlock
  132141. * @param name defines the block name
  132142. */
  132143. constructor(name: string);
  132144. /**
  132145. * Gets the current class name
  132146. * @returns the class name
  132147. */
  132148. getClassName(): string;
  132149. /**
  132150. * Gets the world normal input component
  132151. */
  132152. get worldNormal(): NodeMaterialConnectionPoint;
  132153. /**
  132154. * Gets the view direction input component
  132155. */
  132156. get viewDirection(): NodeMaterialConnectionPoint;
  132157. /**
  132158. * Gets the bias input component
  132159. */
  132160. get bias(): NodeMaterialConnectionPoint;
  132161. /**
  132162. * Gets the camera (or eye) position component
  132163. */
  132164. get power(): NodeMaterialConnectionPoint;
  132165. /**
  132166. * Gets the fresnel output component
  132167. */
  132168. get fresnel(): NodeMaterialConnectionPoint;
  132169. autoConfigure(material: NodeMaterial): void;
  132170. protected _buildBlock(state: NodeMaterialBuildState): this;
  132171. }
  132172. }
  132173. declare module BABYLON {
  132174. /**
  132175. * Block used to get the max of 2 values
  132176. */
  132177. export class MaxBlock extends NodeMaterialBlock {
  132178. /**
  132179. * Creates a new MaxBlock
  132180. * @param name defines the block name
  132181. */
  132182. constructor(name: string);
  132183. /**
  132184. * Gets the current class name
  132185. * @returns the class name
  132186. */
  132187. getClassName(): string;
  132188. /**
  132189. * Gets the left operand input component
  132190. */
  132191. get left(): NodeMaterialConnectionPoint;
  132192. /**
  132193. * Gets the right operand input component
  132194. */
  132195. get right(): NodeMaterialConnectionPoint;
  132196. /**
  132197. * Gets the output component
  132198. */
  132199. get output(): NodeMaterialConnectionPoint;
  132200. protected _buildBlock(state: NodeMaterialBuildState): this;
  132201. }
  132202. }
  132203. declare module BABYLON {
  132204. /**
  132205. * Block used to get the min of 2 values
  132206. */
  132207. export class MinBlock extends NodeMaterialBlock {
  132208. /**
  132209. * Creates a new MinBlock
  132210. * @param name defines the block name
  132211. */
  132212. constructor(name: string);
  132213. /**
  132214. * Gets the current class name
  132215. * @returns the class name
  132216. */
  132217. getClassName(): string;
  132218. /**
  132219. * Gets the left operand input component
  132220. */
  132221. get left(): NodeMaterialConnectionPoint;
  132222. /**
  132223. * Gets the right operand input component
  132224. */
  132225. get right(): NodeMaterialConnectionPoint;
  132226. /**
  132227. * Gets the output component
  132228. */
  132229. get output(): NodeMaterialConnectionPoint;
  132230. protected _buildBlock(state: NodeMaterialBuildState): this;
  132231. }
  132232. }
  132233. declare module BABYLON {
  132234. /**
  132235. * Block used to get the distance between 2 values
  132236. */
  132237. export class DistanceBlock extends NodeMaterialBlock {
  132238. /**
  132239. * Creates a new DistanceBlock
  132240. * @param name defines the block name
  132241. */
  132242. constructor(name: string);
  132243. /**
  132244. * Gets the current class name
  132245. * @returns the class name
  132246. */
  132247. getClassName(): string;
  132248. /**
  132249. * Gets the left operand input component
  132250. */
  132251. get left(): NodeMaterialConnectionPoint;
  132252. /**
  132253. * Gets the right operand input component
  132254. */
  132255. get right(): NodeMaterialConnectionPoint;
  132256. /**
  132257. * Gets the output component
  132258. */
  132259. get output(): NodeMaterialConnectionPoint;
  132260. protected _buildBlock(state: NodeMaterialBuildState): this;
  132261. }
  132262. }
  132263. declare module BABYLON {
  132264. /**
  132265. * Block used to get the length of a vector
  132266. */
  132267. export class LengthBlock extends NodeMaterialBlock {
  132268. /**
  132269. * Creates a new LengthBlock
  132270. * @param name defines the block name
  132271. */
  132272. constructor(name: string);
  132273. /**
  132274. * Gets the current class name
  132275. * @returns the class name
  132276. */
  132277. getClassName(): string;
  132278. /**
  132279. * Gets the value input component
  132280. */
  132281. get value(): NodeMaterialConnectionPoint;
  132282. /**
  132283. * Gets the output component
  132284. */
  132285. get output(): NodeMaterialConnectionPoint;
  132286. protected _buildBlock(state: NodeMaterialBuildState): this;
  132287. }
  132288. }
  132289. declare module BABYLON {
  132290. /**
  132291. * Block used to get negative version of a value (i.e. x * -1)
  132292. */
  132293. export class NegateBlock extends NodeMaterialBlock {
  132294. /**
  132295. * Creates a new NegateBlock
  132296. * @param name defines the block name
  132297. */
  132298. constructor(name: string);
  132299. /**
  132300. * Gets the current class name
  132301. * @returns the class name
  132302. */
  132303. getClassName(): string;
  132304. /**
  132305. * Gets the value input component
  132306. */
  132307. get value(): NodeMaterialConnectionPoint;
  132308. /**
  132309. * Gets the output component
  132310. */
  132311. get output(): NodeMaterialConnectionPoint;
  132312. protected _buildBlock(state: NodeMaterialBuildState): this;
  132313. }
  132314. }
  132315. declare module BABYLON {
  132316. /**
  132317. * Block used to get the value of the first parameter raised to the power of the second
  132318. */
  132319. export class PowBlock extends NodeMaterialBlock {
  132320. /**
  132321. * Creates a new PowBlock
  132322. * @param name defines the block name
  132323. */
  132324. constructor(name: string);
  132325. /**
  132326. * Gets the current class name
  132327. * @returns the class name
  132328. */
  132329. getClassName(): string;
  132330. /**
  132331. * Gets the value operand input component
  132332. */
  132333. get value(): NodeMaterialConnectionPoint;
  132334. /**
  132335. * Gets the power operand input component
  132336. */
  132337. get power(): NodeMaterialConnectionPoint;
  132338. /**
  132339. * Gets the output component
  132340. */
  132341. get output(): NodeMaterialConnectionPoint;
  132342. protected _buildBlock(state: NodeMaterialBuildState): this;
  132343. }
  132344. }
  132345. declare module BABYLON {
  132346. /**
  132347. * Block used to get a random number
  132348. */
  132349. export class RandomNumberBlock extends NodeMaterialBlock {
  132350. /**
  132351. * Creates a new RandomNumberBlock
  132352. * @param name defines the block name
  132353. */
  132354. constructor(name: string);
  132355. /**
  132356. * Gets the current class name
  132357. * @returns the class name
  132358. */
  132359. getClassName(): string;
  132360. /**
  132361. * Gets the seed input component
  132362. */
  132363. get seed(): NodeMaterialConnectionPoint;
  132364. /**
  132365. * Gets the output component
  132366. */
  132367. get output(): NodeMaterialConnectionPoint;
  132368. protected _buildBlock(state: NodeMaterialBuildState): this;
  132369. }
  132370. }
  132371. declare module BABYLON {
  132372. /**
  132373. * Block used to compute arc tangent of 2 values
  132374. */
  132375. export class ArcTan2Block extends NodeMaterialBlock {
  132376. /**
  132377. * Creates a new ArcTan2Block
  132378. * @param name defines the block name
  132379. */
  132380. constructor(name: string);
  132381. /**
  132382. * Gets the current class name
  132383. * @returns the class name
  132384. */
  132385. getClassName(): string;
  132386. /**
  132387. * Gets the x operand input component
  132388. */
  132389. get x(): NodeMaterialConnectionPoint;
  132390. /**
  132391. * Gets the y operand input component
  132392. */
  132393. get y(): NodeMaterialConnectionPoint;
  132394. /**
  132395. * Gets the output component
  132396. */
  132397. get output(): NodeMaterialConnectionPoint;
  132398. protected _buildBlock(state: NodeMaterialBuildState): this;
  132399. }
  132400. }
  132401. declare module BABYLON {
  132402. /**
  132403. * Block used to smooth step a value
  132404. */
  132405. export class SmoothStepBlock extends NodeMaterialBlock {
  132406. /**
  132407. * Creates a new SmoothStepBlock
  132408. * @param name defines the block name
  132409. */
  132410. constructor(name: string);
  132411. /**
  132412. * Gets the current class name
  132413. * @returns the class name
  132414. */
  132415. getClassName(): string;
  132416. /**
  132417. * Gets the value operand input component
  132418. */
  132419. get value(): NodeMaterialConnectionPoint;
  132420. /**
  132421. * Gets the first edge operand input component
  132422. */
  132423. get edge0(): NodeMaterialConnectionPoint;
  132424. /**
  132425. * Gets the second edge operand input component
  132426. */
  132427. get edge1(): NodeMaterialConnectionPoint;
  132428. /**
  132429. * Gets the output component
  132430. */
  132431. get output(): NodeMaterialConnectionPoint;
  132432. protected _buildBlock(state: NodeMaterialBuildState): this;
  132433. }
  132434. }
  132435. declare module BABYLON {
  132436. /**
  132437. * Block used to get the reciprocal (1 / x) of a value
  132438. */
  132439. export class ReciprocalBlock extends NodeMaterialBlock {
  132440. /**
  132441. * Creates a new ReciprocalBlock
  132442. * @param name defines the block name
  132443. */
  132444. constructor(name: string);
  132445. /**
  132446. * Gets the current class name
  132447. * @returns the class name
  132448. */
  132449. getClassName(): string;
  132450. /**
  132451. * Gets the input component
  132452. */
  132453. get input(): NodeMaterialConnectionPoint;
  132454. /**
  132455. * Gets the output component
  132456. */
  132457. get output(): NodeMaterialConnectionPoint;
  132458. protected _buildBlock(state: NodeMaterialBuildState): this;
  132459. }
  132460. }
  132461. declare module BABYLON {
  132462. /**
  132463. * Block used to replace a color by another one
  132464. */
  132465. export class ReplaceColorBlock extends NodeMaterialBlock {
  132466. /**
  132467. * Creates a new ReplaceColorBlock
  132468. * @param name defines the block name
  132469. */
  132470. constructor(name: string);
  132471. /**
  132472. * Gets the current class name
  132473. * @returns the class name
  132474. */
  132475. getClassName(): string;
  132476. /**
  132477. * Gets the value input component
  132478. */
  132479. get value(): NodeMaterialConnectionPoint;
  132480. /**
  132481. * Gets the reference input component
  132482. */
  132483. get reference(): NodeMaterialConnectionPoint;
  132484. /**
  132485. * Gets the distance input component
  132486. */
  132487. get distance(): NodeMaterialConnectionPoint;
  132488. /**
  132489. * Gets the replacement input component
  132490. */
  132491. get replacement(): NodeMaterialConnectionPoint;
  132492. /**
  132493. * Gets the output component
  132494. */
  132495. get output(): NodeMaterialConnectionPoint;
  132496. protected _buildBlock(state: NodeMaterialBuildState): this;
  132497. }
  132498. }
  132499. declare module BABYLON {
  132500. /**
  132501. * Block used to posterize a value
  132502. * @see https://en.wikipedia.org/wiki/Posterization
  132503. */
  132504. export class PosterizeBlock extends NodeMaterialBlock {
  132505. /**
  132506. * Creates a new PosterizeBlock
  132507. * @param name defines the block name
  132508. */
  132509. constructor(name: string);
  132510. /**
  132511. * Gets the current class name
  132512. * @returns the class name
  132513. */
  132514. getClassName(): string;
  132515. /**
  132516. * Gets the value input component
  132517. */
  132518. get value(): NodeMaterialConnectionPoint;
  132519. /**
  132520. * Gets the steps input component
  132521. */
  132522. get steps(): NodeMaterialConnectionPoint;
  132523. /**
  132524. * Gets the output component
  132525. */
  132526. get output(): NodeMaterialConnectionPoint;
  132527. protected _buildBlock(state: NodeMaterialBuildState): this;
  132528. }
  132529. }
  132530. declare module BABYLON {
  132531. /**
  132532. * Operations supported by the Wave block
  132533. */
  132534. export enum WaveBlockKind {
  132535. /** SawTooth */
  132536. SawTooth = 0,
  132537. /** Square */
  132538. Square = 1,
  132539. /** Triangle */
  132540. Triangle = 2
  132541. }
  132542. /**
  132543. * Block used to apply wave operation to floats
  132544. */
  132545. export class WaveBlock extends NodeMaterialBlock {
  132546. /**
  132547. * Gets or sets the kibnd of wave to be applied by the block
  132548. */
  132549. kind: WaveBlockKind;
  132550. /**
  132551. * Creates a new WaveBlock
  132552. * @param name defines the block name
  132553. */
  132554. constructor(name: string);
  132555. /**
  132556. * Gets the current class name
  132557. * @returns the class name
  132558. */
  132559. getClassName(): string;
  132560. /**
  132561. * Gets the input component
  132562. */
  132563. get input(): NodeMaterialConnectionPoint;
  132564. /**
  132565. * Gets the output component
  132566. */
  132567. get output(): NodeMaterialConnectionPoint;
  132568. protected _buildBlock(state: NodeMaterialBuildState): this;
  132569. serialize(): any;
  132570. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132571. }
  132572. }
  132573. declare module BABYLON {
  132574. /**
  132575. * Class used to store a color step for the GradientBlock
  132576. */
  132577. export class GradientBlockColorStep {
  132578. /**
  132579. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  132580. */
  132581. step: number;
  132582. /**
  132583. * Gets or sets the color associated with this step
  132584. */
  132585. color: Color3;
  132586. /**
  132587. * Creates a new GradientBlockColorStep
  132588. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  132589. * @param color defines the color associated with this step
  132590. */
  132591. constructor(
  132592. /**
  132593. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  132594. */
  132595. step: number,
  132596. /**
  132597. * Gets or sets the color associated with this step
  132598. */
  132599. color: Color3);
  132600. }
  132601. /**
  132602. * Block used to return a color from a gradient based on an input value between 0 and 1
  132603. */
  132604. export class GradientBlock extends NodeMaterialBlock {
  132605. /**
  132606. * Gets or sets the list of color steps
  132607. */
  132608. colorSteps: GradientBlockColorStep[];
  132609. /**
  132610. * Creates a new GradientBlock
  132611. * @param name defines the block name
  132612. */
  132613. constructor(name: string);
  132614. /**
  132615. * Gets the current class name
  132616. * @returns the class name
  132617. */
  132618. getClassName(): string;
  132619. /**
  132620. * Gets the gradient input component
  132621. */
  132622. get gradient(): NodeMaterialConnectionPoint;
  132623. /**
  132624. * Gets the output component
  132625. */
  132626. get output(): NodeMaterialConnectionPoint;
  132627. private _writeColorConstant;
  132628. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132629. serialize(): any;
  132630. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132631. protected _dumpPropertiesCode(): string;
  132632. }
  132633. }
  132634. declare module BABYLON {
  132635. /**
  132636. * Block used to normalize lerp between 2 values
  132637. */
  132638. export class NLerpBlock extends NodeMaterialBlock {
  132639. /**
  132640. * Creates a new NLerpBlock
  132641. * @param name defines the block name
  132642. */
  132643. constructor(name: string);
  132644. /**
  132645. * Gets the current class name
  132646. * @returns the class name
  132647. */
  132648. getClassName(): string;
  132649. /**
  132650. * Gets the left operand input component
  132651. */
  132652. get left(): NodeMaterialConnectionPoint;
  132653. /**
  132654. * Gets the right operand input component
  132655. */
  132656. get right(): NodeMaterialConnectionPoint;
  132657. /**
  132658. * Gets the gradient operand input component
  132659. */
  132660. get gradient(): NodeMaterialConnectionPoint;
  132661. /**
  132662. * Gets the output component
  132663. */
  132664. get output(): NodeMaterialConnectionPoint;
  132665. protected _buildBlock(state: NodeMaterialBuildState): this;
  132666. }
  132667. }
  132668. declare module BABYLON {
  132669. /**
  132670. * block used to Generate a Worley Noise 3D Noise Pattern
  132671. */
  132672. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  132673. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  132674. manhattanDistance: boolean;
  132675. /**
  132676. * Creates a new WorleyNoise3DBlock
  132677. * @param name defines the block name
  132678. */
  132679. constructor(name: string);
  132680. /**
  132681. * Gets the current class name
  132682. * @returns the class name
  132683. */
  132684. getClassName(): string;
  132685. /**
  132686. * Gets the seed input component
  132687. */
  132688. get seed(): NodeMaterialConnectionPoint;
  132689. /**
  132690. * Gets the jitter input component
  132691. */
  132692. get jitter(): NodeMaterialConnectionPoint;
  132693. /**
  132694. * Gets the output component
  132695. */
  132696. get output(): NodeMaterialConnectionPoint;
  132697. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132698. /**
  132699. * Exposes the properties to the UI?
  132700. */
  132701. protected _dumpPropertiesCode(): string;
  132702. /**
  132703. * Exposes the properties to the Seralize?
  132704. */
  132705. serialize(): any;
  132706. /**
  132707. * Exposes the properties to the deseralize?
  132708. */
  132709. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132710. }
  132711. }
  132712. declare module BABYLON {
  132713. /**
  132714. * block used to Generate a Simplex Perlin 3d Noise Pattern
  132715. */
  132716. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  132717. /**
  132718. * Creates a new SimplexPerlin3DBlock
  132719. * @param name defines the block name
  132720. */
  132721. constructor(name: string);
  132722. /**
  132723. * Gets the current class name
  132724. * @returns the class name
  132725. */
  132726. getClassName(): string;
  132727. /**
  132728. * Gets the seed operand input component
  132729. */
  132730. get seed(): NodeMaterialConnectionPoint;
  132731. /**
  132732. * Gets the output component
  132733. */
  132734. get output(): NodeMaterialConnectionPoint;
  132735. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132736. }
  132737. }
  132738. declare module BABYLON {
  132739. /**
  132740. * Block used to blend normals
  132741. */
  132742. export class NormalBlendBlock extends NodeMaterialBlock {
  132743. /**
  132744. * Creates a new NormalBlendBlock
  132745. * @param name defines the block name
  132746. */
  132747. constructor(name: string);
  132748. /**
  132749. * Gets the current class name
  132750. * @returns the class name
  132751. */
  132752. getClassName(): string;
  132753. /**
  132754. * Gets the first input component
  132755. */
  132756. get normalMap0(): NodeMaterialConnectionPoint;
  132757. /**
  132758. * Gets the second input component
  132759. */
  132760. get normalMap1(): NodeMaterialConnectionPoint;
  132761. /**
  132762. * Gets the output component
  132763. */
  132764. get output(): NodeMaterialConnectionPoint;
  132765. protected _buildBlock(state: NodeMaterialBuildState): this;
  132766. }
  132767. }
  132768. declare module BABYLON {
  132769. /**
  132770. * Block used to rotate a 2d vector by a given angle
  132771. */
  132772. export class Rotate2dBlock extends NodeMaterialBlock {
  132773. /**
  132774. * Creates a new Rotate2dBlock
  132775. * @param name defines the block name
  132776. */
  132777. constructor(name: string);
  132778. /**
  132779. * Gets the current class name
  132780. * @returns the class name
  132781. */
  132782. getClassName(): string;
  132783. /**
  132784. * Gets the input vector
  132785. */
  132786. get input(): NodeMaterialConnectionPoint;
  132787. /**
  132788. * Gets the input angle
  132789. */
  132790. get angle(): NodeMaterialConnectionPoint;
  132791. /**
  132792. * Gets the output component
  132793. */
  132794. get output(): NodeMaterialConnectionPoint;
  132795. autoConfigure(material: NodeMaterial): void;
  132796. protected _buildBlock(state: NodeMaterialBuildState): this;
  132797. }
  132798. }
  132799. declare module BABYLON {
  132800. /**
  132801. * Block used to get the reflected vector from a direction and a normal
  132802. */
  132803. export class ReflectBlock extends NodeMaterialBlock {
  132804. /**
  132805. * Creates a new ReflectBlock
  132806. * @param name defines the block name
  132807. */
  132808. constructor(name: string);
  132809. /**
  132810. * Gets the current class name
  132811. * @returns the class name
  132812. */
  132813. getClassName(): string;
  132814. /**
  132815. * Gets the incident component
  132816. */
  132817. get incident(): NodeMaterialConnectionPoint;
  132818. /**
  132819. * Gets the normal component
  132820. */
  132821. get normal(): NodeMaterialConnectionPoint;
  132822. /**
  132823. * Gets the output component
  132824. */
  132825. get output(): NodeMaterialConnectionPoint;
  132826. protected _buildBlock(state: NodeMaterialBuildState): this;
  132827. }
  132828. }
  132829. declare module BABYLON {
  132830. /**
  132831. * Block used to get the refracted vector from a direction and a normal
  132832. */
  132833. export class RefractBlock extends NodeMaterialBlock {
  132834. /**
  132835. * Creates a new RefractBlock
  132836. * @param name defines the block name
  132837. */
  132838. constructor(name: string);
  132839. /**
  132840. * Gets the current class name
  132841. * @returns the class name
  132842. */
  132843. getClassName(): string;
  132844. /**
  132845. * Gets the incident component
  132846. */
  132847. get incident(): NodeMaterialConnectionPoint;
  132848. /**
  132849. * Gets the normal component
  132850. */
  132851. get normal(): NodeMaterialConnectionPoint;
  132852. /**
  132853. * Gets the index of refraction component
  132854. */
  132855. get ior(): NodeMaterialConnectionPoint;
  132856. /**
  132857. * Gets the output component
  132858. */
  132859. get output(): NodeMaterialConnectionPoint;
  132860. protected _buildBlock(state: NodeMaterialBuildState): this;
  132861. }
  132862. }
  132863. declare module BABYLON {
  132864. /**
  132865. * Block used to desaturate a color
  132866. */
  132867. export class DesaturateBlock extends NodeMaterialBlock {
  132868. /**
  132869. * Creates a new DesaturateBlock
  132870. * @param name defines the block name
  132871. */
  132872. constructor(name: string);
  132873. /**
  132874. * Gets the current class name
  132875. * @returns the class name
  132876. */
  132877. getClassName(): string;
  132878. /**
  132879. * Gets the color operand input component
  132880. */
  132881. get color(): NodeMaterialConnectionPoint;
  132882. /**
  132883. * Gets the level operand input component
  132884. */
  132885. get level(): NodeMaterialConnectionPoint;
  132886. /**
  132887. * Gets the output component
  132888. */
  132889. get output(): NodeMaterialConnectionPoint;
  132890. protected _buildBlock(state: NodeMaterialBuildState): this;
  132891. }
  132892. }
  132893. declare module BABYLON {
  132894. /**
  132895. * Effect Render Options
  132896. */
  132897. export interface IEffectRendererOptions {
  132898. /**
  132899. * Defines the vertices positions.
  132900. */
  132901. positions?: number[];
  132902. /**
  132903. * Defines the indices.
  132904. */
  132905. indices?: number[];
  132906. }
  132907. /**
  132908. * Helper class to render one or more effects
  132909. */
  132910. export class EffectRenderer {
  132911. private engine;
  132912. private static _DefaultOptions;
  132913. private _vertexBuffers;
  132914. private _indexBuffer;
  132915. private _ringBufferIndex;
  132916. private _ringScreenBuffer;
  132917. private _fullscreenViewport;
  132918. private _getNextFrameBuffer;
  132919. /**
  132920. * Creates an effect renderer
  132921. * @param engine the engine to use for rendering
  132922. * @param options defines the options of the effect renderer
  132923. */
  132924. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  132925. /**
  132926. * Sets the current viewport in normalized coordinates 0-1
  132927. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  132928. */
  132929. setViewport(viewport?: Viewport): void;
  132930. /**
  132931. * Binds the embedded attributes buffer to the effect.
  132932. * @param effect Defines the effect to bind the attributes for
  132933. */
  132934. bindBuffers(effect: Effect): void;
  132935. /**
  132936. * Sets the current effect wrapper to use during draw.
  132937. * The effect needs to be ready before calling this api.
  132938. * This also sets the default full screen position attribute.
  132939. * @param effectWrapper Defines the effect to draw with
  132940. */
  132941. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  132942. /**
  132943. * Draws a full screen quad.
  132944. */
  132945. draw(): void;
  132946. /**
  132947. * renders one or more effects to a specified texture
  132948. * @param effectWrappers list of effects to renderer
  132949. * @param outputTexture texture to draw to, if null it will render to the screen
  132950. */
  132951. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  132952. /**
  132953. * Disposes of the effect renderer
  132954. */
  132955. dispose(): void;
  132956. }
  132957. /**
  132958. * Options to create an EffectWrapper
  132959. */
  132960. interface EffectWrapperCreationOptions {
  132961. /**
  132962. * Engine to use to create the effect
  132963. */
  132964. engine: ThinEngine;
  132965. /**
  132966. * Fragment shader for the effect
  132967. */
  132968. fragmentShader: string;
  132969. /**
  132970. * Vertex shader for the effect
  132971. */
  132972. vertexShader?: string;
  132973. /**
  132974. * Attributes to use in the shader
  132975. */
  132976. attributeNames?: Array<string>;
  132977. /**
  132978. * Uniforms to use in the shader
  132979. */
  132980. uniformNames?: Array<string>;
  132981. /**
  132982. * Texture sampler names to use in the shader
  132983. */
  132984. samplerNames?: Array<string>;
  132985. /**
  132986. * The friendly name of the effect displayed in Spector.
  132987. */
  132988. name?: string;
  132989. }
  132990. /**
  132991. * Wraps an effect to be used for rendering
  132992. */
  132993. export class EffectWrapper {
  132994. /**
  132995. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  132996. */
  132997. onApplyObservable: Observable<{}>;
  132998. /**
  132999. * The underlying effect
  133000. */
  133001. effect: Effect;
  133002. /**
  133003. * Creates an effect to be renderer
  133004. * @param creationOptions options to create the effect
  133005. */
  133006. constructor(creationOptions: EffectWrapperCreationOptions);
  133007. /**
  133008. * Disposes of the effect wrapper
  133009. */
  133010. dispose(): void;
  133011. }
  133012. }
  133013. declare module BABYLON {
  133014. /**
  133015. * Helper class to push actions to a pool of workers.
  133016. */
  133017. export class WorkerPool implements IDisposable {
  133018. private _workerInfos;
  133019. private _pendingActions;
  133020. /**
  133021. * Constructor
  133022. * @param workers Array of workers to use for actions
  133023. */
  133024. constructor(workers: Array<Worker>);
  133025. /**
  133026. * Terminates all workers and clears any pending actions.
  133027. */
  133028. dispose(): void;
  133029. /**
  133030. * Pushes an action to the worker pool. If all the workers are active, the action will be
  133031. * pended until a worker has completed its action.
  133032. * @param action The action to perform. Call onComplete when the action is complete.
  133033. */
  133034. push(action: (worker: Worker, onComplete: () => void) => void): void;
  133035. private _execute;
  133036. }
  133037. }
  133038. declare module BABYLON {
  133039. /**
  133040. * Configuration for Draco compression
  133041. */
  133042. export interface IDracoCompressionConfiguration {
  133043. /**
  133044. * Configuration for the decoder.
  133045. */
  133046. decoder: {
  133047. /**
  133048. * The url to the WebAssembly module.
  133049. */
  133050. wasmUrl?: string;
  133051. /**
  133052. * The url to the WebAssembly binary.
  133053. */
  133054. wasmBinaryUrl?: string;
  133055. /**
  133056. * The url to the fallback JavaScript module.
  133057. */
  133058. fallbackUrl?: string;
  133059. };
  133060. }
  133061. /**
  133062. * Draco compression (https://google.github.io/draco/)
  133063. *
  133064. * This class wraps the Draco module.
  133065. *
  133066. * **Encoder**
  133067. *
  133068. * The encoder is not currently implemented.
  133069. *
  133070. * **Decoder**
  133071. *
  133072. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  133073. *
  133074. * To update the configuration, use the following code:
  133075. * ```javascript
  133076. * DracoCompression.Configuration = {
  133077. * decoder: {
  133078. * wasmUrl: "<url to the WebAssembly library>",
  133079. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  133080. * fallbackUrl: "<url to the fallback JavaScript library>",
  133081. * }
  133082. * };
  133083. * ```
  133084. *
  133085. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  133086. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  133087. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  133088. *
  133089. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  133090. * ```javascript
  133091. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  133092. * ```
  133093. *
  133094. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  133095. */
  133096. export class DracoCompression implements IDisposable {
  133097. private _workerPoolPromise?;
  133098. private _decoderModulePromise?;
  133099. /**
  133100. * The configuration. Defaults to the following urls:
  133101. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  133102. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  133103. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  133104. */
  133105. static Configuration: IDracoCompressionConfiguration;
  133106. /**
  133107. * Returns true if the decoder configuration is available.
  133108. */
  133109. static get DecoderAvailable(): boolean;
  133110. /**
  133111. * Default number of workers to create when creating the draco compression object.
  133112. */
  133113. static DefaultNumWorkers: number;
  133114. private static GetDefaultNumWorkers;
  133115. private static _Default;
  133116. /**
  133117. * Default instance for the draco compression object.
  133118. */
  133119. static get Default(): DracoCompression;
  133120. /**
  133121. * Constructor
  133122. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  133123. */
  133124. constructor(numWorkers?: number);
  133125. /**
  133126. * Stop all async operations and release resources.
  133127. */
  133128. dispose(): void;
  133129. /**
  133130. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  133131. * @returns a promise that resolves when ready
  133132. */
  133133. whenReadyAsync(): Promise<void>;
  133134. /**
  133135. * Decode Draco compressed mesh data to vertex data.
  133136. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  133137. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  133138. * @returns A promise that resolves with the decoded vertex data
  133139. */
  133140. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  133141. [kind: string]: number;
  133142. }): Promise<VertexData>;
  133143. }
  133144. }
  133145. declare module BABYLON {
  133146. /**
  133147. * Class for building Constructive Solid Geometry
  133148. */
  133149. export class CSG {
  133150. private polygons;
  133151. /**
  133152. * The world matrix
  133153. */
  133154. matrix: Matrix;
  133155. /**
  133156. * Stores the position
  133157. */
  133158. position: Vector3;
  133159. /**
  133160. * Stores the rotation
  133161. */
  133162. rotation: Vector3;
  133163. /**
  133164. * Stores the rotation quaternion
  133165. */
  133166. rotationQuaternion: Nullable<Quaternion>;
  133167. /**
  133168. * Stores the scaling vector
  133169. */
  133170. scaling: Vector3;
  133171. /**
  133172. * Convert the Mesh to CSG
  133173. * @param mesh The Mesh to convert to CSG
  133174. * @returns A new CSG from the Mesh
  133175. */
  133176. static FromMesh(mesh: Mesh): CSG;
  133177. /**
  133178. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  133179. * @param polygons Polygons used to construct a CSG solid
  133180. */
  133181. private static FromPolygons;
  133182. /**
  133183. * Clones, or makes a deep copy, of the CSG
  133184. * @returns A new CSG
  133185. */
  133186. clone(): CSG;
  133187. /**
  133188. * Unions this CSG with another CSG
  133189. * @param csg The CSG to union against this CSG
  133190. * @returns The unioned CSG
  133191. */
  133192. union(csg: CSG): CSG;
  133193. /**
  133194. * Unions this CSG with another CSG in place
  133195. * @param csg The CSG to union against this CSG
  133196. */
  133197. unionInPlace(csg: CSG): void;
  133198. /**
  133199. * Subtracts this CSG with another CSG
  133200. * @param csg The CSG to subtract against this CSG
  133201. * @returns A new CSG
  133202. */
  133203. subtract(csg: CSG): CSG;
  133204. /**
  133205. * Subtracts this CSG with another CSG in place
  133206. * @param csg The CSG to subtact against this CSG
  133207. */
  133208. subtractInPlace(csg: CSG): void;
  133209. /**
  133210. * Intersect this CSG with another CSG
  133211. * @param csg The CSG to intersect against this CSG
  133212. * @returns A new CSG
  133213. */
  133214. intersect(csg: CSG): CSG;
  133215. /**
  133216. * Intersects this CSG with another CSG in place
  133217. * @param csg The CSG to intersect against this CSG
  133218. */
  133219. intersectInPlace(csg: CSG): void;
  133220. /**
  133221. * Return a new CSG solid with solid and empty space switched. This solid is
  133222. * not modified.
  133223. * @returns A new CSG solid with solid and empty space switched
  133224. */
  133225. inverse(): CSG;
  133226. /**
  133227. * Inverses the CSG in place
  133228. */
  133229. inverseInPlace(): void;
  133230. /**
  133231. * This is used to keep meshes transformations so they can be restored
  133232. * when we build back a Babylon Mesh
  133233. * NB : All CSG operations are performed in world coordinates
  133234. * @param csg The CSG to copy the transform attributes from
  133235. * @returns This CSG
  133236. */
  133237. copyTransformAttributes(csg: CSG): CSG;
  133238. /**
  133239. * Build Raw mesh from CSG
  133240. * Coordinates here are in world space
  133241. * @param name The name of the mesh geometry
  133242. * @param scene The Scene
  133243. * @param keepSubMeshes Specifies if the submeshes should be kept
  133244. * @returns A new Mesh
  133245. */
  133246. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  133247. /**
  133248. * Build Mesh from CSG taking material and transforms into account
  133249. * @param name The name of the Mesh
  133250. * @param material The material of the Mesh
  133251. * @param scene The Scene
  133252. * @param keepSubMeshes Specifies if submeshes should be kept
  133253. * @returns The new Mesh
  133254. */
  133255. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  133256. }
  133257. }
  133258. declare module BABYLON {
  133259. /**
  133260. * Class used to create a trail following a mesh
  133261. */
  133262. export class TrailMesh extends Mesh {
  133263. private _generator;
  133264. private _autoStart;
  133265. private _running;
  133266. private _diameter;
  133267. private _length;
  133268. private _sectionPolygonPointsCount;
  133269. private _sectionVectors;
  133270. private _sectionNormalVectors;
  133271. private _beforeRenderObserver;
  133272. /**
  133273. * @constructor
  133274. * @param name The value used by scene.getMeshByName() to do a lookup.
  133275. * @param generator The mesh to generate a trail.
  133276. * @param scene The scene to add this mesh to.
  133277. * @param diameter Diameter of trailing mesh. Default is 1.
  133278. * @param length Length of trailing mesh. Default is 60.
  133279. * @param autoStart Automatically start trailing mesh. Default true.
  133280. */
  133281. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  133282. /**
  133283. * "TrailMesh"
  133284. * @returns "TrailMesh"
  133285. */
  133286. getClassName(): string;
  133287. private _createMesh;
  133288. /**
  133289. * Start trailing mesh.
  133290. */
  133291. start(): void;
  133292. /**
  133293. * Stop trailing mesh.
  133294. */
  133295. stop(): void;
  133296. /**
  133297. * Update trailing mesh geometry.
  133298. */
  133299. update(): void;
  133300. /**
  133301. * Returns a new TrailMesh object.
  133302. * @param name is a string, the name given to the new mesh
  133303. * @param newGenerator use new generator object for cloned trail mesh
  133304. * @returns a new mesh
  133305. */
  133306. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  133307. /**
  133308. * Serializes this trail mesh
  133309. * @param serializationObject object to write serialization to
  133310. */
  133311. serialize(serializationObject: any): void;
  133312. /**
  133313. * Parses a serialized trail mesh
  133314. * @param parsedMesh the serialized mesh
  133315. * @param scene the scene to create the trail mesh in
  133316. * @returns the created trail mesh
  133317. */
  133318. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  133319. }
  133320. }
  133321. declare module BABYLON {
  133322. /**
  133323. * Class containing static functions to help procedurally build meshes
  133324. */
  133325. export class TiledBoxBuilder {
  133326. /**
  133327. * Creates a box mesh
  133328. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  133329. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133330. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133331. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133332. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133333. * @param name defines the name of the mesh
  133334. * @param options defines the options used to create the mesh
  133335. * @param scene defines the hosting scene
  133336. * @returns the box mesh
  133337. */
  133338. static CreateTiledBox(name: string, options: {
  133339. pattern?: number;
  133340. width?: number;
  133341. height?: number;
  133342. depth?: number;
  133343. tileSize?: number;
  133344. tileWidth?: number;
  133345. tileHeight?: number;
  133346. alignHorizontal?: number;
  133347. alignVertical?: number;
  133348. faceUV?: Vector4[];
  133349. faceColors?: Color4[];
  133350. sideOrientation?: number;
  133351. updatable?: boolean;
  133352. }, scene?: Nullable<Scene>): Mesh;
  133353. }
  133354. }
  133355. declare module BABYLON {
  133356. /**
  133357. * Class containing static functions to help procedurally build meshes
  133358. */
  133359. export class TorusKnotBuilder {
  133360. /**
  133361. * Creates a torus knot mesh
  133362. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  133363. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  133364. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  133365. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  133366. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133367. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133368. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133369. * @param name defines the name of the mesh
  133370. * @param options defines the options used to create the mesh
  133371. * @param scene defines the hosting scene
  133372. * @returns the torus knot mesh
  133373. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  133374. */
  133375. static CreateTorusKnot(name: string, options: {
  133376. radius?: number;
  133377. tube?: number;
  133378. radialSegments?: number;
  133379. tubularSegments?: number;
  133380. p?: number;
  133381. q?: number;
  133382. updatable?: boolean;
  133383. sideOrientation?: number;
  133384. frontUVs?: Vector4;
  133385. backUVs?: Vector4;
  133386. }, scene: any): Mesh;
  133387. }
  133388. }
  133389. declare module BABYLON {
  133390. /**
  133391. * Polygon
  133392. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  133393. */
  133394. export class Polygon {
  133395. /**
  133396. * Creates a rectangle
  133397. * @param xmin bottom X coord
  133398. * @param ymin bottom Y coord
  133399. * @param xmax top X coord
  133400. * @param ymax top Y coord
  133401. * @returns points that make the resulting rectation
  133402. */
  133403. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  133404. /**
  133405. * Creates a circle
  133406. * @param radius radius of circle
  133407. * @param cx scale in x
  133408. * @param cy scale in y
  133409. * @param numberOfSides number of sides that make up the circle
  133410. * @returns points that make the resulting circle
  133411. */
  133412. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  133413. /**
  133414. * Creates a polygon from input string
  133415. * @param input Input polygon data
  133416. * @returns the parsed points
  133417. */
  133418. static Parse(input: string): Vector2[];
  133419. /**
  133420. * Starts building a polygon from x and y coordinates
  133421. * @param x x coordinate
  133422. * @param y y coordinate
  133423. * @returns the started path2
  133424. */
  133425. static StartingAt(x: number, y: number): Path2;
  133426. }
  133427. /**
  133428. * Builds a polygon
  133429. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  133430. */
  133431. export class PolygonMeshBuilder {
  133432. private _points;
  133433. private _outlinepoints;
  133434. private _holes;
  133435. private _name;
  133436. private _scene;
  133437. private _epoints;
  133438. private _eholes;
  133439. private _addToepoint;
  133440. /**
  133441. * Babylon reference to the earcut plugin.
  133442. */
  133443. bjsEarcut: any;
  133444. /**
  133445. * Creates a PolygonMeshBuilder
  133446. * @param name name of the builder
  133447. * @param contours Path of the polygon
  133448. * @param scene scene to add to when creating the mesh
  133449. * @param earcutInjection can be used to inject your own earcut reference
  133450. */
  133451. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  133452. /**
  133453. * Adds a whole within the polygon
  133454. * @param hole Array of points defining the hole
  133455. * @returns this
  133456. */
  133457. addHole(hole: Vector2[]): PolygonMeshBuilder;
  133458. /**
  133459. * Creates the polygon
  133460. * @param updatable If the mesh should be updatable
  133461. * @param depth The depth of the mesh created
  133462. * @returns the created mesh
  133463. */
  133464. build(updatable?: boolean, depth?: number): Mesh;
  133465. /**
  133466. * Creates the polygon
  133467. * @param depth The depth of the mesh created
  133468. * @returns the created VertexData
  133469. */
  133470. buildVertexData(depth?: number): VertexData;
  133471. /**
  133472. * Adds a side to the polygon
  133473. * @param positions points that make the polygon
  133474. * @param normals normals of the polygon
  133475. * @param uvs uvs of the polygon
  133476. * @param indices indices of the polygon
  133477. * @param bounds bounds of the polygon
  133478. * @param points points of the polygon
  133479. * @param depth depth of the polygon
  133480. * @param flip flip of the polygon
  133481. */
  133482. private addSide;
  133483. }
  133484. }
  133485. declare module BABYLON {
  133486. /**
  133487. * Class containing static functions to help procedurally build meshes
  133488. */
  133489. export class PolygonBuilder {
  133490. /**
  133491. * Creates a polygon mesh
  133492. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  133493. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  133494. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  133495. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133496. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  133497. * * Remember you can only change the shape positions, not their number when updating a polygon
  133498. * @param name defines the name of the mesh
  133499. * @param options defines the options used to create the mesh
  133500. * @param scene defines the hosting scene
  133501. * @param earcutInjection can be used to inject your own earcut reference
  133502. * @returns the polygon mesh
  133503. */
  133504. static CreatePolygon(name: string, options: {
  133505. shape: Vector3[];
  133506. holes?: Vector3[][];
  133507. depth?: number;
  133508. faceUV?: Vector4[];
  133509. faceColors?: Color4[];
  133510. updatable?: boolean;
  133511. sideOrientation?: number;
  133512. frontUVs?: Vector4;
  133513. backUVs?: Vector4;
  133514. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  133515. /**
  133516. * Creates an extruded polygon mesh, with depth in the Y direction.
  133517. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  133518. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133519. * @param name defines the name of the mesh
  133520. * @param options defines the options used to create the mesh
  133521. * @param scene defines the hosting scene
  133522. * @param earcutInjection can be used to inject your own earcut reference
  133523. * @returns the polygon mesh
  133524. */
  133525. static ExtrudePolygon(name: string, options: {
  133526. shape: Vector3[];
  133527. holes?: Vector3[][];
  133528. depth?: number;
  133529. faceUV?: Vector4[];
  133530. faceColors?: Color4[];
  133531. updatable?: boolean;
  133532. sideOrientation?: number;
  133533. frontUVs?: Vector4;
  133534. backUVs?: Vector4;
  133535. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  133536. }
  133537. }
  133538. declare module BABYLON {
  133539. /**
  133540. * Class containing static functions to help procedurally build meshes
  133541. */
  133542. export class LatheBuilder {
  133543. /**
  133544. * Creates lathe mesh.
  133545. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  133546. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  133547. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  133548. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  133549. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  133550. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  133551. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  133552. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  133553. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133554. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133555. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133556. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133557. * @param name defines the name of the mesh
  133558. * @param options defines the options used to create the mesh
  133559. * @param scene defines the hosting scene
  133560. * @returns the lathe mesh
  133561. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  133562. */
  133563. static CreateLathe(name: string, options: {
  133564. shape: Vector3[];
  133565. radius?: number;
  133566. tessellation?: number;
  133567. clip?: number;
  133568. arc?: number;
  133569. closed?: boolean;
  133570. updatable?: boolean;
  133571. sideOrientation?: number;
  133572. frontUVs?: Vector4;
  133573. backUVs?: Vector4;
  133574. cap?: number;
  133575. invertUV?: boolean;
  133576. }, scene?: Nullable<Scene>): Mesh;
  133577. }
  133578. }
  133579. declare module BABYLON {
  133580. /**
  133581. * Class containing static functions to help procedurally build meshes
  133582. */
  133583. export class TiledPlaneBuilder {
  133584. /**
  133585. * Creates a tiled plane mesh
  133586. * * The parameter `pattern` will, depending on value, do nothing or
  133587. * * * flip (reflect about central vertical) alternate tiles across and up
  133588. * * * flip every tile on alternate rows
  133589. * * * rotate (180 degs) alternate tiles across and up
  133590. * * * rotate every tile on alternate rows
  133591. * * * flip and rotate alternate tiles across and up
  133592. * * * flip and rotate every tile on alternate rows
  133593. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  133594. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  133595. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133596. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  133597. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  133598. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  133599. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  133600. * @param name defines the name of the mesh
  133601. * @param options defines the options used to create the mesh
  133602. * @param scene defines the hosting scene
  133603. * @returns the box mesh
  133604. */
  133605. static CreateTiledPlane(name: string, options: {
  133606. pattern?: number;
  133607. tileSize?: number;
  133608. tileWidth?: number;
  133609. tileHeight?: number;
  133610. size?: number;
  133611. width?: number;
  133612. height?: number;
  133613. alignHorizontal?: number;
  133614. alignVertical?: number;
  133615. sideOrientation?: number;
  133616. frontUVs?: Vector4;
  133617. backUVs?: Vector4;
  133618. updatable?: boolean;
  133619. }, scene?: Nullable<Scene>): Mesh;
  133620. }
  133621. }
  133622. declare module BABYLON {
  133623. /**
  133624. * Class containing static functions to help procedurally build meshes
  133625. */
  133626. export class TubeBuilder {
  133627. /**
  133628. * Creates a tube mesh.
  133629. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  133630. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  133631. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  133632. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  133633. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  133634. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  133635. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  133636. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  133637. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  133638. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133639. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133640. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133641. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133642. * @param name defines the name of the mesh
  133643. * @param options defines the options used to create the mesh
  133644. * @param scene defines the hosting scene
  133645. * @returns the tube mesh
  133646. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  133647. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  133648. */
  133649. static CreateTube(name: string, options: {
  133650. path: Vector3[];
  133651. radius?: number;
  133652. tessellation?: number;
  133653. radiusFunction?: {
  133654. (i: number, distance: number): number;
  133655. };
  133656. cap?: number;
  133657. arc?: number;
  133658. updatable?: boolean;
  133659. sideOrientation?: number;
  133660. frontUVs?: Vector4;
  133661. backUVs?: Vector4;
  133662. instance?: Mesh;
  133663. invertUV?: boolean;
  133664. }, scene?: Nullable<Scene>): Mesh;
  133665. }
  133666. }
  133667. declare module BABYLON {
  133668. /**
  133669. * Class containing static functions to help procedurally build meshes
  133670. */
  133671. export class IcoSphereBuilder {
  133672. /**
  133673. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  133674. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  133675. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  133676. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  133677. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  133678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133679. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133680. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133681. * @param name defines the name of the mesh
  133682. * @param options defines the options used to create the mesh
  133683. * @param scene defines the hosting scene
  133684. * @returns the icosahedron mesh
  133685. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  133686. */
  133687. static CreateIcoSphere(name: string, options: {
  133688. radius?: number;
  133689. radiusX?: number;
  133690. radiusY?: number;
  133691. radiusZ?: number;
  133692. flat?: boolean;
  133693. subdivisions?: number;
  133694. sideOrientation?: number;
  133695. frontUVs?: Vector4;
  133696. backUVs?: Vector4;
  133697. updatable?: boolean;
  133698. }, scene?: Nullable<Scene>): Mesh;
  133699. }
  133700. }
  133701. declare module BABYLON {
  133702. /**
  133703. * Class containing static functions to help procedurally build meshes
  133704. */
  133705. export class DecalBuilder {
  133706. /**
  133707. * Creates a decal mesh.
  133708. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  133709. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  133710. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  133711. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  133712. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  133713. * @param name defines the name of the mesh
  133714. * @param sourceMesh defines the mesh where the decal must be applied
  133715. * @param options defines the options used to create the mesh
  133716. * @param scene defines the hosting scene
  133717. * @returns the decal mesh
  133718. * @see https://doc.babylonjs.com/how_to/decals
  133719. */
  133720. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  133721. position?: Vector3;
  133722. normal?: Vector3;
  133723. size?: Vector3;
  133724. angle?: number;
  133725. }): Mesh;
  133726. }
  133727. }
  133728. declare module BABYLON {
  133729. /**
  133730. * Class containing static functions to help procedurally build meshes
  133731. */
  133732. export class MeshBuilder {
  133733. /**
  133734. * Creates a box mesh
  133735. * * The parameter `size` sets the size (float) of each box side (default 1)
  133736. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  133737. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  133738. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133739. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133740. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133741. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133742. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  133743. * @param name defines the name of the mesh
  133744. * @param options defines the options used to create the mesh
  133745. * @param scene defines the hosting scene
  133746. * @returns the box mesh
  133747. */
  133748. static CreateBox(name: string, options: {
  133749. size?: number;
  133750. width?: number;
  133751. height?: number;
  133752. depth?: number;
  133753. faceUV?: Vector4[];
  133754. faceColors?: Color4[];
  133755. sideOrientation?: number;
  133756. frontUVs?: Vector4;
  133757. backUVs?: Vector4;
  133758. updatable?: boolean;
  133759. }, scene?: Nullable<Scene>): Mesh;
  133760. /**
  133761. * Creates a tiled box mesh
  133762. * * faceTiles sets the pattern, tile size and number of tiles for a face
  133763. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133764. * @param name defines the name of the mesh
  133765. * @param options defines the options used to create the mesh
  133766. * @param scene defines the hosting scene
  133767. * @returns the tiled box mesh
  133768. */
  133769. static CreateTiledBox(name: string, options: {
  133770. pattern?: number;
  133771. size?: number;
  133772. width?: number;
  133773. height?: number;
  133774. depth: number;
  133775. tileSize?: number;
  133776. tileWidth?: number;
  133777. tileHeight?: number;
  133778. faceUV?: Vector4[];
  133779. faceColors?: Color4[];
  133780. alignHorizontal?: number;
  133781. alignVertical?: number;
  133782. sideOrientation?: number;
  133783. updatable?: boolean;
  133784. }, scene?: Nullable<Scene>): Mesh;
  133785. /**
  133786. * Creates a sphere mesh
  133787. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  133788. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  133789. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  133790. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  133791. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  133792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133793. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133795. * @param name defines the name of the mesh
  133796. * @param options defines the options used to create the mesh
  133797. * @param scene defines the hosting scene
  133798. * @returns the sphere mesh
  133799. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  133800. */
  133801. static CreateSphere(name: string, options: {
  133802. segments?: number;
  133803. diameter?: number;
  133804. diameterX?: number;
  133805. diameterY?: number;
  133806. diameterZ?: number;
  133807. arc?: number;
  133808. slice?: number;
  133809. sideOrientation?: number;
  133810. frontUVs?: Vector4;
  133811. backUVs?: Vector4;
  133812. updatable?: boolean;
  133813. }, scene?: Nullable<Scene>): Mesh;
  133814. /**
  133815. * Creates a plane polygonal mesh. By default, this is a disc
  133816. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  133817. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  133818. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  133819. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133820. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133821. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133822. * @param name defines the name of the mesh
  133823. * @param options defines the options used to create the mesh
  133824. * @param scene defines the hosting scene
  133825. * @returns the plane polygonal mesh
  133826. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  133827. */
  133828. static CreateDisc(name: string, options: {
  133829. radius?: number;
  133830. tessellation?: number;
  133831. arc?: number;
  133832. updatable?: boolean;
  133833. sideOrientation?: number;
  133834. frontUVs?: Vector4;
  133835. backUVs?: Vector4;
  133836. }, scene?: Nullable<Scene>): Mesh;
  133837. /**
  133838. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  133839. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  133840. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  133841. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  133842. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  133843. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133844. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133846. * @param name defines the name of the mesh
  133847. * @param options defines the options used to create the mesh
  133848. * @param scene defines the hosting scene
  133849. * @returns the icosahedron mesh
  133850. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  133851. */
  133852. static CreateIcoSphere(name: string, options: {
  133853. radius?: number;
  133854. radiusX?: number;
  133855. radiusY?: number;
  133856. radiusZ?: number;
  133857. flat?: boolean;
  133858. subdivisions?: number;
  133859. sideOrientation?: number;
  133860. frontUVs?: Vector4;
  133861. backUVs?: Vector4;
  133862. updatable?: boolean;
  133863. }, scene?: Nullable<Scene>): Mesh;
  133864. /**
  133865. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  133866. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  133867. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  133868. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  133869. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  133870. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  133871. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  133872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133873. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133874. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133875. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  133876. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  133877. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  133878. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  133879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133880. * @param name defines the name of the mesh
  133881. * @param options defines the options used to create the mesh
  133882. * @param scene defines the hosting scene
  133883. * @returns the ribbon mesh
  133884. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  133885. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  133886. */
  133887. static CreateRibbon(name: string, options: {
  133888. pathArray: Vector3[][];
  133889. closeArray?: boolean;
  133890. closePath?: boolean;
  133891. offset?: number;
  133892. updatable?: boolean;
  133893. sideOrientation?: number;
  133894. frontUVs?: Vector4;
  133895. backUVs?: Vector4;
  133896. instance?: Mesh;
  133897. invertUV?: boolean;
  133898. uvs?: Vector2[];
  133899. colors?: Color4[];
  133900. }, scene?: Nullable<Scene>): Mesh;
  133901. /**
  133902. * Creates a cylinder or a cone mesh
  133903. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  133904. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  133905. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  133906. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  133907. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  133908. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  133909. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  133910. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  133911. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  133912. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  133913. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  133914. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  133915. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  133916. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  133917. * * If `enclose` is false, a ring surface is one element.
  133918. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  133919. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  133920. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133921. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133922. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133923. * @param name defines the name of the mesh
  133924. * @param options defines the options used to create the mesh
  133925. * @param scene defines the hosting scene
  133926. * @returns the cylinder mesh
  133927. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  133928. */
  133929. static CreateCylinder(name: string, options: {
  133930. height?: number;
  133931. diameterTop?: number;
  133932. diameterBottom?: number;
  133933. diameter?: number;
  133934. tessellation?: number;
  133935. subdivisions?: number;
  133936. arc?: number;
  133937. faceColors?: Color4[];
  133938. faceUV?: Vector4[];
  133939. updatable?: boolean;
  133940. hasRings?: boolean;
  133941. enclose?: boolean;
  133942. cap?: number;
  133943. sideOrientation?: number;
  133944. frontUVs?: Vector4;
  133945. backUVs?: Vector4;
  133946. }, scene?: Nullable<Scene>): Mesh;
  133947. /**
  133948. * Creates a torus mesh
  133949. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  133950. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  133951. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  133952. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133953. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133954. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133955. * @param name defines the name of the mesh
  133956. * @param options defines the options used to create the mesh
  133957. * @param scene defines the hosting scene
  133958. * @returns the torus mesh
  133959. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  133960. */
  133961. static CreateTorus(name: string, options: {
  133962. diameter?: number;
  133963. thickness?: number;
  133964. tessellation?: number;
  133965. updatable?: boolean;
  133966. sideOrientation?: number;
  133967. frontUVs?: Vector4;
  133968. backUVs?: Vector4;
  133969. }, scene?: Nullable<Scene>): Mesh;
  133970. /**
  133971. * Creates a torus knot mesh
  133972. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  133973. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  133974. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  133975. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  133976. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133977. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133979. * @param name defines the name of the mesh
  133980. * @param options defines the options used to create the mesh
  133981. * @param scene defines the hosting scene
  133982. * @returns the torus knot mesh
  133983. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  133984. */
  133985. static CreateTorusKnot(name: string, options: {
  133986. radius?: number;
  133987. tube?: number;
  133988. radialSegments?: number;
  133989. tubularSegments?: number;
  133990. p?: number;
  133991. q?: number;
  133992. updatable?: boolean;
  133993. sideOrientation?: number;
  133994. frontUVs?: Vector4;
  133995. backUVs?: Vector4;
  133996. }, scene?: Nullable<Scene>): Mesh;
  133997. /**
  133998. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  133999. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  134000. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  134001. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  134002. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  134003. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  134004. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  134005. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  134006. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  134007. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134008. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  134009. * @param name defines the name of the new line system
  134010. * @param options defines the options used to create the line system
  134011. * @param scene defines the hosting scene
  134012. * @returns a new line system mesh
  134013. */
  134014. static CreateLineSystem(name: string, options: {
  134015. lines: Vector3[][];
  134016. updatable?: boolean;
  134017. instance?: Nullable<LinesMesh>;
  134018. colors?: Nullable<Color4[][]>;
  134019. useVertexAlpha?: boolean;
  134020. }, scene: Nullable<Scene>): LinesMesh;
  134021. /**
  134022. * Creates a line mesh
  134023. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  134024. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  134025. * * The parameter `points` is an array successive Vector3
  134026. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  134027. * * The optional parameter `colors` is an array of successive Color4, one per line point
  134028. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  134029. * * When updating an instance, remember that only point positions can change, not the number of points
  134030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134031. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  134032. * @param name defines the name of the new line system
  134033. * @param options defines the options used to create the line system
  134034. * @param scene defines the hosting scene
  134035. * @returns a new line mesh
  134036. */
  134037. static CreateLines(name: string, options: {
  134038. points: Vector3[];
  134039. updatable?: boolean;
  134040. instance?: Nullable<LinesMesh>;
  134041. colors?: Color4[];
  134042. useVertexAlpha?: boolean;
  134043. }, scene?: Nullable<Scene>): LinesMesh;
  134044. /**
  134045. * Creates a dashed line mesh
  134046. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  134047. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  134048. * * The parameter `points` is an array successive Vector3
  134049. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  134050. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  134051. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  134052. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  134053. * * When updating an instance, remember that only point positions can change, not the number of points
  134054. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134055. * @param name defines the name of the mesh
  134056. * @param options defines the options used to create the mesh
  134057. * @param scene defines the hosting scene
  134058. * @returns the dashed line mesh
  134059. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  134060. */
  134061. static CreateDashedLines(name: string, options: {
  134062. points: Vector3[];
  134063. dashSize?: number;
  134064. gapSize?: number;
  134065. dashNb?: number;
  134066. updatable?: boolean;
  134067. instance?: LinesMesh;
  134068. }, scene?: Nullable<Scene>): LinesMesh;
  134069. /**
  134070. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  134071. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  134072. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  134073. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  134074. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  134075. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  134076. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  134077. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  134078. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134079. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134080. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  134081. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134082. * @param name defines the name of the mesh
  134083. * @param options defines the options used to create the mesh
  134084. * @param scene defines the hosting scene
  134085. * @returns the extruded shape mesh
  134086. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134087. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  134088. */
  134089. static ExtrudeShape(name: string, options: {
  134090. shape: Vector3[];
  134091. path: Vector3[];
  134092. scale?: number;
  134093. rotation?: number;
  134094. cap?: number;
  134095. updatable?: boolean;
  134096. sideOrientation?: number;
  134097. frontUVs?: Vector4;
  134098. backUVs?: Vector4;
  134099. instance?: Mesh;
  134100. invertUV?: boolean;
  134101. }, scene?: Nullable<Scene>): Mesh;
  134102. /**
  134103. * Creates an custom extruded shape mesh.
  134104. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  134105. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  134106. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  134107. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  134108. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  134109. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  134110. * * It must returns a float value that will be the scale value applied to the shape on each path point
  134111. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  134112. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  134113. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  134114. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  134115. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  134116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134117. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134118. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134119. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134120. * @param name defines the name of the mesh
  134121. * @param options defines the options used to create the mesh
  134122. * @param scene defines the hosting scene
  134123. * @returns the custom extruded shape mesh
  134124. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  134125. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134126. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  134127. */
  134128. static ExtrudeShapeCustom(name: string, options: {
  134129. shape: Vector3[];
  134130. path: Vector3[];
  134131. scaleFunction?: any;
  134132. rotationFunction?: any;
  134133. ribbonCloseArray?: boolean;
  134134. ribbonClosePath?: boolean;
  134135. cap?: number;
  134136. updatable?: boolean;
  134137. sideOrientation?: number;
  134138. frontUVs?: Vector4;
  134139. backUVs?: Vector4;
  134140. instance?: Mesh;
  134141. invertUV?: boolean;
  134142. }, scene?: Nullable<Scene>): Mesh;
  134143. /**
  134144. * Creates lathe mesh.
  134145. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  134146. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  134147. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  134148. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  134149. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  134150. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  134151. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  134152. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  134153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134154. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134155. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134156. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134157. * @param name defines the name of the mesh
  134158. * @param options defines the options used to create the mesh
  134159. * @param scene defines the hosting scene
  134160. * @returns the lathe mesh
  134161. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  134162. */
  134163. static CreateLathe(name: string, options: {
  134164. shape: Vector3[];
  134165. radius?: number;
  134166. tessellation?: number;
  134167. clip?: number;
  134168. arc?: number;
  134169. closed?: boolean;
  134170. updatable?: boolean;
  134171. sideOrientation?: number;
  134172. frontUVs?: Vector4;
  134173. backUVs?: Vector4;
  134174. cap?: number;
  134175. invertUV?: boolean;
  134176. }, scene?: Nullable<Scene>): Mesh;
  134177. /**
  134178. * Creates a tiled plane mesh
  134179. * * You can set a limited pattern arrangement with the tiles
  134180. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134181. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134182. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134183. * @param name defines the name of the mesh
  134184. * @param options defines the options used to create the mesh
  134185. * @param scene defines the hosting scene
  134186. * @returns the plane mesh
  134187. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  134188. */
  134189. static CreateTiledPlane(name: string, options: {
  134190. pattern?: number;
  134191. tileSize?: number;
  134192. tileWidth?: number;
  134193. tileHeight?: number;
  134194. size?: number;
  134195. width?: number;
  134196. height?: number;
  134197. alignHorizontal?: number;
  134198. alignVertical?: number;
  134199. sideOrientation?: number;
  134200. frontUVs?: Vector4;
  134201. backUVs?: Vector4;
  134202. updatable?: boolean;
  134203. }, scene?: Nullable<Scene>): Mesh;
  134204. /**
  134205. * Creates a plane mesh
  134206. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  134207. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  134208. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  134209. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134210. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134211. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134212. * @param name defines the name of the mesh
  134213. * @param options defines the options used to create the mesh
  134214. * @param scene defines the hosting scene
  134215. * @returns the plane mesh
  134216. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  134217. */
  134218. static CreatePlane(name: string, options: {
  134219. size?: number;
  134220. width?: number;
  134221. height?: number;
  134222. sideOrientation?: number;
  134223. frontUVs?: Vector4;
  134224. backUVs?: Vector4;
  134225. updatable?: boolean;
  134226. sourcePlane?: Plane;
  134227. }, scene?: Nullable<Scene>): Mesh;
  134228. /**
  134229. * Creates a ground mesh
  134230. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  134231. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  134232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134233. * @param name defines the name of the mesh
  134234. * @param options defines the options used to create the mesh
  134235. * @param scene defines the hosting scene
  134236. * @returns the ground mesh
  134237. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  134238. */
  134239. static CreateGround(name: string, options: {
  134240. width?: number;
  134241. height?: number;
  134242. subdivisions?: number;
  134243. subdivisionsX?: number;
  134244. subdivisionsY?: number;
  134245. updatable?: boolean;
  134246. }, scene?: Nullable<Scene>): Mesh;
  134247. /**
  134248. * Creates a tiled ground mesh
  134249. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  134250. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  134251. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  134252. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  134253. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134254. * @param name defines the name of the mesh
  134255. * @param options defines the options used to create the mesh
  134256. * @param scene defines the hosting scene
  134257. * @returns the tiled ground mesh
  134258. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  134259. */
  134260. static CreateTiledGround(name: string, options: {
  134261. xmin: number;
  134262. zmin: number;
  134263. xmax: number;
  134264. zmax: number;
  134265. subdivisions?: {
  134266. w: number;
  134267. h: number;
  134268. };
  134269. precision?: {
  134270. w: number;
  134271. h: number;
  134272. };
  134273. updatable?: boolean;
  134274. }, scene?: Nullable<Scene>): Mesh;
  134275. /**
  134276. * Creates a ground mesh from a height map
  134277. * * The parameter `url` sets the URL of the height map image resource.
  134278. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  134279. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  134280. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  134281. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  134282. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  134283. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  134284. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  134285. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134286. * @param name defines the name of the mesh
  134287. * @param url defines the url to the height map
  134288. * @param options defines the options used to create the mesh
  134289. * @param scene defines the hosting scene
  134290. * @returns the ground mesh
  134291. * @see https://doc.babylonjs.com/babylon101/height_map
  134292. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  134293. */
  134294. static CreateGroundFromHeightMap(name: string, url: string, options: {
  134295. width?: number;
  134296. height?: number;
  134297. subdivisions?: number;
  134298. minHeight?: number;
  134299. maxHeight?: number;
  134300. colorFilter?: Color3;
  134301. alphaFilter?: number;
  134302. updatable?: boolean;
  134303. onReady?: (mesh: GroundMesh) => void;
  134304. }, scene?: Nullable<Scene>): GroundMesh;
  134305. /**
  134306. * Creates a polygon mesh
  134307. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  134308. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  134309. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  134310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134311. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  134312. * * Remember you can only change the shape positions, not their number when updating a polygon
  134313. * @param name defines the name of the mesh
  134314. * @param options defines the options used to create the mesh
  134315. * @param scene defines the hosting scene
  134316. * @param earcutInjection can be used to inject your own earcut reference
  134317. * @returns the polygon mesh
  134318. */
  134319. static CreatePolygon(name: string, options: {
  134320. shape: Vector3[];
  134321. holes?: Vector3[][];
  134322. depth?: number;
  134323. faceUV?: Vector4[];
  134324. faceColors?: Color4[];
  134325. updatable?: boolean;
  134326. sideOrientation?: number;
  134327. frontUVs?: Vector4;
  134328. backUVs?: Vector4;
  134329. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  134330. /**
  134331. * Creates an extruded polygon mesh, with depth in the Y direction.
  134332. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  134333. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  134334. * @param name defines the name of the mesh
  134335. * @param options defines the options used to create the mesh
  134336. * @param scene defines the hosting scene
  134337. * @param earcutInjection can be used to inject your own earcut reference
  134338. * @returns the polygon mesh
  134339. */
  134340. static ExtrudePolygon(name: string, options: {
  134341. shape: Vector3[];
  134342. holes?: Vector3[][];
  134343. depth?: number;
  134344. faceUV?: Vector4[];
  134345. faceColors?: Color4[];
  134346. updatable?: boolean;
  134347. sideOrientation?: number;
  134348. frontUVs?: Vector4;
  134349. backUVs?: Vector4;
  134350. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  134351. /**
  134352. * Creates a tube mesh.
  134353. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  134354. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  134355. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  134356. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  134357. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  134358. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  134359. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  134360. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  134361. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  134362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134363. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134364. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134365. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134366. * @param name defines the name of the mesh
  134367. * @param options defines the options used to create the mesh
  134368. * @param scene defines the hosting scene
  134369. * @returns the tube mesh
  134370. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134371. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  134372. */
  134373. static CreateTube(name: string, options: {
  134374. path: Vector3[];
  134375. radius?: number;
  134376. tessellation?: number;
  134377. radiusFunction?: {
  134378. (i: number, distance: number): number;
  134379. };
  134380. cap?: number;
  134381. arc?: number;
  134382. updatable?: boolean;
  134383. sideOrientation?: number;
  134384. frontUVs?: Vector4;
  134385. backUVs?: Vector4;
  134386. instance?: Mesh;
  134387. invertUV?: boolean;
  134388. }, scene?: Nullable<Scene>): Mesh;
  134389. /**
  134390. * Creates a polyhedron mesh
  134391. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  134392. * * The parameter `size` (positive float, default 1) sets the polygon size
  134393. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  134394. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  134395. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  134396. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  134397. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  134398. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  134399. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134400. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134401. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134402. * @param name defines the name of the mesh
  134403. * @param options defines the options used to create the mesh
  134404. * @param scene defines the hosting scene
  134405. * @returns the polyhedron mesh
  134406. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  134407. */
  134408. static CreatePolyhedron(name: string, options: {
  134409. type?: number;
  134410. size?: number;
  134411. sizeX?: number;
  134412. sizeY?: number;
  134413. sizeZ?: number;
  134414. custom?: any;
  134415. faceUV?: Vector4[];
  134416. faceColors?: Color4[];
  134417. flat?: boolean;
  134418. updatable?: boolean;
  134419. sideOrientation?: number;
  134420. frontUVs?: Vector4;
  134421. backUVs?: Vector4;
  134422. }, scene?: Nullable<Scene>): Mesh;
  134423. /**
  134424. * Creates a decal mesh.
  134425. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  134426. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  134427. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  134428. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  134429. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  134430. * @param name defines the name of the mesh
  134431. * @param sourceMesh defines the mesh where the decal must be applied
  134432. * @param options defines the options used to create the mesh
  134433. * @param scene defines the hosting scene
  134434. * @returns the decal mesh
  134435. * @see https://doc.babylonjs.com/how_to/decals
  134436. */
  134437. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  134438. position?: Vector3;
  134439. normal?: Vector3;
  134440. size?: Vector3;
  134441. angle?: number;
  134442. }): Mesh;
  134443. }
  134444. }
  134445. declare module BABYLON {
  134446. /**
  134447. * A simplifier interface for future simplification implementations
  134448. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134449. */
  134450. export interface ISimplifier {
  134451. /**
  134452. * Simplification of a given mesh according to the given settings.
  134453. * Since this requires computation, it is assumed that the function runs async.
  134454. * @param settings The settings of the simplification, including quality and distance
  134455. * @param successCallback A callback that will be called after the mesh was simplified.
  134456. * @param errorCallback in case of an error, this callback will be called. optional.
  134457. */
  134458. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  134459. }
  134460. /**
  134461. * Expected simplification settings.
  134462. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  134463. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134464. */
  134465. export interface ISimplificationSettings {
  134466. /**
  134467. * Gets or sets the expected quality
  134468. */
  134469. quality: number;
  134470. /**
  134471. * Gets or sets the distance when this optimized version should be used
  134472. */
  134473. distance: number;
  134474. /**
  134475. * Gets an already optimized mesh
  134476. */
  134477. optimizeMesh?: boolean;
  134478. }
  134479. /**
  134480. * Class used to specify simplification options
  134481. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134482. */
  134483. export class SimplificationSettings implements ISimplificationSettings {
  134484. /** expected quality */
  134485. quality: number;
  134486. /** distance when this optimized version should be used */
  134487. distance: number;
  134488. /** already optimized mesh */
  134489. optimizeMesh?: boolean | undefined;
  134490. /**
  134491. * Creates a SimplificationSettings
  134492. * @param quality expected quality
  134493. * @param distance distance when this optimized version should be used
  134494. * @param optimizeMesh already optimized mesh
  134495. */
  134496. constructor(
  134497. /** expected quality */
  134498. quality: number,
  134499. /** distance when this optimized version should be used */
  134500. distance: number,
  134501. /** already optimized mesh */
  134502. optimizeMesh?: boolean | undefined);
  134503. }
  134504. /**
  134505. * Interface used to define a simplification task
  134506. */
  134507. export interface ISimplificationTask {
  134508. /**
  134509. * Array of settings
  134510. */
  134511. settings: Array<ISimplificationSettings>;
  134512. /**
  134513. * Simplification type
  134514. */
  134515. simplificationType: SimplificationType;
  134516. /**
  134517. * Mesh to simplify
  134518. */
  134519. mesh: Mesh;
  134520. /**
  134521. * Callback called on success
  134522. */
  134523. successCallback?: () => void;
  134524. /**
  134525. * Defines if parallel processing can be used
  134526. */
  134527. parallelProcessing: boolean;
  134528. }
  134529. /**
  134530. * Queue used to order the simplification tasks
  134531. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134532. */
  134533. export class SimplificationQueue {
  134534. private _simplificationArray;
  134535. /**
  134536. * Gets a boolean indicating that the process is still running
  134537. */
  134538. running: boolean;
  134539. /**
  134540. * Creates a new queue
  134541. */
  134542. constructor();
  134543. /**
  134544. * Adds a new simplification task
  134545. * @param task defines a task to add
  134546. */
  134547. addTask(task: ISimplificationTask): void;
  134548. /**
  134549. * Execute next task
  134550. */
  134551. executeNext(): void;
  134552. /**
  134553. * Execute a simplification task
  134554. * @param task defines the task to run
  134555. */
  134556. runSimplification(task: ISimplificationTask): void;
  134557. private getSimplifier;
  134558. }
  134559. /**
  134560. * The implemented types of simplification
  134561. * At the moment only Quadratic Error Decimation is implemented
  134562. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134563. */
  134564. export enum SimplificationType {
  134565. /** Quadratic error decimation */
  134566. QUADRATIC = 0
  134567. }
  134568. }
  134569. declare module BABYLON {
  134570. interface Scene {
  134571. /** @hidden (Backing field) */
  134572. _simplificationQueue: SimplificationQueue;
  134573. /**
  134574. * Gets or sets the simplification queue attached to the scene
  134575. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134576. */
  134577. simplificationQueue: SimplificationQueue;
  134578. }
  134579. interface Mesh {
  134580. /**
  134581. * Simplify the mesh according to the given array of settings.
  134582. * Function will return immediately and will simplify async
  134583. * @param settings a collection of simplification settings
  134584. * @param parallelProcessing should all levels calculate parallel or one after the other
  134585. * @param simplificationType the type of simplification to run
  134586. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  134587. * @returns the current mesh
  134588. */
  134589. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  134590. }
  134591. /**
  134592. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  134593. * created in a scene
  134594. */
  134595. export class SimplicationQueueSceneComponent implements ISceneComponent {
  134596. /**
  134597. * The component name helpfull to identify the component in the list of scene components.
  134598. */
  134599. readonly name: string;
  134600. /**
  134601. * The scene the component belongs to.
  134602. */
  134603. scene: Scene;
  134604. /**
  134605. * Creates a new instance of the component for the given scene
  134606. * @param scene Defines the scene to register the component in
  134607. */
  134608. constructor(scene: Scene);
  134609. /**
  134610. * Registers the component in a given scene
  134611. */
  134612. register(): void;
  134613. /**
  134614. * Rebuilds the elements related to this component in case of
  134615. * context lost for instance.
  134616. */
  134617. rebuild(): void;
  134618. /**
  134619. * Disposes the component and the associated ressources
  134620. */
  134621. dispose(): void;
  134622. private _beforeCameraUpdate;
  134623. }
  134624. }
  134625. declare module BABYLON {
  134626. /**
  134627. * Navigation plugin interface to add navigation constrained by a navigation mesh
  134628. */
  134629. export interface INavigationEnginePlugin {
  134630. /**
  134631. * plugin name
  134632. */
  134633. name: string;
  134634. /**
  134635. * Creates a navigation mesh
  134636. * @param meshes array of all the geometry used to compute the navigatio mesh
  134637. * @param parameters bunch of parameters used to filter geometry
  134638. */
  134639. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  134640. /**
  134641. * Create a navigation mesh debug mesh
  134642. * @param scene is where the mesh will be added
  134643. * @returns debug display mesh
  134644. */
  134645. createDebugNavMesh(scene: Scene): Mesh;
  134646. /**
  134647. * Get a navigation mesh constrained position, closest to the parameter position
  134648. * @param position world position
  134649. * @returns the closest point to position constrained by the navigation mesh
  134650. */
  134651. getClosestPoint(position: Vector3): Vector3;
  134652. /**
  134653. * Get a navigation mesh constrained position, within a particular radius
  134654. * @param position world position
  134655. * @param maxRadius the maximum distance to the constrained world position
  134656. * @returns the closest point to position constrained by the navigation mesh
  134657. */
  134658. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  134659. /**
  134660. * Compute the final position from a segment made of destination-position
  134661. * @param position world position
  134662. * @param destination world position
  134663. * @returns the resulting point along the navmesh
  134664. */
  134665. moveAlong(position: Vector3, destination: Vector3): Vector3;
  134666. /**
  134667. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  134668. * @param start world position
  134669. * @param end world position
  134670. * @returns array containing world position composing the path
  134671. */
  134672. computePath(start: Vector3, end: Vector3): Vector3[];
  134673. /**
  134674. * If this plugin is supported
  134675. * @returns true if plugin is supported
  134676. */
  134677. isSupported(): boolean;
  134678. /**
  134679. * Create a new Crowd so you can add agents
  134680. * @param maxAgents the maximum agent count in the crowd
  134681. * @param maxAgentRadius the maximum radius an agent can have
  134682. * @param scene to attach the crowd to
  134683. * @returns the crowd you can add agents to
  134684. */
  134685. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  134686. /**
  134687. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134688. * The queries will try to find a solution within those bounds
  134689. * default is (1,1,1)
  134690. * @param extent x,y,z value that define the extent around the queries point of reference
  134691. */
  134692. setDefaultQueryExtent(extent: Vector3): void;
  134693. /**
  134694. * Get the Bounding box extent specified by setDefaultQueryExtent
  134695. * @returns the box extent values
  134696. */
  134697. getDefaultQueryExtent(): Vector3;
  134698. /**
  134699. * Release all resources
  134700. */
  134701. dispose(): void;
  134702. }
  134703. /**
  134704. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  134705. */
  134706. export interface ICrowd {
  134707. /**
  134708. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  134709. * You can attach anything to that node. The node position is updated in the scene update tick.
  134710. * @param pos world position that will be constrained by the navigation mesh
  134711. * @param parameters agent parameters
  134712. * @param transform hooked to the agent that will be update by the scene
  134713. * @returns agent index
  134714. */
  134715. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  134716. /**
  134717. * Returns the agent position in world space
  134718. * @param index agent index returned by addAgent
  134719. * @returns world space position
  134720. */
  134721. getAgentPosition(index: number): Vector3;
  134722. /**
  134723. * Gets the agent velocity in world space
  134724. * @param index agent index returned by addAgent
  134725. * @returns world space velocity
  134726. */
  134727. getAgentVelocity(index: number): Vector3;
  134728. /**
  134729. * remove a particular agent previously created
  134730. * @param index agent index returned by addAgent
  134731. */
  134732. removeAgent(index: number): void;
  134733. /**
  134734. * get the list of all agents attached to this crowd
  134735. * @returns list of agent indices
  134736. */
  134737. getAgents(): number[];
  134738. /**
  134739. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  134740. * @param deltaTime in seconds
  134741. */
  134742. update(deltaTime: number): void;
  134743. /**
  134744. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  134745. * @param index agent index returned by addAgent
  134746. * @param destination targeted world position
  134747. */
  134748. agentGoto(index: number, destination: Vector3): void;
  134749. /**
  134750. * Teleport the agent to a new position
  134751. * @param index agent index returned by addAgent
  134752. * @param destination targeted world position
  134753. */
  134754. agentTeleport(index: number, destination: Vector3): void;
  134755. /**
  134756. * Update agent parameters
  134757. * @param index agent index returned by addAgent
  134758. * @param parameters agent parameters
  134759. */
  134760. updateAgentParameters(index: number, parameters: IAgentParameters): void;
  134761. /**
  134762. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134763. * The queries will try to find a solution within those bounds
  134764. * default is (1,1,1)
  134765. * @param extent x,y,z value that define the extent around the queries point of reference
  134766. */
  134767. setDefaultQueryExtent(extent: Vector3): void;
  134768. /**
  134769. * Get the Bounding box extent specified by setDefaultQueryExtent
  134770. * @returns the box extent values
  134771. */
  134772. getDefaultQueryExtent(): Vector3;
  134773. /**
  134774. * Release all resources
  134775. */
  134776. dispose(): void;
  134777. }
  134778. /**
  134779. * Configures an agent
  134780. */
  134781. export interface IAgentParameters {
  134782. /**
  134783. * Agent radius. [Limit: >= 0]
  134784. */
  134785. radius: number;
  134786. /**
  134787. * Agent height. [Limit: > 0]
  134788. */
  134789. height: number;
  134790. /**
  134791. * Maximum allowed acceleration. [Limit: >= 0]
  134792. */
  134793. maxAcceleration: number;
  134794. /**
  134795. * Maximum allowed speed. [Limit: >= 0]
  134796. */
  134797. maxSpeed: number;
  134798. /**
  134799. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  134800. */
  134801. collisionQueryRange: number;
  134802. /**
  134803. * The path visibility optimization range. [Limit: > 0]
  134804. */
  134805. pathOptimizationRange: number;
  134806. /**
  134807. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  134808. */
  134809. separationWeight: number;
  134810. }
  134811. /**
  134812. * Configures the navigation mesh creation
  134813. */
  134814. export interface INavMeshParameters {
  134815. /**
  134816. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  134817. */
  134818. cs: number;
  134819. /**
  134820. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  134821. */
  134822. ch: number;
  134823. /**
  134824. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  134825. */
  134826. walkableSlopeAngle: number;
  134827. /**
  134828. * Minimum floor to 'ceiling' height that will still allow the floor area to
  134829. * be considered walkable. [Limit: >= 3] [Units: vx]
  134830. */
  134831. walkableHeight: number;
  134832. /**
  134833. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  134834. */
  134835. walkableClimb: number;
  134836. /**
  134837. * The distance to erode/shrink the walkable area of the heightfield away from
  134838. * obstructions. [Limit: >=0] [Units: vx]
  134839. */
  134840. walkableRadius: number;
  134841. /**
  134842. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  134843. */
  134844. maxEdgeLen: number;
  134845. /**
  134846. * The maximum distance a simplfied contour's border edges should deviate
  134847. * the original raw contour. [Limit: >=0] [Units: vx]
  134848. */
  134849. maxSimplificationError: number;
  134850. /**
  134851. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  134852. */
  134853. minRegionArea: number;
  134854. /**
  134855. * Any regions with a span count smaller than this value will, if possible,
  134856. * be merged with larger regions. [Limit: >=0] [Units: vx]
  134857. */
  134858. mergeRegionArea: number;
  134859. /**
  134860. * The maximum number of vertices allowed for polygons generated during the
  134861. * contour to polygon conversion process. [Limit: >= 3]
  134862. */
  134863. maxVertsPerPoly: number;
  134864. /**
  134865. * Sets the sampling distance to use when generating the detail mesh.
  134866. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  134867. */
  134868. detailSampleDist: number;
  134869. /**
  134870. * The maximum distance the detail mesh surface should deviate from heightfield
  134871. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  134872. */
  134873. detailSampleMaxError: number;
  134874. }
  134875. }
  134876. declare module BABYLON {
  134877. /**
  134878. * RecastJS navigation plugin
  134879. */
  134880. export class RecastJSPlugin implements INavigationEnginePlugin {
  134881. /**
  134882. * Reference to the Recast library
  134883. */
  134884. bjsRECAST: any;
  134885. /**
  134886. * plugin name
  134887. */
  134888. name: string;
  134889. /**
  134890. * the first navmesh created. We might extend this to support multiple navmeshes
  134891. */
  134892. navMesh: any;
  134893. /**
  134894. * Initializes the recastJS plugin
  134895. * @param recastInjection can be used to inject your own recast reference
  134896. */
  134897. constructor(recastInjection?: any);
  134898. /**
  134899. * Creates a navigation mesh
  134900. * @param meshes array of all the geometry used to compute the navigatio mesh
  134901. * @param parameters bunch of parameters used to filter geometry
  134902. */
  134903. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  134904. /**
  134905. * Create a navigation mesh debug mesh
  134906. * @param scene is where the mesh will be added
  134907. * @returns debug display mesh
  134908. */
  134909. createDebugNavMesh(scene: Scene): Mesh;
  134910. /**
  134911. * Get a navigation mesh constrained position, closest to the parameter position
  134912. * @param position world position
  134913. * @returns the closest point to position constrained by the navigation mesh
  134914. */
  134915. getClosestPoint(position: Vector3): Vector3;
  134916. /**
  134917. * Get a navigation mesh constrained position, within a particular radius
  134918. * @param position world position
  134919. * @param maxRadius the maximum distance to the constrained world position
  134920. * @returns the closest point to position constrained by the navigation mesh
  134921. */
  134922. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  134923. /**
  134924. * Compute the final position from a segment made of destination-position
  134925. * @param position world position
  134926. * @param destination world position
  134927. * @returns the resulting point along the navmesh
  134928. */
  134929. moveAlong(position: Vector3, destination: Vector3): Vector3;
  134930. /**
  134931. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  134932. * @param start world position
  134933. * @param end world position
  134934. * @returns array containing world position composing the path
  134935. */
  134936. computePath(start: Vector3, end: Vector3): Vector3[];
  134937. /**
  134938. * Create a new Crowd so you can add agents
  134939. * @param maxAgents the maximum agent count in the crowd
  134940. * @param maxAgentRadius the maximum radius an agent can have
  134941. * @param scene to attach the crowd to
  134942. * @returns the crowd you can add agents to
  134943. */
  134944. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  134945. /**
  134946. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134947. * The queries will try to find a solution within those bounds
  134948. * default is (1,1,1)
  134949. * @param extent x,y,z value that define the extent around the queries point of reference
  134950. */
  134951. setDefaultQueryExtent(extent: Vector3): void;
  134952. /**
  134953. * Get the Bounding box extent specified by setDefaultQueryExtent
  134954. * @returns the box extent values
  134955. */
  134956. getDefaultQueryExtent(): Vector3;
  134957. /**
  134958. * Disposes
  134959. */
  134960. dispose(): void;
  134961. /**
  134962. * If this plugin is supported
  134963. * @returns true if plugin is supported
  134964. */
  134965. isSupported(): boolean;
  134966. }
  134967. /**
  134968. * Recast detour crowd implementation
  134969. */
  134970. export class RecastJSCrowd implements ICrowd {
  134971. /**
  134972. * Recast/detour plugin
  134973. */
  134974. bjsRECASTPlugin: RecastJSPlugin;
  134975. /**
  134976. * Link to the detour crowd
  134977. */
  134978. recastCrowd: any;
  134979. /**
  134980. * One transform per agent
  134981. */
  134982. transforms: TransformNode[];
  134983. /**
  134984. * All agents created
  134985. */
  134986. agents: number[];
  134987. /**
  134988. * Link to the scene is kept to unregister the crowd from the scene
  134989. */
  134990. private _scene;
  134991. /**
  134992. * Observer for crowd updates
  134993. */
  134994. private _onBeforeAnimationsObserver;
  134995. /**
  134996. * Constructor
  134997. * @param plugin recastJS plugin
  134998. * @param maxAgents the maximum agent count in the crowd
  134999. * @param maxAgentRadius the maximum radius an agent can have
  135000. * @param scene to attach the crowd to
  135001. * @returns the crowd you can add agents to
  135002. */
  135003. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  135004. /**
  135005. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  135006. * You can attach anything to that node. The node position is updated in the scene update tick.
  135007. * @param pos world position that will be constrained by the navigation mesh
  135008. * @param parameters agent parameters
  135009. * @param transform hooked to the agent that will be update by the scene
  135010. * @returns agent index
  135011. */
  135012. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  135013. /**
  135014. * Returns the agent position in world space
  135015. * @param index agent index returned by addAgent
  135016. * @returns world space position
  135017. */
  135018. getAgentPosition(index: number): Vector3;
  135019. /**
  135020. * Returns the agent velocity in world space
  135021. * @param index agent index returned by addAgent
  135022. * @returns world space velocity
  135023. */
  135024. getAgentVelocity(index: number): Vector3;
  135025. /**
  135026. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  135027. * @param index agent index returned by addAgent
  135028. * @param destination targeted world position
  135029. */
  135030. agentGoto(index: number, destination: Vector3): void;
  135031. /**
  135032. * Teleport the agent to a new position
  135033. * @param index agent index returned by addAgent
  135034. * @param destination targeted world position
  135035. */
  135036. agentTeleport(index: number, destination: Vector3): void;
  135037. /**
  135038. * Update agent parameters
  135039. * @param index agent index returned by addAgent
  135040. * @param parameters agent parameters
  135041. */
  135042. updateAgentParameters(index: number, parameters: IAgentParameters): void;
  135043. /**
  135044. * remove a particular agent previously created
  135045. * @param index agent index returned by addAgent
  135046. */
  135047. removeAgent(index: number): void;
  135048. /**
  135049. * get the list of all agents attached to this crowd
  135050. * @returns list of agent indices
  135051. */
  135052. getAgents(): number[];
  135053. /**
  135054. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  135055. * @param deltaTime in seconds
  135056. */
  135057. update(deltaTime: number): void;
  135058. /**
  135059. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  135060. * The queries will try to find a solution within those bounds
  135061. * default is (1,1,1)
  135062. * @param extent x,y,z value that define the extent around the queries point of reference
  135063. */
  135064. setDefaultQueryExtent(extent: Vector3): void;
  135065. /**
  135066. * Get the Bounding box extent specified by setDefaultQueryExtent
  135067. * @returns the box extent values
  135068. */
  135069. getDefaultQueryExtent(): Vector3;
  135070. /**
  135071. * Release all resources
  135072. */
  135073. dispose(): void;
  135074. }
  135075. }
  135076. declare module BABYLON {
  135077. /**
  135078. * Class used to enable access to IndexedDB
  135079. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  135080. */
  135081. export class Database implements IOfflineProvider {
  135082. private _callbackManifestChecked;
  135083. private _currentSceneUrl;
  135084. private _db;
  135085. private _enableSceneOffline;
  135086. private _enableTexturesOffline;
  135087. private _manifestVersionFound;
  135088. private _mustUpdateRessources;
  135089. private _hasReachedQuota;
  135090. private _isSupported;
  135091. private _idbFactory;
  135092. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  135093. private static IsUASupportingBlobStorage;
  135094. /**
  135095. * Gets a boolean indicating if Database storate is enabled (off by default)
  135096. */
  135097. static IDBStorageEnabled: boolean;
  135098. /**
  135099. * Gets a boolean indicating if scene must be saved in the database
  135100. */
  135101. get enableSceneOffline(): boolean;
  135102. /**
  135103. * Gets a boolean indicating if textures must be saved in the database
  135104. */
  135105. get enableTexturesOffline(): boolean;
  135106. /**
  135107. * Creates a new Database
  135108. * @param urlToScene defines the url to load the scene
  135109. * @param callbackManifestChecked defines the callback to use when manifest is checked
  135110. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  135111. */
  135112. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  135113. private static _ParseURL;
  135114. private static _ReturnFullUrlLocation;
  135115. private _checkManifestFile;
  135116. /**
  135117. * Open the database and make it available
  135118. * @param successCallback defines the callback to call on success
  135119. * @param errorCallback defines the callback to call on error
  135120. */
  135121. open(successCallback: () => void, errorCallback: () => void): void;
  135122. /**
  135123. * Loads an image from the database
  135124. * @param url defines the url to load from
  135125. * @param image defines the target DOM image
  135126. */
  135127. loadImage(url: string, image: HTMLImageElement): void;
  135128. private _loadImageFromDBAsync;
  135129. private _saveImageIntoDBAsync;
  135130. private _checkVersionFromDB;
  135131. private _loadVersionFromDBAsync;
  135132. private _saveVersionIntoDBAsync;
  135133. /**
  135134. * Loads a file from database
  135135. * @param url defines the URL to load from
  135136. * @param sceneLoaded defines a callback to call on success
  135137. * @param progressCallBack defines a callback to call when progress changed
  135138. * @param errorCallback defines a callback to call on error
  135139. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  135140. */
  135141. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  135142. private _loadFileAsync;
  135143. private _saveFileAsync;
  135144. /**
  135145. * Validates if xhr data is correct
  135146. * @param xhr defines the request to validate
  135147. * @param dataType defines the expected data type
  135148. * @returns true if data is correct
  135149. */
  135150. private static _ValidateXHRData;
  135151. }
  135152. }
  135153. declare module BABYLON {
  135154. /** @hidden */
  135155. export var gpuUpdateParticlesPixelShader: {
  135156. name: string;
  135157. shader: string;
  135158. };
  135159. }
  135160. declare module BABYLON {
  135161. /** @hidden */
  135162. export var gpuUpdateParticlesVertexShader: {
  135163. name: string;
  135164. shader: string;
  135165. };
  135166. }
  135167. declare module BABYLON {
  135168. /** @hidden */
  135169. export var clipPlaneFragmentDeclaration2: {
  135170. name: string;
  135171. shader: string;
  135172. };
  135173. }
  135174. declare module BABYLON {
  135175. /** @hidden */
  135176. export var gpuRenderParticlesPixelShader: {
  135177. name: string;
  135178. shader: string;
  135179. };
  135180. }
  135181. declare module BABYLON {
  135182. /** @hidden */
  135183. export var clipPlaneVertexDeclaration2: {
  135184. name: string;
  135185. shader: string;
  135186. };
  135187. }
  135188. declare module BABYLON {
  135189. /** @hidden */
  135190. export var gpuRenderParticlesVertexShader: {
  135191. name: string;
  135192. shader: string;
  135193. };
  135194. }
  135195. declare module BABYLON {
  135196. /**
  135197. * This represents a GPU particle system in Babylon
  135198. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  135199. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  135200. */
  135201. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  135202. /**
  135203. * The layer mask we are rendering the particles through.
  135204. */
  135205. layerMask: number;
  135206. private _capacity;
  135207. private _activeCount;
  135208. private _currentActiveCount;
  135209. private _accumulatedCount;
  135210. private _renderEffect;
  135211. private _updateEffect;
  135212. private _buffer0;
  135213. private _buffer1;
  135214. private _spriteBuffer;
  135215. private _updateVAO;
  135216. private _renderVAO;
  135217. private _targetIndex;
  135218. private _sourceBuffer;
  135219. private _targetBuffer;
  135220. private _engine;
  135221. private _currentRenderId;
  135222. private _started;
  135223. private _stopped;
  135224. private _timeDelta;
  135225. private _randomTexture;
  135226. private _randomTexture2;
  135227. private _attributesStrideSize;
  135228. private _updateEffectOptions;
  135229. private _randomTextureSize;
  135230. private _actualFrame;
  135231. private readonly _rawTextureWidth;
  135232. /**
  135233. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  135234. */
  135235. static get IsSupported(): boolean;
  135236. /**
  135237. * An event triggered when the system is disposed.
  135238. */
  135239. onDisposeObservable: Observable<GPUParticleSystem>;
  135240. /**
  135241. * Gets the maximum number of particles active at the same time.
  135242. * @returns The max number of active particles.
  135243. */
  135244. getCapacity(): number;
  135245. /**
  135246. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  135247. * to override the particles.
  135248. */
  135249. forceDepthWrite: boolean;
  135250. /**
  135251. * Gets or set the number of active particles
  135252. */
  135253. get activeParticleCount(): number;
  135254. set activeParticleCount(value: number);
  135255. private _preWarmDone;
  135256. /**
  135257. * Is this system ready to be used/rendered
  135258. * @return true if the system is ready
  135259. */
  135260. isReady(): boolean;
  135261. /**
  135262. * Gets if the system has been started. (Note: this will still be true after stop is called)
  135263. * @returns True if it has been started, otherwise false.
  135264. */
  135265. isStarted(): boolean;
  135266. /**
  135267. * Starts the particle system and begins to emit
  135268. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  135269. */
  135270. start(delay?: number): void;
  135271. /**
  135272. * Stops the particle system.
  135273. */
  135274. stop(): void;
  135275. /**
  135276. * Remove all active particles
  135277. */
  135278. reset(): void;
  135279. /**
  135280. * Returns the string "GPUParticleSystem"
  135281. * @returns a string containing the class name
  135282. */
  135283. getClassName(): string;
  135284. private _colorGradientsTexture;
  135285. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  135286. /**
  135287. * Adds a new color gradient
  135288. * @param gradient defines the gradient to use (between 0 and 1)
  135289. * @param color1 defines the color to affect to the specified gradient
  135290. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  135291. * @returns the current particle system
  135292. */
  135293. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  135294. /**
  135295. * Remove a specific color gradient
  135296. * @param gradient defines the gradient to remove
  135297. * @returns the current particle system
  135298. */
  135299. removeColorGradient(gradient: number): GPUParticleSystem;
  135300. private _angularSpeedGradientsTexture;
  135301. private _sizeGradientsTexture;
  135302. private _velocityGradientsTexture;
  135303. private _limitVelocityGradientsTexture;
  135304. private _dragGradientsTexture;
  135305. private _addFactorGradient;
  135306. /**
  135307. * Adds a new size gradient
  135308. * @param gradient defines the gradient to use (between 0 and 1)
  135309. * @param factor defines the size factor to affect to the specified gradient
  135310. * @returns the current particle system
  135311. */
  135312. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  135313. /**
  135314. * Remove a specific size gradient
  135315. * @param gradient defines the gradient to remove
  135316. * @returns the current particle system
  135317. */
  135318. removeSizeGradient(gradient: number): GPUParticleSystem;
  135319. /**
  135320. * Adds a new angular speed gradient
  135321. * @param gradient defines the gradient to use (between 0 and 1)
  135322. * @param factor defines the angular speed to affect to the specified gradient
  135323. * @returns the current particle system
  135324. */
  135325. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  135326. /**
  135327. * Remove a specific angular speed gradient
  135328. * @param gradient defines the gradient to remove
  135329. * @returns the current particle system
  135330. */
  135331. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  135332. /**
  135333. * Adds a new velocity gradient
  135334. * @param gradient defines the gradient to use (between 0 and 1)
  135335. * @param factor defines the velocity to affect to the specified gradient
  135336. * @returns the current particle system
  135337. */
  135338. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  135339. /**
  135340. * Remove a specific velocity gradient
  135341. * @param gradient defines the gradient to remove
  135342. * @returns the current particle system
  135343. */
  135344. removeVelocityGradient(gradient: number): GPUParticleSystem;
  135345. /**
  135346. * Adds a new limit velocity gradient
  135347. * @param gradient defines the gradient to use (between 0 and 1)
  135348. * @param factor defines the limit velocity value to affect to the specified gradient
  135349. * @returns the current particle system
  135350. */
  135351. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  135352. /**
  135353. * Remove a specific limit velocity gradient
  135354. * @param gradient defines the gradient to remove
  135355. * @returns the current particle system
  135356. */
  135357. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  135358. /**
  135359. * Adds a new drag gradient
  135360. * @param gradient defines the gradient to use (between 0 and 1)
  135361. * @param factor defines the drag value to affect to the specified gradient
  135362. * @returns the current particle system
  135363. */
  135364. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  135365. /**
  135366. * Remove a specific drag gradient
  135367. * @param gradient defines the gradient to remove
  135368. * @returns the current particle system
  135369. */
  135370. removeDragGradient(gradient: number): GPUParticleSystem;
  135371. /**
  135372. * Not supported by GPUParticleSystem
  135373. * @param gradient defines the gradient to use (between 0 and 1)
  135374. * @param factor defines the emit rate value to affect to the specified gradient
  135375. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135376. * @returns the current particle system
  135377. */
  135378. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135379. /**
  135380. * Not supported by GPUParticleSystem
  135381. * @param gradient defines the gradient to remove
  135382. * @returns the current particle system
  135383. */
  135384. removeEmitRateGradient(gradient: number): IParticleSystem;
  135385. /**
  135386. * Not supported by GPUParticleSystem
  135387. * @param gradient defines the gradient to use (between 0 and 1)
  135388. * @param factor defines the start size value to affect to the specified gradient
  135389. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135390. * @returns the current particle system
  135391. */
  135392. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135393. /**
  135394. * Not supported by GPUParticleSystem
  135395. * @param gradient defines the gradient to remove
  135396. * @returns the current particle system
  135397. */
  135398. removeStartSizeGradient(gradient: number): IParticleSystem;
  135399. /**
  135400. * Not supported by GPUParticleSystem
  135401. * @param gradient defines the gradient to use (between 0 and 1)
  135402. * @param min defines the color remap minimal range
  135403. * @param max defines the color remap maximal range
  135404. * @returns the current particle system
  135405. */
  135406. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  135407. /**
  135408. * Not supported by GPUParticleSystem
  135409. * @param gradient defines the gradient to remove
  135410. * @returns the current particle system
  135411. */
  135412. removeColorRemapGradient(): IParticleSystem;
  135413. /**
  135414. * Not supported by GPUParticleSystem
  135415. * @param gradient defines the gradient to use (between 0 and 1)
  135416. * @param min defines the alpha remap minimal range
  135417. * @param max defines the alpha remap maximal range
  135418. * @returns the current particle system
  135419. */
  135420. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  135421. /**
  135422. * Not supported by GPUParticleSystem
  135423. * @param gradient defines the gradient to remove
  135424. * @returns the current particle system
  135425. */
  135426. removeAlphaRemapGradient(): IParticleSystem;
  135427. /**
  135428. * Not supported by GPUParticleSystem
  135429. * @param gradient defines the gradient to use (between 0 and 1)
  135430. * @param color defines the color to affect to the specified gradient
  135431. * @returns the current particle system
  135432. */
  135433. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  135434. /**
  135435. * Not supported by GPUParticleSystem
  135436. * @param gradient defines the gradient to remove
  135437. * @returns the current particle system
  135438. */
  135439. removeRampGradient(): IParticleSystem;
  135440. /**
  135441. * Not supported by GPUParticleSystem
  135442. * @returns the list of ramp gradients
  135443. */
  135444. getRampGradients(): Nullable<Array<Color3Gradient>>;
  135445. /**
  135446. * Not supported by GPUParticleSystem
  135447. * Gets or sets a boolean indicating that ramp gradients must be used
  135448. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  135449. */
  135450. get useRampGradients(): boolean;
  135451. set useRampGradients(value: boolean);
  135452. /**
  135453. * Not supported by GPUParticleSystem
  135454. * @param gradient defines the gradient to use (between 0 and 1)
  135455. * @param factor defines the life time factor to affect to the specified gradient
  135456. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135457. * @returns the current particle system
  135458. */
  135459. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135460. /**
  135461. * Not supported by GPUParticleSystem
  135462. * @param gradient defines the gradient to remove
  135463. * @returns the current particle system
  135464. */
  135465. removeLifeTimeGradient(gradient: number): IParticleSystem;
  135466. /**
  135467. * Instantiates a GPU particle system.
  135468. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  135469. * @param name The name of the particle system
  135470. * @param options The options used to create the system
  135471. * @param scene The scene the particle system belongs to
  135472. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  135473. */
  135474. constructor(name: string, options: Partial<{
  135475. capacity: number;
  135476. randomTextureSize: number;
  135477. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  135478. protected _reset(): void;
  135479. private _createUpdateVAO;
  135480. private _createRenderVAO;
  135481. private _initialize;
  135482. /** @hidden */
  135483. _recreateUpdateEffect(): void;
  135484. /** @hidden */
  135485. _recreateRenderEffect(): void;
  135486. /**
  135487. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  135488. * @param preWarm defines if we are in the pre-warmimg phase
  135489. */
  135490. animate(preWarm?: boolean): void;
  135491. private _createFactorGradientTexture;
  135492. private _createSizeGradientTexture;
  135493. private _createAngularSpeedGradientTexture;
  135494. private _createVelocityGradientTexture;
  135495. private _createLimitVelocityGradientTexture;
  135496. private _createDragGradientTexture;
  135497. private _createColorGradientTexture;
  135498. /**
  135499. * Renders the particle system in its current state
  135500. * @param preWarm defines if the system should only update the particles but not render them
  135501. * @returns the current number of particles
  135502. */
  135503. render(preWarm?: boolean): number;
  135504. /**
  135505. * Rebuilds the particle system
  135506. */
  135507. rebuild(): void;
  135508. private _releaseBuffers;
  135509. private _releaseVAOs;
  135510. /**
  135511. * Disposes the particle system and free the associated resources
  135512. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  135513. */
  135514. dispose(disposeTexture?: boolean): void;
  135515. /**
  135516. * Clones the particle system.
  135517. * @param name The name of the cloned object
  135518. * @param newEmitter The new emitter to use
  135519. * @returns the cloned particle system
  135520. */
  135521. clone(name: string, newEmitter: any): GPUParticleSystem;
  135522. /**
  135523. * Serializes the particle system to a JSON object.
  135524. * @returns the JSON object
  135525. */
  135526. serialize(): any;
  135527. /**
  135528. * Parses a JSON object to create a GPU particle system.
  135529. * @param parsedParticleSystem The JSON object to parse
  135530. * @param scene The scene to create the particle system in
  135531. * @param rootUrl The root url to use to load external dependencies like texture
  135532. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  135533. * @returns the parsed GPU particle system
  135534. */
  135535. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  135536. }
  135537. }
  135538. declare module BABYLON {
  135539. /**
  135540. * Represents a set of particle systems working together to create a specific effect
  135541. */
  135542. export class ParticleSystemSet implements IDisposable {
  135543. /**
  135544. * Gets or sets base Assets URL
  135545. */
  135546. static BaseAssetsUrl: string;
  135547. private _emitterCreationOptions;
  135548. private _emitterNode;
  135549. /**
  135550. * Gets the particle system list
  135551. */
  135552. systems: IParticleSystem[];
  135553. /**
  135554. * Gets the emitter node used with this set
  135555. */
  135556. get emitterNode(): Nullable<TransformNode>;
  135557. /**
  135558. * Creates a new emitter mesh as a sphere
  135559. * @param options defines the options used to create the sphere
  135560. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  135561. * @param scene defines the hosting scene
  135562. */
  135563. setEmitterAsSphere(options: {
  135564. diameter: number;
  135565. segments: number;
  135566. color: Color3;
  135567. }, renderingGroupId: number, scene: Scene): void;
  135568. /**
  135569. * Starts all particle systems of the set
  135570. * @param emitter defines an optional mesh to use as emitter for the particle systems
  135571. */
  135572. start(emitter?: AbstractMesh): void;
  135573. /**
  135574. * Release all associated resources
  135575. */
  135576. dispose(): void;
  135577. /**
  135578. * Serialize the set into a JSON compatible object
  135579. * @returns a JSON compatible representation of the set
  135580. */
  135581. serialize(): any;
  135582. /**
  135583. * Parse a new ParticleSystemSet from a serialized source
  135584. * @param data defines a JSON compatible representation of the set
  135585. * @param scene defines the hosting scene
  135586. * @param gpu defines if we want GPU particles or CPU particles
  135587. * @returns a new ParticleSystemSet
  135588. */
  135589. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  135590. }
  135591. }
  135592. declare module BABYLON {
  135593. /**
  135594. * This class is made for on one-liner static method to help creating particle system set.
  135595. */
  135596. export class ParticleHelper {
  135597. /**
  135598. * Gets or sets base Assets URL
  135599. */
  135600. static BaseAssetsUrl: string;
  135601. /**
  135602. * Create a default particle system that you can tweak
  135603. * @param emitter defines the emitter to use
  135604. * @param capacity defines the system capacity (default is 500 particles)
  135605. * @param scene defines the hosting scene
  135606. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  135607. * @returns the new Particle system
  135608. */
  135609. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  135610. /**
  135611. * This is the main static method (one-liner) of this helper to create different particle systems
  135612. * @param type This string represents the type to the particle system to create
  135613. * @param scene The scene where the particle system should live
  135614. * @param gpu If the system will use gpu
  135615. * @returns the ParticleSystemSet created
  135616. */
  135617. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  135618. /**
  135619. * Static function used to export a particle system to a ParticleSystemSet variable.
  135620. * Please note that the emitter shape is not exported
  135621. * @param systems defines the particle systems to export
  135622. * @returns the created particle system set
  135623. */
  135624. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  135625. }
  135626. }
  135627. declare module BABYLON {
  135628. interface Engine {
  135629. /**
  135630. * Create an effect to use with particle systems.
  135631. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  135632. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  135633. * @param uniformsNames defines a list of attribute names
  135634. * @param samplers defines an array of string used to represent textures
  135635. * @param defines defines the string containing the defines to use to compile the shaders
  135636. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  135637. * @param onCompiled defines a function to call when the effect creation is successful
  135638. * @param onError defines a function to call when the effect creation has failed
  135639. * @returns the new Effect
  135640. */
  135641. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  135642. }
  135643. interface Mesh {
  135644. /**
  135645. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  135646. * @returns an array of IParticleSystem
  135647. */
  135648. getEmittedParticleSystems(): IParticleSystem[];
  135649. /**
  135650. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  135651. * @returns an array of IParticleSystem
  135652. */
  135653. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  135654. }
  135655. /**
  135656. * @hidden
  135657. */
  135658. export var _IDoNeedToBeInTheBuild: number;
  135659. }
  135660. declare module BABYLON {
  135661. /** Defines the 4 color options */
  135662. export enum PointColor {
  135663. /** color value */
  135664. Color = 2,
  135665. /** uv value */
  135666. UV = 1,
  135667. /** random value */
  135668. Random = 0,
  135669. /** stated value */
  135670. Stated = 3
  135671. }
  135672. /**
  135673. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  135674. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  135675. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  135676. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  135677. *
  135678. * Full documentation here : TO BE ENTERED
  135679. */
  135680. export class PointsCloudSystem implements IDisposable {
  135681. /**
  135682. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  135683. * Example : var p = SPS.particles[i];
  135684. */
  135685. particles: CloudPoint[];
  135686. /**
  135687. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  135688. */
  135689. nbParticles: number;
  135690. /**
  135691. * This a counter for your own usage. It's not set by any SPS functions.
  135692. */
  135693. counter: number;
  135694. /**
  135695. * The PCS name. This name is also given to the underlying mesh.
  135696. */
  135697. name: string;
  135698. /**
  135699. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  135700. */
  135701. mesh: Mesh;
  135702. /**
  135703. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  135704. * Please read :
  135705. */
  135706. vars: any;
  135707. /**
  135708. * @hidden
  135709. */
  135710. _size: number;
  135711. private _scene;
  135712. private _promises;
  135713. private _positions;
  135714. private _indices;
  135715. private _normals;
  135716. private _colors;
  135717. private _uvs;
  135718. private _indices32;
  135719. private _positions32;
  135720. private _colors32;
  135721. private _uvs32;
  135722. private _updatable;
  135723. private _isVisibilityBoxLocked;
  135724. private _alwaysVisible;
  135725. private _groups;
  135726. private _groupCounter;
  135727. private _computeParticleColor;
  135728. private _computeParticleTexture;
  135729. private _computeParticleRotation;
  135730. private _computeBoundingBox;
  135731. private _isReady;
  135732. /**
  135733. * Creates a PCS (Points Cloud System) object
  135734. * @param name (String) is the PCS name, this will be the underlying mesh name
  135735. * @param pointSize (number) is the size for each point
  135736. * @param scene (Scene) is the scene in which the PCS is added
  135737. * @param options defines the options of the PCS e.g.
  135738. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  135739. */
  135740. constructor(name: string, pointSize: number, scene: Scene, options?: {
  135741. updatable?: boolean;
  135742. });
  135743. /**
  135744. * Builds the PCS underlying mesh. Returns a standard Mesh.
  135745. * If no points were added to the PCS, the returned mesh is just a single point.
  135746. * @returns a promise for the created mesh
  135747. */
  135748. buildMeshAsync(): Promise<Mesh>;
  135749. /**
  135750. * @hidden
  135751. */
  135752. private _buildMesh;
  135753. private _addParticle;
  135754. private _randomUnitVector;
  135755. private _getColorIndicesForCoord;
  135756. private _setPointsColorOrUV;
  135757. private _colorFromTexture;
  135758. private _calculateDensity;
  135759. /**
  135760. * Adds points to the PCS in random positions within a unit sphere
  135761. * @param nb (positive integer) the number of particles to be created from this model
  135762. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  135763. * @returns the number of groups in the system
  135764. */
  135765. addPoints(nb: number, pointFunction?: any): number;
  135766. /**
  135767. * Adds points to the PCS from the surface of the model shape
  135768. * @param mesh is any Mesh object that will be used as a surface model for the points
  135769. * @param nb (positive integer) the number of particles to be created from this model
  135770. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  135771. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  135772. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  135773. * @returns the number of groups in the system
  135774. */
  135775. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  135776. /**
  135777. * Adds points to the PCS inside the model shape
  135778. * @param mesh is any Mesh object that will be used as a surface model for the points
  135779. * @param nb (positive integer) the number of particles to be created from this model
  135780. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  135781. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  135782. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  135783. * @returns the number of groups in the system
  135784. */
  135785. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  135786. /**
  135787. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  135788. * This method calls `updateParticle()` for each particle of the SPS.
  135789. * For an animated SPS, it is usually called within the render loop.
  135790. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  135791. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  135792. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  135793. * @returns the PCS.
  135794. */
  135795. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  135796. /**
  135797. * Disposes the PCS.
  135798. */
  135799. dispose(): void;
  135800. /**
  135801. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  135802. * doc :
  135803. * @returns the PCS.
  135804. */
  135805. refreshVisibleSize(): PointsCloudSystem;
  135806. /**
  135807. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  135808. * @param size the size (float) of the visibility box
  135809. * note : this doesn't lock the PCS mesh bounding box.
  135810. * doc :
  135811. */
  135812. setVisibilityBox(size: number): void;
  135813. /**
  135814. * Gets whether the PCS is always visible or not
  135815. * doc :
  135816. */
  135817. get isAlwaysVisible(): boolean;
  135818. /**
  135819. * Sets the PCS as always visible or not
  135820. * doc :
  135821. */
  135822. set isAlwaysVisible(val: boolean);
  135823. /**
  135824. * Tells to `setParticles()` to compute the particle rotations or not
  135825. * Default value : false. The PCS is faster when it's set to false
  135826. * Note : particle rotations are only applied to parent particles
  135827. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  135828. */
  135829. set computeParticleRotation(val: boolean);
  135830. /**
  135831. * Tells to `setParticles()` to compute the particle colors or not.
  135832. * Default value : true. The PCS is faster when it's set to false.
  135833. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  135834. */
  135835. set computeParticleColor(val: boolean);
  135836. set computeParticleTexture(val: boolean);
  135837. /**
  135838. * Gets if `setParticles()` computes the particle colors or not.
  135839. * Default value : false. The PCS is faster when it's set to false.
  135840. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  135841. */
  135842. get computeParticleColor(): boolean;
  135843. /**
  135844. * Gets if `setParticles()` computes the particle textures or not.
  135845. * Default value : false. The PCS is faster when it's set to false.
  135846. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  135847. */
  135848. get computeParticleTexture(): boolean;
  135849. /**
  135850. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  135851. */
  135852. set computeBoundingBox(val: boolean);
  135853. /**
  135854. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  135855. */
  135856. get computeBoundingBox(): boolean;
  135857. /**
  135858. * This function does nothing. It may be overwritten to set all the particle first values.
  135859. * The PCS doesn't call this function, you may have to call it by your own.
  135860. * doc :
  135861. */
  135862. initParticles(): void;
  135863. /**
  135864. * This function does nothing. It may be overwritten to recycle a particle
  135865. * The PCS doesn't call this function, you can to call it
  135866. * doc :
  135867. * @param particle The particle to recycle
  135868. * @returns the recycled particle
  135869. */
  135870. recycleParticle(particle: CloudPoint): CloudPoint;
  135871. /**
  135872. * Updates a particle : this function should be overwritten by the user.
  135873. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  135874. * doc :
  135875. * @example : just set a particle position or velocity and recycle conditions
  135876. * @param particle The particle to update
  135877. * @returns the updated particle
  135878. */
  135879. updateParticle(particle: CloudPoint): CloudPoint;
  135880. /**
  135881. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  135882. * This does nothing and may be overwritten by the user.
  135883. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  135884. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  135885. * @param update the boolean update value actually passed to setParticles()
  135886. */
  135887. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  135888. /**
  135889. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  135890. * This will be passed three parameters.
  135891. * This does nothing and may be overwritten by the user.
  135892. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  135893. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  135894. * @param update the boolean update value actually passed to setParticles()
  135895. */
  135896. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  135897. }
  135898. }
  135899. declare module BABYLON {
  135900. /**
  135901. * Represents one particle of a points cloud system.
  135902. */
  135903. export class CloudPoint {
  135904. /**
  135905. * particle global index
  135906. */
  135907. idx: number;
  135908. /**
  135909. * The color of the particle
  135910. */
  135911. color: Nullable<Color4>;
  135912. /**
  135913. * The world space position of the particle.
  135914. */
  135915. position: Vector3;
  135916. /**
  135917. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  135918. */
  135919. rotation: Vector3;
  135920. /**
  135921. * The world space rotation quaternion of the particle.
  135922. */
  135923. rotationQuaternion: Nullable<Quaternion>;
  135924. /**
  135925. * The uv of the particle.
  135926. */
  135927. uv: Nullable<Vector2>;
  135928. /**
  135929. * The current speed of the particle.
  135930. */
  135931. velocity: Vector3;
  135932. /**
  135933. * The pivot point in the particle local space.
  135934. */
  135935. pivot: Vector3;
  135936. /**
  135937. * Must the particle be translated from its pivot point in its local space ?
  135938. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  135939. * Default : false
  135940. */
  135941. translateFromPivot: boolean;
  135942. /**
  135943. * Index of this particle in the global "positions" array (Internal use)
  135944. * @hidden
  135945. */
  135946. _pos: number;
  135947. /**
  135948. * @hidden Index of this particle in the global "indices" array (Internal use)
  135949. */
  135950. _ind: number;
  135951. /**
  135952. * Group this particle belongs to
  135953. */
  135954. _group: PointsGroup;
  135955. /**
  135956. * Group id of this particle
  135957. */
  135958. groupId: number;
  135959. /**
  135960. * Index of the particle in its group id (Internal use)
  135961. */
  135962. idxInGroup: number;
  135963. /**
  135964. * @hidden Particle BoundingInfo object (Internal use)
  135965. */
  135966. _boundingInfo: BoundingInfo;
  135967. /**
  135968. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  135969. */
  135970. _pcs: PointsCloudSystem;
  135971. /**
  135972. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  135973. */
  135974. _stillInvisible: boolean;
  135975. /**
  135976. * @hidden Last computed particle rotation matrix
  135977. */
  135978. _rotationMatrix: number[];
  135979. /**
  135980. * Parent particle Id, if any.
  135981. * Default null.
  135982. */
  135983. parentId: Nullable<number>;
  135984. /**
  135985. * @hidden Internal global position in the PCS.
  135986. */
  135987. _globalPosition: Vector3;
  135988. /**
  135989. * Creates a Point Cloud object.
  135990. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  135991. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  135992. * @param group (PointsGroup) is the group the particle belongs to
  135993. * @param groupId (integer) is the group identifier in the PCS.
  135994. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  135995. * @param pcs defines the PCS it is associated to
  135996. */
  135997. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  135998. /**
  135999. * get point size
  136000. */
  136001. get size(): Vector3;
  136002. /**
  136003. * Set point size
  136004. */
  136005. set size(scale: Vector3);
  136006. /**
  136007. * Legacy support, changed quaternion to rotationQuaternion
  136008. */
  136009. get quaternion(): Nullable<Quaternion>;
  136010. /**
  136011. * Legacy support, changed quaternion to rotationQuaternion
  136012. */
  136013. set quaternion(q: Nullable<Quaternion>);
  136014. /**
  136015. * Returns a boolean. True if the particle intersects a mesh, else false
  136016. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  136017. * @param target is the object (point or mesh) what the intersection is computed against
  136018. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  136019. * @returns true if it intersects
  136020. */
  136021. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  136022. /**
  136023. * get the rotation matrix of the particle
  136024. * @hidden
  136025. */
  136026. getRotationMatrix(m: Matrix): void;
  136027. }
  136028. /**
  136029. * Represents a group of points in a points cloud system
  136030. * * PCS internal tool, don't use it manually.
  136031. */
  136032. export class PointsGroup {
  136033. /**
  136034. * The group id
  136035. * @hidden
  136036. */
  136037. groupID: number;
  136038. /**
  136039. * image data for group (internal use)
  136040. * @hidden
  136041. */
  136042. _groupImageData: Nullable<ArrayBufferView>;
  136043. /**
  136044. * Image Width (internal use)
  136045. * @hidden
  136046. */
  136047. _groupImgWidth: number;
  136048. /**
  136049. * Image Height (internal use)
  136050. * @hidden
  136051. */
  136052. _groupImgHeight: number;
  136053. /**
  136054. * Custom position function (internal use)
  136055. * @hidden
  136056. */
  136057. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  136058. /**
  136059. * density per facet for surface points
  136060. * @hidden
  136061. */
  136062. _groupDensity: number[];
  136063. /**
  136064. * Only when points are colored by texture carries pointer to texture list array
  136065. * @hidden
  136066. */
  136067. _textureNb: number;
  136068. /**
  136069. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  136070. * PCS internal tool, don't use it manually.
  136071. * @hidden
  136072. */
  136073. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  136074. }
  136075. }
  136076. declare module BABYLON {
  136077. interface Scene {
  136078. /** @hidden (Backing field) */
  136079. _physicsEngine: Nullable<IPhysicsEngine>;
  136080. /** @hidden */
  136081. _physicsTimeAccumulator: number;
  136082. /**
  136083. * Gets the current physics engine
  136084. * @returns a IPhysicsEngine or null if none attached
  136085. */
  136086. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  136087. /**
  136088. * Enables physics to the current scene
  136089. * @param gravity defines the scene's gravity for the physics engine
  136090. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  136091. * @return a boolean indicating if the physics engine was initialized
  136092. */
  136093. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  136094. /**
  136095. * Disables and disposes the physics engine associated with the scene
  136096. */
  136097. disablePhysicsEngine(): void;
  136098. /**
  136099. * Gets a boolean indicating if there is an active physics engine
  136100. * @returns a boolean indicating if there is an active physics engine
  136101. */
  136102. isPhysicsEnabled(): boolean;
  136103. /**
  136104. * Deletes a physics compound impostor
  136105. * @param compound defines the compound to delete
  136106. */
  136107. deleteCompoundImpostor(compound: any): void;
  136108. /**
  136109. * An event triggered when physic simulation is about to be run
  136110. */
  136111. onBeforePhysicsObservable: Observable<Scene>;
  136112. /**
  136113. * An event triggered when physic simulation has been done
  136114. */
  136115. onAfterPhysicsObservable: Observable<Scene>;
  136116. }
  136117. interface AbstractMesh {
  136118. /** @hidden */
  136119. _physicsImpostor: Nullable<PhysicsImpostor>;
  136120. /**
  136121. * Gets or sets impostor used for physic simulation
  136122. * @see http://doc.babylonjs.com/features/physics_engine
  136123. */
  136124. physicsImpostor: Nullable<PhysicsImpostor>;
  136125. /**
  136126. * Gets the current physics impostor
  136127. * @see http://doc.babylonjs.com/features/physics_engine
  136128. * @returns a physics impostor or null
  136129. */
  136130. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  136131. /** Apply a physic impulse to the mesh
  136132. * @param force defines the force to apply
  136133. * @param contactPoint defines where to apply the force
  136134. * @returns the current mesh
  136135. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  136136. */
  136137. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  136138. /**
  136139. * Creates a physic joint between two meshes
  136140. * @param otherMesh defines the other mesh to use
  136141. * @param pivot1 defines the pivot to use on this mesh
  136142. * @param pivot2 defines the pivot to use on the other mesh
  136143. * @param options defines additional options (can be plugin dependent)
  136144. * @returns the current mesh
  136145. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  136146. */
  136147. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  136148. /** @hidden */
  136149. _disposePhysicsObserver: Nullable<Observer<Node>>;
  136150. }
  136151. /**
  136152. * Defines the physics engine scene component responsible to manage a physics engine
  136153. */
  136154. export class PhysicsEngineSceneComponent implements ISceneComponent {
  136155. /**
  136156. * The component name helpful to identify the component in the list of scene components.
  136157. */
  136158. readonly name: string;
  136159. /**
  136160. * The scene the component belongs to.
  136161. */
  136162. scene: Scene;
  136163. /**
  136164. * Creates a new instance of the component for the given scene
  136165. * @param scene Defines the scene to register the component in
  136166. */
  136167. constructor(scene: Scene);
  136168. /**
  136169. * Registers the component in a given scene
  136170. */
  136171. register(): void;
  136172. /**
  136173. * Rebuilds the elements related to this component in case of
  136174. * context lost for instance.
  136175. */
  136176. rebuild(): void;
  136177. /**
  136178. * Disposes the component and the associated ressources
  136179. */
  136180. dispose(): void;
  136181. }
  136182. }
  136183. declare module BABYLON {
  136184. /**
  136185. * A helper for physics simulations
  136186. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136187. */
  136188. export class PhysicsHelper {
  136189. private _scene;
  136190. private _physicsEngine;
  136191. /**
  136192. * Initializes the Physics helper
  136193. * @param scene Babylon.js scene
  136194. */
  136195. constructor(scene: Scene);
  136196. /**
  136197. * Applies a radial explosion impulse
  136198. * @param origin the origin of the explosion
  136199. * @param radiusOrEventOptions the radius or the options of radial explosion
  136200. * @param strength the explosion strength
  136201. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136202. * @returns A physics radial explosion event, or null
  136203. */
  136204. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  136205. /**
  136206. * Applies a radial explosion force
  136207. * @param origin the origin of the explosion
  136208. * @param radiusOrEventOptions the radius or the options of radial explosion
  136209. * @param strength the explosion strength
  136210. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136211. * @returns A physics radial explosion event, or null
  136212. */
  136213. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  136214. /**
  136215. * Creates a gravitational field
  136216. * @param origin the origin of the explosion
  136217. * @param radiusOrEventOptions the radius or the options of radial explosion
  136218. * @param strength the explosion strength
  136219. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136220. * @returns A physics gravitational field event, or null
  136221. */
  136222. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  136223. /**
  136224. * Creates a physics updraft event
  136225. * @param origin the origin of the updraft
  136226. * @param radiusOrEventOptions the radius or the options of the updraft
  136227. * @param strength the strength of the updraft
  136228. * @param height the height of the updraft
  136229. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  136230. * @returns A physics updraft event, or null
  136231. */
  136232. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  136233. /**
  136234. * Creates a physics vortex event
  136235. * @param origin the of the vortex
  136236. * @param radiusOrEventOptions the radius or the options of the vortex
  136237. * @param strength the strength of the vortex
  136238. * @param height the height of the vortex
  136239. * @returns a Physics vortex event, or null
  136240. * A physics vortex event or null
  136241. */
  136242. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  136243. }
  136244. /**
  136245. * Represents a physics radial explosion event
  136246. */
  136247. class PhysicsRadialExplosionEvent {
  136248. private _scene;
  136249. private _options;
  136250. private _sphere;
  136251. private _dataFetched;
  136252. /**
  136253. * Initializes a radial explosioin event
  136254. * @param _scene BabylonJS scene
  136255. * @param _options The options for the vortex event
  136256. */
  136257. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  136258. /**
  136259. * Returns the data related to the radial explosion event (sphere).
  136260. * @returns The radial explosion event data
  136261. */
  136262. getData(): PhysicsRadialExplosionEventData;
  136263. /**
  136264. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  136265. * @param impostor A physics imposter
  136266. * @param origin the origin of the explosion
  136267. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  136268. */
  136269. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  136270. /**
  136271. * Triggers affecterd impostors callbacks
  136272. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  136273. */
  136274. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  136275. /**
  136276. * Disposes the sphere.
  136277. * @param force Specifies if the sphere should be disposed by force
  136278. */
  136279. dispose(force?: boolean): void;
  136280. /*** Helpers ***/
  136281. private _prepareSphere;
  136282. private _intersectsWithSphere;
  136283. }
  136284. /**
  136285. * Represents a gravitational field event
  136286. */
  136287. class PhysicsGravitationalFieldEvent {
  136288. private _physicsHelper;
  136289. private _scene;
  136290. private _origin;
  136291. private _options;
  136292. private _tickCallback;
  136293. private _sphere;
  136294. private _dataFetched;
  136295. /**
  136296. * Initializes the physics gravitational field event
  136297. * @param _physicsHelper A physics helper
  136298. * @param _scene BabylonJS scene
  136299. * @param _origin The origin position of the gravitational field event
  136300. * @param _options The options for the vortex event
  136301. */
  136302. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  136303. /**
  136304. * Returns the data related to the gravitational field event (sphere).
  136305. * @returns A gravitational field event
  136306. */
  136307. getData(): PhysicsGravitationalFieldEventData;
  136308. /**
  136309. * Enables the gravitational field.
  136310. */
  136311. enable(): void;
  136312. /**
  136313. * Disables the gravitational field.
  136314. */
  136315. disable(): void;
  136316. /**
  136317. * Disposes the sphere.
  136318. * @param force The force to dispose from the gravitational field event
  136319. */
  136320. dispose(force?: boolean): void;
  136321. private _tick;
  136322. }
  136323. /**
  136324. * Represents a physics updraft event
  136325. */
  136326. class PhysicsUpdraftEvent {
  136327. private _scene;
  136328. private _origin;
  136329. private _options;
  136330. private _physicsEngine;
  136331. private _originTop;
  136332. private _originDirection;
  136333. private _tickCallback;
  136334. private _cylinder;
  136335. private _cylinderPosition;
  136336. private _dataFetched;
  136337. /**
  136338. * Initializes the physics updraft event
  136339. * @param _scene BabylonJS scene
  136340. * @param _origin The origin position of the updraft
  136341. * @param _options The options for the updraft event
  136342. */
  136343. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  136344. /**
  136345. * Returns the data related to the updraft event (cylinder).
  136346. * @returns A physics updraft event
  136347. */
  136348. getData(): PhysicsUpdraftEventData;
  136349. /**
  136350. * Enables the updraft.
  136351. */
  136352. enable(): void;
  136353. /**
  136354. * Disables the updraft.
  136355. */
  136356. disable(): void;
  136357. /**
  136358. * Disposes the cylinder.
  136359. * @param force Specifies if the updraft should be disposed by force
  136360. */
  136361. dispose(force?: boolean): void;
  136362. private getImpostorHitData;
  136363. private _tick;
  136364. /*** Helpers ***/
  136365. private _prepareCylinder;
  136366. private _intersectsWithCylinder;
  136367. }
  136368. /**
  136369. * Represents a physics vortex event
  136370. */
  136371. class PhysicsVortexEvent {
  136372. private _scene;
  136373. private _origin;
  136374. private _options;
  136375. private _physicsEngine;
  136376. private _originTop;
  136377. private _tickCallback;
  136378. private _cylinder;
  136379. private _cylinderPosition;
  136380. private _dataFetched;
  136381. /**
  136382. * Initializes the physics vortex event
  136383. * @param _scene The BabylonJS scene
  136384. * @param _origin The origin position of the vortex
  136385. * @param _options The options for the vortex event
  136386. */
  136387. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  136388. /**
  136389. * Returns the data related to the vortex event (cylinder).
  136390. * @returns The physics vortex event data
  136391. */
  136392. getData(): PhysicsVortexEventData;
  136393. /**
  136394. * Enables the vortex.
  136395. */
  136396. enable(): void;
  136397. /**
  136398. * Disables the cortex.
  136399. */
  136400. disable(): void;
  136401. /**
  136402. * Disposes the sphere.
  136403. * @param force
  136404. */
  136405. dispose(force?: boolean): void;
  136406. private getImpostorHitData;
  136407. private _tick;
  136408. /*** Helpers ***/
  136409. private _prepareCylinder;
  136410. private _intersectsWithCylinder;
  136411. }
  136412. /**
  136413. * Options fot the radial explosion event
  136414. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136415. */
  136416. export class PhysicsRadialExplosionEventOptions {
  136417. /**
  136418. * The radius of the sphere for the radial explosion.
  136419. */
  136420. radius: number;
  136421. /**
  136422. * The strenth of the explosion.
  136423. */
  136424. strength: number;
  136425. /**
  136426. * The strenght of the force in correspondence to the distance of the affected object
  136427. */
  136428. falloff: PhysicsRadialImpulseFalloff;
  136429. /**
  136430. * Sphere options for the radial explosion.
  136431. */
  136432. sphere: {
  136433. segments: number;
  136434. diameter: number;
  136435. };
  136436. /**
  136437. * Sphere options for the radial explosion.
  136438. */
  136439. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  136440. }
  136441. /**
  136442. * Options fot the updraft event
  136443. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136444. */
  136445. export class PhysicsUpdraftEventOptions {
  136446. /**
  136447. * The radius of the cylinder for the vortex
  136448. */
  136449. radius: number;
  136450. /**
  136451. * The strenth of the updraft.
  136452. */
  136453. strength: number;
  136454. /**
  136455. * The height of the cylinder for the updraft.
  136456. */
  136457. height: number;
  136458. /**
  136459. * The mode for the the updraft.
  136460. */
  136461. updraftMode: PhysicsUpdraftMode;
  136462. }
  136463. /**
  136464. * Options fot the vortex event
  136465. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136466. */
  136467. export class PhysicsVortexEventOptions {
  136468. /**
  136469. * The radius of the cylinder for the vortex
  136470. */
  136471. radius: number;
  136472. /**
  136473. * The strenth of the vortex.
  136474. */
  136475. strength: number;
  136476. /**
  136477. * The height of the cylinder for the vortex.
  136478. */
  136479. height: number;
  136480. /**
  136481. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  136482. */
  136483. centripetalForceThreshold: number;
  136484. /**
  136485. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  136486. */
  136487. centripetalForceMultiplier: number;
  136488. /**
  136489. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  136490. */
  136491. centrifugalForceMultiplier: number;
  136492. /**
  136493. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  136494. */
  136495. updraftForceMultiplier: number;
  136496. }
  136497. /**
  136498. * The strenght of the force in correspondence to the distance of the affected object
  136499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136500. */
  136501. export enum PhysicsRadialImpulseFalloff {
  136502. /** Defines that impulse is constant in strength across it's whole radius */
  136503. Constant = 0,
  136504. /** Defines that impulse gets weaker if it's further from the origin */
  136505. Linear = 1
  136506. }
  136507. /**
  136508. * The strength of the force in correspondence to the distance of the affected object
  136509. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136510. */
  136511. export enum PhysicsUpdraftMode {
  136512. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  136513. Center = 0,
  136514. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  136515. Perpendicular = 1
  136516. }
  136517. /**
  136518. * Interface for a physics hit data
  136519. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136520. */
  136521. export interface PhysicsHitData {
  136522. /**
  136523. * The force applied at the contact point
  136524. */
  136525. force: Vector3;
  136526. /**
  136527. * The contact point
  136528. */
  136529. contactPoint: Vector3;
  136530. /**
  136531. * The distance from the origin to the contact point
  136532. */
  136533. distanceFromOrigin: number;
  136534. }
  136535. /**
  136536. * Interface for radial explosion event data
  136537. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136538. */
  136539. export interface PhysicsRadialExplosionEventData {
  136540. /**
  136541. * A sphere used for the radial explosion event
  136542. */
  136543. sphere: Mesh;
  136544. }
  136545. /**
  136546. * Interface for gravitational field event data
  136547. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136548. */
  136549. export interface PhysicsGravitationalFieldEventData {
  136550. /**
  136551. * A sphere mesh used for the gravitational field event
  136552. */
  136553. sphere: Mesh;
  136554. }
  136555. /**
  136556. * Interface for updraft event data
  136557. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136558. */
  136559. export interface PhysicsUpdraftEventData {
  136560. /**
  136561. * A cylinder used for the updraft event
  136562. */
  136563. cylinder: Mesh;
  136564. }
  136565. /**
  136566. * Interface for vortex event data
  136567. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136568. */
  136569. export interface PhysicsVortexEventData {
  136570. /**
  136571. * A cylinder used for the vortex event
  136572. */
  136573. cylinder: Mesh;
  136574. }
  136575. /**
  136576. * Interface for an affected physics impostor
  136577. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136578. */
  136579. export interface PhysicsAffectedImpostorWithData {
  136580. /**
  136581. * The impostor affected by the effect
  136582. */
  136583. impostor: PhysicsImpostor;
  136584. /**
  136585. * The data about the hit/horce from the explosion
  136586. */
  136587. hitData: PhysicsHitData;
  136588. }
  136589. }
  136590. declare module BABYLON {
  136591. /** @hidden */
  136592. export var blackAndWhitePixelShader: {
  136593. name: string;
  136594. shader: string;
  136595. };
  136596. }
  136597. declare module BABYLON {
  136598. /**
  136599. * Post process used to render in black and white
  136600. */
  136601. export class BlackAndWhitePostProcess extends PostProcess {
  136602. /**
  136603. * Linear about to convert he result to black and white (default: 1)
  136604. */
  136605. degree: number;
  136606. /**
  136607. * Creates a black and white post process
  136608. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  136609. * @param name The name of the effect.
  136610. * @param options The required width/height ratio to downsize to before computing the render pass.
  136611. * @param camera The camera to apply the render pass to.
  136612. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136613. * @param engine The engine which the post process will be applied. (default: current engine)
  136614. * @param reusable If the post process can be reused on the same frame. (default: false)
  136615. */
  136616. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  136617. }
  136618. }
  136619. declare module BABYLON {
  136620. /**
  136621. * This represents a set of one or more post processes in Babylon.
  136622. * A post process can be used to apply a shader to a texture after it is rendered.
  136623. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  136624. */
  136625. export class PostProcessRenderEffect {
  136626. private _postProcesses;
  136627. private _getPostProcesses;
  136628. private _singleInstance;
  136629. private _cameras;
  136630. private _indicesForCamera;
  136631. /**
  136632. * Name of the effect
  136633. * @hidden
  136634. */
  136635. _name: string;
  136636. /**
  136637. * Instantiates a post process render effect.
  136638. * A post process can be used to apply a shader to a texture after it is rendered.
  136639. * @param engine The engine the effect is tied to
  136640. * @param name The name of the effect
  136641. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  136642. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  136643. */
  136644. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  136645. /**
  136646. * Checks if all the post processes in the effect are supported.
  136647. */
  136648. get isSupported(): boolean;
  136649. /**
  136650. * Updates the current state of the effect
  136651. * @hidden
  136652. */
  136653. _update(): void;
  136654. /**
  136655. * Attaches the effect on cameras
  136656. * @param cameras The camera to attach to.
  136657. * @hidden
  136658. */
  136659. _attachCameras(cameras: Camera): void;
  136660. /**
  136661. * Attaches the effect on cameras
  136662. * @param cameras The camera to attach to.
  136663. * @hidden
  136664. */
  136665. _attachCameras(cameras: Camera[]): void;
  136666. /**
  136667. * Detaches the effect on cameras
  136668. * @param cameras The camera to detatch from.
  136669. * @hidden
  136670. */
  136671. _detachCameras(cameras: Camera): void;
  136672. /**
  136673. * Detatches the effect on cameras
  136674. * @param cameras The camera to detatch from.
  136675. * @hidden
  136676. */
  136677. _detachCameras(cameras: Camera[]): void;
  136678. /**
  136679. * Enables the effect on given cameras
  136680. * @param cameras The camera to enable.
  136681. * @hidden
  136682. */
  136683. _enable(cameras: Camera): void;
  136684. /**
  136685. * Enables the effect on given cameras
  136686. * @param cameras The camera to enable.
  136687. * @hidden
  136688. */
  136689. _enable(cameras: Nullable<Camera[]>): void;
  136690. /**
  136691. * Disables the effect on the given cameras
  136692. * @param cameras The camera to disable.
  136693. * @hidden
  136694. */
  136695. _disable(cameras: Camera): void;
  136696. /**
  136697. * Disables the effect on the given cameras
  136698. * @param cameras The camera to disable.
  136699. * @hidden
  136700. */
  136701. _disable(cameras: Nullable<Camera[]>): void;
  136702. /**
  136703. * Gets a list of the post processes contained in the effect.
  136704. * @param camera The camera to get the post processes on.
  136705. * @returns The list of the post processes in the effect.
  136706. */
  136707. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  136708. }
  136709. }
  136710. declare module BABYLON {
  136711. /** @hidden */
  136712. export var extractHighlightsPixelShader: {
  136713. name: string;
  136714. shader: string;
  136715. };
  136716. }
  136717. declare module BABYLON {
  136718. /**
  136719. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  136720. */
  136721. export class ExtractHighlightsPostProcess extends PostProcess {
  136722. /**
  136723. * The luminance threshold, pixels below this value will be set to black.
  136724. */
  136725. threshold: number;
  136726. /** @hidden */
  136727. _exposure: number;
  136728. /**
  136729. * Post process which has the input texture to be used when performing highlight extraction
  136730. * @hidden
  136731. */
  136732. _inputPostProcess: Nullable<PostProcess>;
  136733. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136734. }
  136735. }
  136736. declare module BABYLON {
  136737. /** @hidden */
  136738. export var bloomMergePixelShader: {
  136739. name: string;
  136740. shader: string;
  136741. };
  136742. }
  136743. declare module BABYLON {
  136744. /**
  136745. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  136746. */
  136747. export class BloomMergePostProcess extends PostProcess {
  136748. /** Weight of the bloom to be added to the original input. */
  136749. weight: number;
  136750. /**
  136751. * Creates a new instance of @see BloomMergePostProcess
  136752. * @param name The name of the effect.
  136753. * @param originalFromInput Post process which's input will be used for the merge.
  136754. * @param blurred Blurred highlights post process which's output will be used.
  136755. * @param weight Weight of the bloom to be added to the original input.
  136756. * @param options The required width/height ratio to downsize to before computing the render pass.
  136757. * @param camera The camera to apply the render pass to.
  136758. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136759. * @param engine The engine which the post process will be applied. (default: current engine)
  136760. * @param reusable If the post process can be reused on the same frame. (default: false)
  136761. * @param textureType Type of textures used when performing the post process. (default: 0)
  136762. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  136763. */
  136764. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  136765. /** Weight of the bloom to be added to the original input. */
  136766. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136767. }
  136768. }
  136769. declare module BABYLON {
  136770. /**
  136771. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  136772. */
  136773. export class BloomEffect extends PostProcessRenderEffect {
  136774. private bloomScale;
  136775. /**
  136776. * @hidden Internal
  136777. */
  136778. _effects: Array<PostProcess>;
  136779. /**
  136780. * @hidden Internal
  136781. */
  136782. _downscale: ExtractHighlightsPostProcess;
  136783. private _blurX;
  136784. private _blurY;
  136785. private _merge;
  136786. /**
  136787. * The luminance threshold to find bright areas of the image to bloom.
  136788. */
  136789. get threshold(): number;
  136790. set threshold(value: number);
  136791. /**
  136792. * The strength of the bloom.
  136793. */
  136794. get weight(): number;
  136795. set weight(value: number);
  136796. /**
  136797. * Specifies the size of the bloom blur kernel, relative to the final output size
  136798. */
  136799. get kernel(): number;
  136800. set kernel(value: number);
  136801. /**
  136802. * Creates a new instance of @see BloomEffect
  136803. * @param scene The scene the effect belongs to.
  136804. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  136805. * @param bloomKernel The size of the kernel to be used when applying the blur.
  136806. * @param bloomWeight The the strength of bloom.
  136807. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  136808. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  136809. */
  136810. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  136811. /**
  136812. * Disposes each of the internal effects for a given camera.
  136813. * @param camera The camera to dispose the effect on.
  136814. */
  136815. disposeEffects(camera: Camera): void;
  136816. /**
  136817. * @hidden Internal
  136818. */
  136819. _updateEffects(): void;
  136820. /**
  136821. * Internal
  136822. * @returns if all the contained post processes are ready.
  136823. * @hidden
  136824. */
  136825. _isReady(): boolean;
  136826. }
  136827. }
  136828. declare module BABYLON {
  136829. /** @hidden */
  136830. export var chromaticAberrationPixelShader: {
  136831. name: string;
  136832. shader: string;
  136833. };
  136834. }
  136835. declare module BABYLON {
  136836. /**
  136837. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  136838. */
  136839. export class ChromaticAberrationPostProcess extends PostProcess {
  136840. /**
  136841. * The amount of seperation of rgb channels (default: 30)
  136842. */
  136843. aberrationAmount: number;
  136844. /**
  136845. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  136846. */
  136847. radialIntensity: number;
  136848. /**
  136849. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  136850. */
  136851. direction: Vector2;
  136852. /**
  136853. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  136854. */
  136855. centerPosition: Vector2;
  136856. /**
  136857. * Creates a new instance ChromaticAberrationPostProcess
  136858. * @param name The name of the effect.
  136859. * @param screenWidth The width of the screen to apply the effect on.
  136860. * @param screenHeight The height of the screen to apply the effect on.
  136861. * @param options The required width/height ratio to downsize to before computing the render pass.
  136862. * @param camera The camera to apply the render pass to.
  136863. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136864. * @param engine The engine which the post process will be applied. (default: current engine)
  136865. * @param reusable If the post process can be reused on the same frame. (default: false)
  136866. * @param textureType Type of textures used when performing the post process. (default: 0)
  136867. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  136868. */
  136869. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136870. }
  136871. }
  136872. declare module BABYLON {
  136873. /** @hidden */
  136874. export var circleOfConfusionPixelShader: {
  136875. name: string;
  136876. shader: string;
  136877. };
  136878. }
  136879. declare module BABYLON {
  136880. /**
  136881. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  136882. */
  136883. export class CircleOfConfusionPostProcess extends PostProcess {
  136884. /**
  136885. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  136886. */
  136887. lensSize: number;
  136888. /**
  136889. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  136890. */
  136891. fStop: number;
  136892. /**
  136893. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  136894. */
  136895. focusDistance: number;
  136896. /**
  136897. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  136898. */
  136899. focalLength: number;
  136900. private _depthTexture;
  136901. /**
  136902. * Creates a new instance CircleOfConfusionPostProcess
  136903. * @param name The name of the effect.
  136904. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  136905. * @param options The required width/height ratio to downsize to before computing the render pass.
  136906. * @param camera The camera to apply the render pass to.
  136907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136908. * @param engine The engine which the post process will be applied. (default: current engine)
  136909. * @param reusable If the post process can be reused on the same frame. (default: false)
  136910. * @param textureType Type of textures used when performing the post process. (default: 0)
  136911. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  136912. */
  136913. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136914. /**
  136915. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  136916. */
  136917. set depthTexture(value: RenderTargetTexture);
  136918. }
  136919. }
  136920. declare module BABYLON {
  136921. /** @hidden */
  136922. export var colorCorrectionPixelShader: {
  136923. name: string;
  136924. shader: string;
  136925. };
  136926. }
  136927. declare module BABYLON {
  136928. /**
  136929. *
  136930. * This post-process allows the modification of rendered colors by using
  136931. * a 'look-up table' (LUT). This effect is also called Color Grading.
  136932. *
  136933. * The object needs to be provided an url to a texture containing the color
  136934. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  136935. * Use an image editing software to tweak the LUT to match your needs.
  136936. *
  136937. * For an example of a color LUT, see here:
  136938. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  136939. * For explanations on color grading, see here:
  136940. * @see http://udn.epicgames.com/Three/ColorGrading.html
  136941. *
  136942. */
  136943. export class ColorCorrectionPostProcess extends PostProcess {
  136944. private _colorTableTexture;
  136945. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  136946. }
  136947. }
  136948. declare module BABYLON {
  136949. /** @hidden */
  136950. export var convolutionPixelShader: {
  136951. name: string;
  136952. shader: string;
  136953. };
  136954. }
  136955. declare module BABYLON {
  136956. /**
  136957. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  136958. * input texture to perform effects such as edge detection or sharpening
  136959. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  136960. */
  136961. export class ConvolutionPostProcess extends PostProcess {
  136962. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  136963. kernel: number[];
  136964. /**
  136965. * Creates a new instance ConvolutionPostProcess
  136966. * @param name The name of the effect.
  136967. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  136968. * @param options The required width/height ratio to downsize to before computing the render pass.
  136969. * @param camera The camera to apply the render pass to.
  136970. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136971. * @param engine The engine which the post process will be applied. (default: current engine)
  136972. * @param reusable If the post process can be reused on the same frame. (default: false)
  136973. * @param textureType Type of textures used when performing the post process. (default: 0)
  136974. */
  136975. constructor(name: string,
  136976. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  136977. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  136978. /**
  136979. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136980. */
  136981. static EdgeDetect0Kernel: number[];
  136982. /**
  136983. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136984. */
  136985. static EdgeDetect1Kernel: number[];
  136986. /**
  136987. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136988. */
  136989. static EdgeDetect2Kernel: number[];
  136990. /**
  136991. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136992. */
  136993. static SharpenKernel: number[];
  136994. /**
  136995. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136996. */
  136997. static EmbossKernel: number[];
  136998. /**
  136999. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  137000. */
  137001. static GaussianKernel: number[];
  137002. }
  137003. }
  137004. declare module BABYLON {
  137005. /**
  137006. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  137007. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  137008. * based on samples that have a large difference in distance than the center pixel.
  137009. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  137010. */
  137011. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  137012. direction: Vector2;
  137013. /**
  137014. * Creates a new instance CircleOfConfusionPostProcess
  137015. * @param name The name of the effect.
  137016. * @param scene The scene the effect belongs to.
  137017. * @param direction The direction the blur should be applied.
  137018. * @param kernel The size of the kernel used to blur.
  137019. * @param options The required width/height ratio to downsize to before computing the render pass.
  137020. * @param camera The camera to apply the render pass to.
  137021. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  137022. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  137023. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137024. * @param engine The engine which the post process will be applied. (default: current engine)
  137025. * @param reusable If the post process can be reused on the same frame. (default: false)
  137026. * @param textureType Type of textures used when performing the post process. (default: 0)
  137027. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137028. */
  137029. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137030. }
  137031. }
  137032. declare module BABYLON {
  137033. /** @hidden */
  137034. export var depthOfFieldMergePixelShader: {
  137035. name: string;
  137036. shader: string;
  137037. };
  137038. }
  137039. declare module BABYLON {
  137040. /**
  137041. * Options to be set when merging outputs from the default pipeline.
  137042. */
  137043. export class DepthOfFieldMergePostProcessOptions {
  137044. /**
  137045. * The original image to merge on top of
  137046. */
  137047. originalFromInput: PostProcess;
  137048. /**
  137049. * Parameters to perform the merge of the depth of field effect
  137050. */
  137051. depthOfField?: {
  137052. circleOfConfusion: PostProcess;
  137053. blurSteps: Array<PostProcess>;
  137054. };
  137055. /**
  137056. * Parameters to perform the merge of bloom effect
  137057. */
  137058. bloom?: {
  137059. blurred: PostProcess;
  137060. weight: number;
  137061. };
  137062. }
  137063. /**
  137064. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  137065. */
  137066. export class DepthOfFieldMergePostProcess extends PostProcess {
  137067. private blurSteps;
  137068. /**
  137069. * Creates a new instance of DepthOfFieldMergePostProcess
  137070. * @param name The name of the effect.
  137071. * @param originalFromInput Post process which's input will be used for the merge.
  137072. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  137073. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  137074. * @param options The required width/height ratio to downsize to before computing the render pass.
  137075. * @param camera The camera to apply the render pass to.
  137076. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137077. * @param engine The engine which the post process will be applied. (default: current engine)
  137078. * @param reusable If the post process can be reused on the same frame. (default: false)
  137079. * @param textureType Type of textures used when performing the post process. (default: 0)
  137080. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137081. */
  137082. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137083. /**
  137084. * Updates the effect with the current post process compile time values and recompiles the shader.
  137085. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  137086. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  137087. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  137088. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  137089. * @param onCompiled Called when the shader has been compiled.
  137090. * @param onError Called if there is an error when compiling a shader.
  137091. */
  137092. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  137093. }
  137094. }
  137095. declare module BABYLON {
  137096. /**
  137097. * Specifies the level of max blur that should be applied when using the depth of field effect
  137098. */
  137099. export enum DepthOfFieldEffectBlurLevel {
  137100. /**
  137101. * Subtle blur
  137102. */
  137103. Low = 0,
  137104. /**
  137105. * Medium blur
  137106. */
  137107. Medium = 1,
  137108. /**
  137109. * Large blur
  137110. */
  137111. High = 2
  137112. }
  137113. /**
  137114. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  137115. */
  137116. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  137117. private _circleOfConfusion;
  137118. /**
  137119. * @hidden Internal, blurs from high to low
  137120. */
  137121. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  137122. private _depthOfFieldBlurY;
  137123. private _dofMerge;
  137124. /**
  137125. * @hidden Internal post processes in depth of field effect
  137126. */
  137127. _effects: Array<PostProcess>;
  137128. /**
  137129. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  137130. */
  137131. set focalLength(value: number);
  137132. get focalLength(): number;
  137133. /**
  137134. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  137135. */
  137136. set fStop(value: number);
  137137. get fStop(): number;
  137138. /**
  137139. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  137140. */
  137141. set focusDistance(value: number);
  137142. get focusDistance(): number;
  137143. /**
  137144. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  137145. */
  137146. set lensSize(value: number);
  137147. get lensSize(): number;
  137148. /**
  137149. * Creates a new instance DepthOfFieldEffect
  137150. * @param scene The scene the effect belongs to.
  137151. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  137152. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  137153. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137154. */
  137155. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  137156. /**
  137157. * Get the current class name of the current effet
  137158. * @returns "DepthOfFieldEffect"
  137159. */
  137160. getClassName(): string;
  137161. /**
  137162. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  137163. */
  137164. set depthTexture(value: RenderTargetTexture);
  137165. /**
  137166. * Disposes each of the internal effects for a given camera.
  137167. * @param camera The camera to dispose the effect on.
  137168. */
  137169. disposeEffects(camera: Camera): void;
  137170. /**
  137171. * @hidden Internal
  137172. */
  137173. _updateEffects(): void;
  137174. /**
  137175. * Internal
  137176. * @returns if all the contained post processes are ready.
  137177. * @hidden
  137178. */
  137179. _isReady(): boolean;
  137180. }
  137181. }
  137182. declare module BABYLON {
  137183. /** @hidden */
  137184. export var displayPassPixelShader: {
  137185. name: string;
  137186. shader: string;
  137187. };
  137188. }
  137189. declare module BABYLON {
  137190. /**
  137191. * DisplayPassPostProcess which produces an output the same as it's input
  137192. */
  137193. export class DisplayPassPostProcess extends PostProcess {
  137194. /**
  137195. * Creates the DisplayPassPostProcess
  137196. * @param name The name of the effect.
  137197. * @param options The required width/height ratio to downsize to before computing the render pass.
  137198. * @param camera The camera to apply the render pass to.
  137199. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137200. * @param engine The engine which the post process will be applied. (default: current engine)
  137201. * @param reusable If the post process can be reused on the same frame. (default: false)
  137202. */
  137203. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137204. }
  137205. }
  137206. declare module BABYLON {
  137207. /** @hidden */
  137208. export var filterPixelShader: {
  137209. name: string;
  137210. shader: string;
  137211. };
  137212. }
  137213. declare module BABYLON {
  137214. /**
  137215. * Applies a kernel filter to the image
  137216. */
  137217. export class FilterPostProcess extends PostProcess {
  137218. /** The matrix to be applied to the image */
  137219. kernelMatrix: Matrix;
  137220. /**
  137221. *
  137222. * @param name The name of the effect.
  137223. * @param kernelMatrix The matrix to be applied to the image
  137224. * @param options The required width/height ratio to downsize to before computing the render pass.
  137225. * @param camera The camera to apply the render pass to.
  137226. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137227. * @param engine The engine which the post process will be applied. (default: current engine)
  137228. * @param reusable If the post process can be reused on the same frame. (default: false)
  137229. */
  137230. constructor(name: string,
  137231. /** The matrix to be applied to the image */
  137232. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137233. }
  137234. }
  137235. declare module BABYLON {
  137236. /** @hidden */
  137237. export var fxaaPixelShader: {
  137238. name: string;
  137239. shader: string;
  137240. };
  137241. }
  137242. declare module BABYLON {
  137243. /** @hidden */
  137244. export var fxaaVertexShader: {
  137245. name: string;
  137246. shader: string;
  137247. };
  137248. }
  137249. declare module BABYLON {
  137250. /**
  137251. * Fxaa post process
  137252. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  137253. */
  137254. export class FxaaPostProcess extends PostProcess {
  137255. /** @hidden */
  137256. texelWidth: number;
  137257. /** @hidden */
  137258. texelHeight: number;
  137259. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  137260. private _getDefines;
  137261. }
  137262. }
  137263. declare module BABYLON {
  137264. /** @hidden */
  137265. export var grainPixelShader: {
  137266. name: string;
  137267. shader: string;
  137268. };
  137269. }
  137270. declare module BABYLON {
  137271. /**
  137272. * The GrainPostProcess adds noise to the image at mid luminance levels
  137273. */
  137274. export class GrainPostProcess extends PostProcess {
  137275. /**
  137276. * The intensity of the grain added (default: 30)
  137277. */
  137278. intensity: number;
  137279. /**
  137280. * If the grain should be randomized on every frame
  137281. */
  137282. animated: boolean;
  137283. /**
  137284. * Creates a new instance of @see GrainPostProcess
  137285. * @param name The name of the effect.
  137286. * @param options The required width/height ratio to downsize to before computing the render pass.
  137287. * @param camera The camera to apply the render pass to.
  137288. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137289. * @param engine The engine which the post process will be applied. (default: current engine)
  137290. * @param reusable If the post process can be reused on the same frame. (default: false)
  137291. * @param textureType Type of textures used when performing the post process. (default: 0)
  137292. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137293. */
  137294. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137295. }
  137296. }
  137297. declare module BABYLON {
  137298. /** @hidden */
  137299. export var highlightsPixelShader: {
  137300. name: string;
  137301. shader: string;
  137302. };
  137303. }
  137304. declare module BABYLON {
  137305. /**
  137306. * Extracts highlights from the image
  137307. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  137308. */
  137309. export class HighlightsPostProcess extends PostProcess {
  137310. /**
  137311. * Extracts highlights from the image
  137312. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  137313. * @param name The name of the effect.
  137314. * @param options The required width/height ratio to downsize to before computing the render pass.
  137315. * @param camera The camera to apply the render pass to.
  137316. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137317. * @param engine The engine which the post process will be applied. (default: current engine)
  137318. * @param reusable If the post process can be reused on the same frame. (default: false)
  137319. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  137320. */
  137321. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  137322. }
  137323. }
  137324. declare module BABYLON {
  137325. /** @hidden */
  137326. export var mrtFragmentDeclaration: {
  137327. name: string;
  137328. shader: string;
  137329. };
  137330. }
  137331. declare module BABYLON {
  137332. /** @hidden */
  137333. export var geometryPixelShader: {
  137334. name: string;
  137335. shader: string;
  137336. };
  137337. }
  137338. declare module BABYLON {
  137339. /** @hidden */
  137340. export var geometryVertexShader: {
  137341. name: string;
  137342. shader: string;
  137343. };
  137344. }
  137345. declare module BABYLON {
  137346. /** @hidden */
  137347. interface ISavedTransformationMatrix {
  137348. world: Matrix;
  137349. viewProjection: Matrix;
  137350. }
  137351. /**
  137352. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  137353. */
  137354. export class GeometryBufferRenderer {
  137355. /**
  137356. * Constant used to retrieve the position texture index in the G-Buffer textures array
  137357. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  137358. */
  137359. static readonly POSITION_TEXTURE_TYPE: number;
  137360. /**
  137361. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  137362. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  137363. */
  137364. static readonly VELOCITY_TEXTURE_TYPE: number;
  137365. /**
  137366. * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array
  137367. * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
  137368. */
  137369. static readonly REFLECTIVITY_TEXTURE_TYPE: number;
  137370. /**
  137371. * Dictionary used to store the previous transformation matrices of each rendered mesh
  137372. * in order to compute objects velocities when enableVelocity is set to "true"
  137373. * @hidden
  137374. */
  137375. _previousTransformationMatrices: {
  137376. [index: number]: ISavedTransformationMatrix;
  137377. };
  137378. /**
  137379. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  137380. * in order to compute objects velocities when enableVelocity is set to "true"
  137381. * @hidden
  137382. */
  137383. _previousBonesTransformationMatrices: {
  137384. [index: number]: Float32Array;
  137385. };
  137386. /**
  137387. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  137388. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  137389. */
  137390. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  137391. /** Gets or sets a boolean indicating if transparent meshes should be rendered */
  137392. renderTransparentMeshes: boolean;
  137393. private _scene;
  137394. private _multiRenderTarget;
  137395. private _ratio;
  137396. private _enablePosition;
  137397. private _enableVelocity;
  137398. private _enableReflectivity;
  137399. private _positionIndex;
  137400. private _velocityIndex;
  137401. private _reflectivityIndex;
  137402. protected _effect: Effect;
  137403. protected _cachedDefines: string;
  137404. /**
  137405. * Set the render list (meshes to be rendered) used in the G buffer.
  137406. */
  137407. set renderList(meshes: Mesh[]);
  137408. /**
  137409. * Gets wether or not G buffer are supported by the running hardware.
  137410. * This requires draw buffer supports
  137411. */
  137412. get isSupported(): boolean;
  137413. /**
  137414. * Returns the index of the given texture type in the G-Buffer textures array
  137415. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  137416. * @returns the index of the given texture type in the G-Buffer textures array
  137417. */
  137418. getTextureIndex(textureType: number): number;
  137419. /**
  137420. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  137421. */
  137422. get enablePosition(): boolean;
  137423. /**
  137424. * Sets whether or not objects positions are enabled for the G buffer.
  137425. */
  137426. set enablePosition(enable: boolean);
  137427. /**
  137428. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  137429. */
  137430. get enableVelocity(): boolean;
  137431. /**
  137432. * Sets wether or not objects velocities are enabled for the G buffer.
  137433. */
  137434. set enableVelocity(enable: boolean);
  137435. /**
  137436. * Gets a boolean indicating if objects roughness are enabled in the G buffer.
  137437. */
  137438. get enableReflectivity(): boolean;
  137439. /**
  137440. * Sets wether or not objects roughness are enabled for the G buffer.
  137441. */
  137442. set enableReflectivity(enable: boolean);
  137443. /**
  137444. * Gets the scene associated with the buffer.
  137445. */
  137446. get scene(): Scene;
  137447. /**
  137448. * Gets the ratio used by the buffer during its creation.
  137449. * How big is the buffer related to the main canvas.
  137450. */
  137451. get ratio(): number;
  137452. /** @hidden */
  137453. static _SceneComponentInitialization: (scene: Scene) => void;
  137454. /**
  137455. * Creates a new G Buffer for the scene
  137456. * @param scene The scene the buffer belongs to
  137457. * @param ratio How big is the buffer related to the main canvas.
  137458. */
  137459. constructor(scene: Scene, ratio?: number);
  137460. /**
  137461. * Checks wether everything is ready to render a submesh to the G buffer.
  137462. * @param subMesh the submesh to check readiness for
  137463. * @param useInstances is the mesh drawn using instance or not
  137464. * @returns true if ready otherwise false
  137465. */
  137466. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  137467. /**
  137468. * Gets the current underlying G Buffer.
  137469. * @returns the buffer
  137470. */
  137471. getGBuffer(): MultiRenderTarget;
  137472. /**
  137473. * Gets the number of samples used to render the buffer (anti aliasing).
  137474. */
  137475. get samples(): number;
  137476. /**
  137477. * Sets the number of samples used to render the buffer (anti aliasing).
  137478. */
  137479. set samples(value: number);
  137480. /**
  137481. * Disposes the renderer and frees up associated resources.
  137482. */
  137483. dispose(): void;
  137484. protected _createRenderTargets(): void;
  137485. private _copyBonesTransformationMatrices;
  137486. }
  137487. }
  137488. declare module BABYLON {
  137489. interface Scene {
  137490. /** @hidden (Backing field) */
  137491. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  137492. /**
  137493. * Gets or Sets the current geometry buffer associated to the scene.
  137494. */
  137495. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  137496. /**
  137497. * Enables a GeometryBufferRender and associates it with the scene
  137498. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  137499. * @returns the GeometryBufferRenderer
  137500. */
  137501. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  137502. /**
  137503. * Disables the GeometryBufferRender associated with the scene
  137504. */
  137505. disableGeometryBufferRenderer(): void;
  137506. }
  137507. /**
  137508. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  137509. * in several rendering techniques.
  137510. */
  137511. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  137512. /**
  137513. * The component name helpful to identify the component in the list of scene components.
  137514. */
  137515. readonly name: string;
  137516. /**
  137517. * The scene the component belongs to.
  137518. */
  137519. scene: Scene;
  137520. /**
  137521. * Creates a new instance of the component for the given scene
  137522. * @param scene Defines the scene to register the component in
  137523. */
  137524. constructor(scene: Scene);
  137525. /**
  137526. * Registers the component in a given scene
  137527. */
  137528. register(): void;
  137529. /**
  137530. * Rebuilds the elements related to this component in case of
  137531. * context lost for instance.
  137532. */
  137533. rebuild(): void;
  137534. /**
  137535. * Disposes the component and the associated ressources
  137536. */
  137537. dispose(): void;
  137538. private _gatherRenderTargets;
  137539. }
  137540. }
  137541. declare module BABYLON {
  137542. /** @hidden */
  137543. export var motionBlurPixelShader: {
  137544. name: string;
  137545. shader: string;
  137546. };
  137547. }
  137548. declare module BABYLON {
  137549. /**
  137550. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  137551. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  137552. * As an example, all you have to do is to create the post-process:
  137553. * var mb = new BABYLON.MotionBlurPostProcess(
  137554. * 'mb', // The name of the effect.
  137555. * scene, // The scene containing the objects to blur according to their velocity.
  137556. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  137557. * camera // The camera to apply the render pass to.
  137558. * );
  137559. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  137560. */
  137561. export class MotionBlurPostProcess extends PostProcess {
  137562. /**
  137563. * Defines how much the image is blurred by the movement. Default value is equal to 1
  137564. */
  137565. motionStrength: number;
  137566. /**
  137567. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  137568. */
  137569. get motionBlurSamples(): number;
  137570. /**
  137571. * Sets the number of iterations to be used for motion blur quality
  137572. */
  137573. set motionBlurSamples(samples: number);
  137574. private _motionBlurSamples;
  137575. private _geometryBufferRenderer;
  137576. /**
  137577. * Creates a new instance MotionBlurPostProcess
  137578. * @param name The name of the effect.
  137579. * @param scene The scene containing the objects to blur according to their velocity.
  137580. * @param options The required width/height ratio to downsize to before computing the render pass.
  137581. * @param camera The camera to apply the render pass to.
  137582. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137583. * @param engine The engine which the post process will be applied. (default: current engine)
  137584. * @param reusable If the post process can be reused on the same frame. (default: false)
  137585. * @param textureType Type of textures used when performing the post process. (default: 0)
  137586. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137587. */
  137588. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137589. /**
  137590. * Excludes the given skinned mesh from computing bones velocities.
  137591. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  137592. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  137593. */
  137594. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  137595. /**
  137596. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  137597. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  137598. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  137599. */
  137600. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  137601. /**
  137602. * Disposes the post process.
  137603. * @param camera The camera to dispose the post process on.
  137604. */
  137605. dispose(camera?: Camera): void;
  137606. }
  137607. }
  137608. declare module BABYLON {
  137609. /** @hidden */
  137610. export var refractionPixelShader: {
  137611. name: string;
  137612. shader: string;
  137613. };
  137614. }
  137615. declare module BABYLON {
  137616. /**
  137617. * Post process which applies a refractin texture
  137618. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  137619. */
  137620. export class RefractionPostProcess extends PostProcess {
  137621. /** the base color of the refraction (used to taint the rendering) */
  137622. color: Color3;
  137623. /** simulated refraction depth */
  137624. depth: number;
  137625. /** the coefficient of the base color (0 to remove base color tainting) */
  137626. colorLevel: number;
  137627. private _refTexture;
  137628. private _ownRefractionTexture;
  137629. /**
  137630. * Gets or sets the refraction texture
  137631. * Please note that you are responsible for disposing the texture if you set it manually
  137632. */
  137633. get refractionTexture(): Texture;
  137634. set refractionTexture(value: Texture);
  137635. /**
  137636. * Initializes the RefractionPostProcess
  137637. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  137638. * @param name The name of the effect.
  137639. * @param refractionTextureUrl Url of the refraction texture to use
  137640. * @param color the base color of the refraction (used to taint the rendering)
  137641. * @param depth simulated refraction depth
  137642. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  137643. * @param camera The camera to apply the render pass to.
  137644. * @param options The required width/height ratio to downsize to before computing the render pass.
  137645. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137646. * @param engine The engine which the post process will be applied. (default: current engine)
  137647. * @param reusable If the post process can be reused on the same frame. (default: false)
  137648. */
  137649. constructor(name: string, refractionTextureUrl: string,
  137650. /** the base color of the refraction (used to taint the rendering) */
  137651. color: Color3,
  137652. /** simulated refraction depth */
  137653. depth: number,
  137654. /** the coefficient of the base color (0 to remove base color tainting) */
  137655. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137656. /**
  137657. * Disposes of the post process
  137658. * @param camera Camera to dispose post process on
  137659. */
  137660. dispose(camera: Camera): void;
  137661. }
  137662. }
  137663. declare module BABYLON {
  137664. /** @hidden */
  137665. export var sharpenPixelShader: {
  137666. name: string;
  137667. shader: string;
  137668. };
  137669. }
  137670. declare module BABYLON {
  137671. /**
  137672. * The SharpenPostProcess applies a sharpen kernel to every pixel
  137673. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  137674. */
  137675. export class SharpenPostProcess extends PostProcess {
  137676. /**
  137677. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  137678. */
  137679. colorAmount: number;
  137680. /**
  137681. * How much sharpness should be applied (default: 0.3)
  137682. */
  137683. edgeAmount: number;
  137684. /**
  137685. * Creates a new instance ConvolutionPostProcess
  137686. * @param name The name of the effect.
  137687. * @param options The required width/height ratio to downsize to before computing the render pass.
  137688. * @param camera The camera to apply the render pass to.
  137689. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137690. * @param engine The engine which the post process will be applied. (default: current engine)
  137691. * @param reusable If the post process can be reused on the same frame. (default: false)
  137692. * @param textureType Type of textures used when performing the post process. (default: 0)
  137693. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  137694. */
  137695. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137696. }
  137697. }
  137698. declare module BABYLON {
  137699. /**
  137700. * PostProcessRenderPipeline
  137701. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137702. */
  137703. export class PostProcessRenderPipeline {
  137704. private engine;
  137705. private _renderEffects;
  137706. private _renderEffectsForIsolatedPass;
  137707. /**
  137708. * List of inspectable custom properties (used by the Inspector)
  137709. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  137710. */
  137711. inspectableCustomProperties: IInspectable[];
  137712. /**
  137713. * @hidden
  137714. */
  137715. protected _cameras: Camera[];
  137716. /** @hidden */
  137717. _name: string;
  137718. /**
  137719. * Gets pipeline name
  137720. */
  137721. get name(): string;
  137722. /** Gets the list of attached cameras */
  137723. get cameras(): Camera[];
  137724. /**
  137725. * Initializes a PostProcessRenderPipeline
  137726. * @param engine engine to add the pipeline to
  137727. * @param name name of the pipeline
  137728. */
  137729. constructor(engine: Engine, name: string);
  137730. /**
  137731. * Gets the class name
  137732. * @returns "PostProcessRenderPipeline"
  137733. */
  137734. getClassName(): string;
  137735. /**
  137736. * If all the render effects in the pipeline are supported
  137737. */
  137738. get isSupported(): boolean;
  137739. /**
  137740. * Adds an effect to the pipeline
  137741. * @param renderEffect the effect to add
  137742. */
  137743. addEffect(renderEffect: PostProcessRenderEffect): void;
  137744. /** @hidden */
  137745. _rebuild(): void;
  137746. /** @hidden */
  137747. _enableEffect(renderEffectName: string, cameras: Camera): void;
  137748. /** @hidden */
  137749. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  137750. /** @hidden */
  137751. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  137752. /** @hidden */
  137753. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  137754. /** @hidden */
  137755. _attachCameras(cameras: Camera, unique: boolean): void;
  137756. /** @hidden */
  137757. _attachCameras(cameras: Camera[], unique: boolean): void;
  137758. /** @hidden */
  137759. _detachCameras(cameras: Camera): void;
  137760. /** @hidden */
  137761. _detachCameras(cameras: Nullable<Camera[]>): void;
  137762. /** @hidden */
  137763. _update(): void;
  137764. /** @hidden */
  137765. _reset(): void;
  137766. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  137767. /**
  137768. * Disposes of the pipeline
  137769. */
  137770. dispose(): void;
  137771. }
  137772. }
  137773. declare module BABYLON {
  137774. /**
  137775. * PostProcessRenderPipelineManager class
  137776. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137777. */
  137778. export class PostProcessRenderPipelineManager {
  137779. private _renderPipelines;
  137780. /**
  137781. * Initializes a PostProcessRenderPipelineManager
  137782. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137783. */
  137784. constructor();
  137785. /**
  137786. * Gets the list of supported render pipelines
  137787. */
  137788. get supportedPipelines(): PostProcessRenderPipeline[];
  137789. /**
  137790. * Adds a pipeline to the manager
  137791. * @param renderPipeline The pipeline to add
  137792. */
  137793. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  137794. /**
  137795. * Attaches a camera to the pipeline
  137796. * @param renderPipelineName The name of the pipeline to attach to
  137797. * @param cameras the camera to attach
  137798. * @param unique if the camera can be attached multiple times to the pipeline
  137799. */
  137800. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  137801. /**
  137802. * Detaches a camera from the pipeline
  137803. * @param renderPipelineName The name of the pipeline to detach from
  137804. * @param cameras the camera to detach
  137805. */
  137806. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  137807. /**
  137808. * Enables an effect by name on a pipeline
  137809. * @param renderPipelineName the name of the pipeline to enable the effect in
  137810. * @param renderEffectName the name of the effect to enable
  137811. * @param cameras the cameras that the effect should be enabled on
  137812. */
  137813. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  137814. /**
  137815. * Disables an effect by name on a pipeline
  137816. * @param renderPipelineName the name of the pipeline to disable the effect in
  137817. * @param renderEffectName the name of the effect to disable
  137818. * @param cameras the cameras that the effect should be disabled on
  137819. */
  137820. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  137821. /**
  137822. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  137823. */
  137824. update(): void;
  137825. /** @hidden */
  137826. _rebuild(): void;
  137827. /**
  137828. * Disposes of the manager and pipelines
  137829. */
  137830. dispose(): void;
  137831. }
  137832. }
  137833. declare module BABYLON {
  137834. interface Scene {
  137835. /** @hidden (Backing field) */
  137836. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  137837. /**
  137838. * Gets the postprocess render pipeline manager
  137839. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137840. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  137841. */
  137842. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  137843. }
  137844. /**
  137845. * Defines the Render Pipeline scene component responsible to rendering pipelines
  137846. */
  137847. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  137848. /**
  137849. * The component name helpfull to identify the component in the list of scene components.
  137850. */
  137851. readonly name: string;
  137852. /**
  137853. * The scene the component belongs to.
  137854. */
  137855. scene: Scene;
  137856. /**
  137857. * Creates a new instance of the component for the given scene
  137858. * @param scene Defines the scene to register the component in
  137859. */
  137860. constructor(scene: Scene);
  137861. /**
  137862. * Registers the component in a given scene
  137863. */
  137864. register(): void;
  137865. /**
  137866. * Rebuilds the elements related to this component in case of
  137867. * context lost for instance.
  137868. */
  137869. rebuild(): void;
  137870. /**
  137871. * Disposes the component and the associated ressources
  137872. */
  137873. dispose(): void;
  137874. private _gatherRenderTargets;
  137875. }
  137876. }
  137877. declare module BABYLON {
  137878. /**
  137879. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  137880. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  137881. */
  137882. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  137883. private _scene;
  137884. private _camerasToBeAttached;
  137885. /**
  137886. * ID of the sharpen post process,
  137887. */
  137888. private readonly SharpenPostProcessId;
  137889. /**
  137890. * @ignore
  137891. * ID of the image processing post process;
  137892. */
  137893. readonly ImageProcessingPostProcessId: string;
  137894. /**
  137895. * @ignore
  137896. * ID of the Fast Approximate Anti-Aliasing post process;
  137897. */
  137898. readonly FxaaPostProcessId: string;
  137899. /**
  137900. * ID of the chromatic aberration post process,
  137901. */
  137902. private readonly ChromaticAberrationPostProcessId;
  137903. /**
  137904. * ID of the grain post process
  137905. */
  137906. private readonly GrainPostProcessId;
  137907. /**
  137908. * Sharpen post process which will apply a sharpen convolution to enhance edges
  137909. */
  137910. sharpen: SharpenPostProcess;
  137911. private _sharpenEffect;
  137912. private bloom;
  137913. /**
  137914. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  137915. */
  137916. depthOfField: DepthOfFieldEffect;
  137917. /**
  137918. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  137919. */
  137920. fxaa: FxaaPostProcess;
  137921. /**
  137922. * Image post processing pass used to perform operations such as tone mapping or color grading.
  137923. */
  137924. imageProcessing: ImageProcessingPostProcess;
  137925. /**
  137926. * Chromatic aberration post process which will shift rgb colors in the image
  137927. */
  137928. chromaticAberration: ChromaticAberrationPostProcess;
  137929. private _chromaticAberrationEffect;
  137930. /**
  137931. * Grain post process which add noise to the image
  137932. */
  137933. grain: GrainPostProcess;
  137934. private _grainEffect;
  137935. /**
  137936. * Glow post process which adds a glow to emissive areas of the image
  137937. */
  137938. private _glowLayer;
  137939. /**
  137940. * Animations which can be used to tweak settings over a period of time
  137941. */
  137942. animations: Animation[];
  137943. private _imageProcessingConfigurationObserver;
  137944. private _sharpenEnabled;
  137945. private _bloomEnabled;
  137946. private _depthOfFieldEnabled;
  137947. private _depthOfFieldBlurLevel;
  137948. private _fxaaEnabled;
  137949. private _imageProcessingEnabled;
  137950. private _defaultPipelineTextureType;
  137951. private _bloomScale;
  137952. private _chromaticAberrationEnabled;
  137953. private _grainEnabled;
  137954. private _buildAllowed;
  137955. /**
  137956. * Gets active scene
  137957. */
  137958. get scene(): Scene;
  137959. /**
  137960. * Enable or disable the sharpen process from the pipeline
  137961. */
  137962. set sharpenEnabled(enabled: boolean);
  137963. get sharpenEnabled(): boolean;
  137964. private _resizeObserver;
  137965. private _hardwareScaleLevel;
  137966. private _bloomKernel;
  137967. /**
  137968. * Specifies the size of the bloom blur kernel, relative to the final output size
  137969. */
  137970. get bloomKernel(): number;
  137971. set bloomKernel(value: number);
  137972. /**
  137973. * Specifies the weight of the bloom in the final rendering
  137974. */
  137975. private _bloomWeight;
  137976. /**
  137977. * Specifies the luma threshold for the area that will be blurred by the bloom
  137978. */
  137979. private _bloomThreshold;
  137980. private _hdr;
  137981. /**
  137982. * The strength of the bloom.
  137983. */
  137984. set bloomWeight(value: number);
  137985. get bloomWeight(): number;
  137986. /**
  137987. * The strength of the bloom.
  137988. */
  137989. set bloomThreshold(value: number);
  137990. get bloomThreshold(): number;
  137991. /**
  137992. * The scale of the bloom, lower value will provide better performance.
  137993. */
  137994. set bloomScale(value: number);
  137995. get bloomScale(): number;
  137996. /**
  137997. * Enable or disable the bloom from the pipeline
  137998. */
  137999. set bloomEnabled(enabled: boolean);
  138000. get bloomEnabled(): boolean;
  138001. private _rebuildBloom;
  138002. /**
  138003. * If the depth of field is enabled.
  138004. */
  138005. get depthOfFieldEnabled(): boolean;
  138006. set depthOfFieldEnabled(enabled: boolean);
  138007. /**
  138008. * Blur level of the depth of field effect. (Higher blur will effect performance)
  138009. */
  138010. get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel;
  138011. set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel);
  138012. /**
  138013. * If the anti aliasing is enabled.
  138014. */
  138015. set fxaaEnabled(enabled: boolean);
  138016. get fxaaEnabled(): boolean;
  138017. private _samples;
  138018. /**
  138019. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  138020. */
  138021. set samples(sampleCount: number);
  138022. get samples(): number;
  138023. /**
  138024. * If image processing is enabled.
  138025. */
  138026. set imageProcessingEnabled(enabled: boolean);
  138027. get imageProcessingEnabled(): boolean;
  138028. /**
  138029. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  138030. */
  138031. set glowLayerEnabled(enabled: boolean);
  138032. get glowLayerEnabled(): boolean;
  138033. /**
  138034. * Gets the glow layer (or null if not defined)
  138035. */
  138036. get glowLayer(): Nullable<GlowLayer>;
  138037. /**
  138038. * Enable or disable the chromaticAberration process from the pipeline
  138039. */
  138040. set chromaticAberrationEnabled(enabled: boolean);
  138041. get chromaticAberrationEnabled(): boolean;
  138042. /**
  138043. * Enable or disable the grain process from the pipeline
  138044. */
  138045. set grainEnabled(enabled: boolean);
  138046. get grainEnabled(): boolean;
  138047. /**
  138048. * @constructor
  138049. * @param name - The rendering pipeline name (default: "")
  138050. * @param hdr - If high dynamic range textures should be used (default: true)
  138051. * @param scene - The scene linked to this pipeline (default: the last created scene)
  138052. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  138053. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  138054. */
  138055. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  138056. /**
  138057. * Get the class name
  138058. * @returns "DefaultRenderingPipeline"
  138059. */
  138060. getClassName(): string;
  138061. /**
  138062. * Force the compilation of the entire pipeline.
  138063. */
  138064. prepare(): void;
  138065. private _hasCleared;
  138066. private _prevPostProcess;
  138067. private _prevPrevPostProcess;
  138068. private _setAutoClearAndTextureSharing;
  138069. private _depthOfFieldSceneObserver;
  138070. private _buildPipeline;
  138071. private _disposePostProcesses;
  138072. /**
  138073. * Adds a camera to the pipeline
  138074. * @param camera the camera to be added
  138075. */
  138076. addCamera(camera: Camera): void;
  138077. /**
  138078. * Removes a camera from the pipeline
  138079. * @param camera the camera to remove
  138080. */
  138081. removeCamera(camera: Camera): void;
  138082. /**
  138083. * Dispose of the pipeline and stop all post processes
  138084. */
  138085. dispose(): void;
  138086. /**
  138087. * Serialize the rendering pipeline (Used when exporting)
  138088. * @returns the serialized object
  138089. */
  138090. serialize(): any;
  138091. /**
  138092. * Parse the serialized pipeline
  138093. * @param source Source pipeline.
  138094. * @param scene The scene to load the pipeline to.
  138095. * @param rootUrl The URL of the serialized pipeline.
  138096. * @returns An instantiated pipeline from the serialized object.
  138097. */
  138098. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  138099. }
  138100. }
  138101. declare module BABYLON {
  138102. /** @hidden */
  138103. export var lensHighlightsPixelShader: {
  138104. name: string;
  138105. shader: string;
  138106. };
  138107. }
  138108. declare module BABYLON {
  138109. /** @hidden */
  138110. export var depthOfFieldPixelShader: {
  138111. name: string;
  138112. shader: string;
  138113. };
  138114. }
  138115. declare module BABYLON {
  138116. /**
  138117. * BABYLON.JS Chromatic Aberration GLSL Shader
  138118. * Author: Olivier Guyot
  138119. * Separates very slightly R, G and B colors on the edges of the screen
  138120. * Inspired by Francois Tarlier & Martins Upitis
  138121. */
  138122. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  138123. /**
  138124. * @ignore
  138125. * The chromatic aberration PostProcess id in the pipeline
  138126. */
  138127. LensChromaticAberrationEffect: string;
  138128. /**
  138129. * @ignore
  138130. * The highlights enhancing PostProcess id in the pipeline
  138131. */
  138132. HighlightsEnhancingEffect: string;
  138133. /**
  138134. * @ignore
  138135. * The depth-of-field PostProcess id in the pipeline
  138136. */
  138137. LensDepthOfFieldEffect: string;
  138138. private _scene;
  138139. private _depthTexture;
  138140. private _grainTexture;
  138141. private _chromaticAberrationPostProcess;
  138142. private _highlightsPostProcess;
  138143. private _depthOfFieldPostProcess;
  138144. private _edgeBlur;
  138145. private _grainAmount;
  138146. private _chromaticAberration;
  138147. private _distortion;
  138148. private _highlightsGain;
  138149. private _highlightsThreshold;
  138150. private _dofDistance;
  138151. private _dofAperture;
  138152. private _dofDarken;
  138153. private _dofPentagon;
  138154. private _blurNoise;
  138155. /**
  138156. * @constructor
  138157. *
  138158. * Effect parameters are as follow:
  138159. * {
  138160. * chromatic_aberration: number; // from 0 to x (1 for realism)
  138161. * edge_blur: number; // from 0 to x (1 for realism)
  138162. * distortion: number; // from 0 to x (1 for realism)
  138163. * grain_amount: number; // from 0 to 1
  138164. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  138165. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  138166. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  138167. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  138168. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  138169. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  138170. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  138171. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  138172. * }
  138173. * Note: if an effect parameter is unset, effect is disabled
  138174. *
  138175. * @param name The rendering pipeline name
  138176. * @param parameters - An object containing all parameters (see above)
  138177. * @param scene The scene linked to this pipeline
  138178. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  138179. * @param cameras The array of cameras that the rendering pipeline will be attached to
  138180. */
  138181. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  138182. /**
  138183. * Get the class name
  138184. * @returns "LensRenderingPipeline"
  138185. */
  138186. getClassName(): string;
  138187. /**
  138188. * Gets associated scene
  138189. */
  138190. get scene(): Scene;
  138191. /**
  138192. * Gets or sets the edge blur
  138193. */
  138194. get edgeBlur(): number;
  138195. set edgeBlur(value: number);
  138196. /**
  138197. * Gets or sets the grain amount
  138198. */
  138199. get grainAmount(): number;
  138200. set grainAmount(value: number);
  138201. /**
  138202. * Gets or sets the chromatic aberration amount
  138203. */
  138204. get chromaticAberration(): number;
  138205. set chromaticAberration(value: number);
  138206. /**
  138207. * Gets or sets the depth of field aperture
  138208. */
  138209. get dofAperture(): number;
  138210. set dofAperture(value: number);
  138211. /**
  138212. * Gets or sets the edge distortion
  138213. */
  138214. get edgeDistortion(): number;
  138215. set edgeDistortion(value: number);
  138216. /**
  138217. * Gets or sets the depth of field distortion
  138218. */
  138219. get dofDistortion(): number;
  138220. set dofDistortion(value: number);
  138221. /**
  138222. * Gets or sets the darken out of focus amount
  138223. */
  138224. get darkenOutOfFocus(): number;
  138225. set darkenOutOfFocus(value: number);
  138226. /**
  138227. * Gets or sets a boolean indicating if blur noise is enabled
  138228. */
  138229. get blurNoise(): boolean;
  138230. set blurNoise(value: boolean);
  138231. /**
  138232. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  138233. */
  138234. get pentagonBokeh(): boolean;
  138235. set pentagonBokeh(value: boolean);
  138236. /**
  138237. * Gets or sets the highlight grain amount
  138238. */
  138239. get highlightsGain(): number;
  138240. set highlightsGain(value: number);
  138241. /**
  138242. * Gets or sets the highlight threshold
  138243. */
  138244. get highlightsThreshold(): number;
  138245. set highlightsThreshold(value: number);
  138246. /**
  138247. * Sets the amount of blur at the edges
  138248. * @param amount blur amount
  138249. */
  138250. setEdgeBlur(amount: number): void;
  138251. /**
  138252. * Sets edge blur to 0
  138253. */
  138254. disableEdgeBlur(): void;
  138255. /**
  138256. * Sets the amout of grain
  138257. * @param amount Amount of grain
  138258. */
  138259. setGrainAmount(amount: number): void;
  138260. /**
  138261. * Set grain amount to 0
  138262. */
  138263. disableGrain(): void;
  138264. /**
  138265. * Sets the chromatic aberration amount
  138266. * @param amount amount of chromatic aberration
  138267. */
  138268. setChromaticAberration(amount: number): void;
  138269. /**
  138270. * Sets chromatic aberration amount to 0
  138271. */
  138272. disableChromaticAberration(): void;
  138273. /**
  138274. * Sets the EdgeDistortion amount
  138275. * @param amount amount of EdgeDistortion
  138276. */
  138277. setEdgeDistortion(amount: number): void;
  138278. /**
  138279. * Sets edge distortion to 0
  138280. */
  138281. disableEdgeDistortion(): void;
  138282. /**
  138283. * Sets the FocusDistance amount
  138284. * @param amount amount of FocusDistance
  138285. */
  138286. setFocusDistance(amount: number): void;
  138287. /**
  138288. * Disables depth of field
  138289. */
  138290. disableDepthOfField(): void;
  138291. /**
  138292. * Sets the Aperture amount
  138293. * @param amount amount of Aperture
  138294. */
  138295. setAperture(amount: number): void;
  138296. /**
  138297. * Sets the DarkenOutOfFocus amount
  138298. * @param amount amount of DarkenOutOfFocus
  138299. */
  138300. setDarkenOutOfFocus(amount: number): void;
  138301. private _pentagonBokehIsEnabled;
  138302. /**
  138303. * Creates a pentagon bokeh effect
  138304. */
  138305. enablePentagonBokeh(): void;
  138306. /**
  138307. * Disables the pentagon bokeh effect
  138308. */
  138309. disablePentagonBokeh(): void;
  138310. /**
  138311. * Enables noise blur
  138312. */
  138313. enableNoiseBlur(): void;
  138314. /**
  138315. * Disables noise blur
  138316. */
  138317. disableNoiseBlur(): void;
  138318. /**
  138319. * Sets the HighlightsGain amount
  138320. * @param amount amount of HighlightsGain
  138321. */
  138322. setHighlightsGain(amount: number): void;
  138323. /**
  138324. * Sets the HighlightsThreshold amount
  138325. * @param amount amount of HighlightsThreshold
  138326. */
  138327. setHighlightsThreshold(amount: number): void;
  138328. /**
  138329. * Disables highlights
  138330. */
  138331. disableHighlights(): void;
  138332. /**
  138333. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  138334. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  138335. */
  138336. dispose(disableDepthRender?: boolean): void;
  138337. private _createChromaticAberrationPostProcess;
  138338. private _createHighlightsPostProcess;
  138339. private _createDepthOfFieldPostProcess;
  138340. private _createGrainTexture;
  138341. }
  138342. }
  138343. declare module BABYLON {
  138344. /** @hidden */
  138345. export var ssao2PixelShader: {
  138346. name: string;
  138347. shader: string;
  138348. };
  138349. }
  138350. declare module BABYLON {
  138351. /** @hidden */
  138352. export var ssaoCombinePixelShader: {
  138353. name: string;
  138354. shader: string;
  138355. };
  138356. }
  138357. declare module BABYLON {
  138358. /**
  138359. * Render pipeline to produce ssao effect
  138360. */
  138361. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  138362. /**
  138363. * @ignore
  138364. * The PassPostProcess id in the pipeline that contains the original scene color
  138365. */
  138366. SSAOOriginalSceneColorEffect: string;
  138367. /**
  138368. * @ignore
  138369. * The SSAO PostProcess id in the pipeline
  138370. */
  138371. SSAORenderEffect: string;
  138372. /**
  138373. * @ignore
  138374. * The horizontal blur PostProcess id in the pipeline
  138375. */
  138376. SSAOBlurHRenderEffect: string;
  138377. /**
  138378. * @ignore
  138379. * The vertical blur PostProcess id in the pipeline
  138380. */
  138381. SSAOBlurVRenderEffect: string;
  138382. /**
  138383. * @ignore
  138384. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  138385. */
  138386. SSAOCombineRenderEffect: string;
  138387. /**
  138388. * The output strength of the SSAO post-process. Default value is 1.0.
  138389. */
  138390. totalStrength: number;
  138391. /**
  138392. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  138393. */
  138394. maxZ: number;
  138395. /**
  138396. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  138397. */
  138398. minZAspect: number;
  138399. private _samples;
  138400. /**
  138401. * Number of samples used for the SSAO calculations. Default value is 8
  138402. */
  138403. set samples(n: number);
  138404. get samples(): number;
  138405. private _textureSamples;
  138406. /**
  138407. * Number of samples to use for antialiasing
  138408. */
  138409. set textureSamples(n: number);
  138410. get textureSamples(): number;
  138411. /**
  138412. * Ratio object used for SSAO ratio and blur ratio
  138413. */
  138414. private _ratio;
  138415. /**
  138416. * Dynamically generated sphere sampler.
  138417. */
  138418. private _sampleSphere;
  138419. /**
  138420. * Blur filter offsets
  138421. */
  138422. private _samplerOffsets;
  138423. private _expensiveBlur;
  138424. /**
  138425. * If bilateral blur should be used
  138426. */
  138427. set expensiveBlur(b: boolean);
  138428. get expensiveBlur(): boolean;
  138429. /**
  138430. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  138431. */
  138432. radius: number;
  138433. /**
  138434. * The base color of the SSAO post-process
  138435. * The final result is "base + ssao" between [0, 1]
  138436. */
  138437. base: number;
  138438. /**
  138439. * Support test.
  138440. */
  138441. static get IsSupported(): boolean;
  138442. private _scene;
  138443. private _depthTexture;
  138444. private _normalTexture;
  138445. private _randomTexture;
  138446. private _originalColorPostProcess;
  138447. private _ssaoPostProcess;
  138448. private _blurHPostProcess;
  138449. private _blurVPostProcess;
  138450. private _ssaoCombinePostProcess;
  138451. /**
  138452. * Gets active scene
  138453. */
  138454. get scene(): Scene;
  138455. /**
  138456. * @constructor
  138457. * @param name The rendering pipeline name
  138458. * @param scene The scene linked to this pipeline
  138459. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  138460. * @param cameras The array of cameras that the rendering pipeline will be attached to
  138461. */
  138462. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  138463. /**
  138464. * Get the class name
  138465. * @returns "SSAO2RenderingPipeline"
  138466. */
  138467. getClassName(): string;
  138468. /**
  138469. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  138470. */
  138471. dispose(disableGeometryBufferRenderer?: boolean): void;
  138472. private _createBlurPostProcess;
  138473. /** @hidden */
  138474. _rebuild(): void;
  138475. private _bits;
  138476. private _radicalInverse_VdC;
  138477. private _hammersley;
  138478. private _hemisphereSample_uniform;
  138479. private _generateHemisphere;
  138480. private _createSSAOPostProcess;
  138481. private _createSSAOCombinePostProcess;
  138482. private _createRandomTexture;
  138483. /**
  138484. * Serialize the rendering pipeline (Used when exporting)
  138485. * @returns the serialized object
  138486. */
  138487. serialize(): any;
  138488. /**
  138489. * Parse the serialized pipeline
  138490. * @param source Source pipeline.
  138491. * @param scene The scene to load the pipeline to.
  138492. * @param rootUrl The URL of the serialized pipeline.
  138493. * @returns An instantiated pipeline from the serialized object.
  138494. */
  138495. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  138496. }
  138497. }
  138498. declare module BABYLON {
  138499. /** @hidden */
  138500. export var ssaoPixelShader: {
  138501. name: string;
  138502. shader: string;
  138503. };
  138504. }
  138505. declare module BABYLON {
  138506. /**
  138507. * Render pipeline to produce ssao effect
  138508. */
  138509. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  138510. /**
  138511. * @ignore
  138512. * The PassPostProcess id in the pipeline that contains the original scene color
  138513. */
  138514. SSAOOriginalSceneColorEffect: string;
  138515. /**
  138516. * @ignore
  138517. * The SSAO PostProcess id in the pipeline
  138518. */
  138519. SSAORenderEffect: string;
  138520. /**
  138521. * @ignore
  138522. * The horizontal blur PostProcess id in the pipeline
  138523. */
  138524. SSAOBlurHRenderEffect: string;
  138525. /**
  138526. * @ignore
  138527. * The vertical blur PostProcess id in the pipeline
  138528. */
  138529. SSAOBlurVRenderEffect: string;
  138530. /**
  138531. * @ignore
  138532. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  138533. */
  138534. SSAOCombineRenderEffect: string;
  138535. /**
  138536. * The output strength of the SSAO post-process. Default value is 1.0.
  138537. */
  138538. totalStrength: number;
  138539. /**
  138540. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  138541. */
  138542. radius: number;
  138543. /**
  138544. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  138545. * Must not be equal to fallOff and superior to fallOff.
  138546. * Default value is 0.0075
  138547. */
  138548. area: number;
  138549. /**
  138550. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  138551. * Must not be equal to area and inferior to area.
  138552. * Default value is 0.000001
  138553. */
  138554. fallOff: number;
  138555. /**
  138556. * The base color of the SSAO post-process
  138557. * The final result is "base + ssao" between [0, 1]
  138558. */
  138559. base: number;
  138560. private _scene;
  138561. private _depthTexture;
  138562. private _randomTexture;
  138563. private _originalColorPostProcess;
  138564. private _ssaoPostProcess;
  138565. private _blurHPostProcess;
  138566. private _blurVPostProcess;
  138567. private _ssaoCombinePostProcess;
  138568. private _firstUpdate;
  138569. /**
  138570. * Gets active scene
  138571. */
  138572. get scene(): Scene;
  138573. /**
  138574. * @constructor
  138575. * @param name - The rendering pipeline name
  138576. * @param scene - The scene linked to this pipeline
  138577. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  138578. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  138579. */
  138580. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  138581. /**
  138582. * Get the class name
  138583. * @returns "SSAORenderingPipeline"
  138584. */
  138585. getClassName(): string;
  138586. /**
  138587. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  138588. */
  138589. dispose(disableDepthRender?: boolean): void;
  138590. private _createBlurPostProcess;
  138591. /** @hidden */
  138592. _rebuild(): void;
  138593. private _createSSAOPostProcess;
  138594. private _createSSAOCombinePostProcess;
  138595. private _createRandomTexture;
  138596. }
  138597. }
  138598. declare module BABYLON {
  138599. /** @hidden */
  138600. export var screenSpaceReflectionPixelShader: {
  138601. name: string;
  138602. shader: string;
  138603. };
  138604. }
  138605. declare module BABYLON {
  138606. /**
  138607. * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).
  138608. * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.
  138609. */
  138610. export class ScreenSpaceReflectionPostProcess extends PostProcess {
  138611. /**
  138612. * Gets or sets a reflection threshold mainly used to adjust the reflection's height.
  138613. */
  138614. threshold: number;
  138615. /**
  138616. * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.
  138617. */
  138618. strength: number;
  138619. /**
  138620. * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.
  138621. */
  138622. reflectionSpecularFalloffExponent: number;
  138623. /**
  138624. * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]
  138625. */
  138626. step: number;
  138627. /**
  138628. * Gets or sets the factor applied when computing roughness. Default value is 0.2.
  138629. */
  138630. roughnessFactor: number;
  138631. private _geometryBufferRenderer;
  138632. private _enableSmoothReflections;
  138633. private _reflectionSamples;
  138634. private _smoothSteps;
  138635. /**
  138636. * Creates a new instance of ScreenSpaceReflectionPostProcess.
  138637. * @param name The name of the effect.
  138638. * @param scene The scene containing the objects to calculate reflections.
  138639. * @param options The required width/height ratio to downsize to before computing the render pass.
  138640. * @param camera The camera to apply the render pass to.
  138641. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  138642. * @param engine The engine which the post process will be applied. (default: current engine)
  138643. * @param reusable If the post process can be reused on the same frame. (default: false)
  138644. * @param textureType Type of textures used when performing the post process. (default: 0)
  138645. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  138646. */
  138647. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  138648. /**
  138649. * Gets wether or not smoothing reflections is enabled.
  138650. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  138651. */
  138652. get enableSmoothReflections(): boolean;
  138653. /**
  138654. * Sets wether or not smoothing reflections is enabled.
  138655. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  138656. */
  138657. set enableSmoothReflections(enabled: boolean);
  138658. /**
  138659. * Gets the number of samples taken while computing reflections. More samples count is high,
  138660. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  138661. */
  138662. get reflectionSamples(): number;
  138663. /**
  138664. * Sets the number of samples taken while computing reflections. More samples count is high,
  138665. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  138666. */
  138667. set reflectionSamples(samples: number);
  138668. /**
  138669. * Gets the number of samples taken while smoothing reflections. More samples count is high,
  138670. * more the post-process will require GPU power and can generate a drop in FPS.
  138671. * Default value (5.0) work pretty well in all cases but can be adjusted.
  138672. */
  138673. get smoothSteps(): number;
  138674. set smoothSteps(steps: number);
  138675. private _updateEffectDefines;
  138676. }
  138677. }
  138678. declare module BABYLON {
  138679. /** @hidden */
  138680. export var standardPixelShader: {
  138681. name: string;
  138682. shader: string;
  138683. };
  138684. }
  138685. declare module BABYLON {
  138686. /**
  138687. * Standard rendering pipeline
  138688. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  138689. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  138690. */
  138691. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  138692. /**
  138693. * Public members
  138694. */
  138695. /**
  138696. * Post-process which contains the original scene color before the pipeline applies all the effects
  138697. */
  138698. originalPostProcess: Nullable<PostProcess>;
  138699. /**
  138700. * Post-process used to down scale an image x4
  138701. */
  138702. downSampleX4PostProcess: Nullable<PostProcess>;
  138703. /**
  138704. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  138705. */
  138706. brightPassPostProcess: Nullable<PostProcess>;
  138707. /**
  138708. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  138709. */
  138710. blurHPostProcesses: PostProcess[];
  138711. /**
  138712. * Post-process array storing all the vertical blur post-processes used by the pipeline
  138713. */
  138714. blurVPostProcesses: PostProcess[];
  138715. /**
  138716. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  138717. */
  138718. textureAdderPostProcess: Nullable<PostProcess>;
  138719. /**
  138720. * Post-process used to create volumetric lighting effect
  138721. */
  138722. volumetricLightPostProcess: Nullable<PostProcess>;
  138723. /**
  138724. * Post-process used to smooth the previous volumetric light post-process on the X axis
  138725. */
  138726. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  138727. /**
  138728. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  138729. */
  138730. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  138731. /**
  138732. * Post-process used to merge the volumetric light effect and the real scene color
  138733. */
  138734. volumetricLightMergePostProces: Nullable<PostProcess>;
  138735. /**
  138736. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  138737. */
  138738. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  138739. /**
  138740. * Base post-process used to calculate the average luminance of the final image for HDR
  138741. */
  138742. luminancePostProcess: Nullable<PostProcess>;
  138743. /**
  138744. * Post-processes used to create down sample post-processes in order to get
  138745. * the average luminance of the final image for HDR
  138746. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  138747. */
  138748. luminanceDownSamplePostProcesses: PostProcess[];
  138749. /**
  138750. * Post-process used to create a HDR effect (light adaptation)
  138751. */
  138752. hdrPostProcess: Nullable<PostProcess>;
  138753. /**
  138754. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  138755. */
  138756. textureAdderFinalPostProcess: Nullable<PostProcess>;
  138757. /**
  138758. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  138759. */
  138760. lensFlareFinalPostProcess: Nullable<PostProcess>;
  138761. /**
  138762. * Post-process used to merge the final HDR post-process and the real scene color
  138763. */
  138764. hdrFinalPostProcess: Nullable<PostProcess>;
  138765. /**
  138766. * Post-process used to create a lens flare effect
  138767. */
  138768. lensFlarePostProcess: Nullable<PostProcess>;
  138769. /**
  138770. * Post-process that merges the result of the lens flare post-process and the real scene color
  138771. */
  138772. lensFlareComposePostProcess: Nullable<PostProcess>;
  138773. /**
  138774. * Post-process used to create a motion blur effect
  138775. */
  138776. motionBlurPostProcess: Nullable<PostProcess>;
  138777. /**
  138778. * Post-process used to create a depth of field effect
  138779. */
  138780. depthOfFieldPostProcess: Nullable<PostProcess>;
  138781. /**
  138782. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  138783. */
  138784. fxaaPostProcess: Nullable<FxaaPostProcess>;
  138785. /**
  138786. * Post-process used to simulate realtime reflections using the screen space and geometry renderer.
  138787. */
  138788. screenSpaceReflectionPostProcess: Nullable<ScreenSpaceReflectionPostProcess>;
  138789. /**
  138790. * Represents the brightness threshold in order to configure the illuminated surfaces
  138791. */
  138792. brightThreshold: number;
  138793. /**
  138794. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  138795. */
  138796. blurWidth: number;
  138797. /**
  138798. * Sets if the blur for highlighted surfaces must be only horizontal
  138799. */
  138800. horizontalBlur: boolean;
  138801. /**
  138802. * Gets the overall exposure used by the pipeline
  138803. */
  138804. get exposure(): number;
  138805. /**
  138806. * Sets the overall exposure used by the pipeline
  138807. */
  138808. set exposure(value: number);
  138809. /**
  138810. * Texture used typically to simulate "dirty" on camera lens
  138811. */
  138812. lensTexture: Nullable<Texture>;
  138813. /**
  138814. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  138815. */
  138816. volumetricLightCoefficient: number;
  138817. /**
  138818. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  138819. */
  138820. volumetricLightPower: number;
  138821. /**
  138822. * Used the set the blur intensity to smooth the volumetric lights
  138823. */
  138824. volumetricLightBlurScale: number;
  138825. /**
  138826. * Light (spot or directional) used to generate the volumetric lights rays
  138827. * The source light must have a shadow generate so the pipeline can get its
  138828. * depth map
  138829. */
  138830. sourceLight: Nullable<SpotLight | DirectionalLight>;
  138831. /**
  138832. * For eye adaptation, represents the minimum luminance the eye can see
  138833. */
  138834. hdrMinimumLuminance: number;
  138835. /**
  138836. * For eye adaptation, represents the decrease luminance speed
  138837. */
  138838. hdrDecreaseRate: number;
  138839. /**
  138840. * For eye adaptation, represents the increase luminance speed
  138841. */
  138842. hdrIncreaseRate: number;
  138843. /**
  138844. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  138845. */
  138846. get hdrAutoExposure(): boolean;
  138847. /**
  138848. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  138849. */
  138850. set hdrAutoExposure(value: boolean);
  138851. /**
  138852. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  138853. */
  138854. lensColorTexture: Nullable<Texture>;
  138855. /**
  138856. * The overall strengh for the lens flare effect
  138857. */
  138858. lensFlareStrength: number;
  138859. /**
  138860. * Dispersion coefficient for lens flare ghosts
  138861. */
  138862. lensFlareGhostDispersal: number;
  138863. /**
  138864. * Main lens flare halo width
  138865. */
  138866. lensFlareHaloWidth: number;
  138867. /**
  138868. * Based on the lens distortion effect, defines how much the lens flare result
  138869. * is distorted
  138870. */
  138871. lensFlareDistortionStrength: number;
  138872. /**
  138873. * Configures the blur intensity used for for lens flare (halo)
  138874. */
  138875. lensFlareBlurWidth: number;
  138876. /**
  138877. * Lens star texture must be used to simulate rays on the flares and is available
  138878. * in the documentation
  138879. */
  138880. lensStarTexture: Nullable<Texture>;
  138881. /**
  138882. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  138883. * flare effect by taking account of the dirt texture
  138884. */
  138885. lensFlareDirtTexture: Nullable<Texture>;
  138886. /**
  138887. * Represents the focal length for the depth of field effect
  138888. */
  138889. depthOfFieldDistance: number;
  138890. /**
  138891. * Represents the blur intensity for the blurred part of the depth of field effect
  138892. */
  138893. depthOfFieldBlurWidth: number;
  138894. /**
  138895. * Gets how much the image is blurred by the movement while using the motion blur post-process
  138896. */
  138897. get motionStrength(): number;
  138898. /**
  138899. * Sets how much the image is blurred by the movement while using the motion blur post-process
  138900. */
  138901. set motionStrength(strength: number);
  138902. /**
  138903. * Gets wether or not the motion blur post-process is object based or screen based.
  138904. */
  138905. get objectBasedMotionBlur(): boolean;
  138906. /**
  138907. * Sets wether or not the motion blur post-process should be object based or screen based
  138908. */
  138909. set objectBasedMotionBlur(value: boolean);
  138910. /**
  138911. * List of animations for the pipeline (IAnimatable implementation)
  138912. */
  138913. animations: Animation[];
  138914. /**
  138915. * Private members
  138916. */
  138917. private _scene;
  138918. private _currentDepthOfFieldSource;
  138919. private _basePostProcess;
  138920. private _fixedExposure;
  138921. private _currentExposure;
  138922. private _hdrAutoExposure;
  138923. private _hdrCurrentLuminance;
  138924. private _motionStrength;
  138925. private _isObjectBasedMotionBlur;
  138926. private _floatTextureType;
  138927. private _camerasToBeAttached;
  138928. private _ratio;
  138929. private _bloomEnabled;
  138930. private _depthOfFieldEnabled;
  138931. private _vlsEnabled;
  138932. private _lensFlareEnabled;
  138933. private _hdrEnabled;
  138934. private _motionBlurEnabled;
  138935. private _fxaaEnabled;
  138936. private _screenSpaceReflectionsEnabled;
  138937. private _motionBlurSamples;
  138938. private _volumetricLightStepsCount;
  138939. private _samples;
  138940. /**
  138941. * @ignore
  138942. * Specifies if the bloom pipeline is enabled
  138943. */
  138944. get BloomEnabled(): boolean;
  138945. set BloomEnabled(enabled: boolean);
  138946. /**
  138947. * @ignore
  138948. * Specifies if the depth of field pipeline is enabed
  138949. */
  138950. get DepthOfFieldEnabled(): boolean;
  138951. set DepthOfFieldEnabled(enabled: boolean);
  138952. /**
  138953. * @ignore
  138954. * Specifies if the lens flare pipeline is enabed
  138955. */
  138956. get LensFlareEnabled(): boolean;
  138957. set LensFlareEnabled(enabled: boolean);
  138958. /**
  138959. * @ignore
  138960. * Specifies if the HDR pipeline is enabled
  138961. */
  138962. get HDREnabled(): boolean;
  138963. set HDREnabled(enabled: boolean);
  138964. /**
  138965. * @ignore
  138966. * Specifies if the volumetric lights scattering effect is enabled
  138967. */
  138968. get VLSEnabled(): boolean;
  138969. set VLSEnabled(enabled: boolean);
  138970. /**
  138971. * @ignore
  138972. * Specifies if the motion blur effect is enabled
  138973. */
  138974. get MotionBlurEnabled(): boolean;
  138975. set MotionBlurEnabled(enabled: boolean);
  138976. /**
  138977. * Specifies if anti-aliasing is enabled
  138978. */
  138979. get fxaaEnabled(): boolean;
  138980. set fxaaEnabled(enabled: boolean);
  138981. /**
  138982. * Specifies if screen space reflections are enabled.
  138983. */
  138984. get screenSpaceReflectionsEnabled(): boolean;
  138985. set screenSpaceReflectionsEnabled(enabled: boolean);
  138986. /**
  138987. * Specifies the number of steps used to calculate the volumetric lights
  138988. * Typically in interval [50, 200]
  138989. */
  138990. get volumetricLightStepsCount(): number;
  138991. set volumetricLightStepsCount(count: number);
  138992. /**
  138993. * Specifies the number of samples used for the motion blur effect
  138994. * Typically in interval [16, 64]
  138995. */
  138996. get motionBlurSamples(): number;
  138997. set motionBlurSamples(samples: number);
  138998. /**
  138999. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  139000. */
  139001. get samples(): number;
  139002. set samples(sampleCount: number);
  139003. /**
  139004. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  139005. * @constructor
  139006. * @param name The rendering pipeline name
  139007. * @param scene The scene linked to this pipeline
  139008. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  139009. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  139010. * @param cameras The array of cameras that the rendering pipeline will be attached to
  139011. */
  139012. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  139013. private _buildPipeline;
  139014. private _createDownSampleX4PostProcess;
  139015. private _createBrightPassPostProcess;
  139016. private _createBlurPostProcesses;
  139017. private _createTextureAdderPostProcess;
  139018. private _createVolumetricLightPostProcess;
  139019. private _createLuminancePostProcesses;
  139020. private _createHdrPostProcess;
  139021. private _createLensFlarePostProcess;
  139022. private _createDepthOfFieldPostProcess;
  139023. private _createMotionBlurPostProcess;
  139024. private _getDepthTexture;
  139025. private _disposePostProcesses;
  139026. /**
  139027. * Dispose of the pipeline and stop all post processes
  139028. */
  139029. dispose(): void;
  139030. /**
  139031. * Serialize the rendering pipeline (Used when exporting)
  139032. * @returns the serialized object
  139033. */
  139034. serialize(): any;
  139035. /**
  139036. * Parse the serialized pipeline
  139037. * @param source Source pipeline.
  139038. * @param scene The scene to load the pipeline to.
  139039. * @param rootUrl The URL of the serialized pipeline.
  139040. * @returns An instantiated pipeline from the serialized object.
  139041. */
  139042. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  139043. /**
  139044. * Luminance steps
  139045. */
  139046. static LuminanceSteps: number;
  139047. }
  139048. }
  139049. declare module BABYLON {
  139050. /** @hidden */
  139051. export var tonemapPixelShader: {
  139052. name: string;
  139053. shader: string;
  139054. };
  139055. }
  139056. declare module BABYLON {
  139057. /** Defines operator used for tonemapping */
  139058. export enum TonemappingOperator {
  139059. /** Hable */
  139060. Hable = 0,
  139061. /** Reinhard */
  139062. Reinhard = 1,
  139063. /** HejiDawson */
  139064. HejiDawson = 2,
  139065. /** Photographic */
  139066. Photographic = 3
  139067. }
  139068. /**
  139069. * Defines a post process to apply tone mapping
  139070. */
  139071. export class TonemapPostProcess extends PostProcess {
  139072. private _operator;
  139073. /** Defines the required exposure adjustement */
  139074. exposureAdjustment: number;
  139075. /**
  139076. * Creates a new TonemapPostProcess
  139077. * @param name defines the name of the postprocess
  139078. * @param _operator defines the operator to use
  139079. * @param exposureAdjustment defines the required exposure adjustement
  139080. * @param camera defines the camera to use (can be null)
  139081. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  139082. * @param engine defines the hosting engine (can be ignore if camera is set)
  139083. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  139084. */
  139085. constructor(name: string, _operator: TonemappingOperator,
  139086. /** Defines the required exposure adjustement */
  139087. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  139088. }
  139089. }
  139090. declare module BABYLON {
  139091. /** @hidden */
  139092. export var volumetricLightScatteringPixelShader: {
  139093. name: string;
  139094. shader: string;
  139095. };
  139096. }
  139097. declare module BABYLON {
  139098. /** @hidden */
  139099. export var volumetricLightScatteringPassVertexShader: {
  139100. name: string;
  139101. shader: string;
  139102. };
  139103. }
  139104. declare module BABYLON {
  139105. /** @hidden */
  139106. export var volumetricLightScatteringPassPixelShader: {
  139107. name: string;
  139108. shader: string;
  139109. };
  139110. }
  139111. declare module BABYLON {
  139112. /**
  139113. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  139114. */
  139115. export class VolumetricLightScatteringPostProcess extends PostProcess {
  139116. private _volumetricLightScatteringPass;
  139117. private _volumetricLightScatteringRTT;
  139118. private _viewPort;
  139119. private _screenCoordinates;
  139120. private _cachedDefines;
  139121. /**
  139122. * If not undefined, the mesh position is computed from the attached node position
  139123. */
  139124. attachedNode: {
  139125. position: Vector3;
  139126. };
  139127. /**
  139128. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  139129. */
  139130. customMeshPosition: Vector3;
  139131. /**
  139132. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  139133. */
  139134. useCustomMeshPosition: boolean;
  139135. /**
  139136. * If the post-process should inverse the light scattering direction
  139137. */
  139138. invert: boolean;
  139139. /**
  139140. * The internal mesh used by the post-process
  139141. */
  139142. mesh: Mesh;
  139143. /**
  139144. * @hidden
  139145. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  139146. */
  139147. get useDiffuseColor(): boolean;
  139148. set useDiffuseColor(useDiffuseColor: boolean);
  139149. /**
  139150. * Array containing the excluded meshes not rendered in the internal pass
  139151. */
  139152. excludedMeshes: AbstractMesh[];
  139153. /**
  139154. * Controls the overall intensity of the post-process
  139155. */
  139156. exposure: number;
  139157. /**
  139158. * Dissipates each sample's contribution in range [0, 1]
  139159. */
  139160. decay: number;
  139161. /**
  139162. * Controls the overall intensity of each sample
  139163. */
  139164. weight: number;
  139165. /**
  139166. * Controls the density of each sample
  139167. */
  139168. density: number;
  139169. /**
  139170. * @constructor
  139171. * @param name The post-process name
  139172. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  139173. * @param camera The camera that the post-process will be attached to
  139174. * @param mesh The mesh used to create the light scattering
  139175. * @param samples The post-process quality, default 100
  139176. * @param samplingModeThe post-process filtering mode
  139177. * @param engine The babylon engine
  139178. * @param reusable If the post-process is reusable
  139179. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  139180. */
  139181. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  139182. /**
  139183. * Returns the string "VolumetricLightScatteringPostProcess"
  139184. * @returns "VolumetricLightScatteringPostProcess"
  139185. */
  139186. getClassName(): string;
  139187. private _isReady;
  139188. /**
  139189. * Sets the new light position for light scattering effect
  139190. * @param position The new custom light position
  139191. */
  139192. setCustomMeshPosition(position: Vector3): void;
  139193. /**
  139194. * Returns the light position for light scattering effect
  139195. * @return Vector3 The custom light position
  139196. */
  139197. getCustomMeshPosition(): Vector3;
  139198. /**
  139199. * Disposes the internal assets and detaches the post-process from the camera
  139200. */
  139201. dispose(camera: Camera): void;
  139202. /**
  139203. * Returns the render target texture used by the post-process
  139204. * @return the render target texture used by the post-process
  139205. */
  139206. getPass(): RenderTargetTexture;
  139207. private _meshExcluded;
  139208. private _createPass;
  139209. private _updateMeshScreenCoordinates;
  139210. /**
  139211. * Creates a default mesh for the Volumeric Light Scattering post-process
  139212. * @param name The mesh name
  139213. * @param scene The scene where to create the mesh
  139214. * @return the default mesh
  139215. */
  139216. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  139217. }
  139218. }
  139219. declare module BABYLON {
  139220. interface Scene {
  139221. /** @hidden (Backing field) */
  139222. _boundingBoxRenderer: BoundingBoxRenderer;
  139223. /** @hidden (Backing field) */
  139224. _forceShowBoundingBoxes: boolean;
  139225. /**
  139226. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  139227. */
  139228. forceShowBoundingBoxes: boolean;
  139229. /**
  139230. * Gets the bounding box renderer associated with the scene
  139231. * @returns a BoundingBoxRenderer
  139232. */
  139233. getBoundingBoxRenderer(): BoundingBoxRenderer;
  139234. }
  139235. interface AbstractMesh {
  139236. /** @hidden (Backing field) */
  139237. _showBoundingBox: boolean;
  139238. /**
  139239. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  139240. */
  139241. showBoundingBox: boolean;
  139242. }
  139243. /**
  139244. * Component responsible of rendering the bounding box of the meshes in a scene.
  139245. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  139246. */
  139247. export class BoundingBoxRenderer implements ISceneComponent {
  139248. /**
  139249. * The component name helpfull to identify the component in the list of scene components.
  139250. */
  139251. readonly name: string;
  139252. /**
  139253. * The scene the component belongs to.
  139254. */
  139255. scene: Scene;
  139256. /**
  139257. * Color of the bounding box lines placed in front of an object
  139258. */
  139259. frontColor: Color3;
  139260. /**
  139261. * Color of the bounding box lines placed behind an object
  139262. */
  139263. backColor: Color3;
  139264. /**
  139265. * Defines if the renderer should show the back lines or not
  139266. */
  139267. showBackLines: boolean;
  139268. /**
  139269. * @hidden
  139270. */
  139271. renderList: SmartArray<BoundingBox>;
  139272. private _colorShader;
  139273. private _vertexBuffers;
  139274. private _indexBuffer;
  139275. private _fillIndexBuffer;
  139276. private _fillIndexData;
  139277. /**
  139278. * Instantiates a new bounding box renderer in a scene.
  139279. * @param scene the scene the renderer renders in
  139280. */
  139281. constructor(scene: Scene);
  139282. /**
  139283. * Registers the component in a given scene
  139284. */
  139285. register(): void;
  139286. private _evaluateSubMesh;
  139287. private _activeMesh;
  139288. private _prepareRessources;
  139289. private _createIndexBuffer;
  139290. /**
  139291. * Rebuilds the elements related to this component in case of
  139292. * context lost for instance.
  139293. */
  139294. rebuild(): void;
  139295. /**
  139296. * @hidden
  139297. */
  139298. reset(): void;
  139299. /**
  139300. * Render the bounding boxes of a specific rendering group
  139301. * @param renderingGroupId defines the rendering group to render
  139302. */
  139303. render(renderingGroupId: number): void;
  139304. /**
  139305. * In case of occlusion queries, we can render the occlusion bounding box through this method
  139306. * @param mesh Define the mesh to render the occlusion bounding box for
  139307. */
  139308. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  139309. /**
  139310. * Dispose and release the resources attached to this renderer.
  139311. */
  139312. dispose(): void;
  139313. }
  139314. }
  139315. declare module BABYLON {
  139316. interface Scene {
  139317. /** @hidden (Backing field) */
  139318. _depthRenderer: {
  139319. [id: string]: DepthRenderer;
  139320. };
  139321. /**
  139322. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  139323. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  139324. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  139325. * @returns the created depth renderer
  139326. */
  139327. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  139328. /**
  139329. * Disables a depth renderer for a given camera
  139330. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  139331. */
  139332. disableDepthRenderer(camera?: Nullable<Camera>): void;
  139333. }
  139334. /**
  139335. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  139336. * in several rendering techniques.
  139337. */
  139338. export class DepthRendererSceneComponent implements ISceneComponent {
  139339. /**
  139340. * The component name helpfull to identify the component in the list of scene components.
  139341. */
  139342. readonly name: string;
  139343. /**
  139344. * The scene the component belongs to.
  139345. */
  139346. scene: Scene;
  139347. /**
  139348. * Creates a new instance of the component for the given scene
  139349. * @param scene Defines the scene to register the component in
  139350. */
  139351. constructor(scene: Scene);
  139352. /**
  139353. * Registers the component in a given scene
  139354. */
  139355. register(): void;
  139356. /**
  139357. * Rebuilds the elements related to this component in case of
  139358. * context lost for instance.
  139359. */
  139360. rebuild(): void;
  139361. /**
  139362. * Disposes the component and the associated ressources
  139363. */
  139364. dispose(): void;
  139365. private _gatherRenderTargets;
  139366. private _gatherActiveCameraRenderTargets;
  139367. }
  139368. }
  139369. declare module BABYLON {
  139370. /** @hidden */
  139371. export var outlinePixelShader: {
  139372. name: string;
  139373. shader: string;
  139374. };
  139375. }
  139376. declare module BABYLON {
  139377. /** @hidden */
  139378. export var outlineVertexShader: {
  139379. name: string;
  139380. shader: string;
  139381. };
  139382. }
  139383. declare module BABYLON {
  139384. interface Scene {
  139385. /** @hidden */
  139386. _outlineRenderer: OutlineRenderer;
  139387. /**
  139388. * Gets the outline renderer associated with the scene
  139389. * @returns a OutlineRenderer
  139390. */
  139391. getOutlineRenderer(): OutlineRenderer;
  139392. }
  139393. interface AbstractMesh {
  139394. /** @hidden (Backing field) */
  139395. _renderOutline: boolean;
  139396. /**
  139397. * Gets or sets a boolean indicating if the outline must be rendered as well
  139398. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  139399. */
  139400. renderOutline: boolean;
  139401. /** @hidden (Backing field) */
  139402. _renderOverlay: boolean;
  139403. /**
  139404. * Gets or sets a boolean indicating if the overlay must be rendered as well
  139405. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  139406. */
  139407. renderOverlay: boolean;
  139408. }
  139409. /**
  139410. * This class is responsible to draw bothe outline/overlay of meshes.
  139411. * It should not be used directly but through the available method on mesh.
  139412. */
  139413. export class OutlineRenderer implements ISceneComponent {
  139414. /**
  139415. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  139416. */
  139417. private static _StencilReference;
  139418. /**
  139419. * The name of the component. Each component must have a unique name.
  139420. */
  139421. name: string;
  139422. /**
  139423. * The scene the component belongs to.
  139424. */
  139425. scene: Scene;
  139426. /**
  139427. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  139428. */
  139429. zOffset: number;
  139430. private _engine;
  139431. private _effect;
  139432. private _cachedDefines;
  139433. private _savedDepthWrite;
  139434. /**
  139435. * Instantiates a new outline renderer. (There could be only one per scene).
  139436. * @param scene Defines the scene it belongs to
  139437. */
  139438. constructor(scene: Scene);
  139439. /**
  139440. * Register the component to one instance of a scene.
  139441. */
  139442. register(): void;
  139443. /**
  139444. * Rebuilds the elements related to this component in case of
  139445. * context lost for instance.
  139446. */
  139447. rebuild(): void;
  139448. /**
  139449. * Disposes the component and the associated ressources.
  139450. */
  139451. dispose(): void;
  139452. /**
  139453. * Renders the outline in the canvas.
  139454. * @param subMesh Defines the sumesh to render
  139455. * @param batch Defines the batch of meshes in case of instances
  139456. * @param useOverlay Defines if the rendering is for the overlay or the outline
  139457. */
  139458. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  139459. /**
  139460. * Returns whether or not the outline renderer is ready for a given submesh.
  139461. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  139462. * @param subMesh Defines the submesh to check readyness for
  139463. * @param useInstances Defines wheter wee are trying to render instances or not
  139464. * @returns true if ready otherwise false
  139465. */
  139466. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  139467. private _beforeRenderingMesh;
  139468. private _afterRenderingMesh;
  139469. }
  139470. }
  139471. declare module BABYLON {
  139472. /**
  139473. * Defines the basic options interface of a Sprite Frame Source Size.
  139474. */
  139475. export interface ISpriteJSONSpriteSourceSize {
  139476. /**
  139477. * number of the original width of the Frame
  139478. */
  139479. w: number;
  139480. /**
  139481. * number of the original height of the Frame
  139482. */
  139483. h: number;
  139484. }
  139485. /**
  139486. * Defines the basic options interface of a Sprite Frame Data.
  139487. */
  139488. export interface ISpriteJSONSpriteFrameData {
  139489. /**
  139490. * number of the x offset of the Frame
  139491. */
  139492. x: number;
  139493. /**
  139494. * number of the y offset of the Frame
  139495. */
  139496. y: number;
  139497. /**
  139498. * number of the width of the Frame
  139499. */
  139500. w: number;
  139501. /**
  139502. * number of the height of the Frame
  139503. */
  139504. h: number;
  139505. }
  139506. /**
  139507. * Defines the basic options interface of a JSON Sprite.
  139508. */
  139509. export interface ISpriteJSONSprite {
  139510. /**
  139511. * string name of the Frame
  139512. */
  139513. filename: string;
  139514. /**
  139515. * ISpriteJSONSpriteFrame basic object of the frame data
  139516. */
  139517. frame: ISpriteJSONSpriteFrameData;
  139518. /**
  139519. * boolean to flag is the frame was rotated.
  139520. */
  139521. rotated: boolean;
  139522. /**
  139523. * boolean to flag is the frame was trimmed.
  139524. */
  139525. trimmed: boolean;
  139526. /**
  139527. * ISpriteJSONSpriteFrame basic object of the source data
  139528. */
  139529. spriteSourceSize: ISpriteJSONSpriteFrameData;
  139530. /**
  139531. * ISpriteJSONSpriteFrame basic object of the source data
  139532. */
  139533. sourceSize: ISpriteJSONSpriteSourceSize;
  139534. }
  139535. /**
  139536. * Defines the basic options interface of a JSON atlas.
  139537. */
  139538. export interface ISpriteJSONAtlas {
  139539. /**
  139540. * Array of objects that contain the frame data.
  139541. */
  139542. frames: Array<ISpriteJSONSprite>;
  139543. /**
  139544. * object basic object containing the sprite meta data.
  139545. */
  139546. meta?: object;
  139547. }
  139548. }
  139549. declare module BABYLON {
  139550. /** @hidden */
  139551. export var spriteMapPixelShader: {
  139552. name: string;
  139553. shader: string;
  139554. };
  139555. }
  139556. declare module BABYLON {
  139557. /** @hidden */
  139558. export var spriteMapVertexShader: {
  139559. name: string;
  139560. shader: string;
  139561. };
  139562. }
  139563. declare module BABYLON {
  139564. /**
  139565. * Defines the basic options interface of a SpriteMap
  139566. */
  139567. export interface ISpriteMapOptions {
  139568. /**
  139569. * Vector2 of the number of cells in the grid.
  139570. */
  139571. stageSize?: Vector2;
  139572. /**
  139573. * Vector2 of the size of the output plane in World Units.
  139574. */
  139575. outputSize?: Vector2;
  139576. /**
  139577. * Vector3 of the position of the output plane in World Units.
  139578. */
  139579. outputPosition?: Vector3;
  139580. /**
  139581. * Vector3 of the rotation of the output plane.
  139582. */
  139583. outputRotation?: Vector3;
  139584. /**
  139585. * number of layers that the system will reserve in resources.
  139586. */
  139587. layerCount?: number;
  139588. /**
  139589. * number of max animation frames a single cell will reserve in resources.
  139590. */
  139591. maxAnimationFrames?: number;
  139592. /**
  139593. * number cell index of the base tile when the system compiles.
  139594. */
  139595. baseTile?: number;
  139596. /**
  139597. * boolean flip the sprite after its been repositioned by the framing data.
  139598. */
  139599. flipU?: boolean;
  139600. /**
  139601. * Vector3 scalar of the global RGB values of the SpriteMap.
  139602. */
  139603. colorMultiply?: Vector3;
  139604. }
  139605. /**
  139606. * Defines the IDisposable interface in order to be cleanable from resources.
  139607. */
  139608. export interface ISpriteMap extends IDisposable {
  139609. /**
  139610. * String name of the SpriteMap.
  139611. */
  139612. name: string;
  139613. /**
  139614. * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.
  139615. */
  139616. atlasJSON: ISpriteJSONAtlas;
  139617. /**
  139618. * Texture of the SpriteMap.
  139619. */
  139620. spriteSheet: Texture;
  139621. /**
  139622. * The parameters to initialize the SpriteMap with.
  139623. */
  139624. options: ISpriteMapOptions;
  139625. }
  139626. /**
  139627. * Class used to manage a grid restricted sprite deployment on an Output plane.
  139628. */
  139629. export class SpriteMap implements ISpriteMap {
  139630. /** The Name of the spriteMap */
  139631. name: string;
  139632. /** The JSON file with the frame and meta data */
  139633. atlasJSON: ISpriteJSONAtlas;
  139634. /** The systems Sprite Sheet Texture */
  139635. spriteSheet: Texture;
  139636. /** Arguments passed with the Constructor */
  139637. options: ISpriteMapOptions;
  139638. /** Public Sprite Storage array, parsed from atlasJSON */
  139639. sprites: Array<ISpriteJSONSprite>;
  139640. /** Returns the Number of Sprites in the System */
  139641. get spriteCount(): number;
  139642. /** Returns the Position of Output Plane*/
  139643. get position(): Vector3;
  139644. /** Returns the Position of Output Plane*/
  139645. set position(v: Vector3);
  139646. /** Returns the Rotation of Output Plane*/
  139647. get rotation(): Vector3;
  139648. /** Returns the Rotation of Output Plane*/
  139649. set rotation(v: Vector3);
  139650. /** Sets the AnimationMap*/
  139651. get animationMap(): RawTexture;
  139652. /** Sets the AnimationMap*/
  139653. set animationMap(v: RawTexture);
  139654. /** Scene that the SpriteMap was created in */
  139655. private _scene;
  139656. /** Texture Buffer of Float32 that holds tile frame data*/
  139657. private _frameMap;
  139658. /** Texture Buffers of Float32 that holds tileMap data*/
  139659. private _tileMaps;
  139660. /** Texture Buffer of Float32 that holds Animation Data*/
  139661. private _animationMap;
  139662. /** Custom ShaderMaterial Central to the System*/
  139663. private _material;
  139664. /** Custom ShaderMaterial Central to the System*/
  139665. private _output;
  139666. /** Systems Time Ticker*/
  139667. private _time;
  139668. /**
  139669. * Creates a new SpriteMap
  139670. * @param name defines the SpriteMaps Name
  139671. * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta
  139672. * @param spriteSheet is the Texture that the Sprites are on.
  139673. * @param options a basic deployment configuration
  139674. * @param scene The Scene that the map is deployed on
  139675. */
  139676. constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene);
  139677. /**
  139678. * Returns tileID location
  139679. * @returns Vector2 the cell position ID
  139680. */
  139681. getTileID(): Vector2;
  139682. /**
  139683. * Gets the UV location of the mouse over the SpriteMap.
  139684. * @returns Vector2 the UV position of the mouse interaction
  139685. */
  139686. getMousePosition(): Vector2;
  139687. /**
  139688. * Creates the "frame" texture Buffer
  139689. * -------------------------------------
  139690. * Structure of frames
  139691. * "filename": "Falling-Water-2.png",
  139692. * "frame": {"x":69,"y":103,"w":24,"h":32},
  139693. * "rotated": true,
  139694. * "trimmed": true,
  139695. * "spriteSourceSize": {"x":4,"y":0,"w":24,"h":32},
  139696. * "sourceSize": {"w":32,"h":32}
  139697. * @returns RawTexture of the frameMap
  139698. */
  139699. private _createFrameBuffer;
  139700. /**
  139701. * Creates the tileMap texture Buffer
  139702. * @param buffer normally and array of numbers, or a false to generate from scratch
  139703. * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this
  139704. * @returns RawTexture of the tileMap
  139705. */
  139706. private _createTileBuffer;
  139707. /**
  139708. * Modifies the data of the tileMaps
  139709. * @param _layer is the ID of the layer you want to edit on the SpriteMap
  139710. * @param pos is the iVector2 Coordinates of the Tile
  139711. * @param tile The SpriteIndex of the new Tile
  139712. */
  139713. changeTiles(_layer: number | undefined, pos: Vector2 | Vector2[], tile?: number): void;
  139714. /**
  139715. * Creates the animationMap texture Buffer
  139716. * @param buffer normally and array of numbers, or a false to generate from scratch
  139717. * @returns RawTexture of the animationMap
  139718. */
  139719. private _createTileAnimationBuffer;
  139720. /**
  139721. * Modifies the data of the animationMap
  139722. * @param cellID is the Index of the Sprite
  139723. * @param _frame is the target Animation frame
  139724. * @param toCell is the Target Index of the next frame of the animation
  139725. * @param time is a value between 0-1 that is the trigger for when the frame should change tiles
  139726. * @param speed is a global scalar of the time variable on the map.
  139727. */
  139728. addAnimationToTile(cellID?: number, _frame?: number, toCell?: number, time?: number, speed?: number): void;
  139729. /**
  139730. * Exports the .tilemaps file
  139731. */
  139732. saveTileMaps(): void;
  139733. /**
  139734. * Imports the .tilemaps file
  139735. * @param url of the .tilemaps file
  139736. */
  139737. loadTileMaps(url: string): void;
  139738. /**
  139739. * Release associated resources
  139740. */
  139741. dispose(): void;
  139742. }
  139743. }
  139744. declare module BABYLON {
  139745. /**
  139746. * Class used to manage multiple sprites of different sizes on the same spritesheet
  139747. * @see http://doc.babylonjs.com/babylon101/sprites
  139748. */
  139749. export class SpritePackedManager extends SpriteManager {
  139750. /** defines the packed manager's name */
  139751. name: string;
  139752. /**
  139753. * Creates a new sprite manager from a packed sprite sheet
  139754. * @param name defines the manager's name
  139755. * @param imgUrl defines the sprite sheet url
  139756. * @param capacity defines the maximum allowed number of sprites
  139757. * @param scene defines the hosting scene
  139758. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  139759. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  139760. * @param samplingMode defines the smapling mode to use with spritesheet
  139761. * @param fromPacked set to true; do not alter
  139762. */
  139763. constructor(
  139764. /** defines the packed manager's name */
  139765. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  139766. }
  139767. }
  139768. declare module BABYLON {
  139769. /**
  139770. * Defines the list of states available for a task inside a AssetsManager
  139771. */
  139772. export enum AssetTaskState {
  139773. /**
  139774. * Initialization
  139775. */
  139776. INIT = 0,
  139777. /**
  139778. * Running
  139779. */
  139780. RUNNING = 1,
  139781. /**
  139782. * Done
  139783. */
  139784. DONE = 2,
  139785. /**
  139786. * Error
  139787. */
  139788. ERROR = 3
  139789. }
  139790. /**
  139791. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  139792. */
  139793. export abstract class AbstractAssetTask {
  139794. /**
  139795. * Task name
  139796. */ name: string;
  139797. /**
  139798. * Callback called when the task is successful
  139799. */
  139800. onSuccess: (task: any) => void;
  139801. /**
  139802. * Callback called when the task is not successful
  139803. */
  139804. onError: (task: any, message?: string, exception?: any) => void;
  139805. /**
  139806. * Creates a new AssetsManager
  139807. * @param name defines the name of the task
  139808. */
  139809. constructor(
  139810. /**
  139811. * Task name
  139812. */ name: string);
  139813. private _isCompleted;
  139814. private _taskState;
  139815. private _errorObject;
  139816. /**
  139817. * Get if the task is completed
  139818. */
  139819. get isCompleted(): boolean;
  139820. /**
  139821. * Gets the current state of the task
  139822. */
  139823. get taskState(): AssetTaskState;
  139824. /**
  139825. * Gets the current error object (if task is in error)
  139826. */
  139827. get errorObject(): {
  139828. message?: string;
  139829. exception?: any;
  139830. };
  139831. /**
  139832. * Internal only
  139833. * @hidden
  139834. */
  139835. _setErrorObject(message?: string, exception?: any): void;
  139836. /**
  139837. * Execute the current task
  139838. * @param scene defines the scene where you want your assets to be loaded
  139839. * @param onSuccess is a callback called when the task is successfully executed
  139840. * @param onError is a callback called if an error occurs
  139841. */
  139842. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139843. /**
  139844. * Execute the current task
  139845. * @param scene defines the scene where you want your assets to be loaded
  139846. * @param onSuccess is a callback called when the task is successfully executed
  139847. * @param onError is a callback called if an error occurs
  139848. */
  139849. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139850. /**
  139851. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  139852. * This can be used with failed tasks that have the reason for failure fixed.
  139853. */
  139854. reset(): void;
  139855. private onErrorCallback;
  139856. private onDoneCallback;
  139857. }
  139858. /**
  139859. * Define the interface used by progress events raised during assets loading
  139860. */
  139861. export interface IAssetsProgressEvent {
  139862. /**
  139863. * Defines the number of remaining tasks to process
  139864. */
  139865. remainingCount: number;
  139866. /**
  139867. * Defines the total number of tasks
  139868. */
  139869. totalCount: number;
  139870. /**
  139871. * Defines the task that was just processed
  139872. */
  139873. task: AbstractAssetTask;
  139874. }
  139875. /**
  139876. * Class used to share progress information about assets loading
  139877. */
  139878. export class AssetsProgressEvent implements IAssetsProgressEvent {
  139879. /**
  139880. * Defines the number of remaining tasks to process
  139881. */
  139882. remainingCount: number;
  139883. /**
  139884. * Defines the total number of tasks
  139885. */
  139886. totalCount: number;
  139887. /**
  139888. * Defines the task that was just processed
  139889. */
  139890. task: AbstractAssetTask;
  139891. /**
  139892. * Creates a AssetsProgressEvent
  139893. * @param remainingCount defines the number of remaining tasks to process
  139894. * @param totalCount defines the total number of tasks
  139895. * @param task defines the task that was just processed
  139896. */
  139897. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  139898. }
  139899. /**
  139900. * Define a task used by AssetsManager to load meshes
  139901. */
  139902. export class MeshAssetTask extends AbstractAssetTask {
  139903. /**
  139904. * Defines the name of the task
  139905. */
  139906. name: string;
  139907. /**
  139908. * Defines the list of mesh's names you want to load
  139909. */
  139910. meshesNames: any;
  139911. /**
  139912. * Defines the root url to use as a base to load your meshes and associated resources
  139913. */
  139914. rootUrl: string;
  139915. /**
  139916. * Defines the filename of the scene to load from
  139917. */
  139918. sceneFilename: string;
  139919. /**
  139920. * Gets the list of loaded meshes
  139921. */
  139922. loadedMeshes: Array<AbstractMesh>;
  139923. /**
  139924. * Gets the list of loaded particle systems
  139925. */
  139926. loadedParticleSystems: Array<IParticleSystem>;
  139927. /**
  139928. * Gets the list of loaded skeletons
  139929. */
  139930. loadedSkeletons: Array<Skeleton>;
  139931. /**
  139932. * Gets the list of loaded animation groups
  139933. */
  139934. loadedAnimationGroups: Array<AnimationGroup>;
  139935. /**
  139936. * Callback called when the task is successful
  139937. */
  139938. onSuccess: (task: MeshAssetTask) => void;
  139939. /**
  139940. * Callback called when the task is successful
  139941. */
  139942. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  139943. /**
  139944. * Creates a new MeshAssetTask
  139945. * @param name defines the name of the task
  139946. * @param meshesNames defines the list of mesh's names you want to load
  139947. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  139948. * @param sceneFilename defines the filename of the scene to load from
  139949. */
  139950. constructor(
  139951. /**
  139952. * Defines the name of the task
  139953. */
  139954. name: string,
  139955. /**
  139956. * Defines the list of mesh's names you want to load
  139957. */
  139958. meshesNames: any,
  139959. /**
  139960. * Defines the root url to use as a base to load your meshes and associated resources
  139961. */
  139962. rootUrl: string,
  139963. /**
  139964. * Defines the filename of the scene to load from
  139965. */
  139966. sceneFilename: string);
  139967. /**
  139968. * Execute the current task
  139969. * @param scene defines the scene where you want your assets to be loaded
  139970. * @param onSuccess is a callback called when the task is successfully executed
  139971. * @param onError is a callback called if an error occurs
  139972. */
  139973. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139974. }
  139975. /**
  139976. * Define a task used by AssetsManager to load text content
  139977. */
  139978. export class TextFileAssetTask extends AbstractAssetTask {
  139979. /**
  139980. * Defines the name of the task
  139981. */
  139982. name: string;
  139983. /**
  139984. * Defines the location of the file to load
  139985. */
  139986. url: string;
  139987. /**
  139988. * Gets the loaded text string
  139989. */
  139990. text: string;
  139991. /**
  139992. * Callback called when the task is successful
  139993. */
  139994. onSuccess: (task: TextFileAssetTask) => void;
  139995. /**
  139996. * Callback called when the task is successful
  139997. */
  139998. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  139999. /**
  140000. * Creates a new TextFileAssetTask object
  140001. * @param name defines the name of the task
  140002. * @param url defines the location of the file to load
  140003. */
  140004. constructor(
  140005. /**
  140006. * Defines the name of the task
  140007. */
  140008. name: string,
  140009. /**
  140010. * Defines the location of the file to load
  140011. */
  140012. url: string);
  140013. /**
  140014. * Execute the current task
  140015. * @param scene defines the scene where you want your assets to be loaded
  140016. * @param onSuccess is a callback called when the task is successfully executed
  140017. * @param onError is a callback called if an error occurs
  140018. */
  140019. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140020. }
  140021. /**
  140022. * Define a task used by AssetsManager to load binary data
  140023. */
  140024. export class BinaryFileAssetTask extends AbstractAssetTask {
  140025. /**
  140026. * Defines the name of the task
  140027. */
  140028. name: string;
  140029. /**
  140030. * Defines the location of the file to load
  140031. */
  140032. url: string;
  140033. /**
  140034. * Gets the lodaded data (as an array buffer)
  140035. */
  140036. data: ArrayBuffer;
  140037. /**
  140038. * Callback called when the task is successful
  140039. */
  140040. onSuccess: (task: BinaryFileAssetTask) => void;
  140041. /**
  140042. * Callback called when the task is successful
  140043. */
  140044. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  140045. /**
  140046. * Creates a new BinaryFileAssetTask object
  140047. * @param name defines the name of the new task
  140048. * @param url defines the location of the file to load
  140049. */
  140050. constructor(
  140051. /**
  140052. * Defines the name of the task
  140053. */
  140054. name: string,
  140055. /**
  140056. * Defines the location of the file to load
  140057. */
  140058. url: string);
  140059. /**
  140060. * Execute the current task
  140061. * @param scene defines the scene where you want your assets to be loaded
  140062. * @param onSuccess is a callback called when the task is successfully executed
  140063. * @param onError is a callback called if an error occurs
  140064. */
  140065. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140066. }
  140067. /**
  140068. * Define a task used by AssetsManager to load images
  140069. */
  140070. export class ImageAssetTask extends AbstractAssetTask {
  140071. /**
  140072. * Defines the name of the task
  140073. */
  140074. name: string;
  140075. /**
  140076. * Defines the location of the image to load
  140077. */
  140078. url: string;
  140079. /**
  140080. * Gets the loaded images
  140081. */
  140082. image: HTMLImageElement;
  140083. /**
  140084. * Callback called when the task is successful
  140085. */
  140086. onSuccess: (task: ImageAssetTask) => void;
  140087. /**
  140088. * Callback called when the task is successful
  140089. */
  140090. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  140091. /**
  140092. * Creates a new ImageAssetTask
  140093. * @param name defines the name of the task
  140094. * @param url defines the location of the image to load
  140095. */
  140096. constructor(
  140097. /**
  140098. * Defines the name of the task
  140099. */
  140100. name: string,
  140101. /**
  140102. * Defines the location of the image to load
  140103. */
  140104. url: string);
  140105. /**
  140106. * Execute the current task
  140107. * @param scene defines the scene where you want your assets to be loaded
  140108. * @param onSuccess is a callback called when the task is successfully executed
  140109. * @param onError is a callback called if an error occurs
  140110. */
  140111. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140112. }
  140113. /**
  140114. * Defines the interface used by texture loading tasks
  140115. */
  140116. export interface ITextureAssetTask<TEX extends BaseTexture> {
  140117. /**
  140118. * Gets the loaded texture
  140119. */
  140120. texture: TEX;
  140121. }
  140122. /**
  140123. * Define a task used by AssetsManager to load 2D textures
  140124. */
  140125. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  140126. /**
  140127. * Defines the name of the task
  140128. */
  140129. name: string;
  140130. /**
  140131. * Defines the location of the file to load
  140132. */
  140133. url: string;
  140134. /**
  140135. * Defines if mipmap should not be generated (default is false)
  140136. */
  140137. noMipmap?: boolean | undefined;
  140138. /**
  140139. * Defines if texture must be inverted on Y axis (default is false)
  140140. */
  140141. invertY?: boolean | undefined;
  140142. /**
  140143. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140144. */
  140145. samplingMode: number;
  140146. /**
  140147. * Gets the loaded texture
  140148. */
  140149. texture: Texture;
  140150. /**
  140151. * Callback called when the task is successful
  140152. */
  140153. onSuccess: (task: TextureAssetTask) => void;
  140154. /**
  140155. * Callback called when the task is successful
  140156. */
  140157. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  140158. /**
  140159. * Creates a new TextureAssetTask object
  140160. * @param name defines the name of the task
  140161. * @param url defines the location of the file to load
  140162. * @param noMipmap defines if mipmap should not be generated (default is false)
  140163. * @param invertY defines if texture must be inverted on Y axis (default is false)
  140164. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140165. */
  140166. constructor(
  140167. /**
  140168. * Defines the name of the task
  140169. */
  140170. name: string,
  140171. /**
  140172. * Defines the location of the file to load
  140173. */
  140174. url: string,
  140175. /**
  140176. * Defines if mipmap should not be generated (default is false)
  140177. */
  140178. noMipmap?: boolean | undefined,
  140179. /**
  140180. * Defines if texture must be inverted on Y axis (default is false)
  140181. */
  140182. invertY?: boolean | undefined,
  140183. /**
  140184. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140185. */
  140186. samplingMode?: number);
  140187. /**
  140188. * Execute the current task
  140189. * @param scene defines the scene where you want your assets to be loaded
  140190. * @param onSuccess is a callback called when the task is successfully executed
  140191. * @param onError is a callback called if an error occurs
  140192. */
  140193. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140194. }
  140195. /**
  140196. * Define a task used by AssetsManager to load cube textures
  140197. */
  140198. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  140199. /**
  140200. * Defines the name of the task
  140201. */
  140202. name: string;
  140203. /**
  140204. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140205. */
  140206. url: string;
  140207. /**
  140208. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140209. */
  140210. extensions?: string[] | undefined;
  140211. /**
  140212. * Defines if mipmaps should not be generated (default is false)
  140213. */
  140214. noMipmap?: boolean | undefined;
  140215. /**
  140216. * Defines the explicit list of files (undefined by default)
  140217. */
  140218. files?: string[] | undefined;
  140219. /**
  140220. * Gets the loaded texture
  140221. */
  140222. texture: CubeTexture;
  140223. /**
  140224. * Callback called when the task is successful
  140225. */
  140226. onSuccess: (task: CubeTextureAssetTask) => void;
  140227. /**
  140228. * Callback called when the task is successful
  140229. */
  140230. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  140231. /**
  140232. * Creates a new CubeTextureAssetTask
  140233. * @param name defines the name of the task
  140234. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140235. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140236. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140237. * @param files defines the explicit list of files (undefined by default)
  140238. */
  140239. constructor(
  140240. /**
  140241. * Defines the name of the task
  140242. */
  140243. name: string,
  140244. /**
  140245. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140246. */
  140247. url: string,
  140248. /**
  140249. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140250. */
  140251. extensions?: string[] | undefined,
  140252. /**
  140253. * Defines if mipmaps should not be generated (default is false)
  140254. */
  140255. noMipmap?: boolean | undefined,
  140256. /**
  140257. * Defines the explicit list of files (undefined by default)
  140258. */
  140259. files?: string[] | undefined);
  140260. /**
  140261. * Execute the current task
  140262. * @param scene defines the scene where you want your assets to be loaded
  140263. * @param onSuccess is a callback called when the task is successfully executed
  140264. * @param onError is a callback called if an error occurs
  140265. */
  140266. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140267. }
  140268. /**
  140269. * Define a task used by AssetsManager to load HDR cube textures
  140270. */
  140271. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  140272. /**
  140273. * Defines the name of the task
  140274. */
  140275. name: string;
  140276. /**
  140277. * Defines the location of the file to load
  140278. */
  140279. url: string;
  140280. /**
  140281. * Defines the desired size (the more it increases the longer the generation will be)
  140282. */
  140283. size: number;
  140284. /**
  140285. * Defines if mipmaps should not be generated (default is false)
  140286. */
  140287. noMipmap: boolean;
  140288. /**
  140289. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140290. */
  140291. generateHarmonics: boolean;
  140292. /**
  140293. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  140294. */
  140295. gammaSpace: boolean;
  140296. /**
  140297. * Internal Use Only
  140298. */
  140299. reserved: boolean;
  140300. /**
  140301. * Gets the loaded texture
  140302. */
  140303. texture: HDRCubeTexture;
  140304. /**
  140305. * Callback called when the task is successful
  140306. */
  140307. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  140308. /**
  140309. * Callback called when the task is successful
  140310. */
  140311. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  140312. /**
  140313. * Creates a new HDRCubeTextureAssetTask object
  140314. * @param name defines the name of the task
  140315. * @param url defines the location of the file to load
  140316. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  140317. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140318. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140319. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  140320. * @param reserved Internal use only
  140321. */
  140322. constructor(
  140323. /**
  140324. * Defines the name of the task
  140325. */
  140326. name: string,
  140327. /**
  140328. * Defines the location of the file to load
  140329. */
  140330. url: string,
  140331. /**
  140332. * Defines the desired size (the more it increases the longer the generation will be)
  140333. */
  140334. size: number,
  140335. /**
  140336. * Defines if mipmaps should not be generated (default is false)
  140337. */
  140338. noMipmap?: boolean,
  140339. /**
  140340. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140341. */
  140342. generateHarmonics?: boolean,
  140343. /**
  140344. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  140345. */
  140346. gammaSpace?: boolean,
  140347. /**
  140348. * Internal Use Only
  140349. */
  140350. reserved?: boolean);
  140351. /**
  140352. * Execute the current task
  140353. * @param scene defines the scene where you want your assets to be loaded
  140354. * @param onSuccess is a callback called when the task is successfully executed
  140355. * @param onError is a callback called if an error occurs
  140356. */
  140357. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140358. }
  140359. /**
  140360. * Define a task used by AssetsManager to load Equirectangular cube textures
  140361. */
  140362. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  140363. /**
  140364. * Defines the name of the task
  140365. */
  140366. name: string;
  140367. /**
  140368. * Defines the location of the file to load
  140369. */
  140370. url: string;
  140371. /**
  140372. * Defines the desired size (the more it increases the longer the generation will be)
  140373. */
  140374. size: number;
  140375. /**
  140376. * Defines if mipmaps should not be generated (default is false)
  140377. */
  140378. noMipmap: boolean;
  140379. /**
  140380. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  140381. * but the standard material would require them in Gamma space) (default is true)
  140382. */
  140383. gammaSpace: boolean;
  140384. /**
  140385. * Gets the loaded texture
  140386. */
  140387. texture: EquiRectangularCubeTexture;
  140388. /**
  140389. * Callback called when the task is successful
  140390. */
  140391. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  140392. /**
  140393. * Callback called when the task is successful
  140394. */
  140395. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  140396. /**
  140397. * Creates a new EquiRectangularCubeTextureAssetTask object
  140398. * @param name defines the name of the task
  140399. * @param url defines the location of the file to load
  140400. * @param size defines the desired size (the more it increases the longer the generation will be)
  140401. * If the size is omitted this implies you are using a preprocessed cubemap.
  140402. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140403. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  140404. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  140405. * (default is true)
  140406. */
  140407. constructor(
  140408. /**
  140409. * Defines the name of the task
  140410. */
  140411. name: string,
  140412. /**
  140413. * Defines the location of the file to load
  140414. */
  140415. url: string,
  140416. /**
  140417. * Defines the desired size (the more it increases the longer the generation will be)
  140418. */
  140419. size: number,
  140420. /**
  140421. * Defines if mipmaps should not be generated (default is false)
  140422. */
  140423. noMipmap?: boolean,
  140424. /**
  140425. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  140426. * but the standard material would require them in Gamma space) (default is true)
  140427. */
  140428. gammaSpace?: boolean);
  140429. /**
  140430. * Execute the current task
  140431. * @param scene defines the scene where you want your assets to be loaded
  140432. * @param onSuccess is a callback called when the task is successfully executed
  140433. * @param onError is a callback called if an error occurs
  140434. */
  140435. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140436. }
  140437. /**
  140438. * This class can be used to easily import assets into a scene
  140439. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  140440. */
  140441. export class AssetsManager {
  140442. private _scene;
  140443. private _isLoading;
  140444. protected _tasks: AbstractAssetTask[];
  140445. protected _waitingTasksCount: number;
  140446. protected _totalTasksCount: number;
  140447. /**
  140448. * Callback called when all tasks are processed
  140449. */
  140450. onFinish: (tasks: AbstractAssetTask[]) => void;
  140451. /**
  140452. * Callback called when a task is successful
  140453. */
  140454. onTaskSuccess: (task: AbstractAssetTask) => void;
  140455. /**
  140456. * Callback called when a task had an error
  140457. */
  140458. onTaskError: (task: AbstractAssetTask) => void;
  140459. /**
  140460. * Callback called when a task is done (whatever the result is)
  140461. */
  140462. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  140463. /**
  140464. * Observable called when all tasks are processed
  140465. */
  140466. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  140467. /**
  140468. * Observable called when a task had an error
  140469. */
  140470. onTaskErrorObservable: Observable<AbstractAssetTask>;
  140471. /**
  140472. * Observable called when all tasks were executed
  140473. */
  140474. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  140475. /**
  140476. * Observable called when a task is done (whatever the result is)
  140477. */
  140478. onProgressObservable: Observable<IAssetsProgressEvent>;
  140479. /**
  140480. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  140481. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  140482. */
  140483. useDefaultLoadingScreen: boolean;
  140484. /**
  140485. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  140486. * when all assets have been downloaded.
  140487. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  140488. */
  140489. autoHideLoadingUI: boolean;
  140490. /**
  140491. * Creates a new AssetsManager
  140492. * @param scene defines the scene to work on
  140493. */
  140494. constructor(scene: Scene);
  140495. /**
  140496. * Add a MeshAssetTask to the list of active tasks
  140497. * @param taskName defines the name of the new task
  140498. * @param meshesNames defines the name of meshes to load
  140499. * @param rootUrl defines the root url to use to locate files
  140500. * @param sceneFilename defines the filename of the scene file
  140501. * @returns a new MeshAssetTask object
  140502. */
  140503. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  140504. /**
  140505. * Add a TextFileAssetTask to the list of active tasks
  140506. * @param taskName defines the name of the new task
  140507. * @param url defines the url of the file to load
  140508. * @returns a new TextFileAssetTask object
  140509. */
  140510. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  140511. /**
  140512. * Add a BinaryFileAssetTask to the list of active tasks
  140513. * @param taskName defines the name of the new task
  140514. * @param url defines the url of the file to load
  140515. * @returns a new BinaryFileAssetTask object
  140516. */
  140517. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  140518. /**
  140519. * Add a ImageAssetTask to the list of active tasks
  140520. * @param taskName defines the name of the new task
  140521. * @param url defines the url of the file to load
  140522. * @returns a new ImageAssetTask object
  140523. */
  140524. addImageTask(taskName: string, url: string): ImageAssetTask;
  140525. /**
  140526. * Add a TextureAssetTask to the list of active tasks
  140527. * @param taskName defines the name of the new task
  140528. * @param url defines the url of the file to load
  140529. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140530. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  140531. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  140532. * @returns a new TextureAssetTask object
  140533. */
  140534. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  140535. /**
  140536. * Add a CubeTextureAssetTask to the list of active tasks
  140537. * @param taskName defines the name of the new task
  140538. * @param url defines the url of the file to load
  140539. * @param extensions defines the extension to use to load the cube map (can be null)
  140540. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140541. * @param files defines the list of files to load (can be null)
  140542. * @returns a new CubeTextureAssetTask object
  140543. */
  140544. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  140545. /**
  140546. *
  140547. * Add a HDRCubeTextureAssetTask to the list of active tasks
  140548. * @param taskName defines the name of the new task
  140549. * @param url defines the url of the file to load
  140550. * @param size defines the size you want for the cubemap (can be null)
  140551. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140552. * @param generateHarmonics defines if you want to automatically generate (true by default)
  140553. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  140554. * @param reserved Internal use only
  140555. * @returns a new HDRCubeTextureAssetTask object
  140556. */
  140557. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  140558. /**
  140559. *
  140560. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  140561. * @param taskName defines the name of the new task
  140562. * @param url defines the url of the file to load
  140563. * @param size defines the size you want for the cubemap (can be null)
  140564. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140565. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  140566. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  140567. * @returns a new EquiRectangularCubeTextureAssetTask object
  140568. */
  140569. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  140570. /**
  140571. * Remove a task from the assets manager.
  140572. * @param task the task to remove
  140573. */
  140574. removeTask(task: AbstractAssetTask): void;
  140575. private _decreaseWaitingTasksCount;
  140576. private _runTask;
  140577. /**
  140578. * Reset the AssetsManager and remove all tasks
  140579. * @return the current instance of the AssetsManager
  140580. */
  140581. reset(): AssetsManager;
  140582. /**
  140583. * Start the loading process
  140584. * @return the current instance of the AssetsManager
  140585. */
  140586. load(): AssetsManager;
  140587. /**
  140588. * Start the loading process as an async operation
  140589. * @return a promise returning the list of failed tasks
  140590. */
  140591. loadAsync(): Promise<void>;
  140592. }
  140593. }
  140594. declare module BABYLON {
  140595. /**
  140596. * Wrapper class for promise with external resolve and reject.
  140597. */
  140598. export class Deferred<T> {
  140599. /**
  140600. * The promise associated with this deferred object.
  140601. */
  140602. readonly promise: Promise<T>;
  140603. private _resolve;
  140604. private _reject;
  140605. /**
  140606. * The resolve method of the promise associated with this deferred object.
  140607. */
  140608. get resolve(): (value?: T | PromiseLike<T> | undefined) => void;
  140609. /**
  140610. * The reject method of the promise associated with this deferred object.
  140611. */
  140612. get reject(): (reason?: any) => void;
  140613. /**
  140614. * Constructor for this deferred object.
  140615. */
  140616. constructor();
  140617. }
  140618. }
  140619. declare module BABYLON {
  140620. /**
  140621. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  140622. */
  140623. export class MeshExploder {
  140624. private _centerMesh;
  140625. private _meshes;
  140626. private _meshesOrigins;
  140627. private _toCenterVectors;
  140628. private _scaledDirection;
  140629. private _newPosition;
  140630. private _centerPosition;
  140631. /**
  140632. * Explodes meshes from a center mesh.
  140633. * @param meshes The meshes to explode.
  140634. * @param centerMesh The mesh to be center of explosion.
  140635. */
  140636. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  140637. private _setCenterMesh;
  140638. /**
  140639. * Get class name
  140640. * @returns "MeshExploder"
  140641. */
  140642. getClassName(): string;
  140643. /**
  140644. * "Exploded meshes"
  140645. * @returns Array of meshes with the centerMesh at index 0.
  140646. */
  140647. getMeshes(): Array<Mesh>;
  140648. /**
  140649. * Explodes meshes giving a specific direction
  140650. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  140651. */
  140652. explode(direction?: number): void;
  140653. }
  140654. }
  140655. declare module BABYLON {
  140656. /**
  140657. * Class used to help managing file picking and drag'n'drop
  140658. */
  140659. export class FilesInput {
  140660. /**
  140661. * List of files ready to be loaded
  140662. */
  140663. static get FilesToLoad(): {
  140664. [key: string]: File;
  140665. };
  140666. /**
  140667. * Callback called when a file is processed
  140668. */
  140669. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  140670. private _engine;
  140671. private _currentScene;
  140672. private _sceneLoadedCallback;
  140673. private _progressCallback;
  140674. private _additionalRenderLoopLogicCallback;
  140675. private _textureLoadingCallback;
  140676. private _startingProcessingFilesCallback;
  140677. private _onReloadCallback;
  140678. private _errorCallback;
  140679. private _elementToMonitor;
  140680. private _sceneFileToLoad;
  140681. private _filesToLoad;
  140682. /**
  140683. * Creates a new FilesInput
  140684. * @param engine defines the rendering engine
  140685. * @param scene defines the hosting scene
  140686. * @param sceneLoadedCallback callback called when scene is loaded
  140687. * @param progressCallback callback called to track progress
  140688. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  140689. * @param textureLoadingCallback callback called when a texture is loading
  140690. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  140691. * @param onReloadCallback callback called when a reload is requested
  140692. * @param errorCallback callback call if an error occurs
  140693. */
  140694. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  140695. private _dragEnterHandler;
  140696. private _dragOverHandler;
  140697. private _dropHandler;
  140698. /**
  140699. * Calls this function to listen to drag'n'drop events on a specific DOM element
  140700. * @param elementToMonitor defines the DOM element to track
  140701. */
  140702. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  140703. /**
  140704. * Release all associated resources
  140705. */
  140706. dispose(): void;
  140707. private renderFunction;
  140708. private drag;
  140709. private drop;
  140710. private _traverseFolder;
  140711. private _processFiles;
  140712. /**
  140713. * Load files from a drop event
  140714. * @param event defines the drop event to use as source
  140715. */
  140716. loadFiles(event: any): void;
  140717. private _processReload;
  140718. /**
  140719. * Reload the current scene from the loaded files
  140720. */
  140721. reload(): void;
  140722. }
  140723. }
  140724. declare module BABYLON {
  140725. /**
  140726. * Defines the root class used to create scene optimization to use with SceneOptimizer
  140727. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140728. */
  140729. export class SceneOptimization {
  140730. /**
  140731. * Defines the priority of this optimization (0 by default which means first in the list)
  140732. */
  140733. priority: number;
  140734. /**
  140735. * Gets a string describing the action executed by the current optimization
  140736. * @returns description string
  140737. */
  140738. getDescription(): string;
  140739. /**
  140740. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140741. * @param scene defines the current scene where to apply this optimization
  140742. * @param optimizer defines the current optimizer
  140743. * @returns true if everything that can be done was applied
  140744. */
  140745. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140746. /**
  140747. * Creates the SceneOptimization object
  140748. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140749. * @param desc defines the description associated with the optimization
  140750. */
  140751. constructor(
  140752. /**
  140753. * Defines the priority of this optimization (0 by default which means first in the list)
  140754. */
  140755. priority?: number);
  140756. }
  140757. /**
  140758. * Defines an optimization used to reduce the size of render target textures
  140759. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140760. */
  140761. export class TextureOptimization extends SceneOptimization {
  140762. /**
  140763. * Defines the priority of this optimization (0 by default which means first in the list)
  140764. */
  140765. priority: number;
  140766. /**
  140767. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  140768. */
  140769. maximumSize: number;
  140770. /**
  140771. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140772. */
  140773. step: number;
  140774. /**
  140775. * Gets a string describing the action executed by the current optimization
  140776. * @returns description string
  140777. */
  140778. getDescription(): string;
  140779. /**
  140780. * Creates the TextureOptimization object
  140781. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140782. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  140783. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140784. */
  140785. constructor(
  140786. /**
  140787. * Defines the priority of this optimization (0 by default which means first in the list)
  140788. */
  140789. priority?: number,
  140790. /**
  140791. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  140792. */
  140793. maximumSize?: number,
  140794. /**
  140795. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140796. */
  140797. step?: number);
  140798. /**
  140799. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140800. * @param scene defines the current scene where to apply this optimization
  140801. * @param optimizer defines the current optimizer
  140802. * @returns true if everything that can be done was applied
  140803. */
  140804. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140805. }
  140806. /**
  140807. * Defines an optimization used to increase or decrease the rendering resolution
  140808. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140809. */
  140810. export class HardwareScalingOptimization extends SceneOptimization {
  140811. /**
  140812. * Defines the priority of this optimization (0 by default which means first in the list)
  140813. */
  140814. priority: number;
  140815. /**
  140816. * Defines the maximum scale to use (2 by default)
  140817. */
  140818. maximumScale: number;
  140819. /**
  140820. * Defines the step to use between two passes (0.5 by default)
  140821. */
  140822. step: number;
  140823. private _currentScale;
  140824. private _directionOffset;
  140825. /**
  140826. * Gets a string describing the action executed by the current optimization
  140827. * @return description string
  140828. */
  140829. getDescription(): string;
  140830. /**
  140831. * Creates the HardwareScalingOptimization object
  140832. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140833. * @param maximumScale defines the maximum scale to use (2 by default)
  140834. * @param step defines the step to use between two passes (0.5 by default)
  140835. */
  140836. constructor(
  140837. /**
  140838. * Defines the priority of this optimization (0 by default which means first in the list)
  140839. */
  140840. priority?: number,
  140841. /**
  140842. * Defines the maximum scale to use (2 by default)
  140843. */
  140844. maximumScale?: number,
  140845. /**
  140846. * Defines the step to use between two passes (0.5 by default)
  140847. */
  140848. step?: number);
  140849. /**
  140850. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140851. * @param scene defines the current scene where to apply this optimization
  140852. * @param optimizer defines the current optimizer
  140853. * @returns true if everything that can be done was applied
  140854. */
  140855. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140856. }
  140857. /**
  140858. * Defines an optimization used to remove shadows
  140859. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140860. */
  140861. export class ShadowsOptimization extends SceneOptimization {
  140862. /**
  140863. * Gets a string describing the action executed by the current optimization
  140864. * @return description string
  140865. */
  140866. getDescription(): string;
  140867. /**
  140868. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140869. * @param scene defines the current scene where to apply this optimization
  140870. * @param optimizer defines the current optimizer
  140871. * @returns true if everything that can be done was applied
  140872. */
  140873. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140874. }
  140875. /**
  140876. * Defines an optimization used to turn post-processes off
  140877. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140878. */
  140879. export class PostProcessesOptimization extends SceneOptimization {
  140880. /**
  140881. * Gets a string describing the action executed by the current optimization
  140882. * @return description string
  140883. */
  140884. getDescription(): string;
  140885. /**
  140886. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140887. * @param scene defines the current scene where to apply this optimization
  140888. * @param optimizer defines the current optimizer
  140889. * @returns true if everything that can be done was applied
  140890. */
  140891. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140892. }
  140893. /**
  140894. * Defines an optimization used to turn lens flares off
  140895. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140896. */
  140897. export class LensFlaresOptimization extends SceneOptimization {
  140898. /**
  140899. * Gets a string describing the action executed by the current optimization
  140900. * @return description string
  140901. */
  140902. getDescription(): string;
  140903. /**
  140904. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140905. * @param scene defines the current scene where to apply this optimization
  140906. * @param optimizer defines the current optimizer
  140907. * @returns true if everything that can be done was applied
  140908. */
  140909. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140910. }
  140911. /**
  140912. * Defines an optimization based on user defined callback.
  140913. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140914. */
  140915. export class CustomOptimization extends SceneOptimization {
  140916. /**
  140917. * Callback called to apply the custom optimization.
  140918. */
  140919. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  140920. /**
  140921. * Callback called to get custom description
  140922. */
  140923. onGetDescription: () => string;
  140924. /**
  140925. * Gets a string describing the action executed by the current optimization
  140926. * @returns description string
  140927. */
  140928. getDescription(): string;
  140929. /**
  140930. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140931. * @param scene defines the current scene where to apply this optimization
  140932. * @param optimizer defines the current optimizer
  140933. * @returns true if everything that can be done was applied
  140934. */
  140935. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140936. }
  140937. /**
  140938. * Defines an optimization used to turn particles off
  140939. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140940. */
  140941. export class ParticlesOptimization extends SceneOptimization {
  140942. /**
  140943. * Gets a string describing the action executed by the current optimization
  140944. * @return description string
  140945. */
  140946. getDescription(): string;
  140947. /**
  140948. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140949. * @param scene defines the current scene where to apply this optimization
  140950. * @param optimizer defines the current optimizer
  140951. * @returns true if everything that can be done was applied
  140952. */
  140953. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140954. }
  140955. /**
  140956. * Defines an optimization used to turn render targets off
  140957. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140958. */
  140959. export class RenderTargetsOptimization extends SceneOptimization {
  140960. /**
  140961. * Gets a string describing the action executed by the current optimization
  140962. * @return description string
  140963. */
  140964. getDescription(): string;
  140965. /**
  140966. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140967. * @param scene defines the current scene where to apply this optimization
  140968. * @param optimizer defines the current optimizer
  140969. * @returns true if everything that can be done was applied
  140970. */
  140971. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140972. }
  140973. /**
  140974. * Defines an optimization used to merge meshes with compatible materials
  140975. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140976. */
  140977. export class MergeMeshesOptimization extends SceneOptimization {
  140978. private static _UpdateSelectionTree;
  140979. /**
  140980. * Gets or sets a boolean which defines if optimization octree has to be updated
  140981. */
  140982. static get UpdateSelectionTree(): boolean;
  140983. /**
  140984. * Gets or sets a boolean which defines if optimization octree has to be updated
  140985. */
  140986. static set UpdateSelectionTree(value: boolean);
  140987. /**
  140988. * Gets a string describing the action executed by the current optimization
  140989. * @return description string
  140990. */
  140991. getDescription(): string;
  140992. private _canBeMerged;
  140993. /**
  140994. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140995. * @param scene defines the current scene where to apply this optimization
  140996. * @param optimizer defines the current optimizer
  140997. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  140998. * @returns true if everything that can be done was applied
  140999. */
  141000. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  141001. }
  141002. /**
  141003. * Defines a list of options used by SceneOptimizer
  141004. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  141005. */
  141006. export class SceneOptimizerOptions {
  141007. /**
  141008. * Defines the target frame rate to reach (60 by default)
  141009. */
  141010. targetFrameRate: number;
  141011. /**
  141012. * Defines the interval between two checkes (2000ms by default)
  141013. */
  141014. trackerDuration: number;
  141015. /**
  141016. * Gets the list of optimizations to apply
  141017. */
  141018. optimizations: SceneOptimization[];
  141019. /**
  141020. * Creates a new list of options used by SceneOptimizer
  141021. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  141022. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  141023. */
  141024. constructor(
  141025. /**
  141026. * Defines the target frame rate to reach (60 by default)
  141027. */
  141028. targetFrameRate?: number,
  141029. /**
  141030. * Defines the interval between two checkes (2000ms by default)
  141031. */
  141032. trackerDuration?: number);
  141033. /**
  141034. * Add a new optimization
  141035. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  141036. * @returns the current SceneOptimizerOptions
  141037. */
  141038. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  141039. /**
  141040. * Add a new custom optimization
  141041. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  141042. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  141043. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  141044. * @returns the current SceneOptimizerOptions
  141045. */
  141046. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  141047. /**
  141048. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  141049. * @param targetFrameRate defines the target frame rate (60 by default)
  141050. * @returns a SceneOptimizerOptions object
  141051. */
  141052. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  141053. /**
  141054. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  141055. * @param targetFrameRate defines the target frame rate (60 by default)
  141056. * @returns a SceneOptimizerOptions object
  141057. */
  141058. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  141059. /**
  141060. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  141061. * @param targetFrameRate defines the target frame rate (60 by default)
  141062. * @returns a SceneOptimizerOptions object
  141063. */
  141064. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  141065. }
  141066. /**
  141067. * Class used to run optimizations in order to reach a target frame rate
  141068. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  141069. */
  141070. export class SceneOptimizer implements IDisposable {
  141071. private _isRunning;
  141072. private _options;
  141073. private _scene;
  141074. private _currentPriorityLevel;
  141075. private _targetFrameRate;
  141076. private _trackerDuration;
  141077. private _currentFrameRate;
  141078. private _sceneDisposeObserver;
  141079. private _improvementMode;
  141080. /**
  141081. * Defines an observable called when the optimizer reaches the target frame rate
  141082. */
  141083. onSuccessObservable: Observable<SceneOptimizer>;
  141084. /**
  141085. * Defines an observable called when the optimizer enables an optimization
  141086. */
  141087. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  141088. /**
  141089. * Defines an observable called when the optimizer is not able to reach the target frame rate
  141090. */
  141091. onFailureObservable: Observable<SceneOptimizer>;
  141092. /**
  141093. * Gets a boolean indicating if the optimizer is in improvement mode
  141094. */
  141095. get isInImprovementMode(): boolean;
  141096. /**
  141097. * Gets the current priority level (0 at start)
  141098. */
  141099. get currentPriorityLevel(): number;
  141100. /**
  141101. * Gets the current frame rate checked by the SceneOptimizer
  141102. */
  141103. get currentFrameRate(): number;
  141104. /**
  141105. * Gets or sets the current target frame rate (60 by default)
  141106. */
  141107. get targetFrameRate(): number;
  141108. /**
  141109. * Gets or sets the current target frame rate (60 by default)
  141110. */
  141111. set targetFrameRate(value: number);
  141112. /**
  141113. * Gets or sets the current interval between two checks (every 2000ms by default)
  141114. */
  141115. get trackerDuration(): number;
  141116. /**
  141117. * Gets or sets the current interval between two checks (every 2000ms by default)
  141118. */
  141119. set trackerDuration(value: number);
  141120. /**
  141121. * Gets the list of active optimizations
  141122. */
  141123. get optimizations(): SceneOptimization[];
  141124. /**
  141125. * Creates a new SceneOptimizer
  141126. * @param scene defines the scene to work on
  141127. * @param options defines the options to use with the SceneOptimizer
  141128. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  141129. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  141130. */
  141131. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  141132. /**
  141133. * Stops the current optimizer
  141134. */
  141135. stop(): void;
  141136. /**
  141137. * Reset the optimizer to initial step (current priority level = 0)
  141138. */
  141139. reset(): void;
  141140. /**
  141141. * Start the optimizer. By default it will try to reach a specific framerate
  141142. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  141143. */
  141144. start(): void;
  141145. private _checkCurrentState;
  141146. /**
  141147. * Release all resources
  141148. */
  141149. dispose(): void;
  141150. /**
  141151. * Helper function to create a SceneOptimizer with one single line of code
  141152. * @param scene defines the scene to work on
  141153. * @param options defines the options to use with the SceneOptimizer
  141154. * @param onSuccess defines a callback to call on success
  141155. * @param onFailure defines a callback to call on failure
  141156. * @returns the new SceneOptimizer object
  141157. */
  141158. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  141159. }
  141160. }
  141161. declare module BABYLON {
  141162. /**
  141163. * Class used to serialize a scene into a string
  141164. */
  141165. export class SceneSerializer {
  141166. /**
  141167. * Clear cache used by a previous serialization
  141168. */
  141169. static ClearCache(): void;
  141170. /**
  141171. * Serialize a scene into a JSON compatible object
  141172. * @param scene defines the scene to serialize
  141173. * @returns a JSON compatible object
  141174. */
  141175. static Serialize(scene: Scene): any;
  141176. /**
  141177. * Serialize a mesh into a JSON compatible object
  141178. * @param toSerialize defines the mesh to serialize
  141179. * @param withParents defines if parents must be serialized as well
  141180. * @param withChildren defines if children must be serialized as well
  141181. * @returns a JSON compatible object
  141182. */
  141183. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  141184. }
  141185. }
  141186. declare module BABYLON {
  141187. /**
  141188. * Class used to host texture specific utilities
  141189. */
  141190. export class TextureTools {
  141191. /**
  141192. * Uses the GPU to create a copy texture rescaled at a given size
  141193. * @param texture Texture to copy from
  141194. * @param width defines the desired width
  141195. * @param height defines the desired height
  141196. * @param useBilinearMode defines if bilinear mode has to be used
  141197. * @return the generated texture
  141198. */
  141199. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  141200. }
  141201. }
  141202. declare module BABYLON {
  141203. /**
  141204. * This represents the different options available for the video capture.
  141205. */
  141206. export interface VideoRecorderOptions {
  141207. /** Defines the mime type of the video. */
  141208. mimeType: string;
  141209. /** Defines the FPS the video should be recorded at. */
  141210. fps: number;
  141211. /** Defines the chunk size for the recording data. */
  141212. recordChunckSize: number;
  141213. /** The audio tracks to attach to the recording. */
  141214. audioTracks?: MediaStreamTrack[];
  141215. }
  141216. /**
  141217. * This can help with recording videos from BabylonJS.
  141218. * This is based on the available WebRTC functionalities of the browser.
  141219. *
  141220. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  141221. */
  141222. export class VideoRecorder {
  141223. private static readonly _defaultOptions;
  141224. /**
  141225. * Returns whether or not the VideoRecorder is available in your browser.
  141226. * @param engine Defines the Babylon Engine.
  141227. * @returns true if supported otherwise false.
  141228. */
  141229. static IsSupported(engine: Engine): boolean;
  141230. private readonly _options;
  141231. private _canvas;
  141232. private _mediaRecorder;
  141233. private _recordedChunks;
  141234. private _fileName;
  141235. private _resolve;
  141236. private _reject;
  141237. /**
  141238. * True when a recording is already in progress.
  141239. */
  141240. get isRecording(): boolean;
  141241. /**
  141242. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  141243. * @param engine Defines the BabylonJS Engine you wish to record.
  141244. * @param options Defines options that can be used to customize the capture.
  141245. */
  141246. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  141247. /**
  141248. * Stops the current recording before the default capture timeout passed in the startRecording function.
  141249. */
  141250. stopRecording(): void;
  141251. /**
  141252. * Starts recording the canvas for a max duration specified in parameters.
  141253. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  141254. * If null no automatic download will start and you can rely on the promise to get the data back.
  141255. * @param maxDuration Defines the maximum recording time in seconds.
  141256. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  141257. * @return A promise callback at the end of the recording with the video data in Blob.
  141258. */
  141259. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  141260. /**
  141261. * Releases internal resources used during the recording.
  141262. */
  141263. dispose(): void;
  141264. private _handleDataAvailable;
  141265. private _handleError;
  141266. private _handleStop;
  141267. }
  141268. }
  141269. declare module BABYLON {
  141270. /**
  141271. * Class containing a set of static utilities functions for screenshots
  141272. */
  141273. export class ScreenshotTools {
  141274. /**
  141275. * Captures a screenshot of the current rendering
  141276. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141277. * @param engine defines the rendering engine
  141278. * @param camera defines the source camera
  141279. * @param size This parameter can be set to a single number or to an object with the
  141280. * following (optional) properties: precision, width, height. If a single number is passed,
  141281. * it will be used for both width and height. If an object is passed, the screenshot size
  141282. * will be derived from the parameters. The precision property is a multiplier allowing
  141283. * rendering at a higher or lower resolution
  141284. * @param successCallback defines the callback receives a single parameter which contains the
  141285. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  141286. * src parameter of an <img> to display it
  141287. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  141288. * Check your browser for supported MIME types
  141289. */
  141290. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  141291. /**
  141292. * Captures a screenshot of the current rendering
  141293. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141294. * @param engine defines the rendering engine
  141295. * @param camera defines the source camera
  141296. * @param size This parameter can be set to a single number or to an object with the
  141297. * following (optional) properties: precision, width, height. If a single number is passed,
  141298. * it will be used for both width and height. If an object is passed, the screenshot size
  141299. * will be derived from the parameters. The precision property is a multiplier allowing
  141300. * rendering at a higher or lower resolution
  141301. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  141302. * Check your browser for supported MIME types
  141303. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  141304. * to the src parameter of an <img> to display it
  141305. */
  141306. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  141307. /**
  141308. * Generates an image screenshot from the specified camera.
  141309. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141310. * @param engine The engine to use for rendering
  141311. * @param camera The camera to use for rendering
  141312. * @param size This parameter can be set to a single number or to an object with the
  141313. * following (optional) properties: precision, width, height. If a single number is passed,
  141314. * it will be used for both width and height. If an object is passed, the screenshot size
  141315. * will be derived from the parameters. The precision property is a multiplier allowing
  141316. * rendering at a higher or lower resolution
  141317. * @param successCallback The callback receives a single parameter which contains the
  141318. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  141319. * src parameter of an <img> to display it
  141320. * @param mimeType The MIME type of the screenshot image (default: image/png).
  141321. * Check your browser for supported MIME types
  141322. * @param samples Texture samples (default: 1)
  141323. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  141324. * @param fileName A name for for the downloaded file.
  141325. */
  141326. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  141327. /**
  141328. * Generates an image screenshot from the specified camera.
  141329. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141330. * @param engine The engine to use for rendering
  141331. * @param camera The camera to use for rendering
  141332. * @param size This parameter can be set to a single number or to an object with the
  141333. * following (optional) properties: precision, width, height. If a single number is passed,
  141334. * it will be used for both width and height. If an object is passed, the screenshot size
  141335. * will be derived from the parameters. The precision property is a multiplier allowing
  141336. * rendering at a higher or lower resolution
  141337. * @param mimeType The MIME type of the screenshot image (default: image/png).
  141338. * Check your browser for supported MIME types
  141339. * @param samples Texture samples (default: 1)
  141340. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  141341. * @param fileName A name for for the downloaded file.
  141342. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  141343. * to the src parameter of an <img> to display it
  141344. */
  141345. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  141346. /**
  141347. * Gets height and width for screenshot size
  141348. * @private
  141349. */
  141350. private static _getScreenshotSize;
  141351. }
  141352. }
  141353. declare module BABYLON {
  141354. /**
  141355. * Interface for a data buffer
  141356. */
  141357. export interface IDataBuffer {
  141358. /**
  141359. * Reads bytes from the data buffer.
  141360. * @param byteOffset The byte offset to read
  141361. * @param byteLength The byte length to read
  141362. * @returns A promise that resolves when the bytes are read
  141363. */
  141364. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  141365. /**
  141366. * The byte length of the buffer.
  141367. */
  141368. readonly byteLength: number;
  141369. }
  141370. /**
  141371. * Utility class for reading from a data buffer
  141372. */
  141373. export class DataReader {
  141374. /**
  141375. * The data buffer associated with this data reader.
  141376. */
  141377. readonly buffer: IDataBuffer;
  141378. /**
  141379. * The current byte offset from the beginning of the data buffer.
  141380. */
  141381. byteOffset: number;
  141382. private _dataView;
  141383. private _dataByteOffset;
  141384. /**
  141385. * Constructor
  141386. * @param buffer The buffer to read
  141387. */
  141388. constructor(buffer: IDataBuffer);
  141389. /**
  141390. * Loads the given byte length.
  141391. * @param byteLength The byte length to load
  141392. * @returns A promise that resolves when the load is complete
  141393. */
  141394. loadAsync(byteLength: number): Promise<void>;
  141395. /**
  141396. * Read a unsigned 32-bit integer from the currently loaded data range.
  141397. * @returns The 32-bit integer read
  141398. */
  141399. readUint32(): number;
  141400. /**
  141401. * Read a byte array from the currently loaded data range.
  141402. * @param byteLength The byte length to read
  141403. * @returns The byte array read
  141404. */
  141405. readUint8Array(byteLength: number): Uint8Array;
  141406. /**
  141407. * Read a string from the currently loaded data range.
  141408. * @param byteLength The byte length to read
  141409. * @returns The string read
  141410. */
  141411. readString(byteLength: number): string;
  141412. /**
  141413. * Skips the given byte length the currently loaded data range.
  141414. * @param byteLength The byte length to skip
  141415. */
  141416. skipBytes(byteLength: number): void;
  141417. }
  141418. }
  141419. declare module BABYLON {
  141420. /**
  141421. * A cursor which tracks a point on a path
  141422. */
  141423. export class PathCursor {
  141424. private path;
  141425. /**
  141426. * Stores path cursor callbacks for when an onchange event is triggered
  141427. */
  141428. private _onchange;
  141429. /**
  141430. * The value of the path cursor
  141431. */
  141432. value: number;
  141433. /**
  141434. * The animation array of the path cursor
  141435. */
  141436. animations: Animation[];
  141437. /**
  141438. * Initializes the path cursor
  141439. * @param path The path to track
  141440. */
  141441. constructor(path: Path2);
  141442. /**
  141443. * Gets the cursor point on the path
  141444. * @returns A point on the path cursor at the cursor location
  141445. */
  141446. getPoint(): Vector3;
  141447. /**
  141448. * Moves the cursor ahead by the step amount
  141449. * @param step The amount to move the cursor forward
  141450. * @returns This path cursor
  141451. */
  141452. moveAhead(step?: number): PathCursor;
  141453. /**
  141454. * Moves the cursor behind by the step amount
  141455. * @param step The amount to move the cursor back
  141456. * @returns This path cursor
  141457. */
  141458. moveBack(step?: number): PathCursor;
  141459. /**
  141460. * Moves the cursor by the step amount
  141461. * If the step amount is greater than one, an exception is thrown
  141462. * @param step The amount to move the cursor
  141463. * @returns This path cursor
  141464. */
  141465. move(step: number): PathCursor;
  141466. /**
  141467. * Ensures that the value is limited between zero and one
  141468. * @returns This path cursor
  141469. */
  141470. private ensureLimits;
  141471. /**
  141472. * Runs onchange callbacks on change (used by the animation engine)
  141473. * @returns This path cursor
  141474. */
  141475. private raiseOnChange;
  141476. /**
  141477. * Executes a function on change
  141478. * @param f A path cursor onchange callback
  141479. * @returns This path cursor
  141480. */
  141481. onchange(f: (cursor: PathCursor) => void): PathCursor;
  141482. }
  141483. }
  141484. declare module BABYLON {
  141485. /** @hidden */
  141486. export var blurPixelShader: {
  141487. name: string;
  141488. shader: string;
  141489. };
  141490. }
  141491. declare module BABYLON {
  141492. /** @hidden */
  141493. export var pointCloudVertexDeclaration: {
  141494. name: string;
  141495. shader: string;
  141496. };
  141497. }
  141498. // Mixins
  141499. interface Window {
  141500. mozIndexedDB: IDBFactory;
  141501. webkitIndexedDB: IDBFactory;
  141502. msIndexedDB: IDBFactory;
  141503. webkitURL: typeof URL;
  141504. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  141505. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  141506. WebGLRenderingContext: WebGLRenderingContext;
  141507. MSGesture: MSGesture;
  141508. CANNON: any;
  141509. AudioContext: AudioContext;
  141510. webkitAudioContext: AudioContext;
  141511. PointerEvent: any;
  141512. Math: Math;
  141513. Uint8Array: Uint8ArrayConstructor;
  141514. Float32Array: Float32ArrayConstructor;
  141515. mozURL: typeof URL;
  141516. msURL: typeof URL;
  141517. VRFrameData: any; // WebVR, from specs 1.1
  141518. DracoDecoderModule: any;
  141519. setImmediate(handler: (...args: any[]) => void): number;
  141520. }
  141521. interface HTMLCanvasElement {
  141522. requestPointerLock(): void;
  141523. msRequestPointerLock?(): void;
  141524. mozRequestPointerLock?(): void;
  141525. webkitRequestPointerLock?(): void;
  141526. /** Track wether a record is in progress */
  141527. isRecording: boolean;
  141528. /** Capture Stream method defined by some browsers */
  141529. captureStream(fps?: number): MediaStream;
  141530. }
  141531. interface CanvasRenderingContext2D {
  141532. msImageSmoothingEnabled: boolean;
  141533. }
  141534. interface MouseEvent {
  141535. mozMovementX: number;
  141536. mozMovementY: number;
  141537. webkitMovementX: number;
  141538. webkitMovementY: number;
  141539. msMovementX: number;
  141540. msMovementY: number;
  141541. }
  141542. interface Navigator {
  141543. mozGetVRDevices: (any: any) => any;
  141544. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141545. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141546. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141547. webkitGetGamepads(): Gamepad[];
  141548. msGetGamepads(): Gamepad[];
  141549. webkitGamepads(): Gamepad[];
  141550. }
  141551. interface HTMLVideoElement {
  141552. mozSrcObject: any;
  141553. }
  141554. interface Math {
  141555. fround(x: number): number;
  141556. imul(a: number, b: number): number;
  141557. }
  141558. interface WebGLRenderingContext {
  141559. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  141560. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  141561. vertexAttribDivisor(index: number, divisor: number): void;
  141562. createVertexArray(): any;
  141563. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  141564. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  141565. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  141566. renderbufferStorageMultisample?(target: number, samples: number, internalformat: number, width: number, height: number): void;
  141567. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  141568. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  141569. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  141570. // Queries
  141571. createQuery(): WebGLQuery;
  141572. deleteQuery(query: WebGLQuery): void;
  141573. beginQuery(target: number, query: WebGLQuery): void;
  141574. endQuery(target: number): void;
  141575. getQueryParameter(query: WebGLQuery, pname: number): any;
  141576. getQuery(target: number, pname: number): any;
  141577. MAX_SAMPLES: number;
  141578. RGBA8: number;
  141579. READ_FRAMEBUFFER: number;
  141580. DRAW_FRAMEBUFFER: number;
  141581. UNIFORM_BUFFER: number;
  141582. HALF_FLOAT_OES: number;
  141583. RGBA16F: number;
  141584. RGBA32F: number;
  141585. R32F: number;
  141586. RG32F: number;
  141587. RGB32F: number;
  141588. R16F: number;
  141589. RG16F: number;
  141590. RGB16F: number;
  141591. RED: number;
  141592. RG: number;
  141593. R8: number;
  141594. RG8: number;
  141595. UNSIGNED_INT_24_8: number;
  141596. DEPTH24_STENCIL8: number;
  141597. MIN: number;
  141598. MAX: number;
  141599. /* Multiple Render Targets */
  141600. drawBuffers(buffers: number[]): void;
  141601. readBuffer(src: number): void;
  141602. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  141603. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  141604. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  141605. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  141606. // Occlusion Query
  141607. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  141608. ANY_SAMPLES_PASSED: number;
  141609. QUERY_RESULT_AVAILABLE: number;
  141610. QUERY_RESULT: number;
  141611. }
  141612. interface WebGLProgram {
  141613. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  141614. }
  141615. interface EXT_disjoint_timer_query {
  141616. QUERY_COUNTER_BITS_EXT: number;
  141617. TIME_ELAPSED_EXT: number;
  141618. TIMESTAMP_EXT: number;
  141619. GPU_DISJOINT_EXT: number;
  141620. QUERY_RESULT_EXT: number;
  141621. QUERY_RESULT_AVAILABLE_EXT: number;
  141622. queryCounterEXT(query: WebGLQuery, target: number): void;
  141623. createQueryEXT(): WebGLQuery;
  141624. beginQueryEXT(target: number, query: WebGLQuery): void;
  141625. endQueryEXT(target: number): void;
  141626. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  141627. deleteQueryEXT(query: WebGLQuery): void;
  141628. }
  141629. interface WebGLUniformLocation {
  141630. _currentState: any;
  141631. }
  141632. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  141633. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  141634. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  141635. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  141636. interface WebGLRenderingContext {
  141637. readonly RASTERIZER_DISCARD: number;
  141638. readonly DEPTH_COMPONENT24: number;
  141639. readonly TEXTURE_3D: number;
  141640. readonly TEXTURE_2D_ARRAY: number;
  141641. readonly TEXTURE_COMPARE_FUNC: number;
  141642. readonly TEXTURE_COMPARE_MODE: number;
  141643. readonly COMPARE_REF_TO_TEXTURE: number;
  141644. readonly TEXTURE_WRAP_R: number;
  141645. readonly HALF_FLOAT: number;
  141646. readonly RGB8: number;
  141647. readonly RED_INTEGER: number;
  141648. readonly RG_INTEGER: number;
  141649. readonly RGB_INTEGER: number;
  141650. readonly RGBA_INTEGER: number;
  141651. readonly R8_SNORM: number;
  141652. readonly RG8_SNORM: number;
  141653. readonly RGB8_SNORM: number;
  141654. readonly RGBA8_SNORM: number;
  141655. readonly R8I: number;
  141656. readonly RG8I: number;
  141657. readonly RGB8I: number;
  141658. readonly RGBA8I: number;
  141659. readonly R8UI: number;
  141660. readonly RG8UI: number;
  141661. readonly RGB8UI: number;
  141662. readonly RGBA8UI: number;
  141663. readonly R16I: number;
  141664. readonly RG16I: number;
  141665. readonly RGB16I: number;
  141666. readonly RGBA16I: number;
  141667. readonly R16UI: number;
  141668. readonly RG16UI: number;
  141669. readonly RGB16UI: number;
  141670. readonly RGBA16UI: number;
  141671. readonly R32I: number;
  141672. readonly RG32I: number;
  141673. readonly RGB32I: number;
  141674. readonly RGBA32I: number;
  141675. readonly R32UI: number;
  141676. readonly RG32UI: number;
  141677. readonly RGB32UI: number;
  141678. readonly RGBA32UI: number;
  141679. readonly RGB10_A2UI: number;
  141680. readonly R11F_G11F_B10F: number;
  141681. readonly RGB9_E5: number;
  141682. readonly RGB10_A2: number;
  141683. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  141684. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  141685. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  141686. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  141687. readonly DEPTH_COMPONENT32F: number;
  141688. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  141689. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  141690. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  141691. framebufferTextureLayer(target: number, attachment: number, texture: WebGLTexture | null, level: number, layer: number): void;
  141692. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  141693. readonly TRANSFORM_FEEDBACK: number;
  141694. readonly INTERLEAVED_ATTRIBS: number;
  141695. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  141696. createTransformFeedback(): WebGLTransformFeedback;
  141697. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  141698. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  141699. beginTransformFeedback(primitiveMode: number): void;
  141700. endTransformFeedback(): void;
  141701. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  141702. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141703. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141704. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141705. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  141706. }
  141707. interface ImageBitmap {
  141708. readonly width: number;
  141709. readonly height: number;
  141710. close(): void;
  141711. }
  141712. interface WebGLQuery extends WebGLObject {
  141713. }
  141714. declare var WebGLQuery: {
  141715. prototype: WebGLQuery;
  141716. new(): WebGLQuery;
  141717. };
  141718. interface WebGLSampler extends WebGLObject {
  141719. }
  141720. declare var WebGLSampler: {
  141721. prototype: WebGLSampler;
  141722. new(): WebGLSampler;
  141723. };
  141724. interface WebGLSync extends WebGLObject {
  141725. }
  141726. declare var WebGLSync: {
  141727. prototype: WebGLSync;
  141728. new(): WebGLSync;
  141729. };
  141730. interface WebGLTransformFeedback extends WebGLObject {
  141731. }
  141732. declare var WebGLTransformFeedback: {
  141733. prototype: WebGLTransformFeedback;
  141734. new(): WebGLTransformFeedback;
  141735. };
  141736. interface WebGLVertexArrayObject extends WebGLObject {
  141737. }
  141738. declare var WebGLVertexArrayObject: {
  141739. prototype: WebGLVertexArrayObject;
  141740. new(): WebGLVertexArrayObject;
  141741. };
  141742. // Type definitions for WebVR API
  141743. // Project: https://w3c.github.io/webvr/
  141744. // Definitions by: six a <https://github.com/lostfictions>
  141745. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  141746. interface VRDisplay extends EventTarget {
  141747. /**
  141748. * Dictionary of capabilities describing the VRDisplay.
  141749. */
  141750. readonly capabilities: VRDisplayCapabilities;
  141751. /**
  141752. * z-depth defining the far plane of the eye view frustum
  141753. * enables mapping of values in the render target depth
  141754. * attachment to scene coordinates. Initially set to 10000.0.
  141755. */
  141756. depthFar: number;
  141757. /**
  141758. * z-depth defining the near plane of the eye view frustum
  141759. * enables mapping of values in the render target depth
  141760. * attachment to scene coordinates. Initially set to 0.01.
  141761. */
  141762. depthNear: number;
  141763. /**
  141764. * An identifier for this distinct VRDisplay. Used as an
  141765. * association point in the Gamepad API.
  141766. */
  141767. readonly displayId: number;
  141768. /**
  141769. * A display name, a user-readable name identifying it.
  141770. */
  141771. readonly displayName: string;
  141772. readonly isConnected: boolean;
  141773. readonly isPresenting: boolean;
  141774. /**
  141775. * If this VRDisplay supports room-scale experiences, the optional
  141776. * stage attribute contains details on the room-scale parameters.
  141777. */
  141778. readonly stageParameters: VRStageParameters | null;
  141779. /**
  141780. * Passing the value returned by `requestAnimationFrame` to
  141781. * `cancelAnimationFrame` will unregister the callback.
  141782. * @param handle Define the hanle of the request to cancel
  141783. */
  141784. cancelAnimationFrame(handle: number): void;
  141785. /**
  141786. * Stops presenting to the VRDisplay.
  141787. * @returns a promise to know when it stopped
  141788. */
  141789. exitPresent(): Promise<void>;
  141790. /**
  141791. * Return the current VREyeParameters for the given eye.
  141792. * @param whichEye Define the eye we want the parameter for
  141793. * @returns the eye parameters
  141794. */
  141795. getEyeParameters(whichEye: string): VREyeParameters;
  141796. /**
  141797. * Populates the passed VRFrameData with the information required to render
  141798. * the current frame.
  141799. * @param frameData Define the data structure to populate
  141800. * @returns true if ok otherwise false
  141801. */
  141802. getFrameData(frameData: VRFrameData): boolean;
  141803. /**
  141804. * Get the layers currently being presented.
  141805. * @returns the list of VR layers
  141806. */
  141807. getLayers(): VRLayer[];
  141808. /**
  141809. * Return a VRPose containing the future predicted pose of the VRDisplay
  141810. * when the current frame will be presented. The value returned will not
  141811. * change until JavaScript has returned control to the browser.
  141812. *
  141813. * The VRPose will contain the position, orientation, velocity,
  141814. * and acceleration of each of these properties.
  141815. * @returns the pose object
  141816. */
  141817. getPose(): VRPose;
  141818. /**
  141819. * Return the current instantaneous pose of the VRDisplay, with no
  141820. * prediction applied.
  141821. * @returns the current instantaneous pose
  141822. */
  141823. getImmediatePose(): VRPose;
  141824. /**
  141825. * The callback passed to `requestAnimationFrame` will be called
  141826. * any time a new frame should be rendered. When the VRDisplay is
  141827. * presenting the callback will be called at the native refresh
  141828. * rate of the HMD. When not presenting this function acts
  141829. * identically to how window.requestAnimationFrame acts. Content should
  141830. * make no assumptions of frame rate or vsync behavior as the HMD runs
  141831. * asynchronously from other displays and at differing refresh rates.
  141832. * @param callback Define the eaction to run next frame
  141833. * @returns the request handle it
  141834. */
  141835. requestAnimationFrame(callback: FrameRequestCallback): number;
  141836. /**
  141837. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  141838. * Repeat calls while already presenting will update the VRLayers being displayed.
  141839. * @param layers Define the list of layer to present
  141840. * @returns a promise to know when the request has been fulfilled
  141841. */
  141842. requestPresent(layers: VRLayer[]): Promise<void>;
  141843. /**
  141844. * Reset the pose for this display, treating its current position and
  141845. * orientation as the "origin/zero" values. VRPose.position,
  141846. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  141847. * updated when calling resetPose(). This should be called in only
  141848. * sitting-space experiences.
  141849. */
  141850. resetPose(): void;
  141851. /**
  141852. * The VRLayer provided to the VRDisplay will be captured and presented
  141853. * in the HMD. Calling this function has the same effect on the source
  141854. * canvas as any other operation that uses its source image, and canvases
  141855. * created without preserveDrawingBuffer set to true will be cleared.
  141856. * @param pose Define the pose to submit
  141857. */
  141858. submitFrame(pose?: VRPose): void;
  141859. }
  141860. declare var VRDisplay: {
  141861. prototype: VRDisplay;
  141862. new(): VRDisplay;
  141863. };
  141864. interface VRLayer {
  141865. leftBounds?: number[] | Float32Array | null;
  141866. rightBounds?: number[] | Float32Array | null;
  141867. source?: HTMLCanvasElement | null;
  141868. }
  141869. interface VRDisplayCapabilities {
  141870. readonly canPresent: boolean;
  141871. readonly hasExternalDisplay: boolean;
  141872. readonly hasOrientation: boolean;
  141873. readonly hasPosition: boolean;
  141874. readonly maxLayers: number;
  141875. }
  141876. interface VREyeParameters {
  141877. /** @deprecated */
  141878. readonly fieldOfView: VRFieldOfView;
  141879. readonly offset: Float32Array;
  141880. readonly renderHeight: number;
  141881. readonly renderWidth: number;
  141882. }
  141883. interface VRFieldOfView {
  141884. readonly downDegrees: number;
  141885. readonly leftDegrees: number;
  141886. readonly rightDegrees: number;
  141887. readonly upDegrees: number;
  141888. }
  141889. interface VRFrameData {
  141890. readonly leftProjectionMatrix: Float32Array;
  141891. readonly leftViewMatrix: Float32Array;
  141892. readonly pose: VRPose;
  141893. readonly rightProjectionMatrix: Float32Array;
  141894. readonly rightViewMatrix: Float32Array;
  141895. readonly timestamp: number;
  141896. }
  141897. interface VRPose {
  141898. readonly angularAcceleration: Float32Array | null;
  141899. readonly angularVelocity: Float32Array | null;
  141900. readonly linearAcceleration: Float32Array | null;
  141901. readonly linearVelocity: Float32Array | null;
  141902. readonly orientation: Float32Array | null;
  141903. readonly position: Float32Array | null;
  141904. readonly timestamp: number;
  141905. }
  141906. interface VRStageParameters {
  141907. sittingToStandingTransform?: Float32Array;
  141908. sizeX?: number;
  141909. sizeY?: number;
  141910. }
  141911. interface Navigator {
  141912. getVRDisplays(): Promise<VRDisplay[]>;
  141913. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  141914. }
  141915. interface Window {
  141916. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  141917. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  141918. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  141919. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  141920. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  141921. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  141922. }
  141923. interface Gamepad {
  141924. readonly displayId: number;
  141925. }
  141926. type XRSessionMode =
  141927. | "inline"
  141928. | "immersive-vr"
  141929. | "immersive-ar";
  141930. type XRReferenceSpaceType =
  141931. | "viewer"
  141932. | "local"
  141933. | "local-floor"
  141934. | "bounded-floor"
  141935. | "unbounded";
  141936. type XREnvironmentBlendMode =
  141937. | "opaque"
  141938. | "additive"
  141939. | "alpha-blend";
  141940. type XRVisibilityState =
  141941. | "visible"
  141942. | "visible-blurred"
  141943. | "hidden";
  141944. type XRHandedness =
  141945. | "none"
  141946. | "left"
  141947. | "right";
  141948. type XRTargetRayMode =
  141949. | "gaze"
  141950. | "tracked-pointer"
  141951. | "screen";
  141952. type XREye =
  141953. | "none"
  141954. | "left"
  141955. | "right";
  141956. interface XRSpace extends EventTarget {
  141957. }
  141958. interface XRRenderState {
  141959. depthNear?: number;
  141960. depthFar?: number;
  141961. inlineVerticalFieldOfView?: number;
  141962. baseLayer?: XRWebGLLayer;
  141963. }
  141964. interface XRInputSource {
  141965. handedness: XRHandedness;
  141966. targetRayMode: XRTargetRayMode;
  141967. targetRaySpace: XRSpace;
  141968. gripSpace: XRSpace | undefined;
  141969. gamepad: Gamepad | undefined;
  141970. profiles: Array<string>;
  141971. }
  141972. interface XRSession extends XRAnchorCreator {
  141973. addEventListener: Function;
  141974. removeEventListener: Function;
  141975. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  141976. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  141977. requestAnimationFrame: Function;
  141978. end(): Promise<void>;
  141979. renderState: XRRenderState;
  141980. inputSources: Array<XRInputSource>;
  141981. // AR hit test
  141982. requestHitTest(ray: XRRay, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  141983. updateWorldTrackingState(options: {
  141984. planeDetectionState?: { enabled: boolean; }
  141985. }): void;
  141986. }
  141987. interface XRReferenceSpace extends XRSpace {
  141988. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  141989. onreset: any;
  141990. }
  141991. type XRPlaneSet = Set<XRPlane>;
  141992. type XRAnchorSet = Set<XRAnchor>;
  141993. interface XRFrame {
  141994. session: XRSession;
  141995. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  141996. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  141997. // Anchors
  141998. trackedAnchors?: XRAnchorSet;
  141999. // Planes
  142000. worldInformation: {
  142001. detectedPlanes?: XRPlaneSet;
  142002. };
  142003. }
  142004. interface XRViewerPose extends XRPose {
  142005. views: Array<XRView>;
  142006. }
  142007. interface XRPose {
  142008. transform: XRRigidTransform;
  142009. emulatedPosition: boolean;
  142010. }
  142011. interface XRWebGLLayerOptions {
  142012. antialias?: boolean;
  142013. depth?: boolean;
  142014. stencil?: boolean;
  142015. alpha?: boolean;
  142016. multiview?: boolean;
  142017. framebufferScaleFactor?: number;
  142018. }
  142019. declare var XRWebGLLayer: {
  142020. prototype: XRWebGLLayer;
  142021. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  142022. };
  142023. interface XRWebGLLayer {
  142024. framebuffer: WebGLFramebuffer;
  142025. framebufferWidth: number;
  142026. framebufferHeight: number;
  142027. getViewport: Function;
  142028. }
  142029. declare class XRRigidTransform {
  142030. constructor(matrix: Float32Array | DOMPointInit, direction?: DOMPointInit);
  142031. position: DOMPointReadOnly;
  142032. orientation: DOMPointReadOnly;
  142033. matrix: Float32Array;
  142034. inverse: XRRigidTransform;
  142035. }
  142036. interface XRView {
  142037. eye: XREye;
  142038. projectionMatrix: Float32Array;
  142039. transform: XRRigidTransform;
  142040. }
  142041. interface XRInputSourceChangeEvent {
  142042. session: XRSession;
  142043. removed: Array<XRInputSource>;
  142044. added: Array<XRInputSource>;
  142045. }
  142046. interface XRInputSourceEvent extends Event {
  142047. readonly frame: XRFrame;
  142048. readonly inputSource: XRInputSource;
  142049. }
  142050. // Experimental(er) features
  142051. declare class XRRay {
  142052. constructor(transformOrOrigin: XRRigidTransform | DOMPointInit, direction?: DOMPointInit);
  142053. origin: DOMPointReadOnly;
  142054. direction: DOMPointReadOnly;
  142055. matrix: Float32Array;
  142056. }
  142057. interface XRHitResult {
  142058. hitMatrix: Float32Array;
  142059. }
  142060. interface XRAnchor {
  142061. // remove?
  142062. id?: string;
  142063. anchorSpace: XRSpace;
  142064. lastChangedTime: number;
  142065. detach(): void;
  142066. }
  142067. interface XRPlane extends XRAnchorCreator {
  142068. orientation: "Horizontal" | "Vertical";
  142069. planeSpace: XRSpace;
  142070. polygon: Array<DOMPointReadOnly>;
  142071. lastChangedTime: number;
  142072. }
  142073. interface XRAnchorCreator {
  142074. // AR Anchors
  142075. createAnchor(pose: XRPose | XRRigidTransform, referenceSpace: XRReferenceSpace): Promise<XRAnchor>;
  142076. }