babylon.2.0.d.ts 186 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. isDirty: boolean;
  14. cullFace: number;
  15. cull: boolean;
  16. depthFunc: number;
  17. depthMask: boolean;
  18. depthTest: boolean;
  19. reset(): void;
  20. apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. isDirty: boolean;
  28. alphaBlend: boolean;
  29. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. reset(): void;
  31. apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. maxTexturesImageUnits: number;
  35. maxTextureSize: number;
  36. maxCubemapTextureSize: number;
  37. maxRenderTextureSize: number;
  38. standardDerivatives: boolean;
  39. s3tc: any;
  40. textureFloat: boolean;
  41. textureAnisotropicFilterExtension: any;
  42. maxAnisotropy: number;
  43. instancedArrays: any;
  44. uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. private static _TEXTUREFORMAT_ALPHA;
  55. private static _TEXTUREFORMAT_LUMINANCE;
  56. private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
  57. private static _TEXTUREFORMAT_RGB;
  58. private static _TEXTUREFORMAT_RGBA;
  59. static ALPHA_DISABLE: number;
  60. static ALPHA_ADD: number;
  61. static ALPHA_COMBINE: number;
  62. static DELAYLOADSTATE_NONE: number;
  63. static DELAYLOADSTATE_LOADED: number;
  64. static DELAYLOADSTATE_LOADING: number;
  65. static DELAYLOADSTATE_NOTLOADED: number;
  66. static TEXTUREFORMAT_ALPHA: number;
  67. static TEXTUREFORMAT_LUMINANCE: number;
  68. static TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69. static TEXTUREFORMAT_RGB: number;
  70. static TEXTUREFORMAT_RGBA: number;
  71. static Version: string;
  72. static Epsilon: number;
  73. static CollisionsEpsilon: number;
  74. static ShadersRepository: string;
  75. isFullscreen: boolean;
  76. isPointerLock: boolean;
  77. cullBackFaces: boolean;
  78. renderEvenInBackground: boolean;
  79. scenes: Scene[];
  80. _gl: WebGLRenderingContext;
  81. private _renderingCanvas;
  82. private _windowIsBackground;
  83. private _audioEngine;
  84. private _onBlur;
  85. private _onFocus;
  86. private _onFullscreenChange;
  87. private _onPointerLockChange;
  88. private _hardwareScalingLevel;
  89. private _caps;
  90. private _pointerLockRequested;
  91. private _alphaTest;
  92. private _resizeLoadingUI;
  93. private _loadingDiv;
  94. private _loadingTextDiv;
  95. private _loadingDivBackgroundColor;
  96. private _drawCalls;
  97. private _glVersion;
  98. private _glRenderer;
  99. private _glVendor;
  100. private _renderingQueueLaunched;
  101. private _activeRenderLoops;
  102. private fpsRange;
  103. private previousFramesDuration;
  104. private fps;
  105. private deltaTime;
  106. private _depthCullingState;
  107. private _alphaState;
  108. private _alphaMode;
  109. private _loadedTexturesCache;
  110. _activeTexturesCache: BaseTexture[];
  111. private _currentEffect;
  112. private _compiledEffects;
  113. private _vertexAttribArrays;
  114. private _cachedViewport;
  115. private _cachedVertexBuffers;
  116. private _cachedIndexBuffer;
  117. private _cachedEffectForVertexBuffers;
  118. private _currentRenderTarget;
  119. private _canvasClientRect;
  120. private _uintIndicesCurrentlySet;
  121. private _workingCanvas;
  122. private _workingContext;
  123. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  124. getGlInfo(): {
  125. vendor: string;
  126. renderer: string;
  127. version: string;
  128. };
  129. getAudioEngine(): AudioEngine;
  130. getAspectRatio(camera: Camera): number;
  131. getRenderWidth(): number;
  132. getRenderHeight(): number;
  133. getRenderingCanvas(): HTMLCanvasElement;
  134. getRenderingCanvasClientRect(): ClientRect;
  135. setHardwareScalingLevel(level: number): void;
  136. getHardwareScalingLevel(): number;
  137. getLoadedTexturesCache(): WebGLTexture[];
  138. getCaps(): EngineCapabilities;
  139. drawCalls: number;
  140. resetDrawCalls(): void;
  141. setDepthFunctionToGreater(): void;
  142. setDepthFunctionToGreaterOrEqual(): void;
  143. setDepthFunctionToLess(): void;
  144. setDepthFunctionToLessOrEqual(): void;
  145. stopRenderLoop(renderFunction?: () => void): void;
  146. _renderLoop(): void;
  147. runRenderLoop(renderFunction: () => void): void;
  148. switchFullscreen(requestPointerLock: boolean): void;
  149. clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  150. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  151. setDirectViewport(x: number, y: number, width: number, height: number): void;
  152. beginFrame(): void;
  153. endFrame(): void;
  154. resize(): void;
  155. setSize(width: number, height: number): void;
  156. bindFramebuffer(texture: WebGLTexture): void;
  157. unBindFramebuffer(texture: WebGLTexture): void;
  158. flushFramebuffer(): void;
  159. restoreDefaultFramebuffer(): void;
  160. private _resetVertexBufferBinding();
  161. createVertexBuffer(vertices: number[]): WebGLBuffer;
  162. createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  163. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  164. private _resetIndexBufferBinding();
  165. createIndexBuffer(indices: number[]): WebGLBuffer;
  166. bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  167. bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  168. _releaseBuffer(buffer: WebGLBuffer): boolean;
  169. createInstancesBuffer(capacity: number): WebGLBuffer;
  170. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  171. updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  172. unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  173. applyStates(): void;
  174. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  175. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  176. _releaseEffect(effect: Effect): void;
  177. createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  178. createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  179. createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  180. getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  181. getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  182. enableEffect(effect: Effect): void;
  183. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  184. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  185. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  186. setFloat(uniform: WebGLUniformLocation, value: number): void;
  187. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  188. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  189. setBool(uniform: WebGLUniformLocation, bool: number): void;
  190. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  191. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  192. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  193. setState(culling: boolean, force?: boolean): void;
  194. setDepthBuffer(enable: boolean): void;
  195. getDepthWrite(): boolean;
  196. setDepthWrite(enable: boolean): void;
  197. setColorWrite(enable: boolean): void;
  198. setAlphaMode(mode: number): void;
  199. getAlphaMode(): number;
  200. setAlphaTesting(enable: boolean): void;
  201. getAlphaTesting(): boolean;
  202. wipeCaches(): void;
  203. setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  204. createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  205. createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture;
  206. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  207. updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  208. updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  209. createRenderTargetTexture(size: any, options: any): WebGLTexture;
  210. createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  211. _releaseTexture(texture: WebGLTexture): void;
  212. bindSamplers(effect: Effect): void;
  213. _bindTexture(channel: number, texture: WebGLTexture): void;
  214. setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  215. setTexture(channel: number, texture: BaseTexture): void;
  216. _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  217. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  218. dispose(): void;
  219. displayLoadingUI(): void;
  220. loadingUIText: string;
  221. loadingUIBackgroundColor: string;
  222. hideLoadingUI(): void;
  223. getFps(): number;
  224. getDeltaTime(): number;
  225. private _measureFps();
  226. static isSupported(): boolean;
  227. }
  228. }
  229. interface Window {
  230. mozIndexedDB(func: any): any;
  231. webkitIndexedDB(func: any): any;
  232. IDBTransaction(func: any): any;
  233. webkitIDBTransaction(func: any): any;
  234. msIDBTransaction(func: any): any;
  235. IDBKeyRange(func: any): any;
  236. webkitIDBKeyRange(func: any): any;
  237. msIDBKeyRange(func: any): any;
  238. URL: HTMLURL;
  239. webkitURL: HTMLURL;
  240. webkitRequestAnimationFrame(func: any): any;
  241. mozRequestAnimationFrame(func: any): any;
  242. oRequestAnimationFrame(func: any): any;
  243. WebGLRenderingContext: WebGLRenderingContext;
  244. MSGesture: MSGesture;
  245. }
  246. interface HTMLURL {
  247. createObjectURL(param1: any, param2?: any): any;
  248. }
  249. interface Document {
  250. exitFullscreen(): void;
  251. webkitCancelFullScreen(): void;
  252. mozCancelFullScreen(): void;
  253. msCancelFullScreen(): void;
  254. webkitIsFullScreen: boolean;
  255. mozFullScreen: boolean;
  256. msIsFullScreen: boolean;
  257. fullscreen: boolean;
  258. mozPointerLockElement: HTMLElement;
  259. msPointerLockElement: HTMLElement;
  260. webkitPointerLockElement: HTMLElement;
  261. pointerLockElement: HTMLElement;
  262. }
  263. interface HTMLCanvasElement {
  264. requestPointerLock(): void;
  265. msRequestPointerLock(): void;
  266. mozRequestPointerLock(): void;
  267. webkitRequestPointerLock(): void;
  268. }
  269. interface CanvasRenderingContext2D {
  270. imageSmoothingEnabled: boolean;
  271. mozImageSmoothingEnabled: boolean;
  272. oImageSmoothingEnabled: boolean;
  273. webkitImageSmoothingEnabled: boolean;
  274. }
  275. interface WebGLTexture {
  276. isReady: boolean;
  277. isCube: boolean;
  278. url: string;
  279. noMipmap: boolean;
  280. samplingMode: number;
  281. references: number;
  282. generateMipMaps: boolean;
  283. _size: number;
  284. _baseWidth: number;
  285. _baseHeight: number;
  286. _width: number;
  287. _height: number;
  288. _workingCanvas: HTMLCanvasElement;
  289. _workingContext: CanvasRenderingContext2D;
  290. _framebuffer: WebGLFramebuffer;
  291. _depthBuffer: WebGLRenderbuffer;
  292. _cachedCoordinatesMode: number;
  293. _cachedWrapU: number;
  294. _cachedWrapV: number;
  295. }
  296. interface WebGLBuffer {
  297. references: number;
  298. capacity: number;
  299. is32Bits: boolean;
  300. }
  301. interface MouseEvent {
  302. movementX: number;
  303. movementY: number;
  304. mozMovementX: number;
  305. mozMovementY: number;
  306. webkitMovementX: number;
  307. webkitMovementY: number;
  308. msMovementX: number;
  309. msMovementY: number;
  310. }
  311. interface MSStyleCSSProperties {
  312. webkitTransform: string;
  313. webkitTransition: string;
  314. }
  315. interface Navigator {
  316. getVRDevices: () => any;
  317. mozGetVRDevices: (any) => any;
  318. isCocoonJS: boolean;
  319. }
  320. declare module BABYLON {
  321. class Node {
  322. parent: Node;
  323. name: string;
  324. id: string;
  325. state: string;
  326. animations: Animation[];
  327. onReady: (node: Node) => void;
  328. private _childrenFlag;
  329. private _isEnabled;
  330. private _isReady;
  331. _currentRenderId: number;
  332. _waitingParentId: string;
  333. private _scene;
  334. _cache: any;
  335. constructor(name: string, scene: any);
  336. getScene(): Scene;
  337. getEngine(): Engine;
  338. getWorldMatrix(): Matrix;
  339. _initCache(): void;
  340. updateCache(force?: boolean): void;
  341. _updateCache(ignoreParentClass?: boolean): void;
  342. _isSynchronized(): boolean;
  343. isSynchronizedWithParent(): boolean;
  344. isSynchronized(updateCache?: boolean): boolean;
  345. hasNewParent(update?: boolean): boolean;
  346. isReady(): boolean;
  347. isEnabled(): boolean;
  348. setEnabled(value: boolean): void;
  349. isDescendantOf(ancestor: Node): boolean;
  350. _getDescendants(list: Node[], results: Node[]): void;
  351. getDescendants(): Node[];
  352. _setReady(state: boolean): void;
  353. }
  354. }
  355. declare module BABYLON {
  356. interface IDisposable {
  357. dispose(): void;
  358. }
  359. class Scene {
  360. static FOGMODE_NONE: number;
  361. static FOGMODE_EXP: number;
  362. static FOGMODE_EXP2: number;
  363. static FOGMODE_LINEAR: number;
  364. static MinDeltaTime: number;
  365. static MaxDeltaTime: number;
  366. autoClear: boolean;
  367. clearColor: any;
  368. ambientColor: Color3;
  369. beforeRender: () => void;
  370. afterRender: () => void;
  371. onDispose: () => void;
  372. beforeCameraRender: (camera: Camera) => void;
  373. afterCameraRender: (camera: Camera) => void;
  374. forceWireframe: boolean;
  375. forcePointsCloud: boolean;
  376. forceShowBoundingBoxes: boolean;
  377. clipPlane: Plane;
  378. animationsEnabled: boolean;
  379. private _onPointerMove;
  380. private _onPointerDown;
  381. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  382. cameraToUseForPointers: Camera;
  383. private _pointerX;
  384. private _pointerY;
  385. private _meshUnderPointer;
  386. private _onKeyDown;
  387. private _onKeyUp;
  388. fogEnabled: boolean;
  389. fogMode: number;
  390. fogColor: Color3;
  391. fogDensity: number;
  392. fogStart: number;
  393. fogEnd: number;
  394. shadowsEnabled: boolean;
  395. lightsEnabled: boolean;
  396. lights: Light[];
  397. cameras: Camera[];
  398. activeCameras: Camera[];
  399. activeCamera: Camera;
  400. meshes: AbstractMesh[];
  401. private _geometries;
  402. materials: Material[];
  403. multiMaterials: MultiMaterial[];
  404. defaultMaterial: StandardMaterial;
  405. texturesEnabled: boolean;
  406. textures: BaseTexture[];
  407. particlesEnabled: boolean;
  408. particleSystems: ParticleSystem[];
  409. spriteManagers: SpriteManager[];
  410. layers: Layer[];
  411. skeletonsEnabled: boolean;
  412. skeletons: Skeleton[];
  413. lensFlaresEnabled: boolean;
  414. lensFlareSystems: LensFlareSystem[];
  415. collisionsEnabled: boolean;
  416. gravity: Vector3;
  417. postProcessesEnabled: boolean;
  418. postProcessManager: PostProcessManager;
  419. postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  420. renderTargetsEnabled: boolean;
  421. customRenderTargets: RenderTargetTexture[];
  422. useDelayedTextureLoading: boolean;
  423. importedMeshesFiles: String[];
  424. database: any;
  425. actionManager: ActionManager;
  426. _actionManagers: ActionManager[];
  427. private _meshesForIntersections;
  428. proceduralTexturesEnabled: boolean;
  429. _proceduralTextures: ProceduralTexture[];
  430. mainSoundTrack: SoundTrack;
  431. soundTracks: SoundTrack[];
  432. private _engine;
  433. private _totalVertices;
  434. _activeVertices: number;
  435. _activeParticles: number;
  436. private _lastFrameDuration;
  437. private _evaluateActiveMeshesDuration;
  438. private _renderTargetsDuration;
  439. _particlesDuration: number;
  440. private _renderDuration;
  441. _spritesDuration: number;
  442. private _animationRatio;
  443. private _animationStartDate;
  444. _cachedMaterial: Material;
  445. private _renderId;
  446. private _executeWhenReadyTimeoutId;
  447. _toBeDisposed: SmartArray<IDisposable>;
  448. private _onReadyCallbacks;
  449. private _pendingData;
  450. private _onBeforeRenderCallbacks;
  451. private _onAfterRenderCallbacks;
  452. private _activeMeshes;
  453. private _processedMaterials;
  454. private _renderTargets;
  455. _activeParticleSystems: SmartArray<ParticleSystem>;
  456. private _activeSkeletons;
  457. private _activeBones;
  458. private _renderingManager;
  459. private _physicsEngine;
  460. _activeAnimatables: Animatable[];
  461. private _transformMatrix;
  462. private _pickWithRayInverseMatrix;
  463. private _scaledPosition;
  464. private _scaledVelocity;
  465. private _boundingBoxRenderer;
  466. private _outlineRenderer;
  467. private _viewMatrix;
  468. private _projectionMatrix;
  469. private _frustumPlanes;
  470. private _selectionOctree;
  471. private _pointerOverMesh;
  472. private _debugLayer;
  473. constructor(engine: Engine);
  474. debugLayer: DebugLayer;
  475. meshUnderPointer: AbstractMesh;
  476. pointerX: number;
  477. pointerY: number;
  478. getCachedMaterial(): Material;
  479. getBoundingBoxRenderer(): BoundingBoxRenderer;
  480. getOutlineRenderer(): OutlineRenderer;
  481. getEngine(): Engine;
  482. getTotalVertices(): number;
  483. getActiveVertices(): number;
  484. getActiveParticles(): number;
  485. getActiveBones(): number;
  486. getLastFrameDuration(): number;
  487. getEvaluateActiveMeshesDuration(): number;
  488. getActiveMeshes(): SmartArray<Mesh>;
  489. getRenderTargetsDuration(): number;
  490. getRenderDuration(): number;
  491. getParticlesDuration(): number;
  492. getSpritesDuration(): number;
  493. getAnimationRatio(): number;
  494. getRenderId(): number;
  495. private _updatePointerPosition(evt);
  496. attachControl(): void;
  497. detachControl(): void;
  498. isReady(): boolean;
  499. resetCachedMaterial(): void;
  500. registerBeforeRender(func: () => void): void;
  501. unregisterBeforeRender(func: () => void): void;
  502. registerAfterRender(func: () => void): void;
  503. unregisterAfterRender(func: () => void): void;
  504. _addPendingData(data: any): void;
  505. _removePendingData(data: any): void;
  506. getWaitingItemsCount(): number;
  507. executeWhenReady(func: () => void): void;
  508. _checkIsReady(): void;
  509. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  510. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  511. getAnimatableByTarget(target: any): Animatable;
  512. stopAnimation(target: any): void;
  513. private _animate();
  514. getViewMatrix(): Matrix;
  515. getProjectionMatrix(): Matrix;
  516. getTransformMatrix(): Matrix;
  517. setTransformMatrix(view: Matrix, projection: Matrix): void;
  518. setActiveCameraByID(id: string): Camera;
  519. setActiveCameraByName(name: string): Camera;
  520. getMaterialByID(id: string): Material;
  521. getMaterialByName(name: string): Material;
  522. getCameraByID(id: string): Camera;
  523. getCameraByName(name: string): Camera;
  524. getLightByName(name: string): Light;
  525. getLightByID(id: string): Light;
  526. getGeometryByID(id: string): Geometry;
  527. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  528. getGeometries(): Geometry[];
  529. getMeshByID(id: string): AbstractMesh;
  530. getLastMeshByID(id: string): AbstractMesh;
  531. getLastEntryByID(id: string): Node;
  532. getNodeByName(name: string): Node;
  533. getMeshByName(name: string): AbstractMesh;
  534. getLastSkeletonByID(id: string): Skeleton;
  535. getSkeletonById(id: string): Skeleton;
  536. getSkeletonByName(name: string): Skeleton;
  537. isActiveMesh(mesh: Mesh): boolean;
  538. private _evaluateSubMesh(subMesh, mesh);
  539. private _evaluateActiveMeshes();
  540. private _activeMesh(mesh);
  541. updateTransformMatrix(force?: boolean): void;
  542. private _renderForCamera(camera);
  543. private _processSubCameras(camera);
  544. private _checkIntersections();
  545. render(): void;
  546. private _updateAudioParameters();
  547. dispose(): void;
  548. _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  549. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  550. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  551. createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  552. private _internalPick(rayFunction, predicate, fastCheck?);
  553. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  554. pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  555. setPointerOverMesh(mesh: AbstractMesh): void;
  556. getPointerOverMesh(): AbstractMesh;
  557. getPhysicsEngine(): PhysicsEngine;
  558. enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  559. disablePhysicsEngine(): void;
  560. isPhysicsEnabled(): boolean;
  561. setGravity(gravity: Vector3): void;
  562. createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  563. deleteCompoundImpostor(compound: any): void;
  564. private _getByTags(list, tagsQuery);
  565. getMeshesByTags(tagsQuery: string): Mesh[];
  566. getCamerasByTags(tagsQuery: string): Camera[];
  567. getLightsByTags(tagsQuery: string): Light[];
  568. getMaterialByTags(tagsQuery: string): Material[];
  569. }
  570. }
  571. declare module BABYLON {
  572. class Action {
  573. triggerOptions: any;
  574. trigger: number;
  575. _actionManager: ActionManager;
  576. private _nextActiveAction;
  577. private _child;
  578. private _condition;
  579. private _triggerParameter;
  580. constructor(triggerOptions: any, condition?: Condition);
  581. _prepare(): void;
  582. getTriggerParameter(): any;
  583. _executeCurrent(evt: ActionEvent): void;
  584. execute(evt: ActionEvent): void;
  585. then(action: Action): Action;
  586. _getProperty(propertyPath: string): string;
  587. _getEffectiveTarget(target: any, propertyPath: string): any;
  588. }
  589. }
  590. declare module BABYLON {
  591. class ActionEvent {
  592. source: AbstractMesh;
  593. pointerX: number;
  594. pointerY: number;
  595. meshUnderPointer: AbstractMesh;
  596. sourceEvent: any;
  597. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  598. static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
  599. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  600. }
  601. class ActionManager {
  602. private static _NothingTrigger;
  603. private static _OnPickTrigger;
  604. private static _OnLeftPickTrigger;
  605. private static _OnRightPickTrigger;
  606. private static _OnCenterPickTrigger;
  607. private static _OnPointerOverTrigger;
  608. private static _OnPointerOutTrigger;
  609. private static _OnEveryFrameTrigger;
  610. private static _OnIntersectionEnterTrigger;
  611. private static _OnIntersectionExitTrigger;
  612. private static _OnKeyDownTrigger;
  613. private static _OnKeyUpTrigger;
  614. static NothingTrigger: number;
  615. static OnPickTrigger: number;
  616. static OnLeftPickTrigger: number;
  617. static OnRightPickTrigger: number;
  618. static OnCenterPickTrigger: number;
  619. static OnPointerOverTrigger: number;
  620. static OnPointerOutTrigger: number;
  621. static OnEveryFrameTrigger: number;
  622. static OnIntersectionEnterTrigger: number;
  623. static OnIntersectionExitTrigger: number;
  624. static OnKeyDownTrigger: number;
  625. static OnKeyUpTrigger: number;
  626. actions: Action[];
  627. private _scene;
  628. constructor(scene: Scene);
  629. dispose(): void;
  630. getScene(): Scene;
  631. hasSpecificTriggers(triggers: number[]): boolean;
  632. hasPointerTriggers: boolean;
  633. hasPickTriggers: boolean;
  634. registerAction(action: Action): Action;
  635. processTrigger(trigger: number, evt: ActionEvent): void;
  636. _getEffectiveTarget(target: any, propertyPath: string): any;
  637. _getProperty(propertyPath: string): string;
  638. }
  639. }
  640. declare module BABYLON {
  641. class Condition {
  642. _actionManager: ActionManager;
  643. _evaluationId: number;
  644. _currentResult: boolean;
  645. constructor(actionManager: ActionManager);
  646. isValid(): boolean;
  647. _getProperty(propertyPath: string): string;
  648. _getEffectiveTarget(target: any, propertyPath: string): any;
  649. }
  650. class ValueCondition extends Condition {
  651. propertyPath: string;
  652. value: any;
  653. operator: number;
  654. private static _IsEqual;
  655. private static _IsDifferent;
  656. private static _IsGreater;
  657. private static _IsLesser;
  658. static IsEqual: number;
  659. static IsDifferent: number;
  660. static IsGreater: number;
  661. static IsLesser: number;
  662. _actionManager: ActionManager;
  663. private _target;
  664. private _property;
  665. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  666. isValid(): boolean;
  667. }
  668. class PredicateCondition extends Condition {
  669. predicate: () => boolean;
  670. _actionManager: ActionManager;
  671. constructor(actionManager: ActionManager, predicate: () => boolean);
  672. isValid(): boolean;
  673. }
  674. class StateCondition extends Condition {
  675. value: string;
  676. _actionManager: ActionManager;
  677. private _target;
  678. constructor(actionManager: ActionManager, target: any, value: string);
  679. isValid(): boolean;
  680. }
  681. }
  682. declare module BABYLON {
  683. class SwitchBooleanAction extends Action {
  684. propertyPath: string;
  685. private _target;
  686. private _property;
  687. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  688. _prepare(): void;
  689. execute(): void;
  690. }
  691. class SetStateAction extends Action {
  692. value: string;
  693. private _target;
  694. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  695. execute(): void;
  696. }
  697. class SetValueAction extends Action {
  698. propertyPath: string;
  699. value: any;
  700. private _target;
  701. private _property;
  702. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  703. _prepare(): void;
  704. execute(): void;
  705. }
  706. class IncrementValueAction extends Action {
  707. propertyPath: string;
  708. value: any;
  709. private _target;
  710. private _property;
  711. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  712. _prepare(): void;
  713. execute(): void;
  714. }
  715. class PlayAnimationAction extends Action {
  716. from: number;
  717. to: number;
  718. loop: boolean;
  719. private _target;
  720. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  721. _prepare(): void;
  722. execute(): void;
  723. }
  724. class StopAnimationAction extends Action {
  725. private _target;
  726. constructor(triggerOptions: any, target: any, condition?: Condition);
  727. _prepare(): void;
  728. execute(): void;
  729. }
  730. class DoNothingAction extends Action {
  731. constructor(triggerOptions?: any, condition?: Condition);
  732. execute(): void;
  733. }
  734. class CombineAction extends Action {
  735. children: Action[];
  736. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  737. _prepare(): void;
  738. execute(evt: ActionEvent): void;
  739. }
  740. class ExecuteCodeAction extends Action {
  741. func: (evt: ActionEvent) => void;
  742. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  743. execute(evt: ActionEvent): void;
  744. }
  745. class SetParentAction extends Action {
  746. private _parent;
  747. private _target;
  748. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  749. _prepare(): void;
  750. execute(): void;
  751. }
  752. }
  753. declare module BABYLON {
  754. class InterpolateValueAction extends Action {
  755. propertyPath: string;
  756. value: any;
  757. duration: number;
  758. stopOtherAnimations: boolean;
  759. private _target;
  760. private _property;
  761. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  762. _prepare(): void;
  763. execute(): void;
  764. }
  765. }
  766. declare module BABYLON {
  767. class Animatable {
  768. target: any;
  769. fromFrame: number;
  770. toFrame: number;
  771. loopAnimation: boolean;
  772. speedRatio: number;
  773. onAnimationEnd: any;
  774. private _localDelayOffset;
  775. private _pausedDelay;
  776. private _animations;
  777. private _paused;
  778. private _scene;
  779. animationStarted: boolean;
  780. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  781. appendAnimations(target: any, animations: Animation[]): void;
  782. getAnimationByTargetProperty(property: string): Animation;
  783. pause(): void;
  784. restart(): void;
  785. stop(): void;
  786. _animate(delay: number): boolean;
  787. }
  788. }
  789. declare module BABYLON {
  790. class Animation {
  791. name: string;
  792. targetProperty: string;
  793. framePerSecond: number;
  794. dataType: number;
  795. loopMode: number;
  796. private _keys;
  797. private _offsetsCache;
  798. private _highLimitsCache;
  799. private _stopped;
  800. _target: any;
  801. private _easingFunction;
  802. targetPropertyPath: string[];
  803. currentFrame: number;
  804. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  805. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  806. isStopped(): boolean;
  807. getKeys(): any[];
  808. getEasingFunction(): IEasingFunction;
  809. setEasingFunction(easingFunction: EasingFunction): void;
  810. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  811. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  812. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  813. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  814. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  815. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
  816. clone(): Animation;
  817. setKeys(values: Array<any>): void;
  818. private _getKeyValue(value);
  819. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  820. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  821. private static _ANIMATIONTYPE_FLOAT;
  822. private static _ANIMATIONTYPE_VECTOR3;
  823. private static _ANIMATIONTYPE_QUATERNION;
  824. private static _ANIMATIONTYPE_MATRIX;
  825. private static _ANIMATIONTYPE_COLOR3;
  826. private static _ANIMATIONTYPE_VECTOR2;
  827. private static _ANIMATIONLOOPMODE_RELATIVE;
  828. private static _ANIMATIONLOOPMODE_CYCLE;
  829. private static _ANIMATIONLOOPMODE_CONSTANT;
  830. static ANIMATIONTYPE_FLOAT: number;
  831. static ANIMATIONTYPE_VECTOR3: number;
  832. static ANIMATIONTYPE_VECTOR2: number;
  833. static ANIMATIONTYPE_QUATERNION: number;
  834. static ANIMATIONTYPE_MATRIX: number;
  835. static ANIMATIONTYPE_COLOR3: number;
  836. static ANIMATIONLOOPMODE_RELATIVE: number;
  837. static ANIMATIONLOOPMODE_CYCLE: number;
  838. static ANIMATIONLOOPMODE_CONSTANT: number;
  839. }
  840. }
  841. declare module BABYLON {
  842. interface IEasingFunction {
  843. ease(gradient: number): number;
  844. }
  845. class EasingFunction implements IEasingFunction {
  846. private static _EASINGMODE_EASEIN;
  847. private static _EASINGMODE_EASEOUT;
  848. private static _EASINGMODE_EASEINOUT;
  849. static EASINGMODE_EASEIN: number;
  850. static EASINGMODE_EASEOUT: number;
  851. static EASINGMODE_EASEINOUT: number;
  852. private _easingMode;
  853. setEasingMode(easingMode: number): void;
  854. getEasingMode(): number;
  855. easeInCore(gradient: number): number;
  856. ease(gradient: number): number;
  857. }
  858. class CircleEase extends EasingFunction implements IEasingFunction {
  859. easeInCore(gradient: number): number;
  860. }
  861. class BackEase extends EasingFunction implements IEasingFunction {
  862. amplitude: number;
  863. constructor(amplitude?: number);
  864. easeInCore(gradient: number): number;
  865. }
  866. class BounceEase extends EasingFunction implements IEasingFunction {
  867. bounces: number;
  868. bounciness: number;
  869. constructor(bounces?: number, bounciness?: number);
  870. easeInCore(gradient: number): number;
  871. }
  872. class CubicEase extends EasingFunction implements IEasingFunction {
  873. easeInCore(gradient: number): number;
  874. }
  875. class ElasticEase extends EasingFunction implements IEasingFunction {
  876. oscillations: number;
  877. springiness: number;
  878. constructor(oscillations?: number, springiness?: number);
  879. easeInCore(gradient: number): number;
  880. }
  881. class ExponentialEase extends EasingFunction implements IEasingFunction {
  882. exponent: number;
  883. constructor(exponent?: number);
  884. easeInCore(gradient: number): number;
  885. }
  886. class PowerEase extends EasingFunction implements IEasingFunction {
  887. power: number;
  888. constructor(power?: number);
  889. easeInCore(gradient: number): number;
  890. }
  891. class QuadraticEase extends EasingFunction implements IEasingFunction {
  892. easeInCore(gradient: number): number;
  893. }
  894. class QuarticEase extends EasingFunction implements IEasingFunction {
  895. easeInCore(gradient: number): number;
  896. }
  897. class QuinticEase extends EasingFunction implements IEasingFunction {
  898. easeInCore(gradient: number): number;
  899. }
  900. class SineEase extends EasingFunction implements IEasingFunction {
  901. easeInCore(gradient: number): number;
  902. }
  903. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  904. x1: number;
  905. y1: number;
  906. x2: number;
  907. y2: number;
  908. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  909. easeInCore(gradient: number): number;
  910. }
  911. }
  912. declare module BABYLON {
  913. class AudioEngine {
  914. audioContext: AudioContext;
  915. canUseWebAudio: boolean;
  916. masterGain: GainNode;
  917. constructor();
  918. getGlobalVolume(): number;
  919. setGlobalVolume(newVolume: number): void;
  920. }
  921. }
  922. declare module BABYLON {
  923. class Sound {
  924. autoplay: boolean;
  925. loop: boolean;
  926. useCustomAttenuation: boolean;
  927. soundTrackId: number;
  928. spatialSound: boolean;
  929. refDistance: number;
  930. rolloffFactor: number;
  931. maxDistance: number;
  932. distanceModel: string;
  933. panningModel: string;
  934. private startTime;
  935. private startOffset;
  936. private _position;
  937. private _localDirection;
  938. private _volume;
  939. private _isLoaded;
  940. private _isReadyToPlay;
  941. private _isPlaying;
  942. private _isDirectional;
  943. private _audioEngine;
  944. private _readyToPlayCallback;
  945. private _audioBuffer;
  946. private _soundSource;
  947. private _soundPanner;
  948. private _soundGain;
  949. private _audioNode;
  950. private _coneInnerAngle;
  951. private _coneOuterAngle;
  952. private _coneOuterGain;
  953. private _scene;
  954. private _name;
  955. private _connectedMesh;
  956. private _customAttenuationFunction;
  957. /**
  958. * Create a sound and attach it to a scene
  959. * @param name Name of your sound
  960. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  961. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  962. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  963. */
  964. constructor(name: string, urlOrArrayBuffer: any, scene: BABYLON.Scene, readyToPlayCallback?: () => void, options?: any);
  965. updateOptions(options: any): void;
  966. private _createSpatialParameters();
  967. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  968. /**
  969. * Transform this sound into a directional source
  970. * @param coneInnerAngle Size of the inner cone in degree
  971. * @param coneOuterAngle Size of the outer cone in degree
  972. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  973. */
  974. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  975. setPosition(newPosition: Vector3): void;
  976. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  977. private _updateDirection();
  978. updateDistanceFromListener(): void;
  979. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  980. /**
  981. * Play the sound
  982. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  983. */
  984. play(time?: number): void;
  985. /**
  986. * Stop the sound
  987. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  988. */
  989. stop(time?: number): void;
  990. pause(): void;
  991. setVolume(newVolume: number): void;
  992. getVolume(): number;
  993. attachToMesh(meshToConnectTo: BABYLON.AbstractMesh): void;
  994. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  995. private _soundLoaded(audioData);
  996. }
  997. }
  998. declare module BABYLON {
  999. class SoundTrack {
  1000. private _audioEngine;
  1001. private _trackGain;
  1002. private _trackConvolver;
  1003. private _scene;
  1004. id: number;
  1005. soundCollection: Array<BABYLON.Sound>;
  1006. private _isMainTrack;
  1007. constructor(scene: BABYLON.Scene, options?: any);
  1008. AddSound(sound: BABYLON.Sound): void;
  1009. RemoveSound(sound: BABYLON.Sound): void;
  1010. setVolume(newVolume: number): void;
  1011. }
  1012. }
  1013. declare module BABYLON {
  1014. class Bone {
  1015. name: string;
  1016. children: Bone[];
  1017. animations: Animation[];
  1018. private _skeleton;
  1019. private _matrix;
  1020. private _baseMatrix;
  1021. private _worldTransform;
  1022. private _absoluteTransform;
  1023. private _invertedAbsoluteTransform;
  1024. private _parent;
  1025. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  1026. getParent(): Bone;
  1027. getLocalMatrix(): Matrix;
  1028. getBaseMatrix(): Matrix;
  1029. getWorldMatrix(): Matrix;
  1030. getInvertedAbsoluteTransform(): Matrix;
  1031. getAbsoluteMatrix(): Matrix;
  1032. updateMatrix(matrix: Matrix): void;
  1033. private _updateDifferenceMatrix();
  1034. markAsDirty(): void;
  1035. }
  1036. }
  1037. declare module BABYLON {
  1038. class Skeleton {
  1039. name: string;
  1040. id: string;
  1041. bones: Bone[];
  1042. private _scene;
  1043. private _isDirty;
  1044. private _transformMatrices;
  1045. private _animatables;
  1046. private _identity;
  1047. constructor(name: string, id: string, scene: Scene);
  1048. getTransformMatrices(): Float32Array;
  1049. _markAsDirty(): void;
  1050. prepare(): void;
  1051. getAnimatables(): IAnimatable[];
  1052. clone(name: string, id: string): Skeleton;
  1053. }
  1054. }
  1055. declare module BABYLON {
  1056. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1057. private _eyeSpace;
  1058. private _leftCamera;
  1059. private _rightCamera;
  1060. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1061. _update(): void;
  1062. _updateCamera(camera: ArcRotateCamera): void;
  1063. }
  1064. class AnaglyphFreeCamera extends FreeCamera {
  1065. private _eyeSpace;
  1066. private _leftCamera;
  1067. private _rightCamera;
  1068. private _transformMatrix;
  1069. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1070. _getSubCameraPosition(eyeSpace: any, result: any): void;
  1071. _update(): void;
  1072. _updateCamera(camera: FreeCamera): void;
  1073. }
  1074. }
  1075. declare module BABYLON {
  1076. class ArcRotateCamera extends Camera {
  1077. alpha: number;
  1078. beta: number;
  1079. radius: number;
  1080. target: any;
  1081. inertialAlphaOffset: number;
  1082. inertialBetaOffset: number;
  1083. inertialRadiusOffset: number;
  1084. lowerAlphaLimit: any;
  1085. upperAlphaLimit: any;
  1086. lowerBetaLimit: number;
  1087. upperBetaLimit: number;
  1088. lowerRadiusLimit: any;
  1089. upperRadiusLimit: any;
  1090. angularSensibility: number;
  1091. wheelPrecision: number;
  1092. keysUp: number[];
  1093. keysDown: number[];
  1094. keysLeft: number[];
  1095. keysRight: number[];
  1096. zoomOnFactor: number;
  1097. targetScreenOffset: Vector2;
  1098. private _keys;
  1099. private _viewMatrix;
  1100. private _attachedElement;
  1101. private _onPointerDown;
  1102. private _onPointerUp;
  1103. private _onPointerMove;
  1104. private _wheel;
  1105. private _onMouseMove;
  1106. private _onKeyDown;
  1107. private _onKeyUp;
  1108. private _onLostFocus;
  1109. private _reset;
  1110. private _onGestureStart;
  1111. private _onGesture;
  1112. private _MSGestureHandler;
  1113. onCollide: (collidedMesh: AbstractMesh) => void;
  1114. checkCollisions: boolean;
  1115. collisionRadius: Vector3;
  1116. private _collider;
  1117. private _previousPosition;
  1118. private _collisionVelocity;
  1119. private _newPosition;
  1120. private _previousAlpha;
  1121. private _previousBeta;
  1122. private _previousRadius;
  1123. pinchPrecision: number;
  1124. private _touchStart;
  1125. private _touchMove;
  1126. private _touchEnd;
  1127. private _pinchStart;
  1128. private _pinchMove;
  1129. private _pinchEnd;
  1130. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1131. _getTargetPosition(): Vector3;
  1132. _initCache(): void;
  1133. _updateCache(ignoreParentClass?: boolean): void;
  1134. _isSynchronizedViewMatrix(): boolean;
  1135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1136. detachControl(element: HTMLElement): void;
  1137. _update(): void;
  1138. setPosition(position: Vector3): void;
  1139. _getViewMatrix(): Matrix;
  1140. zoomOn(meshes?: AbstractMesh[]): void;
  1141. focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1142. }
  1143. }
  1144. declare module BABYLON {
  1145. class Camera extends Node {
  1146. position: Vector3;
  1147. static PERSPECTIVE_CAMERA: number;
  1148. static ORTHOGRAPHIC_CAMERA: number;
  1149. upVector: Vector3;
  1150. orthoLeft: any;
  1151. orthoRight: any;
  1152. orthoBottom: any;
  1153. orthoTop: any;
  1154. fov: number;
  1155. minZ: number;
  1156. maxZ: number;
  1157. inertia: number;
  1158. mode: number;
  1159. isIntermediate: boolean;
  1160. viewport: Viewport;
  1161. subCameras: any[];
  1162. layerMask: number;
  1163. private _computedViewMatrix;
  1164. _projectionMatrix: Matrix;
  1165. private _worldMatrix;
  1166. _postProcesses: PostProcess[];
  1167. _postProcessesTakenIndices: any[];
  1168. constructor(name: string, position: Vector3, scene: Scene);
  1169. _initCache(): void;
  1170. _updateCache(ignoreParentClass?: boolean): void;
  1171. _updateFromScene(): void;
  1172. _isSynchronized(): boolean;
  1173. _isSynchronizedViewMatrix(): boolean;
  1174. _isSynchronizedProjectionMatrix(): boolean;
  1175. attachControl(element: HTMLElement): void;
  1176. detachControl(element: HTMLElement): void;
  1177. _update(): void;
  1178. attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1179. detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1180. getWorldMatrix(): Matrix;
  1181. _getViewMatrix(): Matrix;
  1182. getViewMatrix(): Matrix;
  1183. _computeViewMatrix(force?: boolean): Matrix;
  1184. getProjectionMatrix(force?: boolean): Matrix;
  1185. dispose(): void;
  1186. }
  1187. }
  1188. declare module BABYLON {
  1189. class DeviceOrientationCamera extends FreeCamera {
  1190. private _offsetX;
  1191. private _offsetY;
  1192. private _orientationGamma;
  1193. private _orientationBeta;
  1194. private _initialOrientationGamma;
  1195. private _initialOrientationBeta;
  1196. private _attachedCanvas;
  1197. private _orientationChanged;
  1198. angularSensibility: number;
  1199. moveSensibility: number;
  1200. constructor(name: string, position: Vector3, scene: Scene);
  1201. attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1202. detachControl(canvas: HTMLCanvasElement): void;
  1203. _checkInputs(): void;
  1204. }
  1205. }
  1206. declare module BABYLON {
  1207. class FollowCamera extends TargetCamera {
  1208. radius: number;
  1209. rotationOffset: number;
  1210. heightOffset: number;
  1211. cameraAcceleration: number;
  1212. maxCameraSpeed: number;
  1213. target: BABYLON.AbstractMesh;
  1214. constructor(name: string, position: Vector3, scene: Scene);
  1215. private getRadians(degrees);
  1216. private follow(cameraTarget);
  1217. _update(): void;
  1218. }
  1219. }
  1220. declare module BABYLON {
  1221. class FreeCamera extends TargetCamera {
  1222. ellipsoid: Vector3;
  1223. keysUp: number[];
  1224. keysDown: number[];
  1225. keysLeft: number[];
  1226. keysRight: number[];
  1227. checkCollisions: boolean;
  1228. applyGravity: boolean;
  1229. angularSensibility: number;
  1230. onCollide: (collidedMesh: AbstractMesh) => void;
  1231. private _keys;
  1232. private _collider;
  1233. private _needMoveForGravity;
  1234. private _oldPosition;
  1235. private _diffPosition;
  1236. private _newPosition;
  1237. private _attachedElement;
  1238. private _localDirection;
  1239. private _transformedDirection;
  1240. private _onMouseDown;
  1241. private _onMouseUp;
  1242. private _onMouseOut;
  1243. private _onMouseMove;
  1244. private _onKeyDown;
  1245. private _onKeyUp;
  1246. _onLostFocus: (e: FocusEvent) => any;
  1247. _waitingLockedTargetId: string;
  1248. constructor(name: string, position: Vector3, scene: Scene);
  1249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1250. detachControl(element: HTMLElement): void;
  1251. _collideWithWorld(velocity: Vector3): void;
  1252. _checkInputs(): void;
  1253. _decideIfNeedsToMove(): boolean;
  1254. _updatePosition(): void;
  1255. _update(): void;
  1256. }
  1257. }
  1258. declare module BABYLON {
  1259. class GamepadCamera extends FreeCamera {
  1260. private _gamepad;
  1261. private _gamepads;
  1262. angularSensibility: number;
  1263. moveSensibility: number;
  1264. constructor(name: string, position: Vector3, scene: Scene);
  1265. private _onNewGameConnected(gamepad);
  1266. _checkInputs(): void;
  1267. dispose(): void;
  1268. }
  1269. }
  1270. declare module BABYLON {
  1271. class TargetCamera extends Camera {
  1272. cameraDirection: Vector3;
  1273. cameraRotation: Vector2;
  1274. rotation: Vector3;
  1275. speed: number;
  1276. noRotationConstraint: boolean;
  1277. lockedTarget: any;
  1278. _currentTarget: Vector3;
  1279. _viewMatrix: Matrix;
  1280. _camMatrix: Matrix;
  1281. _cameraTransformMatrix: Matrix;
  1282. _cameraRotationMatrix: Matrix;
  1283. _referencePoint: Vector3;
  1284. _transformedReferencePoint: Vector3;
  1285. _lookAtTemp: Matrix;
  1286. _tempMatrix: Matrix;
  1287. _reset: () => void;
  1288. _waitingLockedTargetId: string;
  1289. constructor(name: string, position: Vector3, scene: Scene);
  1290. _getLockedTargetPosition(): Vector3;
  1291. _initCache(): void;
  1292. _updateCache(ignoreParentClass?: boolean): void;
  1293. _isSynchronizedViewMatrix(): boolean;
  1294. _computeLocalCameraSpeed(): number;
  1295. setTarget(target: Vector3): void;
  1296. getTarget(): Vector3;
  1297. _decideIfNeedsToMove(): boolean;
  1298. _updatePosition(): void;
  1299. _update(): void;
  1300. _getViewMatrix(): Matrix;
  1301. }
  1302. }
  1303. declare module BABYLON {
  1304. class TouchCamera extends FreeCamera {
  1305. private _offsetX;
  1306. private _offsetY;
  1307. private _pointerCount;
  1308. private _pointerPressed;
  1309. private _attachedCanvas;
  1310. private _onPointerDown;
  1311. private _onPointerUp;
  1312. private _onPointerMove;
  1313. angularSensibility: number;
  1314. moveSensibility: number;
  1315. constructor(name: string, position: Vector3, scene: Scene);
  1316. attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1317. detachControl(canvas: HTMLCanvasElement): void;
  1318. _checkInputs(): void;
  1319. }
  1320. }
  1321. declare module BABYLON {
  1322. class VirtualJoysticksCamera extends FreeCamera {
  1323. private _leftjoystick;
  1324. private _rightjoystick;
  1325. constructor(name: string, position: Vector3, scene: Scene);
  1326. _checkInputs(): void;
  1327. dispose(): void;
  1328. }
  1329. }
  1330. declare module BABYLON {
  1331. class OculusCamera extends FreeCamera {
  1332. private _leftCamera;
  1333. private _rightCamera;
  1334. private _offsetOrientation;
  1335. private _deviceOrientationHandler;
  1336. constructor(name: string, position: Vector3, scene: Scene);
  1337. _update(): void;
  1338. _updateCamera(camera: FreeCamera): void;
  1339. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1341. detachControl(element: HTMLElement): void;
  1342. }
  1343. }
  1344. declare module BABYLON {
  1345. class OculusGamepadCamera extends FreeCamera {
  1346. private _leftCamera;
  1347. private _rightCamera;
  1348. private _offsetOrientation;
  1349. private _deviceOrientationHandler;
  1350. private _gamepad;
  1351. private _gamepads;
  1352. angularSensibility: number;
  1353. moveSensibility: number;
  1354. constructor(name: string, position: Vector3, scene: Scene);
  1355. private _onNewGameConnected(gamepad);
  1356. _update(): void;
  1357. _checkInputs(): void;
  1358. _updateCamera(camera: FreeCamera): void;
  1359. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1360. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1361. detachControl(element: HTMLElement): void;
  1362. dispose(): void;
  1363. }
  1364. }
  1365. declare module BABYLON {
  1366. class VRDeviceOrientationCamera extends BABYLON.OculusCamera {
  1367. _alpha: number;
  1368. _beta: number;
  1369. _gamma: number;
  1370. constructor(name: string, position: Vector3, scene: Scene);
  1371. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1372. }
  1373. }
  1374. declare var HMDVRDevice: any;
  1375. declare var PositionSensorVRDevice: any;
  1376. declare module BABYLON {
  1377. class WebVRCamera extends BABYLON.OculusCamera {
  1378. _hmdDevice: any;
  1379. _sensorDevice: any;
  1380. _cacheState: any;
  1381. _cacheQuaternion: Quaternion;
  1382. _cacheRotation: Vector3;
  1383. _vrEnabled: boolean;
  1384. constructor(name: string, position: Vector3, scene: Scene);
  1385. private _getWebVRDevices(devices);
  1386. _update(): void;
  1387. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1388. detachControl(element: HTMLElement): void;
  1389. }
  1390. }
  1391. declare module BABYLON {
  1392. class Collider {
  1393. radius: Vector3;
  1394. retry: number;
  1395. velocity: Vector3;
  1396. basePoint: Vector3;
  1397. epsilon: number;
  1398. collisionFound: boolean;
  1399. velocityWorldLength: number;
  1400. basePointWorld: Vector3;
  1401. velocityWorld: Vector3;
  1402. normalizedVelocity: Vector3;
  1403. initialVelocity: Vector3;
  1404. initialPosition: Vector3;
  1405. nearestDistance: number;
  1406. intersectionPoint: Vector3;
  1407. collidedMesh: AbstractMesh;
  1408. private _collisionPoint;
  1409. private _planeIntersectionPoint;
  1410. private _tempVector;
  1411. private _tempVector2;
  1412. private _tempVector3;
  1413. private _tempVector4;
  1414. private _edge;
  1415. private _baseToVertex;
  1416. private _destinationPoint;
  1417. private _slidePlaneNormal;
  1418. private _displacementVector;
  1419. _initialize(source: Vector3, dir: Vector3, e: number): void;
  1420. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1421. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1422. _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1423. _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1424. _getResponse(pos: Vector3, vel: Vector3): void;
  1425. }
  1426. }
  1427. declare module BABYLON {
  1428. class IntersectionInfo {
  1429. bu: number;
  1430. bv: number;
  1431. distance: number;
  1432. faceId: number;
  1433. constructor(bu: number, bv: number, distance: number);
  1434. }
  1435. class PickingInfo {
  1436. hit: boolean;
  1437. distance: number;
  1438. pickedPoint: Vector3;
  1439. pickedMesh: AbstractMesh;
  1440. bu: number;
  1441. bv: number;
  1442. faceId: number;
  1443. getNormal(): Vector3;
  1444. getTextureCoordinates(): Vector2;
  1445. }
  1446. }
  1447. declare module BABYLON {
  1448. class BoundingBox {
  1449. minimum: Vector3;
  1450. maximum: Vector3;
  1451. vectors: Vector3[];
  1452. center: Vector3;
  1453. extendSize: Vector3;
  1454. directions: Vector3[];
  1455. vectorsWorld: Vector3[];
  1456. minimumWorld: Vector3;
  1457. maximumWorld: Vector3;
  1458. private _worldMatrix;
  1459. constructor(minimum: Vector3, maximum: Vector3);
  1460. getWorldMatrix(): Matrix;
  1461. _update(world: Matrix): void;
  1462. isInFrustum(frustumPlanes: Plane[]): boolean;
  1463. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1464. intersectsPoint(point: Vector3): boolean;
  1465. intersectsSphere(sphere: BoundingSphere): boolean;
  1466. intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1467. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1468. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1469. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1470. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1471. }
  1472. }
  1473. declare module BABYLON {
  1474. class BoundingInfo {
  1475. minimum: Vector3;
  1476. maximum: Vector3;
  1477. boundingBox: BoundingBox;
  1478. boundingSphere: BoundingSphere;
  1479. constructor(minimum: Vector3, maximum: Vector3);
  1480. _update(world: Matrix): void;
  1481. isInFrustum(frustumPlanes: Plane[]): boolean;
  1482. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1483. _checkCollision(collider: Collider): boolean;
  1484. intersectsPoint(point: Vector3): boolean;
  1485. intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1486. }
  1487. }
  1488. declare module BABYLON {
  1489. class BoundingSphere {
  1490. minimum: Vector3;
  1491. maximum: Vector3;
  1492. center: Vector3;
  1493. radius: number;
  1494. centerWorld: Vector3;
  1495. radiusWorld: number;
  1496. private _tempRadiusVector;
  1497. constructor(minimum: Vector3, maximum: Vector3);
  1498. _update(world: Matrix): void;
  1499. isInFrustum(frustumPlanes: Plane[]): boolean;
  1500. intersectsPoint(point: Vector3): boolean;
  1501. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1502. }
  1503. }
  1504. declare module BABYLON {
  1505. interface IOctreeContainer<T> {
  1506. blocks: Array<OctreeBlock<T>>;
  1507. }
  1508. class Octree<T> {
  1509. maxDepth: number;
  1510. blocks: Array<OctreeBlock<T>>;
  1511. dynamicContent: T[];
  1512. private _maxBlockCapacity;
  1513. private _selectionContent;
  1514. private _creationFunc;
  1515. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1516. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1517. addMesh(entry: T): void;
  1518. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1519. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1520. intersectsRay(ray: Ray): SmartArray<T>;
  1521. 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;
  1522. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1523. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1524. }
  1525. }
  1526. declare module BABYLON {
  1527. class OctreeBlock<T> {
  1528. entries: T[];
  1529. blocks: Array<OctreeBlock<T>>;
  1530. private _depth;
  1531. private _maxDepth;
  1532. private _capacity;
  1533. private _minPoint;
  1534. private _maxPoint;
  1535. private _boundingVectors;
  1536. private _creationFunc;
  1537. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1538. capacity: number;
  1539. minPoint: Vector3;
  1540. maxPoint: Vector3;
  1541. addEntry(entry: T): void;
  1542. addEntries(entries: T[]): void;
  1543. select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1544. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1545. intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1546. createInnerBlocks(): void;
  1547. }
  1548. }
  1549. declare module BABYLON {
  1550. class DebugLayer {
  1551. private _scene;
  1552. private _enabled;
  1553. private _labelsEnabled;
  1554. private _displayStatistics;
  1555. private _displayTree;
  1556. private _displayLogs;
  1557. private _globalDiv;
  1558. private _statsDiv;
  1559. private _statsSubsetDiv;
  1560. private _optionsDiv;
  1561. private _optionsSubsetDiv;
  1562. private _logDiv;
  1563. private _logSubsetDiv;
  1564. private _treeDiv;
  1565. private _treeSubsetDiv;
  1566. private _drawingCanvas;
  1567. private _drawingContext;
  1568. private _syncPositions;
  1569. private _syncData;
  1570. private _onCanvasClick;
  1571. private _clickPosition;
  1572. private _ratio;
  1573. private _identityMatrix;
  1574. private _showUI;
  1575. private _needToRefreshMeshesTree;
  1576. shouldDisplayLabel: (node: Node) => boolean;
  1577. shouldDisplayAxis: (mesh: Mesh) => boolean;
  1578. axisRatio: number;
  1579. accentColor: string;
  1580. customStatsFunction: () => string;
  1581. constructor(scene: Scene);
  1582. private _refreshMeshesTreeContent();
  1583. private _renderSingleAxis(zero, unit, unitText, label, color);
  1584. private _renderAxis(projectedPosition, mesh, globalViewport);
  1585. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1586. private _isClickInsideRect(x, y, width, height);
  1587. isVisible(): boolean;
  1588. hide(): void;
  1589. show(showUI?: boolean): void;
  1590. private _clearLabels();
  1591. private _generateheader(root, text);
  1592. private _generateTexBox(root, title, color);
  1593. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1594. private _generateCheckBox(root, title, initialState, task, tag?);
  1595. private _generateRadio(root, title, name, initialState, task, tag?);
  1596. private _generateDOMelements();
  1597. private _displayStats();
  1598. }
  1599. }
  1600. declare module BABYLON {
  1601. class Layer {
  1602. name: string;
  1603. texture: Texture;
  1604. isBackground: boolean;
  1605. color: Color4;
  1606. onDispose: () => void;
  1607. private _scene;
  1608. private _vertexDeclaration;
  1609. private _vertexStrideSize;
  1610. private _vertexBuffer;
  1611. private _indexBuffer;
  1612. private _effect;
  1613. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1614. render(): void;
  1615. dispose(): void;
  1616. }
  1617. }
  1618. declare module BABYLON {
  1619. class LensFlare {
  1620. size: number;
  1621. position: number;
  1622. color: Color3;
  1623. texture: Texture;
  1624. private _system;
  1625. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1626. dispose: () => void;
  1627. }
  1628. }
  1629. declare module BABYLON {
  1630. class LensFlareSystem {
  1631. name: string;
  1632. lensFlares: LensFlare[];
  1633. borderLimit: number;
  1634. meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1635. private _scene;
  1636. private _emitter;
  1637. private _vertexDeclaration;
  1638. private _vertexStrideSize;
  1639. private _vertexBuffer;
  1640. private _indexBuffer;
  1641. private _effect;
  1642. private _positionX;
  1643. private _positionY;
  1644. private _isEnabled;
  1645. constructor(name: string, emitter: any, scene: Scene);
  1646. isEnabled: boolean;
  1647. getScene(): Scene;
  1648. getEmitter(): any;
  1649. getEmitterPosition(): Vector3;
  1650. computeEffectivePosition(globalViewport: Viewport): boolean;
  1651. _isVisible(): boolean;
  1652. render(): boolean;
  1653. dispose(): void;
  1654. }
  1655. }
  1656. declare module BABYLON {
  1657. class DirectionalLight extends Light implements IShadowLight {
  1658. direction: Vector3;
  1659. position: Vector3;
  1660. private _transformedDirection;
  1661. transformedPosition: Vector3;
  1662. private _worldMatrix;
  1663. constructor(name: string, direction: Vector3, scene: Scene);
  1664. getAbsolutePosition(): Vector3;
  1665. setDirectionToTarget(target: Vector3): Vector3;
  1666. computeTransformedPosition(): boolean;
  1667. transferToEffect(effect: Effect, directionUniformName: string): void;
  1668. _getWorldMatrix(): Matrix;
  1669. }
  1670. }
  1671. declare module BABYLON {
  1672. class HemisphericLight extends Light {
  1673. direction: Vector3;
  1674. groundColor: Color3;
  1675. private _worldMatrix;
  1676. constructor(name: string, direction: Vector3, scene: Scene);
  1677. setDirectionToTarget(target: Vector3): Vector3;
  1678. getShadowGenerator(): ShadowGenerator;
  1679. transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1680. _getWorldMatrix(): Matrix;
  1681. }
  1682. }
  1683. declare module BABYLON {
  1684. interface IShadowLight {
  1685. position: Vector3;
  1686. direction: Vector3;
  1687. transformedPosition: Vector3;
  1688. name: string;
  1689. computeTransformedPosition(): boolean;
  1690. getScene(): Scene;
  1691. _shadowGenerator: ShadowGenerator;
  1692. }
  1693. class Light extends Node {
  1694. diffuse: Color3;
  1695. specular: Color3;
  1696. intensity: number;
  1697. range: number;
  1698. includedOnlyMeshes: AbstractMesh[];
  1699. excludedMeshes: AbstractMesh[];
  1700. _shadowGenerator: ShadowGenerator;
  1701. private _parentedWorldMatrix;
  1702. _excludedMeshesIds: string[];
  1703. _includedOnlyMeshesIds: string[];
  1704. constructor(name: string, scene: Scene);
  1705. getShadowGenerator(): ShadowGenerator;
  1706. getAbsolutePosition(): Vector3;
  1707. transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1708. _getWorldMatrix(): Matrix;
  1709. canAffectMesh(mesh: AbstractMesh): boolean;
  1710. getWorldMatrix(): Matrix;
  1711. dispose(): void;
  1712. }
  1713. }
  1714. declare module BABYLON {
  1715. class PointLight extends Light {
  1716. position: Vector3;
  1717. private _worldMatrix;
  1718. private _transformedPosition;
  1719. constructor(name: string, position: Vector3, scene: Scene);
  1720. getAbsolutePosition(): Vector3;
  1721. transferToEffect(effect: Effect, positionUniformName: string): void;
  1722. getShadowGenerator(): ShadowGenerator;
  1723. _getWorldMatrix(): Matrix;
  1724. }
  1725. }
  1726. declare module BABYLON {
  1727. class SpotLight extends Light implements IShadowLight {
  1728. position: Vector3;
  1729. direction: Vector3;
  1730. angle: number;
  1731. exponent: number;
  1732. transformedPosition: Vector3;
  1733. private _transformedDirection;
  1734. private _worldMatrix;
  1735. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1736. getAbsolutePosition(): Vector3;
  1737. setDirectionToTarget(target: Vector3): Vector3;
  1738. computeTransformedPosition(): boolean;
  1739. transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1740. _getWorldMatrix(): Matrix;
  1741. }
  1742. }
  1743. declare module BABYLON {
  1744. class ShadowGenerator {
  1745. private static _FILTER_NONE;
  1746. private static _FILTER_VARIANCESHADOWMAP;
  1747. private static _FILTER_POISSONSAMPLING;
  1748. static FILTER_NONE: number;
  1749. static FILTER_VARIANCESHADOWMAP: number;
  1750. static FILTER_POISSONSAMPLING: number;
  1751. filter: number;
  1752. useVarianceShadowMap: boolean;
  1753. usePoissonSampling: boolean;
  1754. private _light;
  1755. private _scene;
  1756. private _shadowMap;
  1757. private _darkness;
  1758. private _transparencyShadow;
  1759. private _effect;
  1760. private _viewMatrix;
  1761. private _projectionMatrix;
  1762. private _transformMatrix;
  1763. private _worldViewProjection;
  1764. private _cachedPosition;
  1765. private _cachedDirection;
  1766. private _cachedDefines;
  1767. constructor(mapSize: number, light: IShadowLight);
  1768. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1769. getShadowMap(): RenderTargetTexture;
  1770. getLight(): IShadowLight;
  1771. getTransformMatrix(): Matrix;
  1772. getDarkness(): number;
  1773. setDarkness(darkness: number): void;
  1774. setTransparencyShadow(hasShadow: boolean): void;
  1775. dispose(): void;
  1776. }
  1777. }
  1778. declare module BABYLON {
  1779. interface ISceneLoaderPlugin {
  1780. extensions: string;
  1781. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1782. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1783. }
  1784. class SceneLoader {
  1785. private static _ForceFullSceneLoadingForIncremental;
  1786. private static _ShowLoadingScreen;
  1787. static ForceFullSceneLoadingForIncremental: boolean;
  1788. static ShowLoadingScreen: boolean;
  1789. private static _registeredPlugins;
  1790. private static _getPluginForFilename(sceneFilename);
  1791. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1792. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
  1793. /**
  1794. * Load a scene
  1795. * @param rootUrl a string that defines the root url for scene and resources
  1796. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1797. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1798. */
  1799. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1800. /**
  1801. * Append a scene
  1802. * @param rootUrl a string that defines the root url for scene and resources
  1803. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1804. * @param scene is the instance of BABYLON.Scene to append to
  1805. */
  1806. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1807. }
  1808. }
  1809. declare module BABYLON.Internals {
  1810. }
  1811. declare module BABYLON {
  1812. class EffectFallbacks {
  1813. private _defines;
  1814. private _currentRank;
  1815. private _maxRank;
  1816. addFallback(rank: number, define: string): void;
  1817. isMoreFallbacks: boolean;
  1818. reduce(currentDefines: string): string;
  1819. }
  1820. class Effect {
  1821. name: any;
  1822. defines: string;
  1823. onCompiled: (effect: Effect) => void;
  1824. onError: (effect: Effect, errors: string) => void;
  1825. onBind: (effect: Effect) => void;
  1826. private _engine;
  1827. private _uniformsNames;
  1828. private _samplers;
  1829. private _isReady;
  1830. private _compilationError;
  1831. private _attributesNames;
  1832. private _attributes;
  1833. private _uniforms;
  1834. _key: string;
  1835. private _program;
  1836. private _valueCache;
  1837. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1838. isReady(): boolean;
  1839. getProgram(): WebGLProgram;
  1840. getAttributesNames(): string[];
  1841. getAttributeLocation(index: number): number;
  1842. getAttributeLocationByName(name: string): number;
  1843. getAttributesCount(): number;
  1844. getUniformIndex(uniformName: string): number;
  1845. getUniform(uniformName: string): WebGLUniformLocation;
  1846. getSamplers(): string[];
  1847. getCompilationError(): string;
  1848. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1849. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1850. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1851. _bindTexture(channel: string, texture: WebGLTexture): void;
  1852. setTexture(channel: string, texture: BaseTexture): void;
  1853. setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1854. _cacheFloat2(uniformName: string, x: number, y: number): void;
  1855. _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1856. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1857. setArray(uniformName: string, array: number[]): Effect;
  1858. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1859. setMatrix(uniformName: string, matrix: Matrix): Effect;
  1860. setFloat(uniformName: string, value: number): Effect;
  1861. setBool(uniformName: string, bool: boolean): Effect;
  1862. setVector2(uniformName: string, vector2: Vector2): Effect;
  1863. setFloat2(uniformName: string, x: number, y: number): Effect;
  1864. setVector3(uniformName: string, vector3: Vector3): Effect;
  1865. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1866. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1867. setColor3(uniformName: string, color3: Color3): Effect;
  1868. setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1869. static ShadersStore: {};
  1870. }
  1871. }
  1872. declare module BABYLON {
  1873. class Material {
  1874. name: string;
  1875. private static _TriangleFillMode;
  1876. private static _WireFrameFillMode;
  1877. private static _PointFillMode;
  1878. static TriangleFillMode: number;
  1879. static WireFrameFillMode: number;
  1880. static PointFillMode: number;
  1881. id: string;
  1882. checkReadyOnEveryCall: boolean;
  1883. checkReadyOnlyOnce: boolean;
  1884. state: string;
  1885. alpha: number;
  1886. backFaceCulling: boolean;
  1887. onCompiled: (effect: Effect) => void;
  1888. onError: (effect: Effect, errors: string) => void;
  1889. onDispose: () => void;
  1890. onBind: (material: Material) => void;
  1891. getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1892. _effect: Effect;
  1893. _wasPreviouslyReady: boolean;
  1894. private _scene;
  1895. private _fillMode;
  1896. pointSize: number;
  1897. wireframe: boolean;
  1898. pointsCloud: boolean;
  1899. fillMode: number;
  1900. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1901. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1902. getEffect(): Effect;
  1903. getScene(): Scene;
  1904. needAlphaBlending(): boolean;
  1905. needAlphaTesting(): boolean;
  1906. getAlphaTestTexture(): BaseTexture;
  1907. trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1908. _preBind(): void;
  1909. bind(world: Matrix, mesh: Mesh): void;
  1910. bindOnlyWorldMatrix(world: Matrix): void;
  1911. unbind(): void;
  1912. dispose(forceDisposeEffect?: boolean): void;
  1913. }
  1914. }
  1915. declare module BABYLON {
  1916. class MultiMaterial extends Material {
  1917. subMaterials: Material[];
  1918. constructor(name: string, scene: Scene);
  1919. getSubMaterial(index: any): Material;
  1920. isReady(mesh?: AbstractMesh): boolean;
  1921. }
  1922. }
  1923. declare module BABYLON {
  1924. class ShaderMaterial extends Material {
  1925. private _shaderPath;
  1926. private _options;
  1927. private _textures;
  1928. private _floats;
  1929. private _floatsArrays;
  1930. private _colors3;
  1931. private _colors4;
  1932. private _vectors2;
  1933. private _vectors3;
  1934. private _matrices;
  1935. private _cachedWorldViewMatrix;
  1936. private _renderId;
  1937. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1938. needAlphaBlending(): boolean;
  1939. needAlphaTesting(): boolean;
  1940. private _checkUniform(uniformName);
  1941. setTexture(name: string, texture: Texture): ShaderMaterial;
  1942. setFloat(name: string, value: number): ShaderMaterial;
  1943. setFloats(name: string, value: number[]): ShaderMaterial;
  1944. setColor3(name: string, value: Color3): ShaderMaterial;
  1945. setColor4(name: string, value: Color4): ShaderMaterial;
  1946. setVector2(name: string, value: Vector2): ShaderMaterial;
  1947. setVector3(name: string, value: Vector3): ShaderMaterial;
  1948. setMatrix(name: string, value: Matrix): ShaderMaterial;
  1949. isReady(): boolean;
  1950. bindOnlyWorldMatrix(world: Matrix): void;
  1951. bind(world: Matrix): void;
  1952. dispose(forceDisposeEffect?: boolean): void;
  1953. }
  1954. }
  1955. declare module BABYLON {
  1956. class FresnelParameters {
  1957. isEnabled: boolean;
  1958. leftColor: Color3;
  1959. rightColor: Color3;
  1960. bias: number;
  1961. power: number;
  1962. }
  1963. class StandardMaterial extends Material {
  1964. diffuseTexture: BaseTexture;
  1965. ambientTexture: BaseTexture;
  1966. opacityTexture: BaseTexture;
  1967. reflectionTexture: BaseTexture;
  1968. emissiveTexture: BaseTexture;
  1969. specularTexture: BaseTexture;
  1970. bumpTexture: BaseTexture;
  1971. ambientColor: Color3;
  1972. diffuseColor: Color3;
  1973. specularColor: Color3;
  1974. specularPower: number;
  1975. emissiveColor: Color3;
  1976. useAlphaFromDiffuseTexture: boolean;
  1977. useSpecularOverAlpha: boolean;
  1978. fogEnabled: boolean;
  1979. diffuseFresnelParameters: FresnelParameters;
  1980. opacityFresnelParameters: FresnelParameters;
  1981. reflectionFresnelParameters: FresnelParameters;
  1982. emissiveFresnelParameters: FresnelParameters;
  1983. private _cachedDefines;
  1984. private _renderTargets;
  1985. private _worldViewProjectionMatrix;
  1986. private _globalAmbientColor;
  1987. private _scaledDiffuse;
  1988. private _scaledSpecular;
  1989. private _renderId;
  1990. constructor(name: string, scene: Scene);
  1991. needAlphaBlending(): boolean;
  1992. needAlphaTesting(): boolean;
  1993. private _shouldUseAlphaFromDiffuseTexture();
  1994. getAlphaTestTexture(): BaseTexture;
  1995. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1996. unbind(): void;
  1997. bindOnlyWorldMatrix(world: Matrix): void;
  1998. bind(world: Matrix, mesh: Mesh): void;
  1999. getAnimatables(): IAnimatable[];
  2000. dispose(forceDisposeEffect?: boolean): void;
  2001. clone(name: string): StandardMaterial;
  2002. static DiffuseTextureEnabled: boolean;
  2003. static AmbientTextureEnabled: boolean;
  2004. static OpacityTextureEnabled: boolean;
  2005. static ReflectionTextureEnabled: boolean;
  2006. static EmissiveTextureEnabled: boolean;
  2007. static SpecularTextureEnabled: boolean;
  2008. static BumpTextureEnabled: boolean;
  2009. static FresnelEnabled: boolean;
  2010. }
  2011. }
  2012. declare module BABYLON {
  2013. class BaseTexture {
  2014. name: string;
  2015. delayLoadState: number;
  2016. hasAlpha: boolean;
  2017. getAlphaFromRGB: boolean;
  2018. level: number;
  2019. isCube: boolean;
  2020. isRenderTarget: boolean;
  2021. animations: Animation[];
  2022. onDispose: () => void;
  2023. coordinatesIndex: number;
  2024. coordinatesMode: number;
  2025. wrapU: number;
  2026. wrapV: number;
  2027. anisotropicFilteringLevel: number;
  2028. _cachedAnisotropicFilteringLevel: number;
  2029. private _scene;
  2030. _texture: WebGLTexture;
  2031. constructor(scene: Scene);
  2032. getScene(): Scene;
  2033. getTextureMatrix(): Matrix;
  2034. getReflectionTextureMatrix(): Matrix;
  2035. getInternalTexture(): WebGLTexture;
  2036. isReady(): boolean;
  2037. getSize(): ISize;
  2038. getBaseSize(): ISize;
  2039. scale(ratio: number): void;
  2040. canRescale: boolean;
  2041. _removeFromCache(url: string, noMipmap: boolean): void;
  2042. _getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
  2043. delayLoad(): void;
  2044. releaseInternalTexture(): void;
  2045. clone(): BaseTexture;
  2046. dispose(): void;
  2047. }
  2048. }
  2049. declare module BABYLON {
  2050. class CubeTexture extends BaseTexture {
  2051. url: string;
  2052. coordinatesMode: number;
  2053. private _noMipmap;
  2054. private _extensions;
  2055. private _textureMatrix;
  2056. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  2057. clone(): CubeTexture;
  2058. delayLoad(): void;
  2059. getReflectionTextureMatrix(): Matrix;
  2060. }
  2061. }
  2062. declare module BABYLON {
  2063. class DynamicTexture extends Texture {
  2064. private _generateMipMaps;
  2065. private _canvas;
  2066. private _context;
  2067. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2068. canRescale: boolean;
  2069. scale(ratio: number): void;
  2070. getContext(): CanvasRenderingContext2D;
  2071. clear(): void;
  2072. update(invertY?: boolean): void;
  2073. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  2074. clone(): DynamicTexture;
  2075. }
  2076. }
  2077. declare module BABYLON {
  2078. class MirrorTexture extends RenderTargetTexture {
  2079. mirrorPlane: Plane;
  2080. private _transformMatrix;
  2081. private _mirrorMatrix;
  2082. private _savedViewMatrix;
  2083. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2084. clone(): MirrorTexture;
  2085. }
  2086. }
  2087. declare module BABYLON {
  2088. class RawTexture extends Texture {
  2089. constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
  2090. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2091. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2092. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2093. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2094. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2095. }
  2096. }
  2097. declare module BABYLON {
  2098. class RenderTargetTexture extends Texture {
  2099. renderList: AbstractMesh[];
  2100. renderParticles: boolean;
  2101. renderSprites: boolean;
  2102. coordinatesMode: number;
  2103. onBeforeRender: () => void;
  2104. onAfterRender: () => void;
  2105. activeCamera: Camera;
  2106. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2107. private _size;
  2108. _generateMipMaps: boolean;
  2109. private _renderingManager;
  2110. _waitingRenderList: string[];
  2111. private _doNotChangeAspectRatio;
  2112. private _currentRefreshId;
  2113. private _refreshRate;
  2114. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2115. resetRefreshCounter(): void;
  2116. refreshRate: number;
  2117. _shouldRender(): boolean;
  2118. isReady(): boolean;
  2119. getRenderSize(): number;
  2120. canRescale: boolean;
  2121. scale(ratio: number): void;
  2122. resize(size: any, generateMipMaps?: boolean): void;
  2123. render(useCameraPostProcess?: boolean): void;
  2124. clone(): RenderTargetTexture;
  2125. }
  2126. }
  2127. declare module BABYLON {
  2128. class Texture extends BaseTexture {
  2129. static NEAREST_SAMPLINGMODE: number;
  2130. static BILINEAR_SAMPLINGMODE: number;
  2131. static TRILINEAR_SAMPLINGMODE: number;
  2132. static EXPLICIT_MODE: number;
  2133. static SPHERICAL_MODE: number;
  2134. static PLANAR_MODE: number;
  2135. static CUBIC_MODE: number;
  2136. static PROJECTION_MODE: number;
  2137. static SKYBOX_MODE: number;
  2138. static CLAMP_ADDRESSMODE: number;
  2139. static WRAP_ADDRESSMODE: number;
  2140. static MIRROR_ADDRESSMODE: number;
  2141. url: string;
  2142. uOffset: number;
  2143. vOffset: number;
  2144. uScale: number;
  2145. vScale: number;
  2146. uAng: number;
  2147. vAng: number;
  2148. wAng: number;
  2149. private _noMipmap;
  2150. _invertY: boolean;
  2151. private _rowGenerationMatrix;
  2152. private _cachedTextureMatrix;
  2153. private _projectionModeMatrix;
  2154. private _t0;
  2155. private _t1;
  2156. private _t2;
  2157. private _cachedUOffset;
  2158. private _cachedVOffset;
  2159. private _cachedUScale;
  2160. private _cachedVScale;
  2161. private _cachedUAng;
  2162. private _cachedVAng;
  2163. private _cachedWAng;
  2164. private _cachedCoordinatesMode;
  2165. _samplingMode: number;
  2166. private _buffer;
  2167. private _deleteBuffer;
  2168. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2169. delayLoad(): void;
  2170. private _prepareRowForTextureGeneration(x, y, z, t);
  2171. getTextureMatrix(): Matrix;
  2172. getReflectionTextureMatrix(): Matrix;
  2173. clone(): Texture;
  2174. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2175. }
  2176. }
  2177. declare module BABYLON {
  2178. class VideoTexture extends Texture {
  2179. video: HTMLVideoElement;
  2180. private _autoLaunch;
  2181. private _lastUpdate;
  2182. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2183. update(): boolean;
  2184. }
  2185. }
  2186. declare module BABYLON {
  2187. class CustomProceduralTexture extends ProceduralTexture {
  2188. private _animate;
  2189. private _time;
  2190. private _config;
  2191. private _texturePath;
  2192. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2193. private loadJson(jsonUrl);
  2194. isReady(): boolean;
  2195. render(useCameraPostProcess?: boolean): void;
  2196. updateTextures(): void;
  2197. updateShaderUniforms(): void;
  2198. animate: boolean;
  2199. }
  2200. }
  2201. declare module BABYLON {
  2202. class ProceduralTexture extends Texture {
  2203. private _size;
  2204. _generateMipMaps: boolean;
  2205. private _doNotChangeAspectRatio;
  2206. private _currentRefreshId;
  2207. private _refreshRate;
  2208. private _vertexBuffer;
  2209. private _indexBuffer;
  2210. private _effect;
  2211. private _vertexDeclaration;
  2212. private _vertexStrideSize;
  2213. private _uniforms;
  2214. private _samplers;
  2215. private _fragment;
  2216. _textures: Texture[];
  2217. private _floats;
  2218. private _floatsArrays;
  2219. private _colors3;
  2220. private _colors4;
  2221. private _vectors2;
  2222. private _vectors3;
  2223. private _matrices;
  2224. private _fallbackTexture;
  2225. private _fallbackTextureUsed;
  2226. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2227. reset(): void;
  2228. isReady(): boolean;
  2229. resetRefreshCounter(): void;
  2230. setFragment(fragment: any): void;
  2231. refreshRate: number;
  2232. _shouldRender(): boolean;
  2233. getRenderSize(): number;
  2234. resize(size: any, generateMipMaps: any): void;
  2235. private _checkUniform(uniformName);
  2236. setTexture(name: string, texture: Texture): ProceduralTexture;
  2237. setFloat(name: string, value: number): ProceduralTexture;
  2238. setFloats(name: string, value: number[]): ProceduralTexture;
  2239. setColor3(name: string, value: Color3): ProceduralTexture;
  2240. setColor4(name: string, value: Color4): ProceduralTexture;
  2241. setVector2(name: string, value: Vector2): ProceduralTexture;
  2242. setVector3(name: string, value: Vector3): ProceduralTexture;
  2243. setMatrix(name: string, value: Matrix): ProceduralTexture;
  2244. render(useCameraPostProcess?: boolean): void;
  2245. clone(): ProceduralTexture;
  2246. dispose(): void;
  2247. }
  2248. }
  2249. declare module BABYLON {
  2250. class WoodProceduralTexture extends ProceduralTexture {
  2251. private _ampScale;
  2252. private _woodColor;
  2253. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2254. updateShaderUniforms(): void;
  2255. ampScale: number;
  2256. woodColor: Color3;
  2257. }
  2258. class FireProceduralTexture extends ProceduralTexture {
  2259. private _time;
  2260. private _speed;
  2261. private _shift;
  2262. private _autoGenerateTime;
  2263. private _fireColors;
  2264. private _alphaThreshold;
  2265. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2266. updateShaderUniforms(): void;
  2267. render(useCameraPostProcess?: boolean): void;
  2268. static PurpleFireColors: Color3[];
  2269. static GreenFireColors: Color3[];
  2270. static RedFireColors: Color3[];
  2271. static BlueFireColors: Color3[];
  2272. fireColors: Color3[];
  2273. time: number;
  2274. speed: Vector2;
  2275. shift: number;
  2276. alphaThreshold: number;
  2277. }
  2278. class CloudProceduralTexture extends ProceduralTexture {
  2279. private _skyColor;
  2280. private _cloudColor;
  2281. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2282. updateShaderUniforms(): void;
  2283. skyColor: Color3;
  2284. cloudColor: Color3;
  2285. }
  2286. class GrassProceduralTexture extends ProceduralTexture {
  2287. private _grassColors;
  2288. private _herb1;
  2289. private _herb2;
  2290. private _herb3;
  2291. private _groundColor;
  2292. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2293. updateShaderUniforms(): void;
  2294. grassColors: Color3[];
  2295. groundColor: Color3;
  2296. }
  2297. class RoadProceduralTexture extends ProceduralTexture {
  2298. private _roadColor;
  2299. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2300. updateShaderUniforms(): void;
  2301. roadColor: Color3;
  2302. }
  2303. class BrickProceduralTexture extends ProceduralTexture {
  2304. private _numberOfBricksHeight;
  2305. private _numberOfBricksWidth;
  2306. private _jointColor;
  2307. private _brickColor;
  2308. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2309. updateShaderUniforms(): void;
  2310. numberOfBricksHeight: number;
  2311. cloudColor: number;
  2312. numberOfBricksWidth: number;
  2313. jointColor: Color3;
  2314. brickColor: Color3;
  2315. }
  2316. class MarbleProceduralTexture extends ProceduralTexture {
  2317. private _numberOfTilesHeight;
  2318. private _numberOfTilesWidth;
  2319. private _amplitude;
  2320. private _marbleColor;
  2321. private _jointColor;
  2322. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2323. updateShaderUniforms(): void;
  2324. numberOfTilesHeight: number;
  2325. numberOfTilesWidth: number;
  2326. jointColor: Color3;
  2327. marbleColor: Color3;
  2328. }
  2329. }
  2330. declare module BABYLON {
  2331. class Color3 {
  2332. r: number;
  2333. g: number;
  2334. b: number;
  2335. constructor(r?: number, g?: number, b?: number);
  2336. toString(): string;
  2337. toArray(array: number[], index?: number): void;
  2338. toColor4(alpha?: number): Color4;
  2339. asArray(): number[];
  2340. toLuminance(): number;
  2341. multiply(otherColor: Color3): Color3;
  2342. multiplyToRef(otherColor: Color3, result: Color3): void;
  2343. equals(otherColor: Color3): boolean;
  2344. scale(scale: number): Color3;
  2345. scaleToRef(scale: number, result: Color3): void;
  2346. add(otherColor: Color3): Color3;
  2347. addToRef(otherColor: Color3, result: Color3): void;
  2348. subtract(otherColor: Color3): Color3;
  2349. subtractToRef(otherColor: Color3, result: Color3): void;
  2350. clone(): Color3;
  2351. copyFrom(source: Color3): void;
  2352. copyFromFloats(r: number, g: number, b: number): void;
  2353. static FromArray(array: number[], offset?: number): Color3;
  2354. static FromInts(r: number, g: number, b: number): Color3;
  2355. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2356. static Red(): Color3;
  2357. static Green(): Color3;
  2358. static Blue(): Color3;
  2359. static Black(): Color3;
  2360. static White(): Color3;
  2361. static Purple(): Color3;
  2362. static Magenta(): Color3;
  2363. static Yellow(): Color3;
  2364. static Gray(): Color3;
  2365. }
  2366. class Color4 {
  2367. r: number;
  2368. g: number;
  2369. b: number;
  2370. a: number;
  2371. constructor(r: number, g: number, b: number, a: number);
  2372. addInPlace(right: any): void;
  2373. asArray(): number[];
  2374. toArray(array: number[], index?: number): void;
  2375. add(right: Color4): Color4;
  2376. subtract(right: Color4): Color4;
  2377. subtractToRef(right: Color4, result: Color4): void;
  2378. scale(scale: number): Color4;
  2379. scaleToRef(scale: number, result: Color4): void;
  2380. toString(): string;
  2381. clone(): Color4;
  2382. copyFrom(source: Color4): void;
  2383. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2384. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2385. static FromArray(array: number[], offset?: number): Color4;
  2386. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2387. }
  2388. class Vector2 {
  2389. x: number;
  2390. y: number;
  2391. constructor(x: number, y: number);
  2392. toString(): string;
  2393. toArray(array: number[], index?: number): void;
  2394. asArray(): number[];
  2395. copyFrom(source: Vector2): void;
  2396. copyFromFloats(x: number, y: number): void;
  2397. add(otherVector: Vector2): Vector2;
  2398. addVector3(otherVector: Vector3): Vector2;
  2399. subtract(otherVector: Vector2): Vector2;
  2400. subtractInPlace(otherVector: Vector2): void;
  2401. multiplyInPlace(otherVector: Vector2): void;
  2402. multiply(otherVector: Vector2): Vector2;
  2403. multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2404. multiplyByFloats(x: number, y: number): Vector2;
  2405. divide(otherVector: Vector2): Vector2;
  2406. divideToRef(otherVector: Vector2, result: Vector2): void;
  2407. negate(): Vector2;
  2408. scaleInPlace(scale: number): Vector2;
  2409. scale(scale: number): Vector2;
  2410. equals(otherVector: Vector2): boolean;
  2411. length(): number;
  2412. lengthSquared(): number;
  2413. normalize(): Vector2;
  2414. clone(): Vector2;
  2415. static Zero(): Vector2;
  2416. static FromArray(array: number[], offset?: number): Vector2;
  2417. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2418. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2419. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2420. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2421. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2422. static Dot(left: Vector2, right: Vector2): number;
  2423. static Normalize(vector: Vector2): Vector2;
  2424. static Minimize(left: Vector2, right: Vector2): Vector2;
  2425. static Maximize(left: Vector2, right: Vector2): Vector2;
  2426. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2427. static Distance(value1: Vector2, value2: Vector2): number;
  2428. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2429. }
  2430. class Vector3 {
  2431. x: number;
  2432. y: number;
  2433. z: number;
  2434. constructor(x: number, y: number, z: number);
  2435. toString(): string;
  2436. asArray(): number[];
  2437. toArray(array: number[], index?: number): void;
  2438. addInPlace(otherVector: Vector3): void;
  2439. add(otherVector: Vector3): Vector3;
  2440. addToRef(otherVector: Vector3, result: Vector3): void;
  2441. subtractInPlace(otherVector: Vector3): void;
  2442. subtract(otherVector: Vector3): Vector3;
  2443. subtractToRef(otherVector: Vector3, result: Vector3): void;
  2444. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2445. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2446. negate(): Vector3;
  2447. scaleInPlace(scale: number): Vector3;
  2448. scale(scale: number): Vector3;
  2449. scaleToRef(scale: number, result: Vector3): void;
  2450. equals(otherVector: Vector3): boolean;
  2451. equalsWithEpsilon(otherVector: Vector3): boolean;
  2452. equalsToFloats(x: number, y: number, z: number): boolean;
  2453. multiplyInPlace(otherVector: Vector3): void;
  2454. multiply(otherVector: Vector3): Vector3;
  2455. multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2456. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2457. divide(otherVector: Vector3): Vector3;
  2458. divideToRef(otherVector: Vector3, result: Vector3): void;
  2459. MinimizeInPlace(other: Vector3): void;
  2460. MaximizeInPlace(other: Vector3): void;
  2461. length(): number;
  2462. lengthSquared(): number;
  2463. normalize(): Vector3;
  2464. clone(): Vector3;
  2465. copyFrom(source: Vector3): void;
  2466. copyFromFloats(x: number, y: number, z: number): void;
  2467. static FromArray(array: number[], offset?: number): Vector3;
  2468. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2469. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2470. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2471. static Zero(): Vector3;
  2472. static Up(): Vector3;
  2473. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2474. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2475. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2476. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2477. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2478. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2479. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2480. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2481. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2482. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2483. static Dot(left: Vector3, right: Vector3): number;
  2484. static Cross(left: Vector3, right: Vector3): Vector3;
  2485. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2486. static Normalize(vector: Vector3): Vector3;
  2487. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2488. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2489. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2490. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2491. static Minimize(left: Vector3, right: Vector3): Vector3;
  2492. static Maximize(left: Vector3, right: Vector3): Vector3;
  2493. static Distance(value1: Vector3, value2: Vector3): number;
  2494. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2495. static Center(value1: Vector3, value2: Vector3): Vector3;
  2496. }
  2497. class Vector4 {
  2498. x: number;
  2499. y: number;
  2500. z: number;
  2501. w: number;
  2502. constructor(x: number, y: number, z: number, w: number);
  2503. toString(): string;
  2504. asArray(): number[];
  2505. toArray(array: number[], index?: number): void;
  2506. addInPlace(otherVector: Vector4): void;
  2507. add(otherVector: Vector4): Vector4;
  2508. addToRef(otherVector: Vector4, result: Vector4): void;
  2509. subtractInPlace(otherVector: Vector4): void;
  2510. subtract(otherVector: Vector4): Vector4;
  2511. subtractToRef(otherVector: Vector4, result: Vector4): void;
  2512. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2513. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2514. negate(): Vector4;
  2515. scaleInPlace(scale: number): Vector4;
  2516. scale(scale: number): Vector4;
  2517. scaleToRef(scale: number, result: Vector4): void;
  2518. equals(otherVector: Vector4): boolean;
  2519. equalsWithEpsilon(otherVector: Vector4): boolean;
  2520. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2521. multiplyInPlace(otherVector: Vector4): void;
  2522. multiply(otherVector: Vector4): Vector4;
  2523. multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2524. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2525. divide(otherVector: Vector4): Vector4;
  2526. divideToRef(otherVector: Vector4, result: Vector4): void;
  2527. MinimizeInPlace(other: Vector4): void;
  2528. MaximizeInPlace(other: Vector4): void;
  2529. length(): number;
  2530. lengthSquared(): number;
  2531. normalize(): Vector4;
  2532. clone(): Vector4;
  2533. copyFrom(source: Vector4): void;
  2534. copyFromFloats(x: number, y: number, z: number, w: number): void;
  2535. static FromArray(array: number[], offset?: number): Vector4;
  2536. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2537. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2538. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2539. static Zero(): Vector4;
  2540. static Normalize(vector: Vector4): Vector4;
  2541. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2542. static Minimize(left: Vector4, right: Vector4): Vector4;
  2543. static Maximize(left: Vector4, right: Vector4): Vector4;
  2544. static Distance(value1: Vector4, value2: Vector4): number;
  2545. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2546. static Center(value1: Vector4, value2: Vector4): Vector4;
  2547. }
  2548. class Quaternion {
  2549. x: number;
  2550. y: number;
  2551. z: number;
  2552. w: number;
  2553. constructor(x?: number, y?: number, z?: number, w?: number);
  2554. toString(): string;
  2555. asArray(): number[];
  2556. equals(otherQuaternion: Quaternion): boolean;
  2557. clone(): Quaternion;
  2558. copyFrom(other: Quaternion): void;
  2559. copyFromFloats(x: number, y: number, z: number, w: number): void;
  2560. add(other: Quaternion): Quaternion;
  2561. subtract(other: Quaternion): Quaternion;
  2562. scale(value: number): Quaternion;
  2563. multiply(q1: Quaternion): Quaternion;
  2564. multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2565. length(): number;
  2566. normalize(): void;
  2567. toEulerAngles(): Vector3;
  2568. toEulerAnglesToRef(result: Vector3): void;
  2569. toRotationMatrix(result: Matrix): void;
  2570. fromRotationMatrix(matrix: Matrix): void;
  2571. static Inverse(q: Quaternion): Quaternion;
  2572. static Identity(): Quaternion;
  2573. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2574. static FromArray(array: number[], offset?: number): Quaternion;
  2575. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2576. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2577. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2578. }
  2579. class Matrix {
  2580. private static _tempQuaternion;
  2581. private static _xAxis;
  2582. private static _yAxis;
  2583. private static _zAxis;
  2584. m: Float32Array;
  2585. isIdentity(): boolean;
  2586. determinant(): number;
  2587. toArray(): Float32Array;
  2588. asArray(): Float32Array;
  2589. invert(): void;
  2590. invertToRef(other: Matrix): void;
  2591. setTranslation(vector3: Vector3): void;
  2592. multiply(other: Matrix): Matrix;
  2593. copyFrom(other: Matrix): void;
  2594. copyToArray(array: Float32Array, offset?: number): void;
  2595. multiplyToRef(other: Matrix, result: Matrix): void;
  2596. multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2597. equals(value: Matrix): boolean;
  2598. clone(): Matrix;
  2599. decompose(scale: Vector3, rotation: Quaternion, translation: Vector3): boolean;
  2600. static FromArray(array: number[], offset?: number): Matrix;
  2601. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2602. 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;
  2603. 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;
  2604. static Compose(scale: Vector3, rotation: Quaternion, translation: Vector3): Matrix;
  2605. static Identity(): Matrix;
  2606. static IdentityToRef(result: Matrix): void;
  2607. static Zero(): Matrix;
  2608. static RotationX(angle: number): Matrix;
  2609. static Invert(source: Matrix): Matrix;
  2610. static RotationXToRef(angle: number, result: Matrix): void;
  2611. static RotationY(angle: number): Matrix;
  2612. static RotationYToRef(angle: number, result: Matrix): void;
  2613. static RotationZ(angle: number): Matrix;
  2614. static RotationZToRef(angle: number, result: Matrix): void;
  2615. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2616. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2617. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2618. static Scaling(x: number, y: number, z: number): Matrix;
  2619. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2620. static Translation(x: number, y: number, z: number): Matrix;
  2621. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2622. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2623. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2624. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2625. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2626. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2627. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2628. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2629. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2630. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2631. static Transpose(matrix: Matrix): Matrix;
  2632. static Reflection(plane: Plane): Matrix;
  2633. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2634. }
  2635. class Plane {
  2636. normal: Vector3;
  2637. d: number;
  2638. constructor(a: number, b: number, c: number, d: number);
  2639. asArray(): number[];
  2640. clone(): Plane;
  2641. normalize(): void;
  2642. transform(transformation: Matrix): Plane;
  2643. dotCoordinate(point: any): number;
  2644. copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2645. isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2646. signedDistanceTo(point: Vector3): number;
  2647. static FromArray(array: number[]): Plane;
  2648. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2649. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2650. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2651. }
  2652. class Viewport {
  2653. x: number;
  2654. y: number;
  2655. width: number;
  2656. height: number;
  2657. constructor(x: number, y: number, width: number, height: number);
  2658. toGlobal(engine: any): Viewport;
  2659. }
  2660. class Frustum {
  2661. static GetPlanes(transform: Matrix): Plane[];
  2662. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2663. }
  2664. class Ray {
  2665. origin: Vector3;
  2666. direction: Vector3;
  2667. length: number;
  2668. private _edge1;
  2669. private _edge2;
  2670. private _pvec;
  2671. private _tvec;
  2672. private _qvec;
  2673. constructor(origin: Vector3, direction: Vector3, length?: number);
  2674. intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2675. intersectsBox(box: BoundingBox): boolean;
  2676. intersectsSphere(sphere: any): boolean;
  2677. intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2678. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2679. /**
  2680. * 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
  2681. * transformed to the given world matrix.
  2682. * @param origin The origin point
  2683. * @param end The end point
  2684. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2685. */
  2686. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2687. static Transform(ray: Ray, matrix: Matrix): Ray;
  2688. }
  2689. enum Space {
  2690. LOCAL = 0,
  2691. WORLD = 1,
  2692. }
  2693. class Axis {
  2694. static X: Vector3;
  2695. static Y: Vector3;
  2696. static Z: Vector3;
  2697. }
  2698. class BezierCurve {
  2699. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2700. }
  2701. enum Orientation {
  2702. CW = 0,
  2703. CCW = 1,
  2704. }
  2705. class Angle {
  2706. private _radians;
  2707. constructor(radians: number);
  2708. degrees: () => number;
  2709. radians: () => number;
  2710. static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
  2711. static FromRadians(radians: number): Angle;
  2712. static FromDegrees(degrees: number): Angle;
  2713. }
  2714. class Arc2 {
  2715. startPoint: Vector2;
  2716. midPoint: Vector2;
  2717. endPoint: Vector2;
  2718. centerPoint: Vector2;
  2719. radius: number;
  2720. angle: Angle;
  2721. startAngle: Angle;
  2722. orientation: Orientation;
  2723. constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
  2724. }
  2725. class PathCursor {
  2726. private path;
  2727. private _onchange;
  2728. value: number;
  2729. animations: Animation[];
  2730. constructor(path: Path2);
  2731. getPoint(): Vector3;
  2732. moveAhead(step?: number): void;
  2733. moveBack(step?: number): void;
  2734. move(step: number): void;
  2735. private ensureLimits();
  2736. private markAsDirty(propertyName);
  2737. private raiseOnChange();
  2738. onchange(f: (cursor: PathCursor) => void): void;
  2739. }
  2740. class Path2 {
  2741. private _points;
  2742. private _length;
  2743. closed: boolean;
  2744. constructor(x: number, y: number);
  2745. addLineTo(x: number, y: number): Path2;
  2746. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  2747. close(): Path2;
  2748. length(): number;
  2749. getPoints(): Vector2[];
  2750. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  2751. static StartingAt(x: number, y: number): Path2;
  2752. }
  2753. }
  2754. declare module BABYLON {
  2755. class AbstractMesh extends Node implements IDisposable {
  2756. private static _BILLBOARDMODE_NONE;
  2757. private static _BILLBOARDMODE_X;
  2758. private static _BILLBOARDMODE_Y;
  2759. private static _BILLBOARDMODE_Z;
  2760. private static _BILLBOARDMODE_ALL;
  2761. static BILLBOARDMODE_NONE: number;
  2762. static BILLBOARDMODE_X: number;
  2763. static BILLBOARDMODE_Y: number;
  2764. static BILLBOARDMODE_Z: number;
  2765. static BILLBOARDMODE_ALL: number;
  2766. position: Vector3;
  2767. rotation: Vector3;
  2768. rotationQuaternion: Quaternion;
  2769. scaling: Vector3;
  2770. billboardMode: number;
  2771. visibility: number;
  2772. alphaIndex: number;
  2773. infiniteDistance: boolean;
  2774. isVisible: boolean;
  2775. isPickable: boolean;
  2776. showBoundingBox: boolean;
  2777. showSubMeshesBoundingBox: boolean;
  2778. onDispose: any;
  2779. checkCollisions: boolean;
  2780. isBlocker: boolean;
  2781. skeleton: Skeleton;
  2782. renderingGroupId: number;
  2783. material: Material;
  2784. receiveShadows: boolean;
  2785. actionManager: ActionManager;
  2786. renderOutline: boolean;
  2787. outlineColor: Color3;
  2788. outlineWidth: number;
  2789. renderOverlay: boolean;
  2790. overlayColor: Color3;
  2791. overlayAlpha: number;
  2792. hasVertexAlpha: boolean;
  2793. useVertexColors: boolean;
  2794. applyFog: boolean;
  2795. useOctreeForRenderingSelection: boolean;
  2796. useOctreeForPicking: boolean;
  2797. useOctreeForCollisions: boolean;
  2798. layerMask: number;
  2799. _physicImpostor: number;
  2800. _physicsMass: number;
  2801. _physicsFriction: number;
  2802. _physicRestitution: number;
  2803. ellipsoid: Vector3;
  2804. ellipsoidOffset: Vector3;
  2805. private _collider;
  2806. private _oldPositionForCollisions;
  2807. private _diffPositionForCollisions;
  2808. private _newPositionForCollisions;
  2809. private _localScaling;
  2810. private _localRotation;
  2811. private _localTranslation;
  2812. private _localBillboard;
  2813. private _localPivotScaling;
  2814. private _localPivotScalingRotation;
  2815. private _localWorld;
  2816. _worldMatrix: Matrix;
  2817. private _rotateYByPI;
  2818. private _absolutePosition;
  2819. private _collisionsTransformMatrix;
  2820. private _collisionsScalingMatrix;
  2821. _positions: Vector3[];
  2822. private _isDirty;
  2823. _masterMesh: AbstractMesh;
  2824. _boundingInfo: BoundingInfo;
  2825. private _pivotMatrix;
  2826. _isDisposed: boolean;
  2827. _renderId: number;
  2828. subMeshes: SubMesh[];
  2829. _submeshesOctree: Octree<SubMesh>;
  2830. _intersectionsInProgress: AbstractMesh[];
  2831. private _onAfterWorldMatrixUpdate;
  2832. _waitingActions: any;
  2833. constructor(name: string, scene: Scene);
  2834. isBlocked: boolean;
  2835. getLOD(camera: Camera): AbstractMesh;
  2836. getTotalVertices(): number;
  2837. getIndices(): number[];
  2838. getVerticesData(kind: string): number[];
  2839. isVerticesDataPresent(kind: string): boolean;
  2840. getBoundingInfo(): BoundingInfo;
  2841. _preActivate(): void;
  2842. _activate(renderId: number): void;
  2843. getWorldMatrix(): Matrix;
  2844. worldMatrixFromCache: Matrix;
  2845. absolutePosition: Vector3;
  2846. rotate(axis: Vector3, amount: number, space: Space): void;
  2847. translate(axis: Vector3, distance: number, space: Space): void;
  2848. getAbsolutePosition(): Vector3;
  2849. setAbsolutePosition(absolutePosition: Vector3): void;
  2850. setPivotMatrix(matrix: Matrix): void;
  2851. getPivotMatrix(): Matrix;
  2852. _isSynchronized(): boolean;
  2853. _initCache(): void;
  2854. markAsDirty(property: string): void;
  2855. _updateBoundingInfo(): void;
  2856. _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2857. computeWorldMatrix(force?: boolean): Matrix;
  2858. /**
  2859. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2860. * @param func: callback function to add
  2861. */
  2862. registerAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void;
  2863. unregisterAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void;
  2864. setPositionWithLocalVector(vector3: Vector3): void;
  2865. getPositionExpressedInLocalSpace(): Vector3;
  2866. locallyTranslate(vector3: Vector3): void;
  2867. lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2868. isInFrustum(frustumPlanes: Plane[]): boolean;
  2869. isCompletelyInFrustum(camera?: Camera): boolean;
  2870. intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2871. intersectsPoint(point: Vector3): boolean;
  2872. setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2873. getPhysicsImpostor(): number;
  2874. getPhysicsMass(): number;
  2875. getPhysicsFriction(): number;
  2876. getPhysicsRestitution(): number;
  2877. getPositionInCameraSpace(camera?: Camera): Vector3;
  2878. getDistanceToCamera(camera?: Camera): number;
  2879. applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2880. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2881. updatePhysicsBodyPosition(): void;
  2882. moveWithCollisions(velocity: Vector3): void;
  2883. /**
  2884. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2885. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2886. */
  2887. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2888. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2889. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2890. _checkCollision(collider: Collider): void;
  2891. _generatePointsArray(): boolean;
  2892. intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2893. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2894. releaseSubMeshes(): void;
  2895. dispose(doNotRecurse?: boolean): void;
  2896. }
  2897. }
  2898. declare module BABYLON {
  2899. class CSG {
  2900. private polygons;
  2901. matrix: Matrix;
  2902. position: Vector3;
  2903. rotation: Vector3;
  2904. scaling: Vector3;
  2905. static FromMesh(mesh: Mesh): CSG;
  2906. private static FromPolygons(polygons);
  2907. clone(): CSG;
  2908. private toPolygons();
  2909. union(csg: CSG): CSG;
  2910. unionInPlace(csg: CSG): void;
  2911. subtract(csg: CSG): CSG;
  2912. subtractInPlace(csg: CSG): void;
  2913. intersect(csg: CSG): CSG;
  2914. intersectInPlace(csg: CSG): void;
  2915. inverse(): CSG;
  2916. inverseInPlace(): void;
  2917. copyTransformAttributes(csg: CSG): CSG;
  2918. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2919. toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2920. }
  2921. }
  2922. declare module BABYLON {
  2923. class Geometry implements IGetSetVerticesData {
  2924. id: string;
  2925. delayLoadState: number;
  2926. delayLoadingFile: string;
  2927. private _scene;
  2928. private _engine;
  2929. private _meshes;
  2930. private _totalVertices;
  2931. private _indices;
  2932. private _vertexBuffers;
  2933. _delayInfo: any;
  2934. private _indexBuffer;
  2935. _boundingInfo: BoundingInfo;
  2936. _delayLoadingFunction: (any, Geometry) => void;
  2937. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2938. getScene(): Scene;
  2939. getEngine(): Engine;
  2940. isReady(): boolean;
  2941. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2942. setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2943. updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2944. updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2945. getTotalVertices(): number;
  2946. getVerticesData(kind: string): number[];
  2947. getVertexBuffer(kind: string): VertexBuffer;
  2948. getVertexBuffers(): VertexBuffer[];
  2949. isVerticesDataPresent(kind: string): boolean;
  2950. getVerticesDataKinds(): string[];
  2951. setIndices(indices: number[], totalVertices?: number): void;
  2952. getTotalIndices(): number;
  2953. getIndices(): number[];
  2954. getIndexBuffer(): any;
  2955. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2956. applyToMesh(mesh: Mesh): void;
  2957. private _applyToMesh(mesh);
  2958. load(scene: Scene, onLoaded?: () => void): void;
  2959. dispose(): void;
  2960. copy(id: string): Geometry;
  2961. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2962. static RandomId(): string;
  2963. }
  2964. module Geometry.Primitives {
  2965. class _Primitive extends Geometry {
  2966. private _beingRegenerated;
  2967. private _canBeRegenerated;
  2968. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2969. canBeRegenerated(): boolean;
  2970. regenerate(): void;
  2971. asNewGeometry(id: string): Geometry;
  2972. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2973. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2974. _regenerateVertexData(): VertexData;
  2975. copy(id: string): Geometry;
  2976. }
  2977. class Box extends _Primitive {
  2978. size: number;
  2979. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2980. _regenerateVertexData(): VertexData;
  2981. copy(id: string): Geometry;
  2982. }
  2983. class Sphere extends _Primitive {
  2984. segments: number;
  2985. diameter: number;
  2986. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2987. _regenerateVertexData(): VertexData;
  2988. copy(id: string): Geometry;
  2989. }
  2990. class Cylinder extends _Primitive {
  2991. height: number;
  2992. diameterTop: number;
  2993. diameterBottom: number;
  2994. tessellation: number;
  2995. subdivisions: number;
  2996. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2997. _regenerateVertexData(): VertexData;
  2998. copy(id: string): Geometry;
  2999. }
  3000. class Torus extends _Primitive {
  3001. diameter: number;
  3002. thickness: number;
  3003. tessellation: number;
  3004. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3005. _regenerateVertexData(): VertexData;
  3006. copy(id: string): Geometry;
  3007. }
  3008. class Ground extends _Primitive {
  3009. width: number;
  3010. height: number;
  3011. subdivisions: number;
  3012. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3013. _regenerateVertexData(): VertexData;
  3014. copy(id: string): Geometry;
  3015. }
  3016. class TiledGround extends _Primitive {
  3017. xmin: number;
  3018. zmin: number;
  3019. xmax: number;
  3020. zmax: number;
  3021. subdivisions: {
  3022. w: number;
  3023. h: number;
  3024. };
  3025. precision: {
  3026. w: number;
  3027. h: number;
  3028. };
  3029. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3030. w: number;
  3031. h: number;
  3032. }, precision: {
  3033. w: number;
  3034. h: number;
  3035. }, canBeRegenerated?: boolean, mesh?: Mesh);
  3036. _regenerateVertexData(): VertexData;
  3037. copy(id: string): Geometry;
  3038. }
  3039. class Plane extends _Primitive {
  3040. size: number;
  3041. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3042. _regenerateVertexData(): VertexData;
  3043. copy(id: string): Geometry;
  3044. }
  3045. class TorusKnot extends _Primitive {
  3046. radius: number;
  3047. tube: number;
  3048. radialSegments: number;
  3049. tubularSegments: number;
  3050. p: number;
  3051. q: number;
  3052. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3053. _regenerateVertexData(): VertexData;
  3054. copy(id: string): Geometry;
  3055. }
  3056. }
  3057. }
  3058. declare module BABYLON {
  3059. class GroundMesh extends Mesh {
  3060. generateOctree: boolean;
  3061. private _worldInverse;
  3062. _subdivisions: number;
  3063. constructor(name: string, scene: Scene);
  3064. subdivisions: number;
  3065. optimize(chunksCount: number): void;
  3066. getHeightAtCoordinates(x: number, z: number): number;
  3067. }
  3068. }
  3069. declare module BABYLON {
  3070. class InstancedMesh extends AbstractMesh {
  3071. private _sourceMesh;
  3072. private _currentLOD;
  3073. constructor(name: string, source: Mesh);
  3074. receiveShadows: boolean;
  3075. material: Material;
  3076. visibility: number;
  3077. skeleton: Skeleton;
  3078. getTotalVertices(): number;
  3079. sourceMesh: Mesh;
  3080. getVerticesData(kind: string): number[];
  3081. isVerticesDataPresent(kind: string): boolean;
  3082. getIndices(): number[];
  3083. _positions: Vector3[];
  3084. refreshBoundingInfo(): void;
  3085. _preActivate(): void;
  3086. _activate(renderId: number): void;
  3087. getLOD(camera: Camera): AbstractMesh;
  3088. _syncSubMeshes(): void;
  3089. _generatePointsArray(): boolean;
  3090. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  3091. dispose(doNotRecurse?: boolean): void;
  3092. }
  3093. }
  3094. declare module BABYLON {
  3095. class LinesMesh extends Mesh {
  3096. color: Color3;
  3097. alpha: number;
  3098. private _colorShader;
  3099. private _ib;
  3100. private _indicesLength;
  3101. private _indices;
  3102. constructor(name: string, scene: Scene, updatable?: boolean);
  3103. material: Material;
  3104. isPickable: boolean;
  3105. checkCollisions: boolean;
  3106. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3107. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3108. intersects(ray: Ray, fastCheck?: boolean): any;
  3109. dispose(doNotRecurse?: boolean): void;
  3110. }
  3111. }
  3112. declare module BABYLON {
  3113. class _InstancesBatch {
  3114. mustReturn: boolean;
  3115. visibleInstances: InstancedMesh[][];
  3116. renderSelf: boolean[];
  3117. }
  3118. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3119. delayLoadState: number;
  3120. instances: InstancedMesh[];
  3121. delayLoadingFile: string;
  3122. _binaryInfo: any;
  3123. private _LODLevels;
  3124. _geometry: Geometry;
  3125. private _onBeforeRenderCallbacks;
  3126. private _onAfterRenderCallbacks;
  3127. _delayInfo: any;
  3128. _delayLoadingFunction: (any, Mesh) => void;
  3129. _visibleInstances: any;
  3130. private _renderIdForInstances;
  3131. private _batchCache;
  3132. private _worldMatricesInstancesBuffer;
  3133. private _worldMatricesInstancesArray;
  3134. private _instancesBufferSize;
  3135. _shouldGenerateFlatShading: boolean;
  3136. private _preActivateId;
  3137. /**
  3138. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  3139. * @param {Scene} scene - The scene to add this mesh to.
  3140. * @param {Node} parent - The parent of this mesh, if it has one
  3141. * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
  3142. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  3143. * When false, achieved by calling a clone(), also passing False.
  3144. * This will make creation of children, recursive.
  3145. */
  3146. constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
  3147. private _clone();
  3148. hasLODLevels: boolean;
  3149. private _sortLODLevels();
  3150. addLODLevel(distance: number, mesh: Mesh): Mesh;
  3151. removeLODLevel(mesh: Mesh): Mesh;
  3152. getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3153. geometry: Geometry;
  3154. getTotalVertices(): number;
  3155. getVerticesData(kind: string): number[];
  3156. getVertexBuffer(kind: any): VertexBuffer;
  3157. isVerticesDataPresent(kind: string): boolean;
  3158. getVerticesDataKinds(): string[];
  3159. getTotalIndices(): number;
  3160. getIndices(): number[];
  3161. isBlocked: boolean;
  3162. isReady(): boolean;
  3163. isDisposed(): boolean;
  3164. _preActivate(): void;
  3165. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3166. refreshBoundingInfo(): void;
  3167. _createGlobalSubMesh(): SubMesh;
  3168. subdivide(count: number): void;
  3169. setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3170. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3171. updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3172. makeGeometryUnique(): void;
  3173. setIndices(indices: number[], totalVertices?: number): void;
  3174. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3175. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3176. registerBeforeRender(func: () => void): void;
  3177. unregisterBeforeRender(func: () => void): void;
  3178. registerAfterRender(func: () => void): void;
  3179. unregisterAfterRender(func: () => void): void;
  3180. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3181. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3182. render(subMesh: SubMesh): void;
  3183. getEmittedParticleSystems(): ParticleSystem[];
  3184. getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3185. getChildren(): Node[];
  3186. _checkDelayState(): void;
  3187. isInFrustum(frustumPlanes: Plane[]): boolean;
  3188. setMaterialByID(id: string): void;
  3189. getAnimatables(): IAnimatable[];
  3190. bakeTransformIntoVertices(transform: Matrix): void;
  3191. _resetPointsArrayCache(): void;
  3192. _generatePointsArray(): boolean;
  3193. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3194. dispose(doNotRecurse?: boolean): void;
  3195. applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3196. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3197. convertToFlatShadedMesh(): void;
  3198. createInstance(name: string): InstancedMesh;
  3199. synchronizeInstances(): void;
  3200. /**
  3201. * Simplify the mesh according to the given array of settings.
  3202. * Function will return immediately and will simplify async.
  3203. * @param settings a collection of simplification settings.
  3204. * @param parallelProcessing should all levels calculate parallel or one after the other.
  3205. * @param type the type of simplification to run.
  3206. * successCallback optional success callback to be called after the simplification finished processing all settings.
  3207. */
  3208. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, type?: SimplificationType, successCallback?: () => void): void;
  3209. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3210. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3211. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3212. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3213. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3214. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3215. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3216. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3217. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3218. w: number;
  3219. h: number;
  3220. }, precision: {
  3221. w: number;
  3222. h: number;
  3223. }, scene: Scene, updatable?: boolean): Mesh;
  3224. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3225. static MinMax(meshes: AbstractMesh[]): {
  3226. min: Vector3;
  3227. max: Vector3;
  3228. };
  3229. static Center(meshesOrMinMaxVector: any): Vector3;
  3230. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
  3231. }
  3232. }
  3233. declare module BABYLON {
  3234. interface IGetSetVerticesData {
  3235. isVerticesDataPresent(kind: string): boolean;
  3236. getVerticesData(kind: string): number[];
  3237. getIndices(): number[];
  3238. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3239. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3240. setIndices(indices: number[]): void;
  3241. }
  3242. class VertexData {
  3243. positions: number[];
  3244. normals: number[];
  3245. uvs: number[];
  3246. uv2s: number[];
  3247. colors: number[];
  3248. matricesIndices: number[];
  3249. matricesWeights: number[];
  3250. indices: number[];
  3251. set(data: number[], kind: string): void;
  3252. applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3253. applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3254. updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3255. updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3256. private _applyTo(meshOrGeometry, updatable?);
  3257. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3258. transform(matrix: Matrix): void;
  3259. merge(other: VertexData): void;
  3260. static ExtractFromMesh(mesh: Mesh): VertexData;
  3261. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3262. private static _ExtractFrom(meshOrGeometry);
  3263. static CreateBox(size: number): VertexData;
  3264. static CreateSphere(segments: number, diameter: number): VertexData;
  3265. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3266. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3267. static CreateLines(points: Vector3[]): VertexData;
  3268. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3269. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3270. w: number;
  3271. h: number;
  3272. }, precision?: {
  3273. w: number;
  3274. h: number;
  3275. }): VertexData;
  3276. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3277. static CreatePlane(size: number): VertexData;
  3278. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3279. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3280. }
  3281. }
  3282. declare module BABYLON.Internals {
  3283. class MeshLODLevel {
  3284. distance: number;
  3285. mesh: Mesh;
  3286. constructor(distance: number, mesh: Mesh);
  3287. }
  3288. }
  3289. declare module BABYLON {
  3290. /**
  3291. * A simplifier interface for future simplification implementations.
  3292. */
  3293. interface ISimplifier {
  3294. /**
  3295. * Simplification of a given mesh according to the given settings.
  3296. * Since this requires computation, it is assumed that the function runs async.
  3297. * @param settings The settings of the simplification, including quality and distance
  3298. * @param successCallback A callback that will be called after the mesh was simplified.
  3299. * @param errorCallback in case of an error, this callback will be called. optional.
  3300. */
  3301. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  3302. }
  3303. /**
  3304. * Expected simplification settings.
  3305. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
  3306. */
  3307. interface ISimplificationSettings {
  3308. quality: number;
  3309. distance: number;
  3310. }
  3311. class SimplificationSettings implements ISimplificationSettings {
  3312. quality: number;
  3313. distance: number;
  3314. constructor(quality: number, distance: number);
  3315. }
  3316. /**
  3317. * The implemented types of simplification.
  3318. * At the moment only Quadratic Error Decimation is implemented.
  3319. */
  3320. enum SimplificationType {
  3321. QUADRATIC = 0,
  3322. }
  3323. class DecimationTriangle {
  3324. vertices: Array<number>;
  3325. normal: Vector3;
  3326. error: Array<number>;
  3327. deleted: boolean;
  3328. isDirty: boolean;
  3329. borderFactor: number;
  3330. constructor(vertices: Array<number>);
  3331. }
  3332. class DecimationVertex {
  3333. position: Vector3;
  3334. normal: Vector3;
  3335. uv: Vector2;
  3336. id: any;
  3337. q: QuadraticMatrix;
  3338. isBorder: boolean;
  3339. triangleStart: number;
  3340. triangleCount: number;
  3341. color: Color3;
  3342. constructor(position: Vector3, normal: Vector3, uv: Vector2, id: any);
  3343. }
  3344. class QuadraticMatrix {
  3345. data: Array<number>;
  3346. constructor(data?: Array<number>);
  3347. det(a11: any, a12: any, a13: any, a21: any, a22: any, a23: any, a31: any, a32: any, a33: any): number;
  3348. addInPlace(matrix: QuadraticMatrix): void;
  3349. addArrayInPlace(data: Array<number>): void;
  3350. add(matrix: QuadraticMatrix): QuadraticMatrix;
  3351. static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix;
  3352. static DataFromNumbers(a: number, b: number, c: number, d: number): number[];
  3353. }
  3354. class Reference {
  3355. vertexId: number;
  3356. triangleId: number;
  3357. constructor(vertexId: number, triangleId: number);
  3358. }
  3359. /**
  3360. * An implementation of the Quadratic Error simplification algorithm.
  3361. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  3362. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  3363. * @author RaananW
  3364. */
  3365. class QuadraticErrorSimplification implements ISimplifier {
  3366. private _mesh;
  3367. private triangles;
  3368. private vertices;
  3369. private references;
  3370. private initialised;
  3371. syncIterations: number;
  3372. aggressiveness: number;
  3373. decimationIterations: number;
  3374. constructor(_mesh: Mesh);
  3375. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void): void;
  3376. private runDecimation(settings, successCallback);
  3377. private initWithMesh(mesh, callback);
  3378. private init(callback);
  3379. private reconstructMesh();
  3380. private isFlipped(vertex1, index2, point, deletedArray, borderFactor);
  3381. private updateTriangles(vertexId, vertex, deletedArray, deletedTriangles);
  3382. private identifyBorder();
  3383. private updateMesh(identifyBorders?);
  3384. private vertexError(q, point);
  3385. private calculateError(vertex1, vertex2, pointResult?, normalResult?, uvResult?);
  3386. }
  3387. }
  3388. declare module BABYLON {
  3389. class Polygon {
  3390. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  3391. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  3392. static Parse(input: string): Vector2[];
  3393. static StartingAt(x: number, y: number): Path2;
  3394. }
  3395. class PolygonMeshBuilder {
  3396. private _swctx;
  3397. private _points;
  3398. private _name;
  3399. private _scene;
  3400. constructor(name: string, contours: Path2, scene: Scene);
  3401. constructor(name: string, contours: Vector2[], scene: Scene);
  3402. addHole(hole: Vector2[]): PolygonMeshBuilder;
  3403. build(updatable?: boolean): Mesh;
  3404. }
  3405. }
  3406. declare module BABYLON {
  3407. class SubMesh {
  3408. materialIndex: number;
  3409. verticesStart: number;
  3410. verticesCount: number;
  3411. indexStart: any;
  3412. indexCount: number;
  3413. linesIndexCount: number;
  3414. private _mesh;
  3415. private _renderingMesh;
  3416. private _boundingInfo;
  3417. private _linesIndexBuffer;
  3418. _lastColliderWorldVertices: Vector3[];
  3419. _trianglePlanes: Plane[];
  3420. _lastColliderTransformMatrix: Matrix;
  3421. _renderId: number;
  3422. _alphaIndex: number;
  3423. _distanceToCamera: number;
  3424. _id: number;
  3425. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3426. getBoundingInfo(): BoundingInfo;
  3427. getMesh(): AbstractMesh;
  3428. getRenderingMesh(): Mesh;
  3429. getMaterial(): Material;
  3430. refreshBoundingInfo(): void;
  3431. _checkCollision(collider: Collider): boolean;
  3432. updateBoundingInfo(world: Matrix): void;
  3433. isInFrustum(frustumPlanes: Plane[]): boolean;
  3434. render(): void;
  3435. getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3436. canIntersects(ray: Ray): boolean;
  3437. intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3438. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3439. dispose(): void;
  3440. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3441. }
  3442. }
  3443. declare module BABYLON {
  3444. class VertexBuffer {
  3445. private _mesh;
  3446. private _engine;
  3447. private _buffer;
  3448. private _data;
  3449. private _updatable;
  3450. private _kind;
  3451. private _strideSize;
  3452. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3453. isUpdatable(): boolean;
  3454. getData(): number[];
  3455. getBuffer(): WebGLBuffer;
  3456. getStrideSize(): number;
  3457. create(data?: number[]): void;
  3458. update(data: number[]): void;
  3459. updateDirectly(data: Float32Array, offset: number): void;
  3460. dispose(): void;
  3461. private static _PositionKind;
  3462. private static _NormalKind;
  3463. private static _UVKind;
  3464. private static _UV2Kind;
  3465. private static _ColorKind;
  3466. private static _MatricesIndicesKind;
  3467. private static _MatricesWeightsKind;
  3468. static PositionKind: string;
  3469. static NormalKind: string;
  3470. static UVKind: string;
  3471. static UV2Kind: string;
  3472. static ColorKind: string;
  3473. static MatricesIndicesKind: string;
  3474. static MatricesWeightsKind: string;
  3475. }
  3476. }
  3477. declare module BABYLON {
  3478. class Particle {
  3479. position: Vector3;
  3480. direction: Vector3;
  3481. color: Color4;
  3482. colorStep: Color4;
  3483. lifeTime: number;
  3484. age: number;
  3485. size: number;
  3486. angle: number;
  3487. angularSpeed: number;
  3488. copyTo(other: Particle): void;
  3489. }
  3490. }
  3491. declare module BABYLON {
  3492. class ParticleSystem implements IDisposable {
  3493. name: string;
  3494. static BLENDMODE_ONEONE: number;
  3495. static BLENDMODE_STANDARD: number;
  3496. id: string;
  3497. renderingGroupId: number;
  3498. emitter: any;
  3499. emitRate: number;
  3500. manualEmitCount: number;
  3501. updateSpeed: number;
  3502. targetStopDuration: number;
  3503. disposeOnStop: boolean;
  3504. minEmitPower: number;
  3505. maxEmitPower: number;
  3506. minLifeTime: number;
  3507. maxLifeTime: number;
  3508. minSize: number;
  3509. maxSize: number;
  3510. minAngularSpeed: number;
  3511. maxAngularSpeed: number;
  3512. particleTexture: Texture;
  3513. onDispose: () => void;
  3514. updateFunction: (particles: Particle[]) => void;
  3515. blendMode: number;
  3516. forceDepthWrite: boolean;
  3517. gravity: Vector3;
  3518. direction1: Vector3;
  3519. direction2: Vector3;
  3520. minEmitBox: Vector3;
  3521. maxEmitBox: Vector3;
  3522. color1: Color4;
  3523. color2: Color4;
  3524. colorDead: Color4;
  3525. textureMask: Color4;
  3526. startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3527. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3528. private particles;
  3529. private _capacity;
  3530. private _scene;
  3531. private _vertexDeclaration;
  3532. private _vertexStrideSize;
  3533. private _stockParticles;
  3534. private _newPartsExcess;
  3535. private _vertexBuffer;
  3536. private _indexBuffer;
  3537. private _vertices;
  3538. private _effect;
  3539. private _customEffect;
  3540. private _cachedDefines;
  3541. private _scaledColorStep;
  3542. private _colorDiff;
  3543. private _scaledDirection;
  3544. private _scaledGravity;
  3545. private _currentRenderId;
  3546. private _alive;
  3547. private _started;
  3548. private _stopped;
  3549. private _actualFrame;
  3550. private _scaledUpdateSpeed;
  3551. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3552. recycleParticle(particle: Particle): void;
  3553. getCapacity(): number;
  3554. isAlive(): boolean;
  3555. isStarted(): boolean;
  3556. start(): void;
  3557. stop(): void;
  3558. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3559. private _update(newParticles);
  3560. private _getEffect();
  3561. animate(): void;
  3562. render(): number;
  3563. dispose(): void;
  3564. clone(name: string, newEmitter: any): ParticleSystem;
  3565. }
  3566. }
  3567. declare module BABYLON {
  3568. interface IPhysicsEnginePlugin {
  3569. initialize(iterations?: number): any;
  3570. setGravity(gravity: Vector3): void;
  3571. runOneStep(delta: number): void;
  3572. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3573. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3574. unregisterMesh(mesh: AbstractMesh): any;
  3575. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3576. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3577. dispose(): void;
  3578. isSupported(): boolean;
  3579. updateBodyPosition(mesh: AbstractMesh): void;
  3580. }
  3581. interface PhysicsBodyCreationOptions {
  3582. mass: number;
  3583. friction: number;
  3584. restitution: number;
  3585. }
  3586. interface PhysicsCompoundBodyPart {
  3587. mesh: Mesh;
  3588. impostor: number;
  3589. }
  3590. class PhysicsEngine {
  3591. gravity: Vector3;
  3592. private _currentPlugin;
  3593. constructor(plugin?: IPhysicsEnginePlugin);
  3594. _initialize(gravity?: Vector3): void;
  3595. _runOneStep(delta: number): void;
  3596. _setGravity(gravity: Vector3): void;
  3597. _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3598. _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3599. _unregisterMesh(mesh: AbstractMesh): void;
  3600. _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3601. _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3602. _updateBodyPosition(mesh: AbstractMesh): void;
  3603. dispose(): void;
  3604. isSupported(): boolean;
  3605. static NoImpostor: number;
  3606. static SphereImpostor: number;
  3607. static BoxImpostor: number;
  3608. static PlaneImpostor: number;
  3609. static MeshImpostor: number;
  3610. static CapsuleImpostor: number;
  3611. static ConeImpostor: number;
  3612. static CylinderImpostor: number;
  3613. static ConvexHullImpostor: number;
  3614. static Epsilon: number;
  3615. }
  3616. }
  3617. declare module BABYLON {
  3618. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3619. checkWithEpsilon: (value: number) => number;
  3620. private _world;
  3621. private _registeredMeshes;
  3622. private _physicsMaterials;
  3623. initialize(iterations?: number): void;
  3624. private _checkWithEpsilon(value);
  3625. runOneStep(delta: number): void;
  3626. setGravity(gravity: Vector3): void;
  3627. registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3628. private _createSphere(radius, mesh, options?);
  3629. private _createBox(x, y, z, mesh, options?);
  3630. private _createPlane(mesh, options?);
  3631. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3632. private _addMaterial(friction, restitution);
  3633. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3634. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3635. private _unbindBody(body);
  3636. unregisterMesh(mesh: AbstractMesh): void;
  3637. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3638. updateBodyPosition: (mesh: AbstractMesh) => void;
  3639. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3640. dispose(): void;
  3641. isSupported(): boolean;
  3642. }
  3643. }
  3644. declare module BABYLON {
  3645. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3646. private _world;
  3647. private _registeredMeshes;
  3648. private _checkWithEpsilon(value);
  3649. initialize(iterations?: number): void;
  3650. setGravity(gravity: Vector3): void;
  3651. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3652. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3653. private _createBodyAsCompound(part, options, initialMesh);
  3654. unregisterMesh(mesh: AbstractMesh): void;
  3655. private _unbindBody(body);
  3656. /**
  3657. * Update the body position according to the mesh position
  3658. * @param mesh
  3659. */
  3660. updateBodyPosition: (mesh: AbstractMesh) => void;
  3661. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3662. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3663. dispose(): void;
  3664. isSupported(): boolean;
  3665. private _getLastShape(body);
  3666. runOneStep(time: number): void;
  3667. }
  3668. }
  3669. declare module BABYLON {
  3670. class AnaglyphPostProcess extends PostProcess {
  3671. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3672. }
  3673. }
  3674. declare module BABYLON {
  3675. class BlackAndWhitePostProcess extends PostProcess {
  3676. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3677. }
  3678. }
  3679. declare module BABYLON {
  3680. class BlurPostProcess extends PostProcess {
  3681. direction: Vector2;
  3682. blurWidth: number;
  3683. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3684. }
  3685. }
  3686. declare module BABYLON {
  3687. class ConvolutionPostProcess extends PostProcess {
  3688. kernel: number[];
  3689. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3690. static EdgeDetect0Kernel: number[];
  3691. static EdgeDetect1Kernel: number[];
  3692. static EdgeDetect2Kernel: number[];
  3693. static SharpenKernel: number[];
  3694. static EmbossKernel: number[];
  3695. static GaussianKernel: number[];
  3696. }
  3697. }
  3698. declare module BABYLON {
  3699. class DisplayPassPostProcess extends PostProcess {
  3700. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3701. }
  3702. }
  3703. declare module BABYLON {
  3704. class FilterPostProcess extends PostProcess {
  3705. kernelMatrix: Matrix;
  3706. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3707. }
  3708. }
  3709. declare module BABYLON {
  3710. class FxaaPostProcess extends PostProcess {
  3711. texelWidth: number;
  3712. texelHeight: number;
  3713. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3714. }
  3715. }
  3716. declare module BABYLON {
  3717. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3718. aspectRatio: number;
  3719. private _isRightEye;
  3720. private _distortionFactors;
  3721. private _postProcessScaleFactor;
  3722. private _lensCenterOffset;
  3723. private _scaleIn;
  3724. private _scaleFactor;
  3725. private _lensCenter;
  3726. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3727. }
  3728. }
  3729. declare module BABYLON {
  3730. class PassPostProcess extends PostProcess {
  3731. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3732. }
  3733. }
  3734. declare module BABYLON {
  3735. class PostProcess {
  3736. name: string;
  3737. onApply: (Effect) => void;
  3738. onBeforeRender: (Effect) => void;
  3739. onSizeChanged: () => void;
  3740. onActivate: (Camera) => void;
  3741. width: number;
  3742. height: number;
  3743. renderTargetSamplingMode: number;
  3744. private _camera;
  3745. private _scene;
  3746. private _engine;
  3747. private _renderRatio;
  3748. private _reusable;
  3749. _textures: SmartArray<WebGLTexture>;
  3750. _currentRenderTextureInd: number;
  3751. private _effect;
  3752. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3753. isReusable(): boolean;
  3754. activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3755. apply(): Effect;
  3756. dispose(camera: Camera): void;
  3757. }
  3758. }
  3759. declare module BABYLON {
  3760. class PostProcessManager {
  3761. private _scene;
  3762. private _indexBuffer;
  3763. private _vertexDeclaration;
  3764. private _vertexStrideSize;
  3765. private _vertexBuffer;
  3766. constructor(scene: Scene);
  3767. _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3768. _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3769. dispose(): void;
  3770. }
  3771. }
  3772. declare module BABYLON {
  3773. class RefractionPostProcess extends PostProcess {
  3774. color: Color3;
  3775. depth: number;
  3776. colorLevel: number;
  3777. private _refRexture;
  3778. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3779. dispose(camera: Camera): void;
  3780. }
  3781. }
  3782. declare module BABYLON {
  3783. class PostProcessRenderEffect {
  3784. private _engine;
  3785. private _postProcesses;
  3786. private _getPostProcess;
  3787. private _singleInstance;
  3788. private _cameras;
  3789. private _indicesForCamera;
  3790. private _renderPasses;
  3791. private _renderEffectAsPasses;
  3792. _name: string;
  3793. applyParameters: (postProcess: PostProcess) => void;
  3794. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3795. _update(): void;
  3796. addPass(renderPass: PostProcessRenderPass): void;
  3797. removePass(renderPass: PostProcessRenderPass): void;
  3798. addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3799. getPass(passName: string): void;
  3800. emptyPasses(): void;
  3801. _attachCameras(cameras: Camera): any;
  3802. _attachCameras(cameras: Camera[]): any;
  3803. _detachCameras(cameras: Camera): any;
  3804. _detachCameras(cameras: Camera[]): any;
  3805. _enable(cameras: Camera): any;
  3806. _enable(cameras: Camera[]): any;
  3807. _disable(cameras: Camera): any;
  3808. _disable(cameras: Camera[]): any;
  3809. getPostProcess(camera?: Camera): PostProcess;
  3810. private _linkParameters();
  3811. private _linkTextures(effect);
  3812. }
  3813. }
  3814. declare module BABYLON {
  3815. class PostProcessRenderPass {
  3816. private _enabled;
  3817. private _renderList;
  3818. private _renderTexture;
  3819. private _scene;
  3820. private _refCount;
  3821. _name: string;
  3822. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3823. _incRefCount(): number;
  3824. _decRefCount(): number;
  3825. _update(): void;
  3826. setRenderList(renderList: Mesh[]): void;
  3827. getRenderTexture(): RenderTargetTexture;
  3828. }
  3829. }
  3830. declare module BABYLON {
  3831. class PostProcessRenderPipeline {
  3832. private _engine;
  3833. private _renderEffects;
  3834. private _renderEffectsForIsolatedPass;
  3835. private _cameras;
  3836. _name: string;
  3837. private static PASS_EFFECT_NAME;
  3838. private static PASS_SAMPLER_NAME;
  3839. constructor(engine: Engine, name: string);
  3840. addEffect(renderEffect: PostProcessRenderEffect): void;
  3841. _enableEffect(renderEffectName: string, cameras: Camera): any;
  3842. _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3843. _disableEffect(renderEffectName: string, cameras: Camera): any;
  3844. _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3845. _attachCameras(cameras: Camera, unique: boolean): any;
  3846. _attachCameras(cameras: Camera[], unique: boolean): any;
  3847. _detachCameras(cameras: Camera): any;
  3848. _detachCameras(cameras: Camera[]): any;
  3849. _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3850. _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3851. _disableDisplayOnlyPass(cameras: Camera): any;
  3852. _disableDisplayOnlyPass(cameras: Camera[]): any;
  3853. _update(): void;
  3854. }
  3855. }
  3856. declare module BABYLON {
  3857. class PostProcessRenderPipelineManager {
  3858. private _renderPipelines;
  3859. constructor();
  3860. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3861. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3862. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3863. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3864. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3865. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3866. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3867. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3868. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3869. enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3870. enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3871. disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3872. disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3873. update(): void;
  3874. }
  3875. }
  3876. declare module BABYLON {
  3877. class BoundingBoxRenderer {
  3878. frontColor: Color3;
  3879. backColor: Color3;
  3880. showBackLines: boolean;
  3881. renderList: SmartArray<BoundingBox>;
  3882. private _scene;
  3883. private _colorShader;
  3884. private _vb;
  3885. private _ib;
  3886. constructor(scene: Scene);
  3887. reset(): void;
  3888. render(): void;
  3889. dispose(): void;
  3890. }
  3891. }
  3892. declare module BABYLON {
  3893. class OutlineRenderer {
  3894. private _scene;
  3895. private _effect;
  3896. private _cachedDefines;
  3897. constructor(scene: Scene);
  3898. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3899. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3900. }
  3901. }
  3902. declare module BABYLON {
  3903. class RenderingGroup {
  3904. index: number;
  3905. private _scene;
  3906. private _opaqueSubMeshes;
  3907. private _transparentSubMeshes;
  3908. private _alphaTestSubMeshes;
  3909. private _activeVertices;
  3910. constructor(index: number, scene: Scene);
  3911. render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3912. prepare(): void;
  3913. dispatch(subMesh: SubMesh): void;
  3914. }
  3915. }
  3916. declare module BABYLON {
  3917. class RenderingManager {
  3918. static MAX_RENDERINGGROUPS: number;
  3919. private _scene;
  3920. private _renderingGroups;
  3921. private _depthBufferAlreadyCleaned;
  3922. constructor(scene: Scene);
  3923. private _renderParticles(index, activeMeshes);
  3924. private _renderSprites(index);
  3925. private _clearDepthBuffer();
  3926. render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3927. reset(): void;
  3928. dispatch(subMesh: SubMesh): void;
  3929. }
  3930. }
  3931. declare module BABYLON {
  3932. class Sprite {
  3933. name: string;
  3934. position: Vector3;
  3935. color: Color4;
  3936. size: number;
  3937. angle: number;
  3938. cellIndex: number;
  3939. invertU: number;
  3940. invertV: number;
  3941. disposeWhenFinishedAnimating: boolean;
  3942. animations: Animation[];
  3943. private _animationStarted;
  3944. private _loopAnimation;
  3945. private _fromIndex;
  3946. private _toIndex;
  3947. private _delay;
  3948. private _direction;
  3949. private _frameCount;
  3950. private _manager;
  3951. private _time;
  3952. constructor(name: string, manager: SpriteManager);
  3953. playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3954. stopAnimation(): void;
  3955. _animate(deltaTime: number): void;
  3956. dispose(): void;
  3957. }
  3958. }
  3959. declare module BABYLON {
  3960. class SpriteManager {
  3961. name: string;
  3962. cellSize: number;
  3963. sprites: Sprite[];
  3964. renderingGroupId: number;
  3965. onDispose: () => void;
  3966. fogEnabled: boolean;
  3967. private _capacity;
  3968. private _spriteTexture;
  3969. private _epsilon;
  3970. private _scene;
  3971. private _vertexDeclaration;
  3972. private _vertexStrideSize;
  3973. private _vertexBuffer;
  3974. private _indexBuffer;
  3975. private _vertices;
  3976. private _effectBase;
  3977. private _effectFog;
  3978. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3979. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3980. render(): void;
  3981. dispose(): void;
  3982. }
  3983. }
  3984. declare module BABYLON.Internals {
  3985. class AndOrNotEvaluator {
  3986. static Eval(query: string, evaluateCallback: (val) => boolean): boolean;
  3987. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3988. private static _SimplifyNegation(booleanString);
  3989. }
  3990. }
  3991. declare module BABYLON {
  3992. interface IAssetTask {
  3993. onSuccess: (task: IAssetTask) => void;
  3994. onError: (task: IAssetTask) => void;
  3995. isCompleted: boolean;
  3996. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3997. }
  3998. class MeshAssetTask implements IAssetTask {
  3999. name: string;
  4000. meshesNames: any;
  4001. rootUrl: string;
  4002. sceneFilename: string;
  4003. loadedMeshes: Array<AbstractMesh>;
  4004. loadedParticleSystems: Array<ParticleSystem>;
  4005. loadedSkeletons: Array<Skeleton>;
  4006. onSuccess: (task: IAssetTask) => void;
  4007. onError: (task: IAssetTask) => void;
  4008. isCompleted: boolean;
  4009. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  4010. run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4011. }
  4012. class TextFileAssetTask implements IAssetTask {
  4013. name: string;
  4014. url: string;
  4015. onSuccess: (task: IAssetTask) => void;
  4016. onError: (task: IAssetTask) => void;
  4017. isCompleted: boolean;
  4018. text: string;
  4019. constructor(name: string, url: string);
  4020. run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4021. }
  4022. class BinaryFileAssetTask implements IAssetTask {
  4023. name: string;
  4024. url: string;
  4025. onSuccess: (task: IAssetTask) => void;
  4026. onError: (task: IAssetTask) => void;
  4027. isCompleted: boolean;
  4028. data: ArrayBuffer;
  4029. constructor(name: string, url: string);
  4030. run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4031. }
  4032. class ImageAssetTask implements IAssetTask {
  4033. name: string;
  4034. url: string;
  4035. onSuccess: (task: IAssetTask) => void;
  4036. onError: (task: IAssetTask) => void;
  4037. isCompleted: boolean;
  4038. image: HTMLImageElement;
  4039. constructor(name: string, url: string);
  4040. run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4041. }
  4042. class TextureAssetTask implements IAssetTask {
  4043. name: string;
  4044. url: string;
  4045. noMipmap: boolean;
  4046. invertY: boolean;
  4047. samplingMode: number;
  4048. onSuccess: (task: IAssetTask) => void;
  4049. onError: (task: IAssetTask) => void;
  4050. isCompleted: boolean;
  4051. texture: Texture;
  4052. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  4053. run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4054. }
  4055. class AssetsManager {
  4056. private _tasks;
  4057. private _scene;
  4058. private _waitingTasksCount;
  4059. onFinish: (tasks: IAssetTask[]) => void;
  4060. onTaskSuccess: (task: IAssetTask) => void;
  4061. onTaskError: (task: IAssetTask) => void;
  4062. useDefaultLoadingScreen: boolean;
  4063. constructor(scene: Scene);
  4064. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  4065. addTextFileTask(taskName: string, url: string): IAssetTask;
  4066. addBinaryFileTask(taskName: string, url: string): IAssetTask;
  4067. addImageTask(taskName: string, url: string): IAssetTask;
  4068. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  4069. private _decreaseWaitingTasksCount();
  4070. private _runTask(task);
  4071. reset(): AssetsManager;
  4072. load(): AssetsManager;
  4073. }
  4074. }
  4075. declare module BABYLON {
  4076. class Database {
  4077. private callbackManifestChecked;
  4078. private currentSceneUrl;
  4079. private db;
  4080. private enableSceneOffline;
  4081. private enableTexturesOffline;
  4082. private manifestVersionFound;
  4083. private mustUpdateRessources;
  4084. private hasReachedQuota;
  4085. private isSupported;
  4086. private idbFactory;
  4087. static isUASupportingBlobStorage: boolean;
  4088. constructor(urlToScene: string, callbackManifestChecked: (boolean) => any);
  4089. static parseURL: (url: string) => string;
  4090. static ReturnFullUrlLocation: (url: string) => string;
  4091. checkManifestFile(): void;
  4092. openAsync(successCallback: any, errorCallback: any): void;
  4093. loadImageFromDB(url: string, image: HTMLImageElement): void;
  4094. private _loadImageFromDBAsync(url, image, notInDBCallback);
  4095. private _saveImageIntoDBAsync(url, image);
  4096. private _checkVersionFromDB(url, versionLoaded);
  4097. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  4098. private _saveVersionIntoDBAsync(url, callback);
  4099. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  4100. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  4101. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  4102. }
  4103. }
  4104. declare module BABYLON {
  4105. class FilesInput {
  4106. private engine;
  4107. private currentScene;
  4108. private canvas;
  4109. private sceneLoadedCallback;
  4110. private progressCallback;
  4111. private additionnalRenderLoopLogicCallback;
  4112. private textureLoadingCallback;
  4113. private startingProcessingFilesCallback;
  4114. private elementToMonitor;
  4115. static FilesTextures: any[];
  4116. static FilesToLoad: any[];
  4117. constructor(p_engine: BABYLON.Engine, p_scene: BABYLON.Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  4118. monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  4119. private renderFunction();
  4120. private drag(e);
  4121. private drop(eventDrop);
  4122. private loadFiles(event);
  4123. }
  4124. }
  4125. declare module BABYLON {
  4126. class Gamepads {
  4127. private babylonGamepads;
  4128. private oneGamepadConnected;
  4129. private isMonitoring;
  4130. private gamepadEventSupported;
  4131. private gamepadSupportAvailable;
  4132. private _callbackGamepadConnected;
  4133. private buttonADataURL;
  4134. private static gamepadDOMInfo;
  4135. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  4136. private _insertGamepadDOMInstructions();
  4137. private _insertGamepadDOMNotSupported();
  4138. dispose(): void;
  4139. private _onGamepadConnected(evt);
  4140. private _addNewGamepad(gamepad);
  4141. private _onGamepadDisconnected(evt);
  4142. private _startMonitoringGamepads();
  4143. private _stopMonitoringGamepads();
  4144. private _checkGamepadsStatus();
  4145. private _updateGamepadObjects();
  4146. }
  4147. class StickValues {
  4148. x: any;
  4149. y: any;
  4150. constructor(x: any, y: any);
  4151. }
  4152. class Gamepad {
  4153. id: string;
  4154. index: number;
  4155. browserGamepad: any;
  4156. private _leftStick;
  4157. private _rightStick;
  4158. private _onleftstickchanged;
  4159. private _onrightstickchanged;
  4160. constructor(id: string, index: number, browserGamepad: any);
  4161. onleftstickchanged(callback: (values: StickValues) => void): void;
  4162. onrightstickchanged(callback: (values: StickValues) => void): void;
  4163. leftStick: StickValues;
  4164. rightStick: StickValues;
  4165. update(): void;
  4166. }
  4167. class GenericPad extends Gamepad {
  4168. id: string;
  4169. index: number;
  4170. gamepad: any;
  4171. private _buttons;
  4172. private _onbuttondown;
  4173. private _onbuttonup;
  4174. onbuttondown(callback: (buttonPressed: number) => void): void;
  4175. onbuttonup(callback: (buttonReleased: number) => void): void;
  4176. constructor(id: string, index: number, gamepad: any);
  4177. private _setButtonValue(newValue, currentValue, buttonIndex);
  4178. update(): void;
  4179. }
  4180. enum Xbox360Button {
  4181. A = 0,
  4182. B = 1,
  4183. X = 2,
  4184. Y = 3,
  4185. Start = 4,
  4186. Back = 5,
  4187. LB = 6,
  4188. RB = 7,
  4189. LeftStick = 8,
  4190. RightStick = 9,
  4191. }
  4192. enum Xbox360Dpad {
  4193. Up = 0,
  4194. Down = 1,
  4195. Left = 2,
  4196. Right = 3,
  4197. }
  4198. class Xbox360Pad extends Gamepad {
  4199. private _leftTrigger;
  4200. private _rightTrigger;
  4201. private _onlefttriggerchanged;
  4202. private _onrighttriggerchanged;
  4203. private _onbuttondown;
  4204. private _onbuttonup;
  4205. private _ondpaddown;
  4206. private _ondpadup;
  4207. private _buttonA;
  4208. private _buttonB;
  4209. private _buttonX;
  4210. private _buttonY;
  4211. private _buttonBack;
  4212. private _buttonStart;
  4213. private _buttonLB;
  4214. private _buttonRB;
  4215. private _buttonLeftStick;
  4216. private _buttonRightStick;
  4217. private _dPadUp;
  4218. private _dPadDown;
  4219. private _dPadLeft;
  4220. private _dPadRight;
  4221. onlefttriggerchanged(callback: (value: number) => void): void;
  4222. onrighttriggerchanged(callback: (value: number) => void): void;
  4223. leftTrigger: number;
  4224. rightTrigger: number;
  4225. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  4226. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  4227. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  4228. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  4229. private _setButtonValue(newValue, currentValue, buttonType);
  4230. private _setDPadValue(newValue, currentValue, buttonType);
  4231. buttonA: number;
  4232. buttonB: number;
  4233. buttonX: number;
  4234. buttonY: number;
  4235. buttonStart: number;
  4236. buttonBack: number;
  4237. buttonLB: number;
  4238. buttonRB: number;
  4239. buttonLeftStick: number;
  4240. buttonRightStick: number;
  4241. dPadUp: number;
  4242. dPadDown: number;
  4243. dPadLeft: number;
  4244. dPadRight: number;
  4245. update(): void;
  4246. }
  4247. }
  4248. interface Navigator {
  4249. getGamepads(func?: any): any;
  4250. webkitGetGamepads(func?: any): any;
  4251. msGetGamepads(func?: any): any;
  4252. webkitGamepads(func?: any): any;
  4253. }
  4254. declare module BABYLON {
  4255. class SceneOptimization {
  4256. priority: number;
  4257. apply: (scene: Scene) => boolean;
  4258. constructor(priority?: number);
  4259. }
  4260. class TextureOptimization extends SceneOptimization {
  4261. priority: number;
  4262. maximumSize: number;
  4263. constructor(priority?: number, maximumSize?: number);
  4264. apply: (scene: Scene) => boolean;
  4265. }
  4266. class HardwareScalingOptimization extends SceneOptimization {
  4267. priority: number;
  4268. maximumScale: number;
  4269. private _currentScale;
  4270. constructor(priority?: number, maximumScale?: number);
  4271. apply: (scene: Scene) => boolean;
  4272. }
  4273. class ShadowsOptimization extends SceneOptimization {
  4274. apply: (scene: Scene) => boolean;
  4275. }
  4276. class PostProcessesOptimization extends SceneOptimization {
  4277. apply: (scene: Scene) => boolean;
  4278. }
  4279. class LensFlaresOptimization extends SceneOptimization {
  4280. apply: (scene: Scene) => boolean;
  4281. }
  4282. class ParticlesOptimization extends SceneOptimization {
  4283. apply: (scene: Scene) => boolean;
  4284. }
  4285. class RenderTargetsOptimization extends SceneOptimization {
  4286. apply: (scene: Scene) => boolean;
  4287. }
  4288. class MergeMeshesOptimization extends SceneOptimization {
  4289. private _canBeMerged;
  4290. apply: (scene: Scene) => boolean;
  4291. }
  4292. class SceneOptimizerOptions {
  4293. targetFrameRate: number;
  4294. trackerDuration: number;
  4295. optimizations: SceneOptimization[];
  4296. constructor(targetFrameRate?: number, trackerDuration?: number);
  4297. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4298. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4299. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4300. }
  4301. class SceneOptimizer {
  4302. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4303. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4304. }
  4305. }
  4306. declare module BABYLON {
  4307. class SceneSerializer {
  4308. static Serialize(scene: Scene): any;
  4309. }
  4310. }
  4311. declare module BABYLON {
  4312. class SmartArray<T> {
  4313. data: Array<T>;
  4314. length: number;
  4315. private _id;
  4316. private _duplicateId;
  4317. constructor(capacity: number);
  4318. push(value: any): void;
  4319. pushNoDuplicate(value: any): void;
  4320. sort(compareFn: any): void;
  4321. reset(): void;
  4322. concat(array: any): void;
  4323. concatWithNoDuplicate(array: any): void;
  4324. indexOf(value: any): number;
  4325. private static _GlobalId;
  4326. }
  4327. }
  4328. declare module BABYLON {
  4329. class Tags {
  4330. static EnableFor(obj: any): void;
  4331. static DisableFor(obj: any): void;
  4332. static HasTags(obj: any): boolean;
  4333. static GetTags(obj: any): any;
  4334. static AddTagsTo(obj: any, tagsString: string): void;
  4335. static _AddTagTo(obj: any, tag: string): void;
  4336. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4337. static _RemoveTagFrom(obj: any, tag: string): void;
  4338. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4339. }
  4340. }
  4341. declare module BABYLON {
  4342. interface IAnimatable {
  4343. animations: Array<Animation>;
  4344. }
  4345. interface ISize {
  4346. width: number;
  4347. height: number;
  4348. }
  4349. class Tools {
  4350. static BaseUrl: string;
  4351. static GetExponantOfTwo: (value: number, max: number) => number;
  4352. static GetFilename(path: string): string;
  4353. static GetDOMTextContent(element: HTMLElement): string;
  4354. static ToDegrees(angle: number): number;
  4355. static ToRadians(angle: number): number;
  4356. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4357. minimum: Vector3;
  4358. maximum: Vector3;
  4359. };
  4360. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4361. minimum: Vector3;
  4362. maximum: Vector3;
  4363. };
  4364. static MakeArray(obj: any, allowsNullUndefined?: boolean): Array<any>;
  4365. static GetPointerPrefix(): string;
  4366. static QueueNewFrame(func: any): void;
  4367. static RequestFullscreen(element: any): void;
  4368. static ExitFullscreen(): void;
  4369. static CleanUrl(url: string): string;
  4370. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4371. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4372. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4373. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4374. static Clamp(value: number, min?: number, max?: number): number;
  4375. static Sign(value: number): number;
  4376. static Format(value: number, decimals?: number): string;
  4377. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4378. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  4379. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4380. static IsEmpty(obj: any): boolean;
  4381. static RegisterTopRootEvents(events: {
  4382. name: string;
  4383. handler: EventListener;
  4384. }[]): void;
  4385. static UnregisterTopRootEvents(events: {
  4386. name: string;
  4387. handler: EventListener;
  4388. }[]): void;
  4389. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4390. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4391. private static _NoneLogLevel;
  4392. private static _MessageLogLevel;
  4393. private static _WarningLogLevel;
  4394. private static _ErrorLogLevel;
  4395. private static _LogCache;
  4396. static OnNewCacheEntry: (entry: string) => void;
  4397. static NoneLogLevel: number;
  4398. static MessageLogLevel: number;
  4399. static WarningLogLevel: number;
  4400. static ErrorLogLevel: number;
  4401. static AllLogLevel: number;
  4402. private static _AddLogEntry(entry);
  4403. private static _FormatMessage(message);
  4404. static Log: (message: string) => void;
  4405. private static _LogDisabled(message);
  4406. private static _LogEnabled(message);
  4407. static Warn: (message: string) => void;
  4408. private static _WarnDisabled(message);
  4409. private static _WarnEnabled(message);
  4410. static Error: (message: string) => void;
  4411. private static _ErrorDisabled(message);
  4412. private static _ErrorEnabled(message);
  4413. static LogCache: string;
  4414. static LogLevels: number;
  4415. private static _PerformanceNoneLogLevel;
  4416. private static _PerformanceUserMarkLogLevel;
  4417. private static _PerformanceConsoleLogLevel;
  4418. private static _performance;
  4419. static PerformanceNoneLogLevel: number;
  4420. static PerformanceUserMarkLogLevel: number;
  4421. static PerformanceConsoleLogLevel: number;
  4422. static PerformanceLogLevel: number;
  4423. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4424. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4425. static _StartUserMark(counterName: string, condition?: boolean): void;
  4426. static _EndUserMark(counterName: string, condition?: boolean): void;
  4427. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4428. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4429. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4430. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4431. static Now: number;
  4432. static GetFps(): number;
  4433. }
  4434. /**
  4435. * An implementation of a loop for asynchronous functions.
  4436. */
  4437. class AsyncLoop {
  4438. iterations: number;
  4439. private _fn;
  4440. private _successCallback;
  4441. index: number;
  4442. private _done;
  4443. /**
  4444. * Constroctor.
  4445. * @param iterations the number of iterations.
  4446. * @param _fn the function to run each iteration
  4447. * @param _successCallback the callback that will be called upon succesful execution
  4448. * @param offset starting offset.
  4449. */
  4450. constructor(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number);
  4451. /**
  4452. * Execute the next iteration. Must be called after the last iteration was finished.
  4453. */
  4454. executeNext(): void;
  4455. /**
  4456. * Break the loop and run the success callback.
  4457. */
  4458. breakLoop(): void;
  4459. /**
  4460. * Helper function
  4461. */
  4462. static Run(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number): AsyncLoop;
  4463. /**
  4464. * A for-loop that will run a given number of iterations synchronous and the rest async.
  4465. * @param iterations total number of iterations
  4466. * @param syncedIterations number of synchronous iterations in each async iteration.
  4467. * @param fn the function to call each iteration.
  4468. * @param callback a success call back that will be called when iterating stops.
  4469. * @param breakFunction a break condition (optional)
  4470. * @param timeout timeout settings for the setTimeout function. default - 0.
  4471. * @constructor
  4472. */
  4473. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): void;
  4474. }
  4475. }
  4476. declare module BABYLON.Internals {
  4477. interface DDSInfo {
  4478. width: number;
  4479. height: number;
  4480. mipmapCount: number;
  4481. isFourCC: boolean;
  4482. isRGB: boolean;
  4483. isLuminance: boolean;
  4484. isCube: boolean;
  4485. }
  4486. class DDSTools {
  4487. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4488. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4489. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4490. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4491. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4492. }
  4493. }
  4494. declare module BABYLON.Internals {
  4495. class TGATools {
  4496. private static _TYPE_NO_DATA;
  4497. private static _TYPE_INDEXED;
  4498. private static _TYPE_RGB;
  4499. private static _TYPE_GREY;
  4500. private static _TYPE_RLE_INDEXED;
  4501. private static _TYPE_RLE_RGB;
  4502. private static _TYPE_RLE_GREY;
  4503. private static _ORIGIN_MASK;
  4504. private static _ORIGIN_SHIFT;
  4505. private static _ORIGIN_BL;
  4506. private static _ORIGIN_BR;
  4507. private static _ORIGIN_UL;
  4508. private static _ORIGIN_UR;
  4509. static GetTGAHeader(data: Uint8Array): any;
  4510. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4511. 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;
  4512. 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;
  4513. 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;
  4514. 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;
  4515. 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;
  4516. 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;
  4517. }
  4518. }
  4519. declare module BABYLON {
  4520. enum JoystickAxis {
  4521. X = 0,
  4522. Y = 1,
  4523. Z = 2,
  4524. }
  4525. class VirtualJoystick {
  4526. reverseLeftRight: boolean;
  4527. reverseUpDown: boolean;
  4528. deltaPosition: Vector3;
  4529. pressed: boolean;
  4530. private static _globalJoystickIndex;
  4531. private static vjCanvas;
  4532. private static vjCanvasContext;
  4533. private static vjCanvasWidth;
  4534. private static vjCanvasHeight;
  4535. private static halfWidth;
  4536. private static halfHeight;
  4537. private _action;
  4538. private _axisTargetedByLeftAndRight;
  4539. private _axisTargetedByUpAndDown;
  4540. private _joystickSensibility;
  4541. private _inversedSensibility;
  4542. private _rotationSpeed;
  4543. private _inverseRotationSpeed;
  4544. private _rotateOnAxisRelativeToMesh;
  4545. private _joystickPointerID;
  4546. private _joystickColor;
  4547. private _joystickPointerPos;
  4548. private _joystickPointerStartPos;
  4549. private _deltaJoystickVector;
  4550. private _leftJoystick;
  4551. private _joystickIndex;
  4552. private _touches;
  4553. constructor(leftJoystick?: boolean);
  4554. setJoystickSensibility(newJoystickSensibility: number): void;
  4555. private _onPointerDown(e);
  4556. private _onPointerMove(e);
  4557. private _onPointerUp(e);
  4558. /**
  4559. * Change the color of the virtual joystick
  4560. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4561. */
  4562. setJoystickColor(newColor: string): void;
  4563. setActionOnTouch(action: () => any): void;
  4564. setAxisForLeftRight(axis: JoystickAxis): void;
  4565. setAxisForUpDown(axis: JoystickAxis): void;
  4566. private _clearCanvas();
  4567. private _drawVirtualJoystick();
  4568. releaseCanvas(): void;
  4569. }
  4570. }
  4571. declare module BABYLON.VirtualJoystick {
  4572. class Collection<T> {
  4573. private _count;
  4574. private _collection;
  4575. constructor();
  4576. Count(): number;
  4577. add<T>(key: string, item: T): number;
  4578. remove(key: string): number;
  4579. item(key: string): any;
  4580. forEach<T>(block: (item: T) => void): void;
  4581. }
  4582. }